Sericulture quality question

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Sericulture quality question

Postby hery76 » Wed Jun 08, 2016 7:25 pm

Hello guys,

Today i've read the quality page on wiki and, even though it seems straight forward, i would like to ask a few things related to sericulture quality values.

So:
  • silkmoth quality, when caught in the wilderness, is based on my survival ability value.
  • eggs are the average of both.
  • since the herbalist table influences everything produced on it, cant figure out how silkworm's are influenced.
  • silkworm cocoon is (silkworm + (Qleaf1+Qleaf2+Qleaf3+Qleaf4)/4)/2.
  • filaments are based on cocoons and softcapped by the cube root of (sewing*farming*dexterity).

Is this information correct? i'm forgetting something? softcaps or materialsQ or abilitysValue? :/

Thanks in advance,
o/
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Re: Sericulture quality question

Postby Ysh » Wed Jun 08, 2016 7:34 pm

hery76 wrote:silkmoth quality, when caught in the wilderness, is based on my survival ability value.

Yes, but there is catch. It is ''based on survival ability'' to the extend that if survival is lower than moth quality, moth quality goes down. Getting 300+ survival will not make caught moths Q150+ every time.
hery76 wrote:eggs are the average of both.

Both of what? Eggs are average of mother and father plus some random value for each egg they lay.
hery76 wrote:since the herbalist table influences everything produced on it, cant figure out how silkworm's are influenced.

It influences these on hatch of eggs, I think. Low quality table will making lower quality worms.
hery76 wrote:silkworm cocoon is (silkworm + (Qleaf1+Qleaf2+Qleaf3+Qleaf4)/4)/2.

I do not think leaf can raise silk worm quality for cocoon, but I am not confident for this answer.
hery76 wrote:filaments are based on cocoons and softcapped by the cube root of (sewing*farming*dexterity).

This is true. Also you must use cauldron for unravel these and quality of cauldron and water will matters in some way.

Also since it can be relevant, making silk thread is 10 filament + branch. Formula is something like AVG(AVG(Filaments), Branch) so good branch can easy to make good thread. Also quality of spinning wheel and loom when making thread/cloth can increase or decrease this quality based on average tool and material.
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Re: Sericulture quality question

Postby Granger » Wed Jun 08, 2016 7:37 pm

IIRC table and leafs only cap the quality, but are unable to increase it.
But it is a while that I made silk, so IIRC...
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Re: Sericulture quality question

Postby Ysh » Wed Jun 08, 2016 7:38 pm

Granger wrote:IIRC table and leafs only cap the quality, but are unable to increase it.
But it is a while that I made silk, so IIRC...

I think this is accurate also. I do not pay this close attention though.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Sericulture quality question

Postby hery76 » Wed Jun 08, 2016 7:50 pm

Ysh wrote:
hery76 wrote:silkmoth quality, when caught in the wilderness, is based on my survival ability value.

Yes, but there is catch. It is ''based on survival ability'' to the extend that if survival is lower than moth quality, moth quality goes down. Getting 300+ survival will not make caught moths Q150+ every time.
hery76 wrote:eggs are the average of both.

Both of what? Eggs are average of mother and father plus some random value for each egg they lay.
hery76 wrote:since the herbalist table influences everything produced on it, cant figure out how silkworm's are influenced.

It influences these on hatch of eggs, I think. Low quality table will making lower quality worms.
hery76 wrote:silkworm cocoon is (silkworm + (Qleaf1+Qleaf2+Qleaf3+Qleaf4)/4)/2.

I do not think leaf can raise silk worm quality for cocoon, but I am not confident for this answer.
hery76 wrote:filaments are based on cocoons and softcapped by the cube root of (sewing*farming*dexterity).

This is true. Also you must use cauldron for unravel these and quality of cauldron and water will matters in some way.

Also since it can be relevant, making silk thread is 10 filament + branch. Formula is something like AVG(AVG(Filaments), Branch) so good branch can easy to make good thread. Also quality of spinning wheel and loom when making thread/cloth can increase or decrease this quality based on average tool and material.



So more precisely, Q of silkmoths are around Survival/2?
yeah, both parents :P
wiki says this:
"The quality of the filaments equals the quality of the cocoons regardless of the quality of the cauldron, fuel or water used, softcapped by the cube root of (sewing*farming*dexterity)." but it's from legacy and dunno if this was changed in 2.0 like you said hmm

so, if leafs caps the quality it means that p.e: 50Q silkworm and 40Q lefs, i can only expect a 40Q silkworm cocoon? (:

Thanks again Ysh :P you to Granger o/
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Re: Sericulture quality question

Postby Granger » Wed Jun 08, 2016 7:54 pm

I vaguely remember that the quality of the worms went down by 1 point when eating a lower q leaf - but I might be mistaken since it has been a while.
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Re: Sericulture quality question

Postby hery76 » Wed Jun 08, 2016 8:16 pm

Granger wrote:I vaguely remember that the quality of the worms went down by 1 point when eating a lower q leaf - but I might be mistaken since it has been a while.


well i know now the basics Q and things that are involved, those small things i will test during the process :D

Thanks Granger o/
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Re: Sericulture quality question

Postby Hasta » Wed Jun 08, 2016 9:38 pm

Okay a lot of opinions here on different stages. Here's the process:

1. Moths caught in the wild have their quality hardcapped by your survival. If the moth is 30 and your survival is 15 moth becomes 15. If moth is 15 and your survival is anything higher than 15, moth stays 15.
2. Moths produce eggs of quality average between mother and father, +5/-5 (never actually seen -5 so it may be -2 or some weird geometrical averages between the corresponding tri-quality attributes).
3. Eggs are softcapped by your herbalist table. If the table is higher, eggs stay the same. If the table is lower, quality is (table+egg)/2.
4. Worms are softcapped by leaves (may be some percentage, never actually had a lower q leaf to feed the worms).
5. Filaments definitely CAN get higher quality than cocoons. Most likely cauldron, and definitely the water do increase filament quality. Softcap is your (DEX+Sewing)/2, but, duh, all the softcaps and affecting skills are right there in custom clients.
6. Spinning Wheel and Loom qualities both can increase or decrease the quality of respective product. Make sure you always have the best avaliable when silkmaking.
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Re: Sericulture quality question

Postby hery76 » Wed Jun 08, 2016 9:57 pm

Hasta wrote:Okay a lot of opinions here on different stages. Here's the process:

1. Moths caught in the wild have their quality hardcapped by your survival. If the moth is 30 and your survival is 15 moth becomes 15. If moth is 15 and your survival is anything higher than 15, moth stays 15.
2. Moths produce eggs of quality average between mother and father, +5/-5 (never actually seen -5 so it may be -2 or some weird geometrical averages between the corresponding tri-quality attributes).
3. Eggs are softcapped by your herbalist table. If the table is higher, eggs stay the same. If the table is lower, quality is (table+egg)/2.
4. Worms are softcapped by leaves (may be some percentage, never actually had a lower q leaf to feed the worms).
5. Filaments definitely CAN get higher quality than cocoons. Most likely cauldron, and definitely the water do increase filament quality. Softcap is your (DEX+Sewing)/2, but, duh, all the softcaps and affecting skills are right there in custom clients.
6. Spinning Wheel and Loom qualities both can increase or decrease the quality of respective product. Make sure you always have the best avaliable when silkmaking.


i use a custom client but where can i see those softcaps? :/ its purus pasta (:

btw, its just really dex and sewing? it's outdated the wiki then, thanks :P

Nice resume on the subject,
Thank you Hasta o/
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Re: Sericulture quality question

Postby Hasta » Wed Jun 08, 2016 10:14 pm

hery76 wrote:i use a custom client but where can i see those softcaps? :/ its purus pasta (:


I'm using Amber client, but, AFAIK, Purus Pasta is based on Amber so it should have the option (under Display settings menu) to "Show attributes and softcaps in craft windows". You'll see your current values of skills affecting that particular craft (on the left side) and softcap (on the right side).
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