[ANSWERED] Gilding questions.

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[ANSWERED] Gilding questions.

Postby qoonpooka » Tue May 02, 2017 5:58 pm

I notice percentages on the gilding and the equipment, as well as various categories which may or may not relate to the bonuses given by the gilding.

As best I can understand, these percentages are multiplied together, like satiations are, and the product is the final chance that, as you apply the gilding, a second (or third, etc) slot appears on the item. This chance is then reported by the 'gild item (%)' option that appears when you try the merge?

Except that the chances given are a range.... so... how's all that work?
Last edited by qoonpooka on Wed May 03, 2017 4:40 am, edited 1 time in total.
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Re: Gilding questions.

Postby Sevenless » Tue May 02, 2017 8:47 pm

Based on your attribute/ability scores that match for the equipment.

So if you have a sewing/survival gild, and gild it to a sewing clothing your sewing matters. If you gild it to a sewing/survival clothing, both those stats (probably with the sqrt(stat1*stat2) formula) are used.
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Re: Gilding questions.

Postby qoonpooka » Tue May 02, 2017 9:03 pm

Sevenless wrote:Based on your attribute/ability scores that match for the equipment.

So if you have a sewing/survival gild, and gild it to a sewing clothing your sewing matters. If you gild it to a sewing/survival clothing, both those stats (probably with the sqrt(stat1*stat2) formula) are used.


So, if I'm, for example, attaching a Taproot Lacing (+4 Survival, 45-95% Survival) to a Hemp Shirt (15-35% Sewing), the final chance to get +1 slot is based on the two percentage ranges, multiplied by my Sewing (because of the shirt)?

Sewing skill is 50 so...

I get like, 8% chance = 45% to 95% * 15% to 35% * 50? I'm trying to understand how any of this makes any mathematical sense.
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Re: Gilding questions.

Postby Tammer » Tue May 02, 2017 9:44 pm

qoonpooka wrote:
Sevenless wrote:Based on your attribute/ability scores that match for the equipment.

So if you have a sewing/survival gild, and gild it to a sewing clothing your sewing matters. If you gild it to a sewing/survival clothing, both those stats (probably with the sqrt(stat1*stat2) formula) are used.


So, if I'm, for example, attaching a Taproot Lacing (+4 Survival, 45-95% Survival) to a Hemp Shirt (15-35% Sewing), the final chance to get +1 slot is based on the two percentage ranges, multiplied by my Sewing (because of the shirt)?

Sewing skill is 50 so...

I get like, 8% chance = 45% to 95% * 15% to 35% * 50? I'm trying to understand how any of this makes any mathematical sense.

No. Those don't match, so you get 45% * 15% = 7%. If you instead did Extra Stitches (40% to 100% Sewing) you would get something between 40% * 15% = 6% with low sewing skill and 100% * 45% = 45% with high sewing skill.
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Re: Gilding questions.

Postby Sevenless » Tue May 02, 2017 9:51 pm

I'm curious how the skill formula works. I assume some sort of diminishing returns getting perfect isn't actually possible kind of thing?
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Re: Gilding questions.

Postby qoonpooka » Tue May 02, 2017 9:54 pm

Tammer wrote:Those don't match, so you get 45% * 15% = 7%. If you instead did Extra Stitches (40% to 100% Sewing) you would get something between 40% * 15% = 6% with low sewing skill and 100% * 45% = 45% with high sewing skill.


So is it: Use the lower value of each item if you're gilding items that don't match, and use the higher values if they do?

Example: Badger Vest (0% to 45%) and Taproot Lacing (45% to 95%) are both survival as the only attributed. I have survival 70. They're matched so 45% * 95% = 42%? But I only get 15%. I assume, from your description, that this is because my 70+ survival skill is considered 'low.' But against what standard?

consider the same hemp shirt (Sewing), and the Fine Feather Brooch (Charisma, Willpower, Sewing, Lore). Do they match because they both have Sewing? Or is the FFB only gildable at full value to things that have all four attributes matched?
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Re: Gilding questions.

Postby Tammer » Wed May 03, 2017 4:16 am

qoonpooka wrote:So is it: Use the lower value of each item if you're gilding items that don't match, and use the higher values if they do?

Yes.
qoonpooka wrote:Example: Badger Vest (0% to 45%) and Taproot Lacing (45% to 95%) are both survival as the only attributed. I have survival 70. They're matched so 45% * 95% = 42%? But I only get 15%. I assume, from your description, that this is because my 70+ survival skill is considered 'low.' But against what standard?

The badger vest is actually 0% to 35%, so the best with that combo is 33%. I get

Survival 150 gives 21%
160 gives 22%
170 gives 23%
180 gives 24%
192 gives 24%
203 gives 25%
215 gives 26%
227 gives 26%
237 gives 27%

and that's as far as my outfit goes.

edit: 357 gives 30%

qoonpooka wrote:consider the same hemp shirt (Sewing), and the Fine Feather Brooch (Charisma, Willpower, Sewing, Lore). Do they match because they both have Sewing? Or is the FFB only gildable at full value to things that have all four attributes matched?

They match. Fine Feather Brooch matches all four clothing types.
Last edited by Tammer on Fri May 05, 2017 6:03 pm, edited 1 time in total.
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Re: [ANSWERED] Gilding questions.

Postby qoonpooka » Wed May 03, 2017 4:40 am

Radness. Thanks for taking the time with this. I feel like I get it now.
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