DDDsDD999's math is correct, the sling will be q18.
rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
Yes.
If the potential quality is higher than the softcapping value, they are averaged together.
If the potential quality is lower than the softcapping value, the quality is the same as the potential quality.
The softcapping value for slings is equal to the crafter's survival.
For other products, it may be a different stat or possibly the geometric mean of multiple stats.
Sibbechai wrote:
I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.
Well it's not a normal average, but it is the geometic mean( which is a specific type of average)
The softcapping value for bear capes is the geometric mean of dex, sewing, and psy... which is cubed_root(sewing*dexterity*psyche)
Survival is a factor when skinning the bear, but it's not a factor when crafting the bear cape.