Need some help understanding softcaping.

General discussion and socializing.

Need some help understanding softcaping.

Postby rogoku » Tue May 29, 2012 1:55 am

So I want to make a sling. I have 2 Q9 leathers, and Q44, 44, 43, 43, 43 string. My survival is 10. What would the Q of the string be?
User avatar
rogoku
 
Posts: 201
Joined: Thu Jul 21, 2011 1:33 am

Re: Need some help understanding softcaping.

Postby DDDsDD999 » Tue May 29, 2012 2:05 am

String
44 + 44+ 43 + 43 + 43 = 217
217/5 = 43.4 rounded down to 43

Sling un-capped
43 + 9 = 52
52/2 = 26

Sling capped
26 > 10
26 + 10 = 36
36/2 = 18
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Need some help understanding softcaping.

Postby rogoku » Tue May 29, 2012 2:08 am

Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
User avatar
rogoku
 
Posts: 201
Joined: Thu Jul 21, 2011 1:33 am

Re: Need some help understanding softcaping.

Postby Sibbechai » Tue May 29, 2012 2:10 am

rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?


For some things yes, but there are some things like the bear cloak for example: Image
Last edited by Sibbechai on Tue May 29, 2012 3:29 am, edited 2 times in total.
I don't know everything. Just what I know.
User avatar
Sibbechai
 
Posts: 59
Joined: Mon Jun 06, 2011 10:58 pm

Re: Need some help understanding softcaping.

Postby graal » Tue May 29, 2012 2:14 am

Sibbechai wrote:
rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?


I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.


It's not really the average. It's usually the square root of the involved skills. After you get the square root to find the softcapping value, you add it to the potential Quality and divide by 2 (in case the softcap is lower than the potential Quality).
User avatar
graal
 
Posts: 174
Joined: Mon Mar 12, 2012 8:31 pm

Re: Need some help understanding softcaping.

Postby rogoku » Tue May 29, 2012 2:16 am

Alright thanks. And then hardcap I assume is making it like I make item A which needs skill B I have the materials. Skill B is say 21 but I want a Q 30 item A. I'd need all the materials to be atleast Q 30, and then have skill B to be 30? Is that hardcapping?
User avatar
rogoku
 
Posts: 201
Joined: Thu Jul 21, 2011 1:33 am

Re: Need some help understanding softcaping.

Postby graal » Tue May 29, 2012 2:18 am

rogoku wrote:Alright thanks. And then hardcap I assume is making it like I make item A which needs skill B I have the materials. Skill B is say 21 but I want a Q 30 item A. I'd need all the materials to be atleast Q 30, and then have skill B to be 30? Is that hardcapping?


Indeed, that would be hardcapping. If you had all materials above Q30 and your skill 30, it would end up at quality 30. However, I don't remember many mechanics in the game that work based on hardcaps. (I can't remember a single one, actually... but I am pretty sure there are a few).
User avatar
graal
 
Posts: 174
Joined: Mon Mar 12, 2012 8:31 pm

Re: Need some help understanding softcaping.

Postby DDDsDD999 » Tue May 29, 2012 2:33 am

rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?

That happens only if the skill is lower than the item's quality would be.

Hardcaps don't average, if the skill is lower than the item's potential quality then the final quality is the skill.
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Need some help understanding softcaping.

Postby Phaen » Tue May 29, 2012 2:59 am

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.
Image
User avatar
Phaen
 
Posts: 995
Joined: Fri Jan 21, 2011 2:17 am

Re: Need some help understanding softcaping.

Postby Sibbechai » Tue May 29, 2012 3:26 am

Phaen wrote:
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.


My mistake, adjusted accordingly
I don't know everything. Just what I know.
User avatar
Sibbechai
 
Posts: 59
Joined: Mon Jun 06, 2011 10:58 pm

Next

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Claude [Bot] and 2 guests