Kazerenai wrote:Gedrean wrote:LinkR wrote:The Q of the sling is based on the average of the items used to make it. And your survival softcaps it in some way. I am not sure what the math is for it though, but survival won't hinder you hugely when making them as long as its roughly close to that of the average Q of items used.
Sling damage is based PURELY on its Q, so yeah you will always want to improve it when possible, no matter what your current MM is at. Only worry about the double MM of the sling Q to up it's aim speed. (which won't go down in anyway from a super high Q sling overshadowing your MM skill)
Problem with that statement:
I have MM of 20, Survival of 21.
Built sling using the following:
Taproots & Nettles, Q's of: 26, 26, 26, 25, 24. 2x Leather Q10.
End result SHOULD BE, using an unweighted (everything equal) average, is 147 / 7 = 21. Should be Q21 sling. With a 20 MM and 21 Survival, there should be at most a softcap against my marksmanship, at least a Q20.
I got a Q17 sling.
Obviously the formula is different now, but there's no evidence of how.
If anyone else remembers their details on sling construction, lets hear it. Maybe we can come up with a unified sling q-formula.
The formula is obvious. It took me 5 seconds to calculate it.
Here: ((average SlingQ)+(average LeatherQ))/2
Lets take yours: ((25,4)+(10))/2=17.7
Any questions?
Oh my god I just thought of that when I got up to go and try and post this...
That's so messed up though - Why do the 2 leathers have an equal weight with 5 strings? It should be a math avg of all parts together, not avg 1 + avg 2... it's terrible.