rogoku wrote: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?
Kiko wrote:rogoku wrote: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?
So, how many of you actually noticed that?
DDDsDD999 wrote:String
44 + 44+ 43 + 43 + 43 = 217
217/5 = 43.4 rounded down to 43
graal wrote: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).
MagicManICT wrote:graal 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.
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).
Actually, it is the average. When one skill is involved, it's not too hard to figure out. When more than one skill or attribute is involved, you have to calculate the geometric mean to get an intermediate number. Either way, this intermediate number is then averaged with the total quality of the item.
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