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.
From his statement, he meant it was the average between dexterity, sewing, psyche and survival. What I meant is that it's the geometric mean of those values, not the average. (The reason I used square root is because I didn't actually know the term geometric mean until I read this thread. Unfortunately, english isn't my first language, so sometimes I make some bad term usage due to that). As you can see, I said square root of involved skills, not square root between softcap and quality. If you read my answer thoroughly, you will see that I even mentioned that after finding the softcap, you should add it to the potential quality and divide by 2, which is exactly what you said as well.