rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
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.
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?
rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
Sibbechai wrote:
I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.
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.
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