How quality works

General discussion and socializing.

How quality works

Postby Bigfish » Thu Oct 22, 2009 1:36 pm

Some of knowledge below may be new to you.
(© means contributed by)

Content
    I. Quality
    II. Weapons and armor
    III. Skill values limiting quality
    IV. Attributes affecting quality
    V. List of crafted items and their modifiers
    VI. Animals (quality, HP, LP)
    VII. How to increase quality

I. Quality
y = Sqrt(x/10) where x = quality and y = improvment factor is the common formula to calculate the improvement obtained by higher quality ( where Q10 is base quality):

Image

This affects damage of swords, armor class, FEP as well as bonus points through items e.g. jewelry rings.
The improvment stages are (taken from graph above):
    Q40 ---- 2.00x base value
    Q90 ---- 3.00x base value
    Q160 -- 4.00x base value
    Q250 -- 5.00x base value
    ...




II. Weapons and armor
taken from my post on wiki http://havenandhearth.wikia.com/wiki/Weapons http://havenandhearth.wikia.com/wiki/Armor

Meele weapons:

Stone Axe: -needs update-
Militia Sword: -needs update-
Bronze Sword: -needs update-
Soldier Sword: -needs update-
Battleaxe of the Twelfth Bay: -needs update-

Damage with Swords: Base Damage + 1/3 str
Damage with Axes: Base Damage + 1/2 str

Ranged Weapons
Ranger's Bow: 300 damage, IEMM 3.
Woodbow: 75 damage, IEMM 2.
Sling: 60 damage, IEMM 2.

Ammunition
Bone Arrow: 20 damage, IEMM 2.
Stone Arrow: 10 damage, IEMM 2.
Stones: 0 damage, no IEMM (i.e. their quality do not matter).

Damage with Ranged weapaons: Damage = (0.5 * (PERC / AGIL) * MAX-DAMAGE)
Archery explained

Armor

Vapntreyiu: 75HP, AC 10/10
Leather Armor: -needs update-
Bear Cape: 125 HP, AC 0 / 15
Chainmail Shirt: -needs update-
Bronze Armor: 975 HP, AC 100/100 (2R)
Plate Armor: 1025 HP, AC 150/75

Other things with armor:

Leather Boots: -needs update-
Leather Pants: -needs update-
Ranger's Boots: -needs update-
Druid's Helm: 310 HP, AC 30/10
Hirdsman's Helmet: 230 HP, AC 40/20
Boar Tusk Helmet: -needs update-
Soldier's Helmet : 425 HP, AC 50/25



III. Skill values limiting quality
Following skills values affect items listed below:

Sewing limits: quality affected by dexterity
- quality of leather items
- quality of cloth products

Smithing limits: quality affected by strength and some times psyche
- quality of metal working recipes

Carpentry limits:
- quality of crafted wooden items e.g. boards (blocks are only affected by tree quality),cheese trays, ...

Cooking limits:
- quality of cooking recpies
- quality of unbaked goods = [PER+ 2*(ingredient 1 + ... + 2*(ingredient n)]/( 1+2*n)
- quality of baked goods = (2*qitem + q oven + q fuel)/4 {©gaiadin}

Farming limits:
- seeds when harvested (maxQuality = farming +3)
- quality of trees

Survival limits:
- arrows, bone saw, stone axe, sling
- quality of herbs
- skinning and butchering; quality = (Survival + Tool quality)/2.
- bone quality only affected by survival
The effect of survival is capped at 200. {©Blaze}


Marksmanship limits:
- quality of bows
- minimum damage of ranged weapons

IV. Attributes affecting quality

Ceramics
- ceramic quality = (clay quality + dexterity)/2 , if dex < q clay {©Blaze}
- quality of burned goods = (2*qitem + qkiln + qfuel)/4 {©gaiadin}


Jewelry for accessoirs look here: http://havenandhearth.wikia.com/wiki/Accessoirs
- affected by both smithing and psyche
- quality for all accessoirs expect monocles and glasses is calculated with quality = sqrt(smithing*psyche) {©Xybb}
- monocle and glass quality is the average of the materials {©Blaze}


List for every crafted item
Equipment
- bear tooth talisman quality = (tooth quality + psyche)/2 {©Blaze}
- bone saw quality = ( q branch + 5x q bone)/6
- q bear cape = [(sewing*dex*psy)^(1/3) + (qtooth + qhide)/2 ]/2

Raw materials
- metal bar quality = (Coal quality + smelter quality)/2 {©Gaiadin}
- board quality = sqrt(qLog + qTool) {©Bigfish}

Food
- cheese quality will get near the quality of the trays used, racks dont seem to affect quality
- butter quality = (3*qMilk + qChurn)/4 {©Bigfish} ( you can produce butter of following quality: http://img11.imageshack.us/i/buttert.png/ )
- butter-steamed cavebulb is affected by butter,water and cave bulb quality (not by branch though)
- beer quality = (wort quality + barrel quality)/2 {©Gaiadin}

Domestic animals
- q milk <= q fodder
- q calf = +-5 (q bull + q cow)/2

- q egg = +-5 (q Cook + q chicken)/2
- q chick = q egg (and their quality decreases if the fodder quality is less than their own quality) Source


VI. Wild Animals {©Blaze}

Auroch:
    HP = 330

Fox:
    item quality = 4*Animal level
    LP = 40*Animal level
    HP = 20*Animal level

Boar:
    item quality = 8*Animal level
    LP = 60*Animal level
    HP = 30*Animal level

Deer:
    item quality = 10*Animal level
    LP = 60*Animal level
    HP = 20* Animal level

Bear:
    item quality = 20*Animal level
    LP = 600*Animal level
    HP = 80*Animal level

VII. How to increase quality:

Delamore made a nice chart where you can see how to improve your quality:
Image
Original version: http://i38.tinypic.com/2e55rhg.jpg

"Any kind of walls aren't affected by quality they have static hitpoints." by loftar

For futher information you may visit http://havenandhearth.wikia.com/wiki/Quality
Last edited by Bigfish on Sun Mar 28, 2010 11:13 am, edited 63 times in total.
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Re: Mystery of quality revealed

Postby eql » Thu Oct 22, 2009 1:48 pm

Nice post. Sticky?
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Re: Mystery of quality revealed

Postby sabinati » Thu Oct 22, 2009 1:53 pm

Great post.

Bigfish wrote:The improvement factor is rounded down. ( So Q39 would be still 1x, and Q89 still 2x)


this isn't quite right, though. rounding down does occur, but, for instance with food, q39 does give more than q10. it just rounds down to the nearest whole number for FEP. so, on things with 1 base FEP, what you posted is correct. but anything with more than 1 base FEP gives the base*Sqrt(q/10), rounded down to the nearest whole number FEP point. there is probably a similar mechanic for stat bonus items, weapon damage, armor points, etc.
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Re: Mystery of quality revealed

Postby Bigfish » Thu Oct 22, 2009 2:02 pm

sabinati wrote:Great post.

Bigfish wrote:The improvement factor is rounded down. ( So Q39 would be still 1x, and Q89 still 2x)


this isn't quite right, though. rounding down does occur, but, for instance with food, q39 does give more than q10. it just rounds down to the nearest whole number for FEP. so, on things with 1 base FEP, what you posted is correct. but anything with more than 1 base FEP gives the base*Sqrt(q/10), rounded down to the nearest whole number FEP point. there is probably a similar mechanic for stat bonus items, weapon damage, armor points, etc.


Thanks :)
I should read wiki better :(
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Re: Mystery of quality revealed

Postby Xybb » Thu Oct 22, 2009 2:30 pm

QL for Jewelry except those which use items with quality is calculated by sqrt(smithing*psyche), you might want to add that.
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Re: Mystery of quality revealed

Postby Blaze » Thu Oct 22, 2009 3:02 pm

The monocle doesn't seem to factor in the quality of your silver crafting. Its quality is the average of your other materials.
I'm guessing spectacles are the same.

For the bear tooth talisman, the formula seems to the average of the quality of the tooth and your psyche.
String quality doesn't seem to matter.

Butchering/Skinning is limited by your (Survival+Tool quality)/2. The effect of survival is capped at 200.

Ceramics is the average of your clay quality and your dexterity.
I'm guessing the firing of the crafts uses the smelting formula.

Dexterity and survival has no effect on the crafting of stone axes (Averaged quality of your materials).
I hear saws are limited by something, carpentry maybe?

Animals also have their quality limits:
Fox: Item 4*Animal level, LP 40*AL
Boar: Items: 8*AL, LP 60*AL
Deer: Items: 10*AL, LP 60*AL
Bear: Items: 20*AL, LP 600*AL
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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Re: Mystery of quality revealed

Postby Bigfish » Thu Oct 22, 2009 3:35 pm

Blaze wrote:{Awesome informations}

Thanks for sharing.
Blaze wrote:The effect of survival is capped at 200

Good to know that saved me some LP

May you check the HP i added for the animals?
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Re: Mystery of quality revealed

Postby bajuba » Thu Oct 22, 2009 4:54 pm

First let me say thank you for this compilation of info, it is amazing. Also if there is anyway I can help contribute to this I would like to.

Bigfish wrote:Capentry:
- constructed wooden items e.g. herbalist tables,tanning tubes,looms, ...



Are build items actually affected by skills? Just want to be sure.
Was Lawspeaker of Macomb in W2.
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Re: Mystery of quality revealed

Postby sabinati » Thu Oct 22, 2009 5:20 pm

actually no, they aren't.
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Re: Mystery of quality revealed

Postby Blaze » Thu Oct 22, 2009 5:40 pm

All I know about animal HP is:
Level X Boars have ~300HP
Level X Deer have ~150HP
Level X Foxes have Less than 180HP, but more than 140HP.
Level X Bears have between 800-900 HP.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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