but what about the numbers imbetween? say, for arguments sake, i have a curio at Q20. its base is was 1000. would this mean at Q20, instead of 10, i would receive a base of 1333? more? less? if anyone knows the rough guidelines to the imbetween numbers, i would appreciate information
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evilrich
- Posts: 334
- Joined: Sun Jul 18, 2010 5:13 pm
a matter of quality
well, we all know the main numbers for Quality of our items ( 10=100% effective, 40=200% and 90=300%)
but what about the numbers imbetween? say, for arguments sake, i have a curio at Q20. its base is was 1000. would this mean at Q20, instead of 10, i would receive a base of 1333? more? less? if anyone knows the rough guidelines to the imbetween numbers, i would appreciate information
but what about the numbers imbetween? say, for arguments sake, i have a curio at Q20. its base is was 1000. would this mean at Q20, instead of 10, i would receive a base of 1333? more? less? if anyone knows the rough guidelines to the imbetween numbers, i would appreciate information
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Radenk
- Posts: 252
- Joined: Mon Feb 07, 2011 11:38 am
Re: a matter of quality
q23 = 1.5, q63 = 2.5, q 123 = 3.5, q203 = 4.5
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evilrich
- Posts: 334
- Joined: Sun Jul 18, 2010 5:13 pm
Re: a matter of quality
so it IS possible to work things out from knowing the midpoint... thanks very much
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Duregar
- Posts: 97
- Joined: Sun May 22, 2011 1:23 am
Re: a matter of quality
effectiveness of curios:
sqrt(Q/10)*base lp gain
sqrt(Q/10)*base lp gain
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Girlinhat
- Posts: 317
- Joined: Sat Mar 26, 2011 1:07 am
Re: a matter of quality
This applies for almost everything too. The formula above works for food FEP, weapon damage, armor defense, stat gain from clothing... pretty much everything.