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rogoku
- Posts: 201
- Joined: Thu Jul 21, 2011 1:33 am
Need some help understanding softcaping.
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?
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Need some help understanding softcaping.
String
44 + 44+ 43 + 43 + 43 = 217
217/5 = 43.4 rounded down to 43
Sling un-capped
43 + 9 = 52
52/2 = 26
Sling capped
26 > 10
26 + 10 = 36
36/2 = 18
44 + 44+ 43 + 43 + 43 = 217
217/5 = 43.4 rounded down to 43
Sling un-capped
43 + 9 = 52
52/2 = 26
Sling capped
26 > 10
26 + 10 = 36
36/2 = 18





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rogoku
- Posts: 201
- Joined: Thu Jul 21, 2011 1:33 am
Re: Need some help understanding softcaping.
Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
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Sibbechai
- Posts: 59
- Joined: Mon Jun 06, 2011 10:58 pm
Re: Need some help understanding softcaping.
For some things yes, but there are some things like the bear cloak for example:rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?

Last edited by Sibbechai on Tue May 29, 2012 3:29 am, edited 2 times in total.
I don't know everything. Just what I know.
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graal
- Posts: 174
- Joined: Mon Mar 12, 2012 8:31 pm
Re: Need some help understanding softcaping.
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).Sibbechai wrote:I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
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rogoku
- Posts: 201
- Joined: Thu Jul 21, 2011 1:33 am
Re: Need some help understanding softcaping.
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?
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graal
- Posts: 174
- Joined: Mon Mar 12, 2012 8:31 pm
Re: Need some help understanding softcaping.
Indeed, that would be hardcapping. If you had all materials above Q30 and your skill 30, it would end up at quality 30. However, I don't remember many mechanics in the game that work based on hardcaps. (I can't remember a single one, actually... but I am pretty sure there are a few).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?
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Need some help understanding softcaping.
That happens only if the skill is lower than the item's quality would be.rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
Hardcaps don't average, if the skill is lower than the item's potential quality then the final quality is the skill.





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Phaen
- Posts: 996
- Joined: Fri Jan 21, 2011 2:17 am
Re: Need some help understanding softcaping.
DDDsDD999's math is correct, the sling will be q18.
If the potential quality is higher than the softcapping value, they are averaged together.
If the potential quality is lower than the softcapping value, the quality is the same as the potential quality.
The softcapping value for slings is equal to the crafter's survival.
For other products, it may be a different stat or possibly the geometric mean of multiple stats.
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.
Yes.rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
If the potential quality is higher than the softcapping value, they are averaged together.
If the potential quality is lower than the softcapping value, the quality is the same as the potential quality.
The softcapping value for slings is equal to the crafter's survival.
For other products, it may be a different stat or possibly the geometric mean of multiple stats.
Well it's not a normal average, but it is the geometic mean( which is a specific type of average)Sibbechai wrote:
I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.
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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Sibbechai
- Posts: 59
- Joined: Mon Jun 06, 2011 10:58 pm
Re: Need some help understanding softcaping.
My mistake, adjusted accordinglyPhaen wrote:Well it's not a normal average, but it is the geometic mean( which is a specific type of average)Sibbechai wrote:
I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.
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.
I don't know everything. Just what I know.