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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Need some help understanding softcaping.
The only hardcap I can think of off the top of my head is with ranged combat. Marksmanship is capped to 2x your sling or wood bow quality; Ranger's bow is at 3x. For bows, arrows further cap your skill to 2x the quality of the arrow, whichever is lower between the bow and arrow. Thus, if you have a q100 wood bow, but only q20 arrows, you're still only working with 40 MM. Only case I can think of that deals with hardcaps.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Kiko
- Posts: 14
- Joined: Tue Apr 24, 2012 5:02 pm
Re: Need some help understanding softcaping.
So, how many of you actually noticed that?rogoku wrote: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?
The best way to rule?
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rogoku
- Posts: 201
- Joined: Thu Jul 21, 2011 1:33 am
Re: Need some help understanding softcaping.
Kiko wrote:So, how many of you actually noticed that?rogoku wrote: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?
oh damn lol.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Need some help understanding softcaping.
I'd say the first guy to respond.DDDsDD999 wrote:String
44 + 44+ 43 + 43 + 43 = 217
217/5 = 43.4 rounded down to 43
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Need some help understanding softcaping.
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.graal wrote: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?
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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graal
- Posts: 174
- Joined: Mon Mar 12, 2012 8:31 pm
Re: Need some help understanding softcaping.
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.MagicManICT wrote: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.graal wrote: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.