by mamotromico » Fri Sep 18, 2015 12:05 am
Hey sevenless, I see you are planning to add qualities soon, so I'll compile what info I have to help.
General quality formula is the same as before: Value = BaseValue * SqRoot ( Quality/10)
When the item uses the average of the three qualities, the formula is: Value = BaseValue * FourthRoot ( (Essence^2 + Substance^2 + Vitality^2)/300)
On food, each quality changes a different aspect with a slight change on the formula, as two of these effects are reductions, and not increases, they go as follow:
FEP increases with the old quality formula, just using Vitality as the quality: FEP = FEPb * SqRoot ( Vit/10)
Hunger and the Satiation effect (thought not the chance of it occurring) are reduced by Substance and Essence, respectively, using the following formula: Value = BaseValue / SqRoot ( Q/10)
On Armor, each quality also affects an aspect of it. Absorption and Deflection uses the general quality formula, and Wear uses a simple linear formula:
Wear = BaseWear * (Vit/10)
Absorption (Substance) and Deflection (Essence) go with: Value = BaseValue / SqRoot ( Q/10). To be completely honest I wasnt unable to confirm the Deflection formula yet, but it's not hard to do so.
I remember you saying that Weapons probably have different effects for each quality too, I'll try to experiment with it when I get access to better quality materials.
Good job on the guide so far!