Need some help understanding softcaping.

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rogoku
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Need some help understanding softcaping.

Post by rogoku »

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
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Re: Need some help understanding softcaping.

Post by DDDsDD999 »

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
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rogoku
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Re: Need some help understanding softcaping.

Post by rogoku »

Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
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Sibbechai
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Re: Need some help understanding softcaping.

Post by Sibbechai »

rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
For some things yes, but there are some things like the bear cloak for example: Image
Last edited by Sibbechai on Tue May 29, 2012 3:29 am, edited 2 times in total.
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graal
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Re: Need some help understanding softcaping.

Post by graal »

Sibbechai wrote:
rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.
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).
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rogoku
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Re: Need some help understanding softcaping.

Post by rogoku »

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
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Re: Need some help understanding softcaping.

Post by graal »

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?
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).
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DDDsDD999
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Re: Need some help understanding softcaping.

Post by DDDsDD999 »

rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
That happens only if the skill is lower than the item's quality would be.

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
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Re: Need some help understanding softcaping.

Post by Phaen »

DDDsDD999's math is correct, the sling will be q18.
rogoku wrote:Ok so softcapping is adding the potential Q plus the softcap skill and then dividing by 2?
Yes.
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.
Sibbechai wrote:
I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.
Well it's not a normal average, but it is the geometic mean( which is a specific type of average)

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
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Re: Need some help understanding softcaping.

Post by Sibbechai »

Phaen wrote:
Sibbechai wrote:
I believe it is the average of all factors involved, take for example making a bear cloak: Dexterity, Sewing, Psyche and Survival.
Well it's not a normal average, but it is the geometic mean( which is a specific type of average)

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.
My mistake, adjusted accordingly
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