g1real wrote: I'm eager to gather all these formulas how it's calculated.
Actually, we've made sure to keep some flexibility in that to be able to make some things more individual, but there are a few general principals that we tend to use as default.
For buildable objects, the quality is almost always calculated as such:
* The qualities of items in the individual item types are averaged arithmetically.
* The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be "obviously" more important (like the iron in iron plows) -- to create the quality of the built object.
For craftable items, most are calculated like this:
* As with buildable object, the qualities of the individual item types are averaged, and the weighted together based on importance.
* If one is using any tools, like a churn, anvil, or smithy's hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.
* If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant "skill quality" is lower than the "input/tool quality", the resultant quality is the arithmetic average of the skill quality and the input/tool quality.
If you don't know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values V1, V2, ..., Vn geometrically means calculating (V1 * V2 * ... * Vn)^(1/n).
As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is Qi, the oven's quality is Qo and the fuel's quality is Qf, the quality of the resulting item will be ((Qi * 2 + Qo + Qf) / 4).
As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:
* Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.
* Smithing related recipes often combine both Smithing and Strength.
Hope that clears the most basic things up, at least. :)