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	<title>Translations:Quality Outcome (Mechanics)/15/en - Revision history</title>
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	<updated>2026-04-21T12:48:41Z</updated>
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		<id>https://wiki.walkscape.app/index.php?title=Translations:Quality_Outcome_(Mechanics)/15/en&amp;diff=34482&amp;oldid=prev</id>
		<title>FuzzyBot: Importing a new version from external source</title>
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		<updated>2025-12-06T09:57:02Z</updated>

		<summary type="html">&lt;p&gt;Importing a new version from external source&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;# First we need to determine the quality outcome bonus.&lt;br /&gt;
#* We calculate the quality outcome from level difference.&lt;br /&gt;
#** Crafting an Iron sickle requires a minimum crafting level of 20, and we have crafting level 40.&lt;br /&gt;
#**40 crafting level - 20 recipe level = 20 quality outcome bonus&lt;br /&gt;
#* Our Crafting shirt gives us a +19 quality outcome bonus.&lt;br /&gt;
#** Quality outcome from equipment = 19 quality outcome bonus&lt;br /&gt;
#* Our Sweet carrot pie gives us a +25 quality outcome bonus.&lt;br /&gt;
#** Quality outcome from consumables = 25 quality outcome bonus&lt;br /&gt;
# We have a combined 64 quality outcome. We calculate the new calculated weights and percentages with this quality outcome.&lt;br /&gt;
#* The quality outcome is greater than the band start for &amp;quot;Normal&amp;quot; quality, so we need to calculate the slope and a new weight.&lt;br /&gt;
#** First, we calculate a band end using the formula (100 + Recipe Level Requirement) &amp;amp;times; 1 = (100 + 20 ) &amp;amp;times; 1 = 120&lt;br /&gt;
#** Second, we calculate the slope (Starting Weight - Minimum Weight) &amp;amp;divide; (Band Start - Band End) = (1000 - 4) &amp;amp;divide; (0 - 120)&amp;lt;/br&amp;gt;= -8.30&lt;br /&gt;
#** Third, we compare the minimum weight of 4 to the result of Starting Weight + (Slope &amp;amp;times; (Quality Outcome - Band Start)) = 1000 + (-8.3 &amp;amp;times; (64-0) = 468.8. This is bigger than the minimum weight of 4 so we use it as the weight for normal quality.&lt;br /&gt;
#* The quality outcome is lower than the band start for &amp;quot;Good&amp;quot; and higher qualities, so we keep the original weights.&lt;br /&gt;
#** Good = 200, Great = 50, Excellent = 10, Perfect = 2.5, Eternal = 0.05&lt;br /&gt;
#We use the weights to calculate the percentages as seen in the table below.&lt;br /&gt;
#The quality of the item crafted is determined by rolling with the new percentages.&lt;/div&gt;</summary>
		<author><name>FuzzyBot</name></author>
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