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Quality Outcome (Mechanics): Difference between revisions

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<!--T:1-->
Before the explanation of the calculation we need to understand the concepts of "bands", "weights" and the "slope".
Before the explanation of the calculation we need to understand the concepts of "bands", "weights" and the "slope".


Note that there is a lot of math in the calculations here and they can be hard to follow on the wiki I recommend reading the [https://www.reddit.com/r/WalkScape/comments/191gyj0/cbt_deep_dive_3_walkscape_103_new_features_and/ Deep Dive #3] by Floursifter and testing with a copy of [https://docs.google.com/spreadsheets/d/14s8Wxfmta_N6jUCLvRQIFiAjpWU5jn8qFyP4dLpNeKo/edit the spreadsheet calculator]. --Editor
<!--T:2-->
Note that there is a lot of math in the calculations here and they can be hard to follow on the wiki. I recommend reading the [https://www.reddit.com/r/WalkScape/comments/191gyj0/cbt_deep_dive_3_walkscape_103_new_features_and/ Deep Dive #3] by Floursifter and testing with a copy of [https://docs.google.com/spreadsheets/d/14s8Wxfmta_N6jUCLvRQIFiAjpWU5jn8qFyP4dLpNeKo/edit the spreadsheet calculator]. --Editor


== Bands ==
== Bands == <!--T:3-->
Each craft has a series of bands that work with the weights to control the odds of each crafting quality.


<!--T:4-->
Each recipe has a series of bands that work with the weights to control the odds of each crafting quality.
<!--T:5-->
{| class="wikitable"
{| class="wikitable"
|-
|-
! Quality !! Band Start !! Band End
! Quality !! Band Start !! Band End
|-
|-
| Normal || 0 || (100 + Crafting Recipe Level Requirement) &times; 1
| Normal || 0 || (100 + Recipe Level Requirement) &times; 1
|-
|-
| Good || 100 || (100 + Crafting Recipe Level Requirement) &times; 2
| Good || 100 || (100 + Recipe Level Requirement) &times; 2
|-
|-
| Great || 200 || (100 + Crafting Recipe Level Requirement) &times; 3
| Great || 200 || (100 + Recipe Level Requirement) &times; 3
|-
|-
| Excellent || 300 || (100 + Crafting Recipe Level Requirement) &times; 4
| Excellent || 300 || (100 + Recipe Level Requirement) &times; 4
|-
|-
| Perfect || 400 || (100 + Crafting Recipe Level Requirement) &times; 5
| Perfect || 400 || (100 + Recipe Level Requirement) &times; 5
|-
|-
| Eternal || 500 || (100 + Crafting Recipe Level Requirement) &times; 6
| Eternal || 500 || (100 + Recipe Level Requirement) &times; 6
|}
|}


== Weights ==
== Weights == <!--T:6-->
Each craft has a series of weights that control the percentage chance of each quality. These weights are adjusted by the crafting outcome score we'll look at next. For now lets look at an example of unadjusted weights.
 
<!--T:7-->
Each recipe has a series of weights that control the percentage chance of each quality. These weights are adjusted by the quality outcome score we'll look at next. For now lets look at an example of unadjusted weights.
{| class="wikitable"
{| class="wikitable"
|+ Caption text
|-
|-
! Quality !! Starting</br>Weight !! Minimum</br>Weight !! Starting</br>Percentage</br>Chance
! Quality !! Starting</br>Weight !! Minimum</br>Weight !! Starting</br>Percentage</br>Chance
Line 43: Line 51:
|}
|}


== Crafting Outcome Calculation ==
== Quality Outcome Calculation == <!--T:8-->


# Crafting outcome is affected from three sources.
<!--T:9-->
#* The difference between the level requirement of the recipe and your crafting level.
# Quality outcome is affected from three sources.
#* The bonus to crafting outcome from equipment.
#* The difference between the level requirement of the recipe and your level in the artisan skill for the recipe.
#* A buff from [[Consumables]].
#* The bonus to quality outcome from equipment.
# The combined crafting outcome is used along with the band and weights to calculate a series of new calculated weights.
#* A buff from [[Special:MyLanguage/Consumables|Consumables]].
# The combined quality outcome is used along with the band and weights to calculate a series of new calculated weights.
#* The weights are determined by the following calculation step at each quality level.
#* The weights are determined by the following calculation step at each quality level.
#** First, we compare the crafting outcome to the band start. If the band start is larger than the crafting outcome, then we keep the normal starting weight as the new weight. If it is not then we continue on.
#** First, we compare the quality outcome to the band start. If the band start is larger than the quality outcome, then we keep the normal starting weight as the new weight. If it is not then we continue on.
#** Second, we calculate the band end. The band end is equal to (100 + Crafting Recipe Level Requirement) &times; Quality. Where Quality is 1 for normal up to 5 for eternal.
#** Second, we calculate the band end. The band end is equal to (100 + Recipe Level Requirement) &times; Quality. Where Quality is 1 for normal up to 5 for eternal.
#** Third, we calculate the slope of the line in the space of weights and bands. (Starting Weight - Minimum Weight) &divide; (Band Start - Band End)
#** Third, we calculate the slope of the line in the space of weights and bands. (Starting Weight - Minimum Weight) &divide; (Band Start - Band End)
#** Fourth, we compare the minimum possible weight to the Starting Weight + (Slope &times; (Crafting Outcome - Band Start)). We take the higher value and it becomes the new weight
#** Fourth, we compare the minimum possible weight to the Starting Weight + (Slope &times; (Quality Outcome - Band Start)). We take the higher value and it becomes the new weight
#** Finally, we compare our new weight to the calculated weight of the next highest quality and take the larger value.
#** Finally, we compare our new weight to the calculated weight of the next highest quality and take the larger value.
#*** This makes it so that a lower quality is never rarer than a higher quality. It also means that it is useful to calculate starting from eternal quality and work backwards.
#*** This makes it so that a lower quality is never rarer than a higher quality. It also means that it is useful to calculate starting from eternal quality and work backwards.
# The new weights give a series of new percentages at each quality level
# The new weights give a series of new percentages at each quality level
#* Percentages are calculated by taking the weight of the quality level and dividing by the sum of all quality weights.
#* Percentages are calculated by taking the weight of the quality level and dividing by the sum of all quality weights.
# The crafting outcome is rolled on the new percentage table to see what quality is obtained from this crafting action.
# The quality outcome is rolled on the new percentage table to see what quality is obtained from this recipe action.
 
=== Example with Minimum Required Level and no Quality Outcome Bonus === <!--T:10-->


=== Example with Minimum Required Level and no Crafting Outcome Bonus ===
<!--T:11-->
If we want to craft an [[Iron Sickle]] at crafting level 20 with no equipment, and we complete the crafting action.
If we want to craft an [[Special:MyLanguage/Iron sickle|Iron sickle]] at crafting level 20 with no equipment, and we complete the recipe action.


# First we need to determine the crafting outcome bonus.
<!--T:12-->
#* We calculate the crafting outcome from level difference.
# First we need to determine the quality outcome bonus.
#** Crafting an Iron Sickle requires a minimum crafting level of 20, and we have crafting level 20.
#* We calculate the quality outcome from level difference.
#**20 crafting level - 20 recipe level = 0 crafting outcome bonus
#** Crafting an Iron sickle requires a minimum crafting level of 20, and we have crafting level 20.
#* We have no equipment, so we don't gain any crafting outcome percentage.
#**20 crafting level - 20 recipe level = 0 quality outcome bonus
#** Crafting outcome from equipment = 0 crafting outcome bonus
#* We have no equipment, so we don't gain any quality outcome percentage.
#* We have no consumables, so we don't gain any crafting outcome percentage.
#** Quality outcome from equipment = 0 quality outcome bonus
#** Crafting outcome from consumables = 0 crafting outcome bonus
#* We have no consumables, so we don't gain any quality outcome percentage.
# We have a combined 0 crafting outcome. We calculate the new calculated weights and percentages with this crafting outcome.
#** Quality outcome from consumables = 0 quality outcome bonus
#* The crafting outcome is less than the band start for every quality level, so we keep the original weights.
# We have a combined 0 quality outcome. We calculate the new calculated weights and percentages with this quality outcome.
#* The quality outcome is less than the band start for every quality level, so we keep the original weights.
#We use the weights to calculate the percentages as seen in the table below.
#We use the weights to calculate the percentages as seen in the table below.
#The quality of the item crafted is determined by rolling with the new percentages.
#The quality of the item crafted is determined by rolling with the new percentages.
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|}
|}


=== Example with Higher than Required Level and a Crafting Outcome Bonus from Equipment and Consumable ===
=== Example with Higher than Required Level and a Quality Outcome Bonus from Equipment and Consumable === <!--T:13-->
If we want to craft an [[Iron Sickle]] at crafting level 40 with a [[Crafting Shirt]] and [[Sweet Carrot Pie]], and we complete the crafting action.
 
<!--T:14-->
If we want to craft an [[Special:MyLanguage/Iron sickle|Iron sickle]] at crafting level 40 with a [[Special:MyLanguage/Crafting shirt|Crafting shirt]] and [[Special:MyLanguage/Sweet carrot pie|Sweet carrot pie]], and we complete the recipe action.


# First we need to determine the crafting outcome bonus.
<!--T:15-->
#* We calculate the crafting outcome from level difference.
# First we need to determine the quality outcome bonus.
#** Crafting an Iron Sickle requires a minimum crafting level of 20, and we have crafting level 40.
#* We calculate the quality outcome from level difference.
#**40 crafting level - 20 recipe level = 20 crafting outcome bonus
#** Crafting an Iron sickle requires a minimum crafting level of 20, and we have crafting level 40.
#* Our Crafting Shirt gives us a +19 crafting outcome bonus.
#**40 crafting level - 20 recipe level = 20 quality outcome bonus
#** Crafting outcome from equipment = 19 crafting outcome bonus
#* Our Crafting shirt gives us a +19 quality outcome bonus.
#* Our Sweet Carrot Pie gives us a +25 crafting outcome bonus.
#** Quality outcome from equipment = 19 quality outcome bonus
#** Crafting outcome from consumables = 25 crafting outcome bonus
#* Our Sweet carrot pie gives us a +25 quality outcome bonus.
# We have a combined 64 crafting outcome. We calculate the new calculated weights and percentages with this crafting outcome.
#** Quality outcome from consumables = 25 quality outcome bonus
#* The crafting outcome is greater than the band start for "Normal" quality, so we need to calculate the slope and a new weight.
# We have a combined 64 quality outcome. We calculate the new calculated weights and percentages with this quality outcome.
#** First, we calculate a band end using the formula (100 + Crafting Recipe Level Requirement) &times; 1 = (100 + 20 ) &times; 1 = 120
#* The quality outcome is greater than the band start for "Normal" quality, so we need to calculate the slope and a new weight.
#** First, we calculate a band end using the formula (100 + Recipe Level Requirement) &times; 1 = (100 + 20 ) &times; 1 = 120
#** Second, we calculate the slope (Starting Weight - Minimum Weight) &divide; (Band Start - Band End) = (1000 - 4) &divide; (0 - 120)</br>= -8.30
#** Second, we calculate the slope (Starting Weight - Minimum Weight) &divide; (Band Start - Band End) = (1000 - 4) &divide; (0 - 120)</br>= -8.30
#** Third, we compare the minimum weight of 4 to the result of Starting Weight + (Slope &times; (Crafting Outcome - Band Start)) = 1000 + (-8.3 &times; (64-0) = 468.8. This is bigger than the minimum weight of 4 so we use it as the weight for normal quality.
#** Third, we compare the minimum weight of 4 to the result of Starting Weight + (Slope &times; (Quality Outcome - Band Start)) = 1000 + (-8.3 &times; (64-0) = 468.8. This is bigger than the minimum weight of 4 so we use it as the weight for normal quality.
#* The crafting outcome is lower than the band start for "Good" and higher qualities, so we keep the original weights.
#* The quality outcome is lower than the band start for "Good" and higher qualities, so we keep the original weights.
#** Good = 200, Great = 50, Excellent = 10, Perfect = 2.5, Eternal = 0.05
#** Good = 200, Great = 50, Excellent = 10, Perfect = 2.5, Eternal = 0.05
#We use the weights to calculate the percentages as seen in the table below.
#We use the weights to calculate the percentages as seen in the table below.
#The quality of the item crafted is determined by rolling with the new percentages.
#The quality of the item crafted is determined by rolling with the new percentages.


<!--T:16-->
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 135: Line 151:
|}
|}


=== Example with an Exaggerated Crafting Outcome Bonus ===
=== Example with an High Quality Outcome Bonus === <!--T:17-->
If we want to craft an [[Iron Sickle]] with a total crafting outcome of 200, and we complete the crafting action.
 
<!--T:18-->
If we want to craft an [[Special:MyLanguage/Iron sickle|Iron sickle]] with a total quality outcome of 200, and we complete the recipe action.
 
<!--T:19-->
{| class="wikitable"
|-
! Quality !! Starting</br>Weight !! Minimum</br>Weight !! Band Start !! Band End !! Slope !! New Weight !! New Percentages
|-
| Normal || 1000 || 4 || 0 || (100 + 20) &times; 1</br>= 120 || (1000 - 4) &divide; (0 - 120)</br>= -8.30 || 1000 + (-8.30 &times; (200 - 0)) = -660</br>This is lower than the good weight, so it is set to</br>= 60 || 60 &divide; 182.55</br>= ~32.87%
|-
| Good || 200 || 4 || 100 || (100 + 20) &times; 2</br>= 240 || (200 - 4) &divide; (100 - 240)</br>= -1.40 || 200 + (-1.40 &times; (200 - 100))</br>= 60 || 60 &divide; 182.55</br>= ~32.87%
|-
| Great || 50 || 4 || 200 || (100 + 20) &times; 3</br>= 360 || (50 - 4) &divide; (200 - 360)</br>= -0.2875 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 50 || 50 &divide; 182.55</br>= ~27.39%
|-
| Excellent || 10 || 4 || 300 || (100 + 20) &times; 4</br>= 480 || (10 - 4) &divide; (300 - 480)</br>= -0.0<span style="text-decoration:overline">33</span> || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 10 || 10 &divide; 182.55</br>= ~5.48%
|-
| Perfect || 2.5 || 2 || 400 || (100 + 20) &times; 5</br>= 600 || (2.5 - 2) &divide; (400 - 600)</br>= -0.0025 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 2.5 || 2.5 &divide; 182.55</br>= ~1.37%
|-
| Eternal || 0.05 || 0.05 || 500 || (100 + 20) &times; 6</br>= 720 || (0.05 - 0.05) &divide; (500 - 720)</br>= 0 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br> = 0.05 || 0.05 &divide; 182.55</br>= ~0.03%
|}
So, with our high quality outcome we completely reduced the weight of Normal to be the same as Good and almost reduced Good to be a low as Great. The other qualities remain the same but because of the reduced total weight all rare percentages are increased. For example, Eternal is now about three times more likely.
 
<!--T:20-->
=== Example with an High Quality Outcome Bonus and Fine Materials ===
If we want to craft an [[Special:MyLanguage/Iron sickle|Iron sickle]] with fine materials and a total quality outcome of 200, and we complete the recipe action.


<!--T:21-->
{| class="wikitable"
{| class="wikitable"
|-
|-
! Quality !! Starting</br>Weight !! Minimum</br>Weight !! Band Start !! Band End !! Slope !! New Weight !! New Percentages
! Quality !! Starting</br>Weight !! Minimum</br>Weight !! Band Start !! Band End !! Slope !! New Weight !! New Percentages
!New Percentages with Fine Materials
|-
|-
| Normal || 1000 || 4 || 0 || (100 + 20) &times; 1</br>= 120 || (1000 - 4) &divide; (0 - 120)</br>= -8.30 || 1000 + (-8.30 &times; (200 - 0)) = -660</br>This is lower than the good weight, so it is set to</br>= 60. || 60 &divide; 182.55</br>= ~32.87%  
| Normal || 1000 || 4 || 0 || (100 + 20) &times; 1</br>= 120 || (1000 - 4) &divide; (0 - 120)</br>= -8.30 || 1000 + (-8.30 &times; (200 - 0)) = -660</br>This is lower than the good weight, so it is set to</br>= 60 || 60 &divide; 182.55</br>= ~32.87%  
|All normal rates go to good.<br>32.87% - 32.87%<br>= 0% (Hidden from UI)
|-
|-
| Good || 200 || 4 || 100 || (100 + 20) &times; 2</br>= 240 || (200 - 4) &divide; (100 - 240)</br>= -1.40 || 200 + (-1.40 &times; (200 - 100))</br>= 60 || 60 &divide; 182.55</br>= ~32.87%
| Good || 200 || 4 || 100 || (100 + 20) &times; 2</br>= 240 || (200 - 4) &divide; (100 - 240)</br>= -1.40 || 200 + (-1.40 &times; (200 - 100))</br>= 60 || 60 &divide; 182.55</br>= ~32.87%
|All good rates go to great.<br>Take the rate from normal<br>32.87% - 32.87% + 32.87%<br>= 32.87%
|-
|-
| Great || 50 || 4 || 200 || (100 + 20) &times; 3</br>= 360 || (50 - 4 &divide; (200 - 360)</br>= -0.2875 || Crafting outcome is not greater than the band start.</br>Set to starting weight.</br>= 50 || 50 &divide; 182.55</br>= ~27.39%
| Great || 50 || 4 || 200 || (100 + 20) &times; 3</br>= 360 || (50 - 4) &divide; (200 - 360)</br>= -0.2875 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 50 || 50 &divide; 182.55</br>= ~27.39%
|All great rates go to excellent.<br>Take the rate from good<br>27.39% - 27.39% + 32.87%<br>= 32.87%
|-
|-
| Excellent || 10 || 4 || 300 || (100 + 20) &times; 4</br>= 480 || (10 - 4) &divide; (300 - 480)</br>= -0.0<span style="text-decoration:overline">33</span> || Crafting outcome is not greater than the band start.</br>Set to starting weight.</br>= 10 || 10 &divide; 182.55</br>= ~5.48%
| Excellent || 10 || 4 || 300 || (100 + 20) &times; 4</br>= 480 || (10 - 4) &divide; (300 - 480)</br>= -0.0<span style="text-decoration:overline">33</span> || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 10 || 10 &divide; 182.55</br>= ~5.48%
|All excellent rates go to perfect.<br>Take the rate from great<br>5.48% - 5.48% + 27.39%<br>= 27.39%
|-
|-
| Perfect || 2.5 || 2 || 400 || (100 + 20) &times; 5</br>= 600 || (2.5 - 2) &divide; (400 - 600)</br>= -0.0025 || Crafting outcome is not greater than the band start.</br>Set to starting weight.</br>= 2.5 || 2.5 &divide; 182.55</br>= ~1.37%
| Perfect || 2.5 || 2 || 400 || (100 + 20) &times; 5</br>= 600 || (2.5 - 2) &divide; (400 - 600)</br>= -0.0025 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 2.5 || 2.5 &divide; 182.55</br>= ~1.37%
|All perfect rates go to eternal.<br>Take the rate from excellent<br>1.37% - 1.37% + 5.48%<br>= 5.48%
|-
|-
| Eternal || 0.05 || 0.05 || 500 || (100 + 20) &times; 6</br>= 720 || (0.05 - 0.05) &divide; (500 - 720)</br>= 0 || Crafting outcome is not greater than the band start.</br>Set to starting weight.</br> = 0.05 || 0.05 &divide; 182.55</br>= ~0.03%
| Eternal || 0.05 || 0.05 || 500 || (100 + 20) &times; 6</br>= 720 || (0.05 - 0.05) &divide; (500 - 720)</br>= 0 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br> = 0.05 || 0.05 &divide; 182.55</br>= ~0.03%
|No reduction on eternal.<br>Take the rate from perfect<br>0.03% + 1.37%<br>= 1.40%
|}
|}
So, with our exaggerated crafting outcome we completely reduced the weight of Normal to be the same as Good and almost reduced Good to be a low as Great. The other qualities remain the same but because of the reduced total weight all rare percentages are increased. For example, Eternal is now about three times more likely.
So, essentially we move the rates from each quality except eternal up to the next. On eternal it just adds the base eternal rate to the perfect rate.
 
=== Example Comparing Normal Materials vs Fine Materials with High Quality Outcome === <!--T:22-->
 
<!--T:23-->
As of the +632 update crafts that include a gear or tool in the recipe inputs get a 30% boost if the other [[Special:MyLanguage/Fine Material|items are fine]]. This moves 30% of the rate from a lower quality to the next higher quality. For example if we want to craft a [[Special:MyLanguage/Wanderlust walking stick|Wanderlust walking stick]] with a total quality outcome of 200 the outcome will be different if we use fine [[Special:MyLanguage/Silver bar|Silver bars]] vs normal.


{{Version|462}}
<!--T:24-->
[[Category:Game Mechanics]]
{| class="wikitable"
|-
! Quality !! Starting</br>Weight !! Minimum</br>Weight !! Band Start !! Band End !! Slope !! New Weight !! New Percentages
!New Percentages with Fine Materials
|-
| Normal || 1000 || 4 || 0 || (100 + 12) &times; 1</br>= 112 || (1000 - 4) &divide; (0 - 112)</br>= -8.89286 || 1000 + (-8.89 &times; (200 - 0)) = -778.6</br>This is lower than the good weight, so it is set to</br>= 50 || 50 &divide; 162.55</br>= ~30.76%
|30.76% - (30.76% * 0.3) + 0</br>30.76% - 9.23%</br>= 21.53%
|-
| Good || 200 || 4 || 100 || (100 + 12) &times; 2</br>= 224 || (200 - 4) &divide; (100 - 224)</br>= -1.58065 || 200 + (-1.58 &times; (200 - 100)) = 41.9</br>This is lower than the great weight, so it is set to<br>= 50 || 50 &divide; 162.55<br>= ~30.76%
|30.76% - (30.76% * 0.3) + 9.23%</br>30.76% - 9.23% + 9.23%</br>= 30.76%
|-
| Great || 50 || 4 || 200 || (100 + 12) &times; 3</br>= 336 || (50 - 4) &divide; (200 - 336)</br>= -0.33824 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 50 || 50 &divide; 162.55<br>= ~30.76%
|30.76% - (30.76% * 0.3) + 9.23%</br>30.76% - 9.23% + 9.23%</br>= 30.76%
|-
| Excellent || 10 || 4 || 300 || (100 + 12) &times; 4</br>= 448 || (10 - 4) &divide; (300 - 448)</br>= -0.04054 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 10 || 10 &divide; 162.55</br>= ~6.15%
|6.15% - (6.15% * 0.3) + 9.23%</br>6.15% - 1.85% + 9.23%</br>= 13.53%
|-
| Perfect || 2.5 || 2 || 400 || (100 + 12) &times; 5</br>= 560 || (2.5 - 2) &divide; (400 - 560)</br>= -0.00313 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br>= 2.5 || 2.5 &divide; 162.55</br>= ~1.54%
|1.54% - (1.54% * 0.3) + 1.85%</br>1.54% - 0.46% + 1.85%</br>= 2.92%
|-
| Eternal || 0.05 || 0.05 || 500 || (100 + 12) &times; 6</br>= 672 || (0.05 - 0.05) &divide; (500 - 672)</br>= 0 || Quality outcome is not greater than the band start.</br>Set to starting weight.</br> = 0.05 || 0.05 &divide; 162.55</br>= ~0.03%
|No reduction on eternal.</br>0.03% + 0.46%</br>= 0.49%
|}
</translate>
{{Version|632}}
[[Category:Game Mechanics{{#translation:}}]]

Latest revision as of 03:14, 31 March 2026

Before the explanation of the calculation we need to understand the concepts of "bands", "weights" and the "slope".

Note that there is a lot of math in the calculations here and they can be hard to follow on the wiki. I recommend reading the Deep Dive #3 by Floursifter and testing with a copy of the spreadsheet calculator. --Editor

Bands

Each recipe has a series of bands that work with the weights to control the odds of each crafting quality.

Quality Band Start Band End
Normal 0 (100 + Recipe Level Requirement) × 1
Good 100 (100 + Recipe Level Requirement) × 2
Great 200 (100 + Recipe Level Requirement) × 3
Excellent 300 (100 + Recipe Level Requirement) × 4
Perfect 400 (100 + Recipe Level Requirement) × 5
Eternal 500 (100 + Recipe Level Requirement) × 6

Weights

Each recipe has a series of weights that control the percentage chance of each quality. These weights are adjusted by the quality outcome score we'll look at next. For now lets look at an example of unadjusted weights.

Quality Starting
Weight
Minimum
Weight
Starting
Percentage
Chance
Normal 1000 4 79.20%
Good 200 4 15.84%
Great 50 4 3.96%
Excellent 10 4 0.79%
Perfect 2.5 2 0.20%
Eternal 0.05 0.05 ~0.004%

Quality Outcome Calculation

  1. Quality outcome is affected from three sources.
    • The difference between the level requirement of the recipe and your level in the artisan skill for the recipe.
    • The bonus to quality outcome from equipment.
    • A buff from Consumables.
  2. The combined quality outcome is used along with the band and weights to calculate a series of new calculated weights.
    • The weights are determined by the following calculation step at each quality level.
      • First, we compare the quality outcome to the band start. If the band start is larger than the quality outcome, then we keep the normal starting weight as the new weight. If it is not then we continue on.
      • Second, we calculate the band end. The band end is equal to (100 + Recipe Level Requirement) × Quality. Where Quality is 1 for normal up to 5 for eternal.
      • Third, we calculate the slope of the line in the space of weights and bands. (Starting Weight - Minimum Weight) ÷ (Band Start - Band End)
      • Fourth, we compare the minimum possible weight to the Starting Weight + (Slope × (Quality Outcome - Band Start)). We take the higher value and it becomes the new weight
      • Finally, we compare our new weight to the calculated weight of the next highest quality and take the larger value.
        • This makes it so that a lower quality is never rarer than a higher quality. It also means that it is useful to calculate starting from eternal quality and work backwards.
  3. The new weights give a series of new percentages at each quality level
    • Percentages are calculated by taking the weight of the quality level and dividing by the sum of all quality weights.
  4. The quality outcome is rolled on the new percentage table to see what quality is obtained from this recipe action.

Example with Minimum Required Level and no Quality Outcome Bonus

If we want to craft an Iron sickle at crafting level 20 with no equipment, and we complete the recipe action.

  1. First we need to determine the quality outcome bonus.
    • We calculate the quality outcome from level difference.
      • Crafting an Iron sickle requires a minimum crafting level of 20, and we have crafting level 20.
      • 20 crafting level - 20 recipe level = 0 quality outcome bonus
    • We have no equipment, so we don't gain any quality outcome percentage.
      • Quality outcome from equipment = 0 quality outcome bonus
    • We have no consumables, so we don't gain any quality outcome percentage.
      • Quality outcome from consumables = 0 quality outcome bonus
  2. We have a combined 0 quality outcome. We calculate the new calculated weights and percentages with this quality outcome.
    • The quality outcome is less than the band start for every quality level, so we keep the original weights.
  3. We use the weights to calculate the percentages as seen in the table below.
  4. The quality of the item crafted is determined by rolling with the new percentages.
Quality Weight Percentages
Normal 1000 79.20%
Good 200 15.84%
Great 50 3.96%
Excellent 10 0.79%
Perfect 2.5 0.20%
Eternal 0.05 ~0.004%

Example with Higher than Required Level and a Quality Outcome Bonus from Equipment and Consumable

If we want to craft an Iron sickle at crafting level 40 with a Crafting shirt and Sweet carrot pie, and we complete the recipe action.

  1. First we need to determine the quality outcome bonus.
    • We calculate the quality outcome from level difference.
      • Crafting an Iron sickle requires a minimum crafting level of 20, and we have crafting level 40.
      • 40 crafting level - 20 recipe level = 20 quality outcome bonus
    • Our Crafting shirt gives us a +19 quality outcome bonus.
      • Quality outcome from equipment = 19 quality outcome bonus
    • Our Sweet carrot pie gives us a +25 quality outcome bonus.
      • Quality outcome from consumables = 25 quality outcome bonus
  2. We have a combined 64 quality outcome. We calculate the new calculated weights and percentages with this quality outcome.
    • The quality outcome is greater than the band start for "Normal" quality, so we need to calculate the slope and a new weight.
      • First, we calculate a band end using the formula (100 + Recipe Level Requirement) × 1 = (100 + 20 ) × 1 = 120
      • Second, we calculate the slope (Starting Weight - Minimum Weight) ÷ (Band Start - Band End) = (1000 - 4) ÷ (0 - 120)
        = -8.30
      • Third, we compare the minimum weight of 4 to the result of Starting Weight + (Slope × (Quality Outcome - Band Start)) = 1000 + (-8.3 × (64-0) = 468.8. This is bigger than the minimum weight of 4 so we use it as the weight for normal quality.
    • The quality outcome is lower than the band start for "Good" and higher qualities, so we keep the original weights.
      • Good = 200, Great = 50, Excellent = 10, Perfect = 2.5, Eternal = 0.05
  3. We use the weights to calculate the percentages as seen in the table below.
  4. The quality of the item crafted is determined by rolling with the new percentages.
Quality Weight Percentages
Normal 468.8 468.8 ÷ 731.35
= ~64.10%
Good 200 200 ÷ 731.35
= ~27.35%
Great 50 50 ÷ 731.35
= ~6.84%
Excellent 10 10 ÷ 731.35
= ~1.37%
Perfect 2.5 2.5 ÷ 731.35
= ~0.34%
Eternal 0.05 0.05 ÷ 731.35
= ~0.01%
Sum: 731.35

Example with an High Quality Outcome Bonus

If we want to craft an Iron sickle with a total quality outcome of 200, and we complete the recipe action.

Quality Starting
Weight
Minimum
Weight
Band Start Band End Slope New Weight New Percentages
Normal 1000 4 0 (100 + 20) × 1
= 120
(1000 - 4) ÷ (0 - 120)
= -8.30
1000 + (-8.30 × (200 - 0)) = -660
This is lower than the good weight, so it is set to
= 60
60 ÷ 182.55
= ~32.87%
Good 200 4 100 (100 + 20) × 2
= 240
(200 - 4) ÷ (100 - 240)
= -1.40
200 + (-1.40 × (200 - 100))
= 60
60 ÷ 182.55
= ~32.87%
Great 50 4 200 (100 + 20) × 3
= 360
(50 - 4) ÷ (200 - 360)
= -0.2875
Quality outcome is not greater than the band start.
Set to starting weight.
= 50
50 ÷ 182.55
= ~27.39%
Excellent 10 4 300 (100 + 20) × 4
= 480
(10 - 4) ÷ (300 - 480)
= -0.033
Quality outcome is not greater than the band start.
Set to starting weight.
= 10
10 ÷ 182.55
= ~5.48%
Perfect 2.5 2 400 (100 + 20) × 5
= 600
(2.5 - 2) ÷ (400 - 600)
= -0.0025
Quality outcome is not greater than the band start.
Set to starting weight.
= 2.5
2.5 ÷ 182.55
= ~1.37%
Eternal 0.05 0.05 500 (100 + 20) × 6
= 720
(0.05 - 0.05) ÷ (500 - 720)
= 0
Quality outcome is not greater than the band start.
Set to starting weight.
= 0.05
0.05 ÷ 182.55
= ~0.03%

So, with our high quality outcome we completely reduced the weight of Normal to be the same as Good and almost reduced Good to be a low as Great. The other qualities remain the same but because of the reduced total weight all rare percentages are increased. For example, Eternal is now about three times more likely.

Example with an High Quality Outcome Bonus and Fine Materials

If we want to craft an Iron sickle with fine materials and a total quality outcome of 200, and we complete the recipe action.

Quality Starting
Weight
Minimum
Weight
Band Start Band End Slope New Weight New Percentages New Percentages with Fine Materials
Normal 1000 4 0 (100 + 20) × 1
= 120
(1000 - 4) ÷ (0 - 120)
= -8.30
1000 + (-8.30 × (200 - 0)) = -660
This is lower than the good weight, so it is set to
= 60
60 ÷ 182.55
= ~32.87%
All normal rates go to good.
32.87% - 32.87%
= 0% (Hidden from UI)
Good 200 4 100 (100 + 20) × 2
= 240
(200 - 4) ÷ (100 - 240)
= -1.40
200 + (-1.40 × (200 - 100))
= 60
60 ÷ 182.55
= ~32.87%
All good rates go to great.
Take the rate from normal
32.87% - 32.87% + 32.87%
= 32.87%
Great 50 4 200 (100 + 20) × 3
= 360
(50 - 4) ÷ (200 - 360)
= -0.2875
Quality outcome is not greater than the band start.
Set to starting weight.
= 50
50 ÷ 182.55
= ~27.39%
All great rates go to excellent.
Take the rate from good
27.39% - 27.39% + 32.87%
= 32.87%
Excellent 10 4 300 (100 + 20) × 4
= 480
(10 - 4) ÷ (300 - 480)
= -0.033
Quality outcome is not greater than the band start.
Set to starting weight.
= 10
10 ÷ 182.55
= ~5.48%
All excellent rates go to perfect.
Take the rate from great
5.48% - 5.48% + 27.39%
= 27.39%
Perfect 2.5 2 400 (100 + 20) × 5
= 600
(2.5 - 2) ÷ (400 - 600)
= -0.0025
Quality outcome is not greater than the band start.
Set to starting weight.
= 2.5
2.5 ÷ 182.55
= ~1.37%
All perfect rates go to eternal.
Take the rate from excellent
1.37% - 1.37% + 5.48%
= 5.48%
Eternal 0.05 0.05 500 (100 + 20) × 6
= 720
(0.05 - 0.05) ÷ (500 - 720)
= 0
Quality outcome is not greater than the band start.
Set to starting weight.
= 0.05
0.05 ÷ 182.55
= ~0.03%
No reduction on eternal.
Take the rate from perfect
0.03% + 1.37%
= 1.40%

So, essentially we move the rates from each quality except eternal up to the next. On eternal it just adds the base eternal rate to the perfect rate.

Example Comparing Normal Materials vs Fine Materials with High Quality Outcome

As of the +632 update crafts that include a gear or tool in the recipe inputs get a 30% boost if the other items are fine. This moves 30% of the rate from a lower quality to the next higher quality. For example if we want to craft a Wanderlust walking stick with a total quality outcome of 200 the outcome will be different if we use fine Silver bars vs normal.

Quality Starting
Weight
Minimum
Weight
Band Start Band End Slope New Weight New Percentages New Percentages with Fine Materials
Normal 1000 4 0 (100 + 12) × 1
= 112
(1000 - 4) ÷ (0 - 112)
= -8.89286
1000 + (-8.89 × (200 - 0)) = -778.6
This is lower than the good weight, so it is set to
= 50
50 ÷ 162.55
= ~30.76%
30.76% - (30.76% * 0.3) + 0
30.76% - 9.23%
= 21.53%
Good 200 4 100 (100 + 12) × 2
= 224
(200 - 4) ÷ (100 - 224)
= -1.58065
200 + (-1.58 × (200 - 100)) = 41.9
This is lower than the great weight, so it is set to
= 50
50 ÷ 162.55
= ~30.76%
30.76% - (30.76% * 0.3) + 9.23%
30.76% - 9.23% + 9.23%
= 30.76%
Great 50 4 200 (100 + 12) × 3
= 336
(50 - 4) ÷ (200 - 336)
= -0.33824
Quality outcome is not greater than the band start.
Set to starting weight.
= 50
50 ÷ 162.55
= ~30.76%
30.76% - (30.76% * 0.3) + 9.23%
30.76% - 9.23% + 9.23%
= 30.76%
Excellent 10 4 300 (100 + 12) × 4
= 448
(10 - 4) ÷ (300 - 448)
= -0.04054
Quality outcome is not greater than the band start.
Set to starting weight.
= 10
10 ÷ 162.55
= ~6.15%
6.15% - (6.15% * 0.3) + 9.23%
6.15% - 1.85% + 9.23%
= 13.53%
Perfect 2.5 2 400 (100 + 12) × 5
= 560
(2.5 - 2) ÷ (400 - 560)
= -0.00313
Quality outcome is not greater than the band start.
Set to starting weight.
= 2.5
2.5 ÷ 162.55
= ~1.54%
1.54% - (1.54% * 0.3) + 1.85%
1.54% - 0.46% + 1.85%
= 2.92%
Eternal 0.05 0.05 500 (100 + 12) × 6
= 672
(0.05 - 0.05) ÷ (500 - 672)
= 0
Quality outcome is not greater than the band start.
Set to starting weight.
= 0.05
0.05 ÷ 162.55
= ~0.03%
No reduction on eternal.
0.03% + 0.46%
= 0.49%


This page has been updated to reflect information in game version:
🏹🧵 0.3.0-beta+632 "Hunting & Tailoring Update"🧵🏹