Crafting Outcome (Mechanics)
Crafting Outcome is an attribute that changes the probabilities of getting higher quality crafted items. Before the explanation of the calculation we need to understand the concepts of "bands", "weights" and the "slope".
Bands
Each craft 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 + Crafting Recipe Level Requirement) × 1 |
Good | 100 | (100 + Crafting Recipe Level Requirement) × 2 |
Great | 200 | (100 + Crafting Recipe Level Requirement) × 3 |
Excellent | 300 | (100 + Crafting Recipe Level Requirement) × 4 |
Perfect | 400 | (100 + Crafting Recipe Level Requirement) × 5 |
Eternal | 500 | (100 + Crafting Recipe Level Requirement) × 6 |
Weights
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.
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% |
Crafting Outcome Calculation
- Crafting outcome is affected from three sources.
- The difference between the level requirement of the recipe and your crafting level.
- The bonus to crafting outcome from equipment.
- A buff from Consumables (not currently implemented and may change).
- The combined crafting 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 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.
- Second, we calculate the slope of the line in the space of weights and bands. (Starting Weight - Minimum Weight) ÷ (Band Start - Band End)
- Third, we compare the minimum possible weight to the Starting Weight + ( Slope × (Crafting 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.
- The weights are determined by the following calculation step 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.
- The crafting outcome is rolled on the new percentage table to see what quality is obtained from this crafting action.
Example with Minimum Required Level and no Crafting Outcome Bonus
If we want to craft an Iron Sickle at crafting level 20 with no equipment, and we complete the crafting action.
- First we need to determine the crafting outcome bonus.
- We calculate the crafting 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 crafting outcome bonus
- We have no equipment, so we don't gain any crafting outcome percentage.
- Crafting outcome from equipment = 0
- Consumables are not yet implemented.
- Crafting outcome from consumables = 0
- We calculate the crafting outcome from level difference.
- We calculate the new calculated weights and percentages with the crafting outcome.
- The crafting 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.
- 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 Crafting Outcome Bonus form Equipment
If we want to craft an Iron Sickle at crafting level 40 with no equipment, and we complete the crafting action.
- First we need to determine the crafting outcome bonus.
- We calculate the crafting 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 crafting outcome bonus
- We have no equipment, so we don't gain any crafting outcome percentage.
- Crafting outcome from equipment = 0
- Consumables are not yet implemented.
- Crafting outcome from consumables = 0
- We calculate the crafting outcome from level difference.
- We calculate the new calculated weights and percentages with the crafting outcome.
- The crafting 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.
- The quality of the item crafted is determined by rolling with the new percentages.
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 |
Example | Example |
Good | 200 | 4 | 100 | (100 + 20) × 2 = 240 |
(200 - 4) ÷ (100 - 240) = -1.40 |
Example | Example |
Great | 50 | 4 | 200 | (100 + 20) × 3 = 360 |
(50 - 4 ÷ (200 - 360) = -0.2875 |
Example | Example |
Excellent | 10 | 4 | 300 | (100 + 20) × 4 = 480 |
(10 - 4) ÷ (300 - 480) = -0.033 |
Example | Example |
Perfect | 2.5 | 2 | 400 | (100 + 20) × 5 = 600 |
(2.5 - 2) ÷ (400 - 600) = -0.0025 |
Example | Example |
Eternal | 0.05 | 0.05 | 500 | (100 + 20) × 6 = 720 |
(0.05 - 0.05) ÷ (500 - 720) = 0 |
Example | Example |