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Crafting. Quality Rating and it's usefulness

RedsRichyRedsRichy Member, Alpha Two
edited January 16 in Artisanship
Hello everyone.

Recently posted some thoughts in Discrod but then I was asked to create a forum thread.

I conducted several tests on the item grading system and was quite puzzled by the data I received. I want to share a brief summary with you and hope that someone can confirm or refute my understanding of the "quality" mechanics.
The quality system is based on a linear dependency, where grades range from 0 to 600, spanning from common to legendary. Each hundred marks a change in color: 100 is white, 200 is green, 300 is blue, and so on.

I managed to create a model for some items that predicts the outcome with fairly good accuracy, so I want to use it as an example.

Let's suppose - creating an item requires 4 ingredients in different proportions, for instance, 1+1+10+1 = 13. In this case, each ingredient would account for approximately ~8% (100%/13) of the total. Depending on the color, a grade coefficient is applied to the item.
So, if I take 3 legendary ingredients and 10 common ones, the final quality would be calculated as follows:
3 * 8% * K_leg + 10 * 8% * K_com = 144% + 80% = 224%
where 
     K_leg = 6 for legendary items
     K_com = 1 for common items

This would result in a green item with an internal quality offset of +24% from the possible range of values(RoV).

Let me clarify upfront: this model currently does not account for certain variables present in the game, as I haven’t figured them out yet. When creating the same item with a total quality of exactly 400% by rearranging some ingredients, I sometimes get a heroic item with a minimal range offset and other times a rare item with a maximum offset.

I suspect the issue lies either in the type of data used for the formula on the game-backend or in floating-point arithmetic, which introduces a bit of chaos into the predictions. However, there might also be other explanations.

What is the RoV I mentioned earlier?
Let’s say an item has a "power rating" parameter ranging from 100 to 120. A 25% quality within that range would correspond to a parameter value of 105. Similarly, 50% would correspond to 110.

Better quality in this RoV can be increased in two ways: by using even more valuable ingredients or by equipping items that provide a "Craftname Quality Rating." Through experimentation, I discovered that ~20 Quality Rating is equivalent to 1% of RoV, and this upset me greatly. Let me explain why.

Let’s take, for example, the "Apprentice Leatherworker's Shirt" and the "Journeyman Leatherworker's Shirt."

Their Leatherworking Quality Ratings are:
Apprentice: 56–66 for the white grade, 211–275 for the legendary grade.
Journeyman: 92–107 for the white grade, 282–359 for the legendary grade.
The difficulty and effort required to craft these two items are currently disproportionate, but the final difference in terms of position in RoV appears to be very insignificant—only about ~4%.

Of course, when we’re talking about min-maxing, an 8% difference provided by two items is substantial, but is it really that significant in practical terms?
Let’s take a closer look.

Imagine we magically assemble a fully legendary Journeyman set (ignoring the rarity of leather) consisting of three items—jacket, pants, and belt—at the minimum RoV point. In total, we get:
282 + 307 + 267 = 856 rating, which equals approximately 42.8%. Now, we’re fancy and can afford to craft upgraded versions of these items.

Let’s start with the pants, which have a range of 307–392. With our 42.8%, the new value becomes 343, adding about ~1.8%. A bit of simplified mathematical approximation leads us to conclude that if we spend an extraordinary amount of resources on repeatedly crafting legendary items in leatherworking, tailoring, and armor smithing, we can eventually create a set whose total bonus approaches 50%(though it’s unlikely to actually reach that value).

But what do these 50% mean in relation to legendary items?
Let’s consider something like the Rosethorn Tunic.
Armor: 63–68
Magic Resist: 63–68
Intelligence: 13–16
Magical Critical Chance Rating: 25–31
Mana Regeneration Rating:  20–25
Magical Penetration Rating: 20–31
Wisdom:  3–6

Since we’re slightly below 50%, rounding will likely go downward, resulting in the following stats for our Rosethorn Tunic:
Armor: 65 (+2)
Magic Resist: 65 (+2)
Intelligence: 14 (+1)
Magical Critical Chance Rating: 27 (+2)
Mana Regeneration Rating: 22 (+2)
Magical Penetration Rating: 25 (+5)
Wisdom: 4 (+1)
The result is roughly equivalent to a single +1 enchantment. However, enchanting costs millions of times less than preparing a full legendary-quality crafter set.

Naturally, we wear several items, and each one provides a bit of a benefit for character min-maxing. But even in this case, an approximate increase of +8 Intelligence compared to ~250+ is merely 3%, and the scale of this benefit seems catastrophically disproportionate to the required effort.

I really hope that I’m missing something and that you’ll tell me about it, but for now, I’m in a state of complete confusion. The only consolation is that we’re currently in 1/3 of the game’s progression, and the target items are, of course, level 50 gear. Perhaps a level 50 legendary set will provide +100% to quality, and in that case, it will be an entirely different conversation.

=====================================================
UPDATED 2025/01/16

The initial assumption was incorrect. The game uses a non-linear formula.
So instead of 100%, 200%, 300%... 600% we have thresholds:
1 - сommon
6 - uncommon
16 - rare
31 - heroic
51 - epic
71 - legendary
100 - legendary with best stats.

That means our Crafting Quality Rating would give us different impact on different tiers. If we will use Legendary Journeyman set, for example on uncommon reagents, we will get rare result. But if we will use it while crafting legendaty item, we will get only 30% of possible stat bonuses.

We have some basic calculator: https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/edit?gid=843461881#gid=843461881 feel free to use.

Comments

  • PhamPham Member, Alpha Two, Early Alpha Two
    RedsRichy wrote: »
    But even in this case, an approximate increase of +8 Intelligence compared to ~250+ is merely 3%, and the scale of this benefit seems catastrophically disproportionate to the required effort.

    For me, this is the main take-away. I think they might have gone overboard on the rarity stats nerfing.
    "Put on the full armor of God, so that you can take your stand against the devil’s schemes." - Ephesians 6:11
  • RedsRichyRedsRichy Member, Alpha Two
    =====================================================
    UPDATED 2025/01/16

    The initial assumption was incorrect. The game uses a non-linear formula.
    So instead of 100%, 200%, 300%... 600% we have thresholds:
    1 - сommon
    6 - uncommon
    16 - rare
    31 - heroic
    51 - epic
    71 - legendary
    100 - legendary with best stats.

    That means our Crafting Quality Rating would give us different impact on different tiers. If we will use Legendary Journeyman set, for example on uncommon reagents, we will get rare result. But if we will use it while crafting legendaty item, we will get only 30% of possible stat bonuses.

    We have some basic calculator: https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/edit?gid=843461881#gid=843461881 feel free to use.
  • GritzenbergGritzenberg Member, Alpha Two
    edited January 16
    @RedsRichy

    Hi,

    Did you test crafts using items dropped by named boss/mobs ?
    Do they count as any other material, for 8% and according to their rarity (often Rare/blue) ?
  • RedsRichyRedsRichy Member, Alpha Two
    @RedsRichy

    Hi,

    Did you test crafts using items dropped by named boss/mobs ?
    Do they count as any other material, for 8% and according to their rarity (often Rare/blue) ?

    They have no influence of final rarity same as vendor items.
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    The crafting uses weighted average formula. Google it up. You can use the function in excel to calculate the rarities based on mats quantities and rarities. Works like a charm. Still working on the crafting rarity, I don't have enough data to make a formula for it.
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    edited January 20
    Also, from the item rarity you can calculate the stats too
    To calculate the percentage of a number within a range, you can use this formula:
    % = (x - min-range)/(max-range - min-range) x 100
    
    % is the item rarity that you get from the weighted average, but normalized, basically x10. So if your item rarity is 5.284, your % is 52.84.
    From this you do some math and you get X. X is your actual attribute value.
    And in the end it will look something like:
    =ROUND((%*max-range - %*min-range + 100*min-range)/100)
    
  • GhostFilmsGhostFilms Member, Alpha Two
    Your math on Quality Rating calculations is wrong.
  • RedsRichyRedsRichy Member, Alpha Two
    GhostFilms wrote: »
    Your math on Quality Rating calculations is wrong.

    Thanks for the detailed comment, it really helped me understand where I made a mistake (no).
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    edited January 22
    Here
    Weighted Average = Σ(xi * qi) / Σ(xi)

    Where:
    - xi = quantity of each item
    - qi = quality (or value) of each item, q has a value from 1 to 6. common to legendary
    - Σ(xi) = total quantity of all items

    Lets take an example: Forsaken Blades Breastplate
    8 Epic bronze ingots
    1 Legendary tin frag
    1 Rare slate armor mold
    
    Apply the formula:
    Xi = 8, 1, 1
    Qi = 5, 6, 3
    Weighted average = ( (8 * 5) + (1 * 6) + (1 * 3) ) / 10
        = (40 + 6 + 3) / 10 = 4.9 rarity
    4 means heroic rarity.
    

    Lets calculate the stats too:
    We also have 4.9 stat roll. Normalize it, = 49, and apply formula for heroic stats
    • 77-86 armor
    • 20-22 mr
    • 8-9 str
    • 9-14 hp regen
    • 23-49 max health
    Lets do armor and health.
    ROUND((%*max-range - %*min-range + 100*min-range)/100)
    ((49 * 86) - (49 * 77) + (100 * 77)) / 100
    (4214 - 3773 + 7700) / 100 = 81.41 armor. Round it,  = 81 armor
    
    ((49 * 49) - (49 * 23) + (100 * 23)) / 100
    (2401 - 1127 + 2300) / 100 = 35.74, round it = 36 health
    

    Here is another example with an item that I have ss for:
    Tanning shirt, with 1 legendary tin, 10 legendary bluebell bolts, 1 common raptor hide and 1 common wolf hide
    sztlqfrunezt.png
    Weighted average = ((1 * 6) + (10 * 6) + (1 * 1) + (1 * 1)) / 13 = 5.230 (for simplicity I'm taking just 3 digits)
    Rarity 5, meaning epic.
    Stats: 116 - 137 rarity rating
    ( (52.3 * 137) - (52.3 * 116) + (100 * 116) )/100 = (7165.1 - 6066.8 + 11600) / 100 = 126.983, rounded = 127 as expected.
    

    Here was another test: If I exchange the common wolf and raptor hide with 1 blue wolf hide, and 1 green raptor hide, we get this
    nfon6ehtrmrd.png
    And the math still checks it out.


    Edit: If you don't want to deal with rarity * 10 to calculate the stats, you can change the parameters. Instead of 1->6 for quality, you use 10, 20, 30, 40, 50, 60.
  • RedsRichyRedsRichy Member, Alpha Two
    edited January 22
    LucyusI wrote: »
    Here

    So, math in my model(and game model too) works as fine as yours and have same results.

    4s9pnsdw25fu.png
    Picture link for full screen: https://us.v-cdn.net/6030144/uploads/editor/9x/4s9pnsdw25fu.png

    So? Why are you and GhostFilms think my math and calculator are wrong? xD



    But you know what? I am ready to show you where is your model gives you false suggestions. Let's downgrade a bit quality of items:

    We are crafing... same item, but we take:
    1R + 10 U + 1C + 1C
    In your model it should be
    Weighted average = ((1 * 3) + (10 * 2) + (1 * 1) + (1 * 1)) / 13 =  1,92
    

    So, we have 1, means should be a common item. And as soon as we have 56 - 66 Tanning Quantity Increase Rating fork...

    Result of your model:
    Common item and 65 Quality Rating stat on it.



    But my model says "nope"
    Quality = ((1* 16) + (10 * 6) + (1 * 1) + (1 * 1)) / 13 = 6
    
    6 Quality = uncommon

    Result of my model
    Uncommon item with 67 Quality Rating on it

    Hope you have enough resourses to check it when servers will up, because I don't have any now. But I am 100% sure that I am right ;)

  • GhostFilmsGhostFilms Member, Alpha Two
    edited January 22
    RedsRichy wrote: »
    LucyusI wrote: »
    Here

    So, math in my model(and game model too) works as fine as yours and have same results.

    4s9pnsdw25fu.png
    Picture link for full screen: https://us.v-cdn.net/6030144/uploads/editor/9x/4s9pnsdw25fu.png

    So? Why are you and GhostFilms think my math and calculator are wrong? xD



    But you know what? I am ready to show you where is your model gives you false suggestions. Let's downgrade a bit quality of items:

    We are crafing... same item, but we take:
    1R + 10 U + 1C + 1C
    In your model it should be
    Weighted average = ((1 * 3) + (10 * 2) + (1 * 1) + (1 * 1)) / 13 =  1,92
    

    So, we have 1, means should be a common item. And as soon as we have 56 - 66 Tanning Quantity Increase Rating fork...

    Result of your model:
    Common item and 65 Quality Rating stat on it.



    But my model says "nope"
    Quality = ((1* 16) + (10 * 6) + (1 * 1) + (1 * 1)) / 13 = 6
    
    6 Quality = uncommon

    Result of my model
    Uncommon item with 67 Quality Rating on it

    Hope you have enough resourses to check it when servers will up, because I don't have any now. But I am 100% sure that I am right ;)

    So your math on using base 0 quality rating on the gear you are wearing for the craft it correct. however if you add quality rating your accuracy slowly drifts away. You should be using the quality curve for crafting I'm not too sure what math you are using for taking into account your quality.

    yf1bpzv4myrk.png

    x y
    0 0
    316 3
    700 5
    1264 7
    1984 10
    2893.4 12
    3712 15
    4448 17
    5040 20
    7008 23
    8409 25

    Source: 6064632695202710053

    This is the quality rating curve table. You should be using linear Interpolation to calculate the y value based on the inputted quality rating and the y value is an additive on top of the final average from the quality average used.

    it is `nonQualityRatingOutput + evaluatedStat` Evaluated stat being the interpolated data from the stat curve based on total Quality Rating player has for specific craft.
    "qualityFormula":
    	{
    		"expression": "GetCraftingRecipeQuality() + EvalFormula($#10516612381411113:6064630356607565904$)"
    	}
    
    Source: 90% of crafting recipes. This is specifically a carpenter recipe.

    GetCraftingRecipeQuality() is the base quality without taking into account the quality of gear used.
    const profQual = GetTerm($#10516612381411115:6064632378570178561$);
    const craftQual = GetTerm($#10516612381411115:6064630327860002821$);
    
    Evalcurve($#10516612381411114:6064632695202710053$, profQual + craftQual)
    
    Source: 6064630356676182102

    this is the EvalFormula from the qualityFormula above.

    PS: Apologies for not elaborating was tired.
  • RedsRichyRedsRichy Member, Alpha Two
    edited January 22
    GhostFilms wrote: »
    This is the quality rating curve table....



    Oh, thanks! You found it! Can you tell me this curve's guid? Oh, I am blind, it's 6064632695202710053, thanks!

    Well, then we have 2 cocnlusions:
    1. It's impossible to make a max.stat legendary item at all - we need 29% for that, this curve have no measuring after 25% and even optistic assumption that 29% would be near 11k and current item progression doesn't look like even possible to give this amount of q.rating.

    2. After p.1 this game system looks like broken :#
  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    I'll do the item to test when the servers will be up
    They broke it, but I think that's how it should be. It is not working properly because we're missing the artisan tree. Most likely the artisan tree will be essential.
  • GhostFilmsGhostFilms Member, Alpha Two
    RedsRichy wrote: »
    GhostFilms wrote: »
    This is the quality rating curve table....



    Oh, thanks! You found it! Can you tell me this curve's guid? Oh, I am blind, it's 6064632695202710053, thanks!

    Well, then we have 2 cocnlusions:
    1. It's impossible to make a max.stat legendary item at all - we need 29% for that, this curve have no measuring after 25% and even optistic assumption that 29% would be near 11k and current item progression doesn't look like even possible to give this amount of q.rating.

    2. After p.1 this game system looks like broken :#

    These are not percentages they are direct quality additives. based off non quality rating gear effect.
  • yianni_LoDyianni_LoD Member, Alpha Two
    can you explain quality rating with processing?
  • GeneralGeeGeneralGee Member, Alpha Two
    GhostFilms wrote: »
    These are not percentages they are direct quality additives. based off non quality rating gear effect.

    What he said.
  • wildmanenkiwildmanenki Member, Alpha Two
    RedsRichy wrote: »
    GhostFilms wrote: »
    This is the quality rating curve table....



    Oh, thanks! You found it! Can you tell me this curve's guid? Oh, I am blind, it's 6064632695202710053, thanks!

    Well, then we have 2 cocnlusions:
    1. It's impossible to make a max.stat legendary item at all - we need 29% for that, this curve have no measuring after 25% and even optistic assumption that 29% would be near 11k and current item progression doesn't look like even possible to give this amount of q.rating.

    2. After p.1 this game system looks like broken :#

    a bit of a side question -- could someone explain how to actually use the guid / source info citations in this thread like "Source: 6064632695202710053" Just searching for one of those numbers is only coming up with these posts and here and I'm not finding any explanation.

    Also, RedsRichy, folowing up re some of these last posts re "direct quality additives" versus 'percentages' -- I can totally see why you would have used the 'percentage' terminology, based on the idea that quality can run from 1-100. But, these last posts are making me wonder if we really have support for the top part of that range-- it seems like your calculator approach would still be giving us all the same correct answers for currently reachable numbers if the actual top of the range was 96 (71 from legendary material + 25 from posited max attainable quality ratings boost) instead of going up to a max of 100.
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