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  1. #1
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90

    Fun with Math for 1.21

    Crafting Bonus EXP % from Quality:
    QBonus% = 0.8 * (QDELTA - MOD(QDELTA,10))
    where
    QDELTA = Quality Gained
    and MOD = modulus

    In layman's terms, for every 10 quality, you get 8% bonus exp, no part thereofs.

    E.g.
    +500 quality = 400% exp bonus
    +152 quality = 120% exp bonus

    **************************************
    Crafting EXP:
    Rested Bonus (RBonus%) = +50%
    Exp Gained = Base EXP * (100% + RBonus%)/100% * (100% + QBonus%)/100%
    where QBonus% is % calculated above.

    In layman's terms, apply the bonus from rested before applying the quality bonus.

    E.g.
    Equal rank synth with 200% exp bonus:
    Exp Gained = 250 * 1.5 * 3 = 1125
    (50% bonus => You get 150% of base exp.)

    **************************************
    BASE EXP Table:

    This is used to reverse calculate the level of a recipe.

    Odd Rows = Relative Level of recipe
    Even Rows = Base EXP for that Relative Level
    Code:
    -20    -19    -18    -17 
    0       7       15      20
        
    -16    -15    -14    -13    -12    -11    -10
    25    30      35      40    45      50     62.5
    
    -9    -8      -7     -6       -5     -4     -3
    75    87.5    100    112.5    125    150    175
    
    -2      -1    0      1       2      3       4
    200    225    250    300    350    400    450
    
    5        6    7      8       9      10
    500    550    600    650    700    750
    No info for -17 to -20.

    **************************************
    HQ% based on Quality
    HQ% = 0 under Quality 300

    Best Fit (Quality 300-799)
    HQ% = CEILING(2.18E-15 * Q^5)
    where Q is Total Quality
    Accuracy of Fit (Exact) = 40.5%
    Accuracy of Fit (Within 1%) = 92.7%
    Accuracy of Fit (Within 2%) = 99.5%
    Accuracy of Fit (Within 3%) = 100%

    *I made sure the HQ% at 799 quality is calculated to be 71% when it is 69%. Not too far off...

    Best Fit (Quality 800-1000)
    HQ% = Q - MOD(Q, 10))/10 - ROUND((1000 - Q)/20, 0)
    where Q is Total Quality
    Accuracy of Fit (Exact) = 87%
    Accuracy of Fit (Within 1%) = 100%
    *****************************************************************
    Starting Quality

    Starting quality is weighted by optimal level of a material except when it is below 10. In that case, the optimal level is treated as 10 regardless of what it is.

    Qs = FLOOR(500 * SumHQLevels / TotalLevels)

    where SumHQLevels = Sum of HQ Material's Optimal Levels
    TotalLevels = Sum of all Material's Optimal Levels

    Known Recipes:
    Steel Ingot - Iron Ore (18), Bomb Ash (27)
    E.g.
    4 HQ Iron Ore
    Qs = FLOOR(500 * (4 * 18) / (5 * 18 + 3 * 27))
    = FLOOR(500 * 4/9.5) = 210

    Thunderstorm Axe - Steel Ore (30), Silver Ingot(25), Walnut Lumber(25)
    E.g.
    2 HQ Steel Ingot
    Qs = FLOOR(500 * (30*2) / (30*2 + 25*2)) = 272

    Karakul Fleece - Snurble Tuft (42), Karakul Fleece (39), Natron (3, treated as 10)
    E.g.
    All HQ except Natron
    Qs = FLOOR(500 * 279/289) = 482

    Bronze Ingot - Copper Ore (3 as 10), Tin Ore (7 as 10)
    E.g.
    Tin Ore HQ
    Qs = FLOOR(500 * 20/80) = 125
    (10)
    Last edited by tymora; 07-29-2012 at 07:23 AM.