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
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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.)
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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.
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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%
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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