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Editing DF2014 Talk:Skill

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==Legendary+5==
 
==Legendary+5==
 
The logic for determining item quality changed a while ago (back in version 0.40, I think), and I believe the significance of Legendary+5 has been largely lost in the process. A few mechanisms still use it (such as Farming/Herbalism yields), but item quality seems to use a completely different formula now. Further research is needed. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 13:28, 6 May 2020 (UTC)
 
The logic for determining item quality changed a while ago (back in version 0.40, I think), and I believe the significance of Legendary+5 has been largely lost in the process. A few mechanisms still use it (such as Farming/Herbalism yields), but item quality seems to use a completely different formula now. Further research is needed. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 13:28, 6 May 2020 (UTC)
 
Update: I believe I've figured out the logic used for determining Item Quality from jobs:
 
# Find the effective skill level (i.e. Novice=1, Legendary=15), ''uncapped'', with status penalties applied (see article)
 
# Roll for item quality "points": <code>trandom(11) + trandom(1 + (level * 5) / 2) + trandom(1 + (level * 5) / 2)</code> (note: <code>trandom(N)</code> returns a number from 0 to N-1)
 
# Add points for physical attributes: <code>(trandom(phys_attr1 + 1) / 100) + (trandom(phys_attr2 + 1) / 250) + (trandom(phys_attr3 + 1) / 250)</code> (for whichever attributes are actually associated with the skill)
 
# Add points for mental attributes: <code>(trandom(ment_attr1 + 1) / 100) + (trandom(ment_attr2 + 1) / 250) + (trandom(ment_attr3 + 1) / 250)</code> (see above)
 
# Adjust points based on focus: <code>points = (points * current_focus) / undistracted_focus</code> (field names from "unit_personality" struct in df-structures)
 
# Apply status penalties '''again''', this time to the "points" (this might be a bug?)
 
# If you have a Curse (or Blessing) with a Luck modifier, apply it to the points: <code>points = (points * luck_mul_percent) / 100</code>
 
# Add 10 points if the item being produced matches an Item preference on the maker
 
# Add 10 points if the item being produced matches a Material preference on the maker
 
# Feed the points into the following formula:
 
#* 0-21 - base quality
 
#* 22-29 - Well-crafted
 
#* 30-34 - Fine
 
#* 35-44 - Superior
 
#* 45-54 - Exceptional
 
#* 55+ - 1/3 Masterwork, 2/3 Exceptional
 
--[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 02:42, 5 August 2021 (UTC)
 
 
Few clarifications for others (from elsewhere):
 
 
In the above calculations the number is always converted to integer by flooring down - so all divisions (involving skills and attributes) round down. trandom also returns random integer, evenly distributed between all possible values between 0 and N-1 (inclusive).
 
 
With six 1000 average attributes, the rolls should be [https://i.imgur.com/eBrq0h0.png like this]. An astute player will note this still doesn't perfectly match [http://www.bay12forums.com/smf/index.php?topic=156521.msg6831742#msg6831742 Blue dwarf's research].
 
 
This discrepancy is explained and brought on par by [[Attribute_table_old]]: The skill tested was Carpenter, and Carpenter uses only five attributes: Strength/Agility & Kinesthetic Sense/Spatial sense/Creativity (in order of importance).
 
 
Few corollaries:
 
 
- Preference is worth about 4 skill levels in raw points. At higher levels of skill, it works out even better than that, though, reducing the likelihood of non-exceptional crafts.
 
 
- As creativity is never primary attribute, often the best soldiers are also the best crafters.
 
 
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 15:35, 17 August 2021 (UTC)
 
  
 
== Skill Rust ==
 
== Skill Rust ==

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