Difference between revisions of "Quality"

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(Added Deterioration Rate Factor to table. Typo fix.)
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When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.)
 
When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.)
 
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The following table shows the probabilities per skill level. You can read the blocks in each row as the answer to the question "if I make ten items at that skill level, what assortment of quality levels will I typically get?"
 
The following table shows the probabilities per skill level. You can read the blocks in each row as the answer to the question "if I make ten items at that skill level, what assortment of quality levels will I typically get?"
  

Revision as of 05:20, 13 August 2015

Quality Beauty
Factor
Market Value
Factor
Deterioration Rate
Factor
Awful -0.1 0.4 2
Shoddy 0.1 0.6 1.5
Poor 0.5 0.8 1.25
Normal 1 1 1
Good 1.5 1.2 0.85
Superior 2 1.5 0.75
Excellent 3 2 0.63
Masterwork 5 3 0.51
Legendary 10 6 0.4

Some crafted items have a quality level, which affects their stats and is determined by the crafter's relevant skill.

When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.) Template:Clr

The following table shows the probabilities per skill level. You can read the blocks in each row as the answer to the question "if I make ten items at that skill level, what assortment of quality levels will I typically get?"

= 10% chance;
= 5% – 9% chance;
= 1% – 4% chance;
= <1% chance
Awful Shoddy Poor Normal Good Superior Excellent Masterwork Legendary
3 Basic Familiarity
4 Amateur
5 Strong Amateur
6 Practitioner
7 Skilled Practitioner
8 Professional
9 Skilled Professional
10 Expert
11 Strong Expert
12 Very Strong Expert
13 Master
14 Strong Master
15 Planet-Class Master
16 System-Class Master
17 Revered Master
18 Visionary
19 Legendary
20 Godlike