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heavensward formulae
Crafter and recipe levels for the new recipes appear to be based on the table found in the Desynthesis Leveling and Endgame Guide thread. Replicated here for convenience.
Crafter Level | Effective Level |
---|---|
51 | 120 |
52 | 125 |
53 | 130 |
54 | 133 |
55 | 136 |
56 | 139 |
57 | 142 |
58 | 145 |
59 | 148 |
60 | 150 |
For now I am subscribing to the theory that Ingenuity 1 and 2 modify the effective recipe level, and the lDiff
is calculated as the difference between the effective crafter level and the modified effective recipe level with caps on the benefit (or penalty). See respective sections below.
RLevel | Base | Ing1 modEffRLvl
|
Ing2 modEffRLvl
|
---|---|---|---|
51 | 115/120 * | 100 | 100 |
52 | 125 | 100 | 100 |
53 | 130 | 110 | 110 |
54 | 133 | 110 | 110 |
55 | 136 | 110 | 110 |
56 | 139 | 124 | 124 |
57 | 142 | 129.5 | 129.5 |
58 | 145 | 134.5 | 133 |
59 | 148 | 139 | 136 |
60 | 150 | 140 | 139 |
60* | 160 | 151 | 150 |
60** | 170 | 151.15 | |
60*** | 180 |
*115 for recipes with 169 or 339 difficulty. 120 for everything else.
All formulae apply strictly to crafter levels 51+. No attempt has been made to round coefficients. Everything subject to more data becoming available.
baseProg = 0.216733 * craftsmanship - 2.12243
baseProg = 2.09860E-05 * craft^2 + 0.196184 * craft + 2.68452
levelFactor = 0
if lDiff > 0:
levelFactor += 0.0504824 * min(lDiff,5)
if lDiff > 5:
levelFactor += 0.0205906 * min(lDiff - 5, 10)
if lDiff > 15:
levelFactor += 0.0106398 * min(lDiff - 15, 5)
if lDiff > 20:
levelFactor += 6.69723e-04 * min(lDiff - 20, 100)
levelAdjustedBaseProg = (1 + levelFactor) * baseProg
lDiff = effCLvl - modEffRLvl # See table above for modEffRlvl
lDiff = min(lDiff, 20)
# Level difference penalty appears to be capped at -6 for now
levelFactor = 0
if lDiff < 0:
levelFactor += 0.0807176 * max(lDiff, -5)
if lDiff < -5:
levelFactor += 0.0525673 * max(lDiff - (-5), -1)
levelAdjustedBaseProg = (1 + levelFactor) * baseProg
lDiff = effCLvl - modEffRLvl # See table above for modEffRlvl
lDiff = max(min(lDiff, 20),-5)
baseQualityIncr = 3.37576E-05 * control^2 + 0.338835 * control + 33.1305
Higher level recipes produce lower quality gains for same effective control and multipliers. It is not related to the difference between crafter and recipe level as evidenced by:
Recipe | CLvl | RLvl | Control | IQStacks | AMult | CMult | Inno | GS | ActQ | Ing1 | Ing2 | Difficulty |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Titanium Cross Pein Hammer_291 | 55 | 55 | 470 | 1 | 1 | 1 | 0 | 0 | 198 | 0 | 0 | 697 |
Dhalmel Leather_222 | 54 | 54 | 470 | 1 | 1 | 1 | 0 | 0 | 199 | 0 | 0 | 320 |
rLvlAdjQualIncr = baseQualityIncr * (1 + 3.37610-4 * (115 - EffRLvl))
No effect of lDiff
on quality for lower level recipes
Effect of Ingenuity and Ingenuity II on Level Difference for Recipes below Crafter Level for Quality
No effect of lDiff
on quality for lower level recipes
# Level difference penalty appears to be capped at -6 for now
levelFactor = 0
if lDiff < 0:
levelFactor += 0.0400267 * max(lDiff, -3)
if lDiff < -3:
levelFactor += 0.0451309 * max(lDiff - (-3), -3)
levelAdjustedBaseQualityIncr = (1 + levelFactor) * rLvlAdjQualIncr
Effect of Ingenuity and Ingenuity II on Level Difference for Recipes above Crafter Level for Quality
lDiff = effCLvl - modEffRLvl # See table above for modEffRlvl
lDiff = max(min(lDiff, 0),-6)
- Name of Element + Brand of Element is
3.00 * LevelAdjustedBaseProgress
when progress is 0. - Muscle Memory is
0.33 * Difficulty
, notDifficulty/3
.