Novus Inceptio
 This topic has been pinned, so it's probably important
Gwinda Nov 17, 2016 @ 12:23am
Material bonuses?
I get some of them, but some eludes me. For the sace of discussion, lets use this example here:
http://steamcommunity.com/sharedfiles/filedetails/?id=801143473

TOP SECTION
1) Green bar. I guess this is the item's quality on a scale between current Tn and the next Tn+1 But what controls the Tire? Is it the crafting skill?

2) Quality. I understand that higher number is better, but in relation to what? Does 5.204 means 5.2% of highest quality possible (100%)?

3) Red bar. Ok this is the break down bar. Simple but effective :)

4) Attack and defence. How does this work. (Attack) Is this the HP reduced when hitting the target? (Damage) Is this the reduction to received damage?

5) Tool action bonus. If this Item is used as a tool I get this bonus, but to what? Quality or chance of success?

6) Tool action penalty. Same as above (5) but reduces the bonus due to break down.

BOTTOM SECTION
First row
7) Attack bonus (chance to hit) or damage bonus?

8) Defence bonus (chance to avoid) or damage reduction?

9) Item value bonus.

10) This one eludes me... -1.0, does it mean that the breakdown goes faster or slower?

Second row
11) Foraging and botany bonus? (More items found) How does this work? Can you find 2.3 items?

12) Foraging and botany quality bonus? A bonus on the found item's quality?

13) Bonus to tool quality? Crafting quality?

14) Health bonus. Bonus to health regeneration speed or to max HP?

This is a lot of questions, but I didn't find it documented anywhere...
Last edited by Gwinda; Nov 17, 2016 @ 12:23am
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McP  [developer] Nov 17, 2016 @ 12:20pm 
Almost everything you've deduced correctly;)
Detailed description will be added into ingame help in any future update - now we are not able to describe everything here - but you basically almost everything you say right - thanks!
Last edited by McP; Jan 26, 2017 @ 10:38am
neillana Jan 26, 2017 @ 1:45pm 
Can you please answer 10)? Thanks! :)
McP  [developer] Jan 26, 2017 @ 2:09pm 
10) This is an indication of how much is reduced the damage/decay of the item during use.

The figure above -0.5 meaning that if it's current decay is 2%, but the used material reduces decay by 0.5% = resulting decay is 1.5% instead of 2%.
neillana Jan 26, 2017 @ 2:23pm 
Thank you very much! :) That helps a lot
Lokked Jan 26, 2017 @ 8:34pm 
Sorry to be daft.... But #10 again:

A guide I read said that a higher Negative number causes MORE decay with each use (thus materials offering better bonuses actually decay faster).

Can someone confirm/deny this?
neillana Jan 26, 2017 @ 11:58pm 
Thats why I was confused and asked. Maybe its meant that way: Oak f.e. is a high quality wood in real life and is a "hard" wood. So quality and durability goes hand in hand. Gold is a high quality material, but not very hard. So it doesnt have a bonus on durability and destroys faster.
Since McMagic is a developer, you should trust his answer, at least he did those stats ;)
UltraPulse Jan 27, 2017 @ 1:14am 
Originally posted by neillana:
Thats why I was confused and asked. Maybe its meant that way: Oak f.e. is a high quality wood in real life and is a "hard" wood. So quality and durability goes hand in hand. Gold is a high quality material, but not very hard. So it doesnt have a bonus on durability and destroys faster.
Since McMagic is a developer, you should trust his answer, at least he did those stats ;)

Exactly, that is why it has a bonus on value, since it's a more valuable material. I havent tried to make a golden sword yet, just to see what it looks like.
Saying this, I am going to do that tonight :-)
neillana Jan 27, 2017 @ 1:19am 
make a screenshot ;P
McP  [developer] Jan 27, 2017 @ 2:09am 
10) maybe better description;)

The wood has its hardness and hardness affects the decay tool.

Oak has the best hardness and is therefore the best wooden handles for tools.

-0.5 Indicator indicates how much damage is reduced compared to a conventional damage (i.e. the greater the hardness of the wood, the pointer is increased from -0.1 to -0.5 example)

Thus, a common tool gets damaged 1% (default value, for example), but if I have a handle made of oak the damage is reduced by 0.5% (which it is the indicator -0.5) and the resulting decay for tool is therefore 0.5% instead of 1%

If they were pointer -0.2 damage in use will not be 1%, but 0.8%
neillana Jan 27, 2017 @ 2:38am 
Thanks again Magic. I made several tools, weapons, armor and it still seems to me a bit like gambling. The ordinary chest made of t0 leaves (generation 2) is much higher quality than the one of wolf leather (generation 5, t3 sewing station). I just dont get that. Why is that? It's somehow strange that leaves are better than leather.
Last edited by neillana; Jan 27, 2017 @ 2:46am
neillana Jan 27, 2017 @ 2:55am 
I hope I'm not enoying you, but I would like to have a deeper understanding of all that values/stats. I really like the crafting system but it might be a bit overwhelming for beginners.
How are they "knitted" together?
You have at least:
- Skills of your character (like fine carpentry, cloth making etc.)
- Quality/stats of tools
- Quality/stats of workbenches
- Quality/stats of materials
- maybe even such things like quality of the wood you use to enlight the forge etc.
I'm not the best in mathematics, but maybe theres a short explain about the formula that lies underneath.

F.e. I'm also curious why I get t0 fiber out of T2 materials. But when I cut t0 wood into planks I get t2-t3. I'm using a pickaxe with high foraging stats but I only get t2 rarely.
neillana Jan 27, 2017 @ 2:57am 
P.S.: I saw that even the building parts got those stats. Is it planned that they will get damage over time? Or f.e. that rain/thunder&lightning can destroy my roof or even set it on fire?
McP  [developer] Jan 27, 2017 @ 4:50am 
Since the game is now going through many changes, not very appropriate to deal with statistics and functionality - all we need now tune, or at least prepare the ground for a new balance.

Then it will be possible to prepare the entire logic of behavior statistics for the players out for a better understanding.

Building parts - yes formerly houses and outdoor facilities fell into disrepair, but it brought more harm than good - so this feature has been disabled.
McP  [developer] Jan 27, 2017 @ 4:51am 
Now we ask for your patience - we have a lot of work to do what is necessary to be able to implement a new world and things from the original concept of the game and fine-tune - prepare balancing.
neillana Jan 27, 2017 @ 7:26am 
Thanks for your reply. Sure I'll be patient. Can't wait to see the next "step" you are preparing though.
And I'm glad you turned it off, if you build larger complexes or several houses it would be a bit ridiculus to take care (repair) every single part of it.
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