[SA] How quality works under the hood?
Posted: Thu Nov 07, 2024 5:33 pm
Hi there. I've searched both the prototypes data & "quality" mod data to see what bonuses each quality provides and find only specific bonuses, but not the generic ones.
At first I thought the +30% is hardcoded built-in bonus, but the Q4 -> Q5 jump is strange that way.
I assume that the properties to which these quality bonuses are applied are built-in (like health, crafting time, etc.) but the bonus itself is not.
Edit: PennyJim pointed that levels are 0-5 (with level 4 missing) and not 1-5 as I thought initially. So the +30% constant looks more real, but where the constant itself? Especially given the fact level can only be integer (unsigned integer and thus we can't have negative quality like Unfinished/Broken/Poor)
Question 1. Quality bonus
Generic quality bonuses are:- Normal: Level 0 / +0%
- Uncommon: Level 1 / +30% (+30% compared to Q1)
- Rare: Level 2 / +60% (+30% compared to Q2)
- Epic: Level 3 / +90% (+30% compared to Q3)
- Legendary: Level 5 / +150% (+60% compared to Q4)
I assume that the properties to which these quality bonuses are applied are built-in (like health, crafting time, etc.) but the bonus itself is not.
Edit: PennyJim pointed that levels are 0-5 (with level 4 missing) and not 1-5 as I thought initially. So the +30% constant looks more real, but where the constant itself? Especially given the fact level can only be integer (unsigned integer and thus we can't have negative quality like Unfinished/Broken/Poor)