Big spoiler alert! The following article contains a step by step guide to recreate and understand the crafting mechanics of the game. While all of this information is available to the public via the game’s source code, it is still a mystery to many. If you want to keep this mystery, don't read on!
This article explains how to get from individual raw materials to the stats shown in the craft preview window. A big thanks to all who helped in the creation of this article and to robplus for editing.
We need to agree on the following three things to talk about crafting. To quote my favorite character from another game: "Numbers, Numbers, Math, Math, Math!"
There have been some myths about the crafting mechanic floating around the community. Let us begin with some facts:* Crafting is the same for all items, plans and recipes. A magic amplifier is processed in the same way as a long axe.
Crafting in general happens in two phases, these are:
We are going to use a magic amplifier recipe as an example and have a look at a light armor recipe in the second phase as well. The recipes are as follows:
To calculate the values for each stat of the resulting item, every single material contributing to this stat has to be taken into account. The first stat is durability and it appears in all 3 materials with different values. 5x basic mitexi bark for shaft, with a durability of 05x basic dzao fiber for grip, with a durability of 2010x choice zun amber for magic focus, with a durability of 30The amount of materials used and their actual value for durability has to be taken into account for the calculation. For our magic amplifier the average durability value is:
(5x0 + 5x20 + 10x30) divided by (5+5+10) = 400 / 20 = 20
The other stats are calculated in the same way. Take care not to include materials which don't contribute to a stat in the resulting item! Damage, for example, is only influenced by the shaft material. Neither grip nor magic focus contribute to damage in any way. The resulting stat is calculated like this:
(5x 0) divided by 5 = 0
If we repeat this for all stats, the resulting stats for our magic amplifier look like this:
20 Durability
35 Lightness
50 Sap Load
0 Damage
20 Speed
40 Dodge Modifier
20 Parry Modifier
40 Adversary Dodge Modifier
10 Adversary Parry Modifier
50 Elemental Cast Speed
50 Elemental Power
50 Offensive Affliction Cast Speed
50 Offensive Affliction Powe
r30 Defensive Affliction Cast Speed
50 Defensive Affliction Power
50 Heal Cast Speed
50 Heal Power
Phase 1 ends here. The stats look quite different from the values shown in the item preview window, we will address this issue in phase 2.
There are 2 different mechanics which can be applied to the stats of an item. To decide which one is used, we need the average and the maximum of the item stats. The average for the magic amplifier is:(20 + 35 + 50 + 0 + 20 + 40 + 20 + 40 + 10 + 50 + 50 + 50 + 50 + 30 + 50 + 50 + 50) divided by 17 = 36.18The maximum value of 50 occurs several times.The game looks at how much the best stat stands out from the rest. In mathematic terms, we need the delta between the maximum and the average. With this delta, the course of action is chosen as follows:* delta is below 30 All stats are stretched by a certain amount. Good stats get better, bad stats get worse. (Phase 2-1)
Our magic amplifier has a delta of 50 - 36.18 = 13.82. The first mechanic will be applied.
So we have a Stretch Factor of 2.17. However there are limitations on how high or low this value can get. It has a lower limit of 1 and an upper limit of 2. In this case the upper limit is exceeded, so the Stretch factor is set to exactly 2.
Now it is time to apply this stretch to the actual values. The values aren't multiplied directly with this factor, but instead their delta with the item average is. After the stretch, the average is added back to the delta, to get the actual value for the stat.
For durability it looks like this:
For damage we encounter a problem:
The value is negative. The craft preview does not have negative numbers. In fact it only allows values between 0 and 100. This is similar to the values on raw materials and material grades. We will deal with these values in another step, but for now the stretched stats are as follows:
3.82 Durability
33.82 Lightness
63.82 Sap Load
-36.18 Damage
3.82 Speed
43.82 Dodge Modifier
3.82 Parry Modifier
43.82 Adversary Dodge Modifier
-16.18 Adversary Parry Modifier
63.82 Elemental Cast Speed
63.82 Elemental Power63.82 Offensive Affliction Cast Speed
63.82 Offensive Affliction Power
23.82 Defensive Affliction Cast Speed
63.82 Defensive Affliction Power
63.82 Heal Cast Speed
63.82 Heal Power
This amount has to be distributed equally among the 15 non cut off values, which is a change of (-52.36) divided by 15 = -3.49 per value. After applying these corrections, the magic amplifier stats for the preview window are as follows:
0.33 Durability
30.33 Lightness
60.33 Sap Load
0 Damage
0.33 Speed
40.33 Dodge Modifier
0.33 Parry Modifier
40.33 Adversary Dodge Modifier
0 Adversary Parry Modifier
60.33 Elemental Cast Speed
60.33 Elemental Power
60.33 Offensive Affliction Cast Speed
60.33 Offensive Affliction Power
20.33 Defensive Affliction Cast Speed
60.33 Defensive Affliction Power
60.33 Heal Cast Speed
60.33 Heal Power
The values stay the same.
43.33 Durability
50 Lightness
50 Max Piercing Protection
90 Dodge Modifier
46.67 Parry Modifier
33.33 Protection Factor
36.67 Max Slashing Protection
50 Max Smashing Protection
We then determine which course of action the game will take. The item average and maximum stats are used again to calculate the delta value. The average is
which is not surprising, as only materials of the Choice grade were used. The maximum is 90, which leads to a delta of (90 - 50) = 40.