Template talk:Item Quality

Adding exact values?
Do better quality items always have the same amount of damage/cost/etc increase? If so, would anyone be opposed to adding exact values to the template, so for example, you could see exact specs on the ramshackle metal axe (cost to build, cost to repair, damage increase, durability increase, etc.) --Danlev (talk) 18:14, 29 September 2015 (UTC)
 * No, the numbers appear to be randomly chosen from a range. The current values in this template are not exact, they're just guesses. And it's not clear if the increase is always the same (as assumed in this template). It's just better than the currently static text (Item Quality). So this is not ready for use as better numbers and testing is needed. Maybe there are some numbers in the Devkit, haven't found some yet. Maybe we can just collect numbers of tools here and then find a system behind them. --Cadaeib (talk) 18:30, 29 September 2015 (UTC)
 * I may or may not have been planning on taking a peek into the game assets to find exact ranges and algorithms, if that's allowed on this wiki. --Higgs1 (talk) 19:55, 8 October 2015 (UTC)
 * It's not only allowed, it's encouraged. That's where I've been getting most of my information since I figured out how to get the dev kit working. I don't know why it never occurred to me to go hunting for these numbers. -- Mr Pie 5 (talk) 20:36, 8 October 2015 (UTC)
 * I'm gonna hold off on doing what I had in mind though, just in case the Ark legal peoples decides they don't like their secret data on a gamepedia wiki xD I personally don't care, but I don't want anything bad to happen to the wiki. --Higgs1 (talk) 16:54, 9 October 2015 (UTC)

Some experimental data stuff!
Note: all of this data was gathered through experimenting with Ark stuff publicly available :)

Hellos! I just did an experiment with 150 items, and this is what I know for a fact (on default server settings): Item damage, durability, and armor have a hard max cap that they can be based on item quality. For Damage this is 100%+(11%*quality) and for Durability this is 100%+(26%*quality). Not sure about armor yet. I'm not sure what the lower bounds are for the random values, but they tend to be near the upper scale. There may be a weighted random curve involved.

Item cost might work similarly?

I'm really interested in how the item prefix is determined, since once we have that then we can make pretty tables! --Higgs1 (talk) 16:54, 9 October 2015 (UTC)