Talk:Item Quality

Move Detail to Individual Items
So I'm thinking that we need to summarize the info on this page for info that is consistent between all items. Looking at Entity_IDs, we should be able to show what numerical "quality" corresponds to each category of Item_Quality. The durability and most (all?) other stats are not consistent between items, so I'm not sure this is the place for that info. It should be moved and expanded on each item's individual page. Thoughts? Ultimateneeb99 (talk) 20:43, 21 September 2015 (UTC)
 * Not really. Most of the stats should just be removed, since everything is completely random. We have done tests to prove it. There is a general scale, but it doesn't really follow a specific pattern. -- Minemodoverlord (talk) 20:55, 21 September 2015 (UTC)
 * While I haven't done any direct side-by-side testing, the percent increase/decrease between items seems to be fairly consistent. i.e, a crossbow does 95 damage and a bow does 60, but ramshackle versions of each could both have up to a 120% (or whatever the ramshackle max is) increase. -- Mr Pie 5 (talk) 20:59, 21 September 2015 (UTC)
 * Consistent is the wrong word for this thing. They fall within the same ranges is what I mean. -- Mr Pie 5 (talk) 21:00, 21 September 2015 (UTC)
 * So, it seems more testing would be necessary. One would assume if you spawn in a quality 20 item, yes the stats would vary, but spawning in 10 of the same quality, one could average the stats and find some consistencies. Quality ranges from 0-100, so where the break points are (generally) would be good to have on this page, while the stats (averaged across multiple spawns of the same quality) could go on each item's page. Ultimateneeb99 (talk) 21:05, 21 September 2015 (UTC)
 * Looking at a page like Metal_Hatchet, where it references Item_Quality, the only thing that belongs is the fact that there are 6 categories of Item Quality, the durability is wrong, not sure about damage. Not sure the best way to fix this at the moment. I'll do some more testing. --Ultimateneeb99 (talk) 21:14, 21 September 2015 (UTC)
 * At Template:Item Quality I created a template that uses the four parameters and prints the page with adjusted values for the different qualities. The numbers are based on the template here and are just guesses, nothing official or tested. If someone get's better numbers, add it to the template (look for the -parts). Then we can replace the  by  on the according pages. --Cadaeib (talk) 18:19, 28 September 2015 (UTC)
 * Items created by blueprints though with increased Quality have the same stats every time. (I don't know if the blueprints have the same stats every time though) The pages could have the listings for blueprint stats, and the ranges for the stats on the ones dropped by creatures and chests. Also don't forget armor's have hyper/hypothermia ratings that are affected by the quality. -- Azraile 12:23, 17 January 2016
 * Of course the items crafted have the same stats. They use the same blueprint. However, every single blueprint is different, and the stats are randomly distributed. While there is a general trend, it doesn't really signify anything.

Increased Quality on Repair
I had a primitive cloth shirt become ramshackle after repairing it. Either this was a bug, or there is a designed chance to increase item quality on repair. Has anyone else experienced this? — Preceding unsigned comment added by 72.212.11.198 (talk • contribs) at 03:37, 3 August 2015 (UTC). Please sign your posts with
 * It's either a bug or you switched your primitive cloth shirt with a ramshackle one without noticing. I've been using the exact same hide shirt for the past ~50 hours on my single player game, repaired it plenty of times, and it still has basic stats. --Mr Pie 5 (talk) 05:11, 3 August 2015 (UTC)

Planning for New Page
Some items have different quality that give more strength and/or more durability. All qualities of items and blueprints are obtainable from Beacons.

Items that are affected by quality: There are currently 6 levels of quality. Stats were taken by spawning in the items in-game.
 * Armor
 * Bow
 * Compound Bow
 * Crossbow
 * Firearms
 * Metal Hatchet
 * Metal Pick
 * Pike
 * Saddles
 * Stone Hatchet
 * Stone Pick
 * Torch

The bonus in damage and durability varies. For example it's possible to have 100% damage and 500% durability. Higher quality weapons will normally have more damage than lower quality ones. Note that all items crafted using engram points will have 100% durability, damage, armor, etc.