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	<title>Talk:Equipment Ranges - Revision history</title>
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	<updated>2026-04-10T01:03:44Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://ehwiki.org/index.php?title=Talk:Equipment_Ranges&amp;diff=50602&amp;oldid=prev</id>
		<title>Lestion: Created page with &quot;I&#039;m moving this info to the talk page &#039;&#039;just in case&#039;&#039; because, as far as I know, it&#039;s outdated (applies to pre-0.82 equipment). -lestion  =Formulas= Put formulas for calculat...&quot;</title>
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		<updated>2020-01-10T08:01:09Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;I&amp;#039;m moving this info to the talk page &amp;#039;&amp;#039;just in case&amp;#039;&amp;#039; because, as far as I know, it&amp;#039;s outdated (applies to pre-0.82 equipment). -lestion  =Formulas= Put formulas for calculat...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;I&amp;#039;m moving this info to the talk page &amp;#039;&amp;#039;just in case&amp;#039;&amp;#039; because, as far as I know, it&amp;#039;s outdated (applies to pre-0.82 equipment). -lestion&lt;br /&gt;
&lt;br /&gt;
=Formulas=&lt;br /&gt;
Put formulas for calculating base rolls, derived bases, and projected maximums, as well as how &amp;quot;slot&amp;quot; effects gear.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Total_Roll&amp;#039;&amp;#039;&amp;#039;: Value when Base_Roll, Suffix_Roll, and Quality_Bonus are all added together&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Base_Roll&amp;#039;&amp;#039;&amp;#039;: Range of values that can appear on a piece of gear&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Suffix_Roll&amp;#039;&amp;#039;&amp;#039;: Range of values that get added due to a suffix&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quality_Bonus&amp;#039;&amp;#039;&amp;#039;: Value added based on overall quality of the piece of gear&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Slot_Mod&amp;#039;&amp;#039;&amp;#039;: Multiplier for gear based on what slot it is worn&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Derived_Base&amp;#039;&amp;#039;&amp;#039;: Value that can be seen on a piece of gear based on the rolls it got during creation&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Base_Multiplier&amp;#039;&amp;#039;&amp;#039;: Value that is multiplied with the base to determine the Derived_Base&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Projected_Maximum&amp;#039;&amp;#039;&amp;#039;: Maximum values that can be obtained on a piece of gear based on the formulas and observed values&lt;br /&gt;
&lt;br /&gt;
A lot of rounding occurs when going back and forth between the Rolls and the Derived values.&lt;br /&gt;
*&amp;quot;round()&amp;quot; will be used for rounding to the nearest whole number&lt;br /&gt;
*&amp;quot;roundP()&amp;quot; will be used for rounding to the nearest percentile (second decimal)&lt;br /&gt;
*&amp;quot;floor()&amp;quot; will be used for rounding down&lt;br /&gt;
*&amp;quot;ceil()&amp;quot; will be used for rounding up&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Total_Roll&amp;#039;&amp;#039;&amp;#039; = Base_Roll + Suffix_Roll + Quality Bonus&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Total_Roll&amp;#039;&amp;#039;&amp;#039; = Derived_Base / Base_Multiplier&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Quality_Bonus&amp;#039;&amp;#039;&amp;#039; = Total_Roll - floor(Total_Roll)&lt;br /&gt;
&lt;br /&gt;
If an equipment is forged, the additional multiplier applies to Base_Roll and Suffix Roll only (i.e. Quality_Bonus part is unaffected)&lt;br /&gt;
&lt;br /&gt;
Since &amp;#039;&amp;#039;&amp;#039;Base_Roll&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Suffix_Roll&amp;#039;&amp;#039;&amp;#039; are separate, they must be kept separate when determining the final value on a piece of gear.&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Derived_Base&amp;#039;&amp;#039;&amp;#039; = (ceil( round(Base_Roll * Slot_Mod)) +&lt;br /&gt;
 ceil( round(Suffix_Roll * Slot_Mod)) + Quality_Bonus) * Base_Multiplier&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Slot_Mod&amp;#039;&amp;#039;&amp;#039; is as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Slot&lt;br /&gt;
!Amount&lt;br /&gt;
|-&lt;br /&gt;
|Body || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Legs || 1.1&lt;br /&gt;
|-&lt;br /&gt;
|Head || 1&lt;br /&gt;
|-&lt;br /&gt;
|Hands || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Feet || 0.8&lt;br /&gt;
|-&lt;br /&gt;
|Weapons &amp;amp; Shields || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Projected_Maximums&amp;#039;&amp;#039;&amp;#039; use the highest Rolls and Quality_Bonus seen on gear and are then plugged into the above formula to obtain the projected maximums.&lt;br /&gt;
&lt;br /&gt;
For &amp;#039;&amp;#039;&amp;#039;Quality_Bonus&amp;#039;&amp;#039;&amp;#039;, 0.00 is used for the Derived_Base minimum and 0.865 is used for the Derived_Base maximum. &lt;br /&gt;
&amp;lt;!--For the Projected_Maximums for Exquisite, Magnificent, and Legendary quality, Quality_Bonuses of 0.94, 0.99, 1.08, and 1.14 are used respectively.&lt;br /&gt;
**The above information is no longer valid.--&amp;gt;&lt;br /&gt;
Quality_bonuses range from 0 to ~15 depending on the PXP0 value of equipment: Quality_Bonus = (PXP0-100)/25&lt;br /&gt;
&lt;br /&gt;
If an equipment is forged, the additional multiplier applies to Base_Roll and Suffix Roll only (i.e. Quality_Bonus part is unaffected)&lt;/div&gt;</summary>
		<author><name>Lestion</name></author>
	</entry>
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