Gako21
Member
Random values in items' damages and other attributes has been a heavily discussed subject since they were implemented, really. Finding, or crafting, a quality 4 weapon that's worse than a quality 2 one certainly raises frustration and questions about how can it be that way. The reason offered has been that there is a "random" factor of +-15% to most values, mainly to damage. But how random are the values in the end? This question started to bug me after I tried to reach the theoretical max damage of a steel pickaxe. Quick calculations say the damage should reach the maximum of 103,6, but I failed to reach even past 95,4. This started to interest me and began to type down the block damages of the pickaxes I spawned through the creative menu systematically. After 200 different values I made a histogram out of them. The results were quite shocking, as you may see:

The bottom bar has different block damage values, ranging from 64 to about 95,2. Each dot represents the "base" value a steel pickaxe of certain quality should have. The graph, however, is nowhere near what one could expect to see based on past assumptions. The first thought I had was that I had no idea which bar came from which quality. So I repeated this experiment and this time listed the quality I had got the block damage value from. The results were equally interesting, if not even more:

Here we can see the bars colour-coded: grey is quality 1 picks, orange is quality 2, quality 3 is yellow, quality 4 is green, quality 5 is blue and quality 6 is pink. The bars are at the same places as in the picture above, but two notable points can be picked from this. The first is that quality 2 and 4 steel pickaxes share the same possible damage values. This surprised me greatly as it would be logical to think that 4 is better than 2. The other thing to notice is that quality 3 picks' damages varied by a lot. The worst picks were only a bit better than quality 1 pickaxes, but the best were as good as quality 5 picks were. This increased my interest in this phenomenon and I did an additional test by removing the tier bonus so that every quality would have the same base value where the "random" value would be added. The results were, in the light of these past pictures, quite explanatory:

Here we can see the bars aligning (near) perfectly next to each other, filling the area of +-0.15 the base steel pickaxe's block damage completely. This chart explains the huge differences in quality 3 picks' damages and why quality 2 and 4 picks have the same damage values. It also explains why I was not able to get the theoretically best damage out of my pickaxe. I was able to determine the ranges to these values quite accurately.
T1 Min
T1 Max
T2 Min
T2 Max
T3 Max Min
T3 Max Max
T3 Min Min
T3 Min Max
T4 Min
T4 Max
T5 Min
T5 Max
T6 Min
T6 Max
+2%
+7%
+7%
+12%
+12%
+15%
-15%
-13%
-13%
-8%
-8%
-3%
-3%
+2%
The Min value indicates the left side of the bar group whereas the Max value indicates the right side of it, thus telling the best possible value the quality item can have in relation to the base value. The exact values are mostly useful for searching the best (or worst) damage one can have in a pick.
I have done, in addition to everything presented above, tests with other types of stats and items as well. So far it seems that both entity and block damage follow the same deviation no matter the item, be it a weapon or a tool. There are some values outside the scope occasionally, but these are usually about 1% lower than the mathematical model would suggest. Stamina usage and attacks per minute (apm) don't seem to follow it, nor does armour properties. There are some other shenanigans happening with the armour resists, but their relation to this phenomenon remains unclear yet. I will continue to experiment with this subject and you are free to do similar testing with any property and item you wish. I would actually encourage you to check the chart every now and then and see if you find any clear anomalies in your travels. Would the event occur, be sure to post it here for us to see!

The bottom bar has different block damage values, ranging from 64 to about 95,2. Each dot represents the "base" value a steel pickaxe of certain quality should have. The graph, however, is nowhere near what one could expect to see based on past assumptions. The first thought I had was that I had no idea which bar came from which quality. So I repeated this experiment and this time listed the quality I had got the block damage value from. The results were equally interesting, if not even more:

Here we can see the bars colour-coded: grey is quality 1 picks, orange is quality 2, quality 3 is yellow, quality 4 is green, quality 5 is blue and quality 6 is pink. The bars are at the same places as in the picture above, but two notable points can be picked from this. The first is that quality 2 and 4 steel pickaxes share the same possible damage values. This surprised me greatly as it would be logical to think that 4 is better than 2. The other thing to notice is that quality 3 picks' damages varied by a lot. The worst picks were only a bit better than quality 1 pickaxes, but the best were as good as quality 5 picks were. This increased my interest in this phenomenon and I did an additional test by removing the tier bonus so that every quality would have the same base value where the "random" value would be added. The results were, in the light of these past pictures, quite explanatory:

Here we can see the bars aligning (near) perfectly next to each other, filling the area of +-0.15 the base steel pickaxe's block damage completely. This chart explains the huge differences in quality 3 picks' damages and why quality 2 and 4 picks have the same damage values. It also explains why I was not able to get the theoretically best damage out of my pickaxe. I was able to determine the ranges to these values quite accurately.
T1 Min
T1 Max
T2 Min
T2 Max
T3 Max Min
T3 Max Max
T3 Min Min
T3 Min Max
T4 Min
T4 Max
T5 Min
T5 Max
T6 Min
T6 Max
+2%
+7%
+7%
+12%
+12%
+15%
-15%
-13%
-13%
-8%
-8%
-3%
-3%
+2%
The Min value indicates the left side of the bar group whereas the Max value indicates the right side of it, thus telling the best possible value the quality item can have in relation to the base value. The exact values are mostly useful for searching the best (or worst) damage one can have in a pick.
I have done, in addition to everything presented above, tests with other types of stats and items as well. So far it seems that both entity and block damage follow the same deviation no matter the item, be it a weapon or a tool. There are some values outside the scope occasionally, but these are usually about 1% lower than the mathematical model would suggest. Stamina usage and attacks per minute (apm) don't seem to follow it, nor does armour properties. There are some other shenanigans happening with the armour resists, but their relation to this phenomenon remains unclear yet. I will continue to experiment with this subject and you are free to do similar testing with any property and item you wish. I would actually encourage you to check the chart every now and then and see if you find any clear anomalies in your travels. Would the event occur, be sure to post it here for us to see!