### Phase 2, apply a stretch or a bonus

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 = 36.18

The 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)** - delta is 30 or above but still below 35 No changes are applied.
**(Phase 2-2)** - delta is 35 or above The highest stat will receive a bonus of +10. If there are multiple stats eligible for this bonus, only the first one is considered.
**(Phase 2-3)**

Our magic amplifier has a delta of 50 - 36.18 = 13.82. The first mechanic will be applied.

### Phase 2-1 (a stretch to all stats)

(Magic Amplifier preview with added average)

**The Stretch**

All stats are stretched in relation to the average of the item. Stats below the average get worse, stats above it get better. The only variable left is the amount by which these values are stretched. It is the same for all stats and is calculated as the ratio of 30 and the delta between the maximum and the average. Let's call it the Stretch Factor and calculate it for our magic amplifier:

Stretch Factor = 30 divided by (50 - 36.18) = 2.17

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.

**Example**

The first stat is durability with a value of 20. The item average is 36.18. The delta is (20 - 36.18) = -16.18. Now it is multiplied with the Stretch Factor of 2: (-16.18) * 2 = -32.36. The average is then added back to it, to get the actual value: (-32.36) + 36.18 = 3.82. This calculation can also be written in a single line:

Stretched Stat = (Original Stat - Average) * Stretch Factor + Average

For durability it looks like this:

durability = (20 - 36.18) * 2.0 + 36.18 = 3.82

For damage we encounter a problem:

damage = (0 - 36.18) * 2.0 + 36.18 = -36.18

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 Power

63.82 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

**Cut Off Values**

The game cuts off values below 0 and above 100. In both cases the resulting item is deformed - it loses or gains stats depending on the amount of negative and positive stats cut off. To correct this, the missing amount needs to be reintroduced to the item again. It has to be distributed among the remaining stats. In case one of the adjusted stats ends up cut off again, the process simply repeats.

If we look at our magic amplifier, there are two stats getting cut off. Damage with -36.18 and Adversary Parry Modifier with -16.18. They are both below zero and will be changed to zero. The total amount cut off has a value of:

(-36.18) + (-16.18) = -52.36

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

**Final Display**

The item preview window only displays the integer part of these stats and removes all the decimals (it doesn't round the numbers!). 0.33 becomes 0, 40.33 becomes 40, and so on. And that's it! Your first item crafted with pencil and paper. Congratulations!

The item kept its original average value of 36.18 roughly the same. It didn't get better or worse. The new average is:

(0.33 + 30.33 + 60.33 + 0 + 0.33 + 40.33 + 0.33 + 40.33 + 0 + 60.33 + 60.33 + 60.33 + 60.33 + 20.33 + 60.33 + 60.33 + 60.33) divided by 17 = 36.17

**Side Note**The item kept its original average value of 36.18 roughly the same. It didn't get better or worse. The new average is:

(0.33 + 30.33 + 60.33 + 0 + 0.33 + 40.33 + 0.33 + 40.33 + 0 + 60.33 + 60.33 + 60.33 + 60.33 + 20.33 + 60.33 + 60.33 + 60.33) divided by 17 = 36.17

### Phase 2-2 (no changes)

The values stay the same.

### Phase 2-3 (single bonus to the highest stat)

(Light Armor Boots with a +10 bonus)

**Back to Phase 1**

This time we use Basic Quality Light Boots as example. The first step is again to calculate the individual item stats according to phase 1. They are:

43.33 Durability

50 Lightness

90 Dodge Modifier

46.67 Parry Modifier

33.33 Protection Factor

36.67 Max Slashing Protection

50 Max Smashing Protection

50 Max Piercing 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 (43.33 + 50 + 90 + 46.67 + 33.33 + 36.67 +50 +50) divided by 8 = 50, 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.

**The Bonus**

In this case no stretch is applied to the stats; instead, a one-time bonus of +10 is given to the first occurrence of the highest stat. For our light boots, Dodge Modifier is the highest stat with a value of 90. It gets a bonus of +10 and becomes 100 in the item preview. If this bonus leads to cut off stats (e.g., 96 + 10 = 106), the cut off amount is neglected and no correction is applied to the other stats.

This time, the item got better. The average has changed from 50 to 51.25!

**Side Note**This time, the item got better. The average has changed from 50 to 51.25!

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