While we [S]can't[/S]have yet to find the formula for item quality, we can at least see the effects of various qualities.
The tables below have two columns. One column is the "cutoff", or the lowest quality at which the effect occurs. The second is the effect. When the game uses these tables, it starts from the top and goes down, using the first entry where the item quality is greater than or equal to the cutoff. If no row satisfies that, the "Default" row is used.
[SPOILER="Quality Bonuses"]
[INDENT][SPOILER="Weapons except bows and crossbows"]
[INDENT]Balance:[CODE]
Cutoff Change
---------------
98 +10
95 +9
92 +8
90 +7
85 +6
80 +5
70 +4
60 +3
50 +2
30 +1
Default +0
[/CODE]
Critical:[CODE]Cutoff Change
---------------
95 +5
90 +4
80 +3
70 +2
50 +1
Default +0
[/CODE]
Max Attack:[CODE]Cutoff Change
---------------
75 +2
20 +1
-80 +0
Default -1
[/CODE]
Min Attack:[CODE]Cutoff Change
---------------
85 +2
60 +1
-90 +0
Default -1
[/CODE]
Durability:[CODE]Cutoff Max Durability Durability
------------------------------------
80 +5 +5
60 +4 +4
50 +3 +3
45 +2 +2
40 +1 +1
-20 +0 +0
-60 +0 -2
-80 -1 -2
Default -2 -3
[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Bows and crossbows"]
[INDENT]Balance:[CODE]Cutoff Change
---------------
98 +5
80 +4
70 +3
50 +2
30 +1
Default +0
[/CODE]
Critical:[CODE]
Cutoff Change
---------------
98 +5
95 +4
80 +3
70 +2
10 +1
Default +0
[/CODE]
Max Attack:[CODE]
Cutoff Change
---------------
90 +2
10 +1
Default -1
[/CODE]
Min Attack:[CODE]Cutoff Change
---------------
95 +2
30 +1
-10 +0
Default -1
[/CODE]
Durability:[CODE]Cutoff Max Durability Durability
------------------------------------
98 +3 +3
90 +2 +2
50 +1 +1
-10 +0 +0
-30 -1 -1
Default -2 -2
[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Armor/Clothes"]
[INDENT]Defense:[CODE]Cutoff Change
---------------
90 +1
Default +0
[/CODE]
Protection:[CODE]Cutoff Change
---------------
95 +3
75 +2
50 +1
Default +0
[/CODE]
Durability:[CODE]Cutoff Max Durability Durability
------------------------------------
80 +5 +5
70 +4 +4
55 +3 +3
35 +2 +2
20 +1 +1
-20 +0 +0
-60 +0 -2
-80 -1 -2
Default -2 -3
[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Gloves/Gauntlets"]
[INDENT]Protection:
[CODE]Cutoff Change
---------------
80 +1
Default +0
[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Boots/Shoes/Greaves"]
[INDENT]Durability:
[CODE]Cutoff Max Durability Durability
------------------------------------
95 +5 +5
85 +4 +4
60 +3 +3
40 +2 +2
20 +1 +1
-20 +0 +0
-60 +0 -2
-80 -1 -2
Default -2 -3
[/CODE][/INDENT][/SPOILER]
[SPOILER="Shields"]
[INDENT]Defense:[CODE]Cutoff Change
---------------
90 +1
Default +0
[/CODE]
Durability:[CODE]Cutoff Max Durability Durability
------------------------------------
95 +5 +5
90 +4 +4
85 +3 +3
80 +2 +2
40 +1 +1
-20 +0 +0
-60 +0 -2
-80 -1 -2
Default -2 -3
[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Hats"]
[INDENT]Durability:
[CODE]Cutoff Max Durability Durability
------------------------------------
90 +1 +1
Default +0 +0[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Helmets"]Durability:
[INDENT][CODE]Cutoff Max Durability Durability
------------------------------------
80 +1 +1
Default +0 +0[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Robes"][INDENT]Durability:
[CODE]Cutoff Change
---------------
80 +1
Default +0[/CODE][/INDENT]
[/SPOILER][/INDENT]
[/SPOILER]
Additionally, items receive static bonuses based on your skill rank when you made the item.
[SPOILER="Skill Bonuses"]
[INDENT][SPOILER="Smithing"][INDENT]
All Weapons:
[CODE]Rank Effects
---------------
1 Balance +3, Max Durability +2, Durability +2
2 Balance +3, Max Durability +1, Durability +1
3 Balance +2, Max Durability +1, Durability +1
4 Balance +2
5 Balance +1
Default None[/CODE]
All Armor:
[CODE]Rank Effects
---------------
1 Max Durability +1, Durability +1
Default None[/CODE]
Gauntlets:
[CODE]Rank Effects
---------------
3 Max Durability +1, Durability +1
Default None[/CODE]
Armored Boots:
[CODE]Rank Effects
---------------
3 Max Durability +1, Durability +1
Default None[/CODE]
Shields:
[CODE]Rank Effects
---------------
2 Max Durability +1, Durability +1
Default None[/CODE]
Helmets:
[CODE]Rank Effects
---------------
4 Max Durability +1, Durability +1
Default None[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Tailoring"][INDENT]Light armor and clothes:
[CODE]Rank Effects
---------------
1 Max Durability +1, Durability +1
Default None[/CODE]
Gloves:
[CODE]Rank Effects
---------------
3 Max Durability +1, Durability +1
Default None[/CODE]
Shoes:
[CODE]Rank Effects
---------------
3 Max Durability +1, Durability +1
Default None[/CODE]
Hats:
[CODE]Rank Effects
---------------
4 Max Durability +1, Durability +1
Default None[/CODE]
Robes:
[CODE]Rank Effects
---------------
4 Max Durability +1, Durability +1
Default None[/CODE][/INDENT]
[/SPOILER]
[SPOILER="Carpentry"][INDENT]Bows and crossbows:
[CODE]Rank Effects
---------------
1 Balance +2, Max Durability +2, Durability +2
2 Balance +2, Max Durability +1, Durability +1
3 Balance +2, Max Durability +1, Durability +1
4 Balance +2
5 Balance +1
Default None[/CODE][/INDENT]
[/SPOILER][/INDENT]
[/SPOILER]
As usual, some interesting things about the above:
- They're expecting you to make some high grade stuff here. I've personally never seen a quality over 95 in game, though.
- We can now see why carpentry sucks so much. Do you see the quality on those bows?!
- Having Rank 1 Tailoring and Blacksmithing supposedly uses bonuses from both on light armor and clothes, for a +2 durability effect.
- Likewise, Blacksmithing skill bonuses apply to bows along with carpentry.
- Quality is apparently not 0~100. My guess is that it's -100~100.
- Low quality won't just give you base items, it will give you worse-than-base items.