Item Quality

Items which use stats, namely Melee Damage, Durability, Armor, Hypothermic Insulation and Hyperthermic Insulation, have Item Quality, with higher quality items having better overall stats (though lower quality items may be randomly superior in an individual stat). Items with improved quality can be obtained from beacons, loot crates, and other forms of loot drops (such as from killing predators), while blueprints of higher quality items are obtainable only from beacons and loot crates. Items with higher quality can cost substantially more than primitive versions.

Items that are affected by quality: There are currently 6 levels of quality, defined as follows.
 * Weapons
 * Tools
 * Armor
 * Shields
 * Saddles

Arbitrary Quality
When items which use quality are generated, they are given an Arbitrary Quality(AQ) by the loot system, beacons generate items with the same AQ, largely independent of beacon color, while loot crates (caves, ocean) have higher AQ depending on crate color. When generated via console, the item's AQ is set to the "Quality" parameter.

Randomized Quality
For each item stat used by that item, a Randomized Quality(RQ) is generated between 0 and AQ*RO, where RO is the Randomizer Range Override specific to that stat and item type. The RQ is used to determine the overall item quality and the value of that stat.

Item Quality
Each stat's individual item quality is calculated as (RQ^2/(AQ*RO))*RV, where RV is the Rating Value Modifier specific to that stat and item. The item quality of each stat is then averaged together to get the Item Rating(IR) and compared to the Random Multiplier Threshold to determine quality. An Item's Quality tier determines the multipliers applied to the XP gained from crafting or repairing the item and to the crafting cost for the item (including repair costs).

Item Cost
The final Cost of the item is calculated based on Base Cost(BC), Resource Requirement Rating Scale(RS), Crafting Resources Requirements Multiplier(CM), which is determined by item quality, and Item Rating(IR) as:

BC+(BC*IR*RS*CM*0.3)

Item Stat Value
The actual value of individual stats are determined by their RQ, Initial Value Constant(IV), State Modifier Scale(MS), Default Modified Value(DM), and Randomizer Range Multiplier(RM) as:

IV + IV*MS*DM + IV*MS*RM*RQ