StatDefs, Stats_Apparel, look for this bit:
Those are what determine the curves for stat degradation. I thin in general both degradation and quality bonuses are too strong (for both weapons and apparel). I would prefer it if quality ad its greatest impact on an item's max hit points instead - high quality objects IRL generally being much longer lasting and lower quality ones often considered such specifically because they aren't made to last (the "buy cheap, buy twice" principle).
Quote<curve>
<points>
<li>
<loc>(0,0.25)</loc>
</li>
<li>
<loc>(1,1)</loc>
</li>
</points>
</curve>
Those are what determine the curves for stat degradation. I thin in general both degradation and quality bonuses are too strong (for both weapons and apparel). I would prefer it if quality ad its greatest impact on an item's max hit points instead - high quality objects IRL generally being much longer lasting and lower quality ones often considered such specifically because they aren't made to last (the "buy cheap, buy twice" principle).