Hey guys synthesis guide 2 is now done, hope everyone gets good insight from it like the first.
http://www.technomicon.com/GameTech/...h-7-27-11.html
and for those that missed the first guide:
http://www.technomicon.com/GameTech/...h-5-21-11.html
Hey guys synthesis guide 2 is now done, hope everyone gets good insight from it like the first.
http://www.technomicon.com/GameTech/...h-7-27-11.html
and for those that missed the first guide:
http://www.technomicon.com/GameTech/...h-5-21-11.html
My Synthesis Guide:http://www.technomicon.com/GameTech/GameTech-5-21-11.html
Synthesis Guide P2:http://www.technomicon.com/GameTech/GameTech-7-27-11.html
Thanks! Great guide, indeed thoroughly written!
Sweeeeeets. Thanks a bunch!
Last edited by RabidSquirrel; 07-29-2011 at 02:03 AM. Reason: More e's needed in sweets
Yes I do have a My Little Pony sig because I'm not a complete loser who lives in his own little world, proclaiming something is stupid because I say so.
I've noticed that in regards to risk the guide mentions that it increases over time, might i ask how accurate your sources are on this?
In my experience risk has a set value for any given time you start a synch (albeit one randomly? decided)
that doesnt actually increase at all.
When i synch a high success rate item the ones that go bad always go bad from the start (considering random luck) rather then after 70%~, in fact ive managed to save a few of those after 70% due to getting lucky.
Last edited by Aeyis; 07-29-2011 at 02:29 AM. Reason: +Space
Quick question. Have we determined if the timer in between synth actions has any bearing on success or failure rate?
Yes I do have a My Little Pony sig because I'm not a complete loser who lives in his own little world, proclaiming something is stupid because I say so.
A very thorough guide. Nice work!
Informative "Risk" chapter. Long suspected something like that but never quite found a way to put it into words.
Might also want to put the "Starting Quality" calculation into the guide as well:
NQ Ingredient => 0 base
+1 Ingredient => +100 base
+2 Ingredient => +200 base
+3 Ingredient => +300 base
Adjusted Base Quality = Sum(IngredientBaseQuality)/NumberOfIngredients
Actual Base Quality = Adjusted Base Quality + a small positive random value (~1 to 20ish)
E.g. So a 3 ingredient recipe where you use 1 NQ, +1 and +3 ingredient will give you around 133 quality.
If the timer has any bearing at all its very abstract.
It's the first thing that came to my mind as well when i first started crafting,
so i've seen from extensive experience that it doesn't seem to have any noticable effect.
My guess is that it's simply to allow time to decide on ability usage, without removing the pressure.
Small Sidenote to that, it seems that different ranges of End Quality give different ''Chances'' of getting +1, +2, or +3.Informative "Risk" chapter. Long suspected something like that but never quite found a way to put it into words.
Might also want to put the "Starting Quality" calculation into the guide as well:
NQ Ingredient => 0 base
+1 Ingredient => +100 base
+2 Ingredient => +200 base
+3 Ingredient => +300 base
Adjusted Base Quality = Sum(IngredientBaseQuality)/NumberOfIngredients
Actual Base Quality = Adjusted Base Quality + a small positive random value (~1 to 20ish)
E.g. So a 3 ingredient recipe where you use 1 NQ, +1 and +3 ingredient will give you around 133 quality.
Quality definately effects HQ succession rates, but i dont believe its as set a value as most people think.
Some JP did a fairly large test on this...forgot the link but I think it is somewhere on this forum.
If I remember correctly, +1, +2, +3 scales with quality at a different rate.
Last edited by tymora; 07-29-2011 at 02:46 AM.
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