Initial Testing
Someone listed 5 dryad saps for 2.5 mil total (which seems rather low...) but I decided to take that opportunity (read, take a hit) to atleast start gathering data about crafting 1436 synths. hopefully these numbers can help the rest of ya'll, as I always am happy to share any info.
My Craftmanship with HQ baked onion soup is 752. Thats the only number pertinent to this since I always start figuring out rotations based on how I"m gonna complete them. I never use rapid because I don't like RNG in a completion step btw. This just a personal thing.
This test afforded me two chances to gather numbers, since both the mat and the final craft have the same difficulty and durability.
First hit, Muscle Memory VS NameBrand:
Muscle Memory (473)
NameBrand (442)
Opening with Muscle Memory is likely a must.
Size of CSII hit with IGII up: 176
Name/Brand Hits after Makers mark:
347, 274, *edit* 3rd is is bigger then CSII, but at my stats, I can finish with CSII instead and save 6 cp.
since I was futzing around, gathering data was my priority over raising quality, so with 6 hits on byregots I got like 26% chance to HQ (I think, I wansn't really paying attention)....
likely, with all NQ mats, the best you can expect consistently may be somewhere between 40-60% to HQ with the right rotation.
I actually should of fraps this because I missed some data. oops.
Also the NQ stats on astral birch ring are WORSE then HQ stats on hallowed chestnut lmao. I guess the main difference is meld caps, but who's gonna perfect meld an NQ. so if you don't HQ, its garbage.
and of course we'll have to do this a crap load of times. this is just awful.
also, this is the first time we don't have a cheaper food craft we can test on. le sigh.
7/26 update, 2nd Attempt, HQ results, but not 100%:
thought I'd just compile my notes in this top thread.
I overmelded my main/offhands to get more craft, trying to get close what I have with food so that I could switch to control food instead. I didnt' quite get close enough so still using craft food, but I should beable to swtich to control food after one more meld.
With 772 craft (after food), I can confirm that the boost was NOT enough to buy me another move by closing early. CZII went up to 182 from the previous 176. At the previous stats, I was 10 points pass the 1436 marks, so likely the below rotation could be used with slighly less. Aeyis posted his data from 749 Craft. with the assumption that brand increases in power relative to how much progress is left, I think 749 is still a safe number for dropping the 3rd brand in favor of csII.
with 772 craft I use this rotation, although I have confirmed this rotation still works with 752 craft:
Muscle
CZ, IQ, SHII (standard opener)
HTx5
MMII
SHII, WNI
CZ <---the messy part, bad spot for it but what can you do?
HTx4 (last one sucks)
GS, INNO, SHI, BB (standard)
IGII
NAME, BRAND x2
CSII x2
managed to HQ the astral birch lumber, and then the ring.
The ring is meldable with 4 cp, 8 control, 9 craft.
Because 8 control takes 2 grade IVs which honestly I would of exploded like 30 trying to overmeld (over two mil), I opted to use the Grade V I saw someone list for way less awhile back.
I got really lucky and only blew up 3 grade III craft and 3 grade 1 control lol. the only forgiving part of this whole process.
7/27
made a 2nd ring.
I took a screen shot of the numbers to be sure i'm not making any mistakes in my recordings (I got paranoid that I was off when you asked Rath, gettin' old ya know. I even messed up a few times writing this paragraph, screenshot be damned.). Anyway, this time, I did it at 754 craft (my carpenter now has 749 base, and I got 5 from FC buff). This allowed me to use quality food for a some extra oomph. at 754, there was an increase to numbers from 752, so if your asking if every point counts, it kinda does. the number this time were:
473 (muscle memory, static value, will never change)
349 (IGII NAME BRAND)
275 (IGII NAME BRAND)
177 (IGII, CSII)
177 (IGII, CSII)
Also my internet died about 5 seconds after I completed the ring. terrifying.
7/29
HQed the griffen tool belt this morning. I haven't yet tried Raths rotation directly on a 1436, but I see the grace and beauty of it.
My main update today however, is that I"ve been trying a new rotation that I'll be trying on my next 1436 material, and if promising, the craft itself. I thought I'd post it ahead of time since it will be another arduous process to get the mats to trade in again.
As with each patch, its often good to re-examine abilities that are mostly considered dead/useless. Rath brings back WNII in this rotation, a move that almost rivals MMII for dura to cp ratio, but is difficult to move since every step consumes a stack regardless of dura consumption or not. Still, placing two CSII's at the end was a very clever way to consume to SHII-less stacks. It also provides 10 touch opportunities, and is just really solid.
In any case, it has also inspired me to look at one other ability that is often considered dead, and I made a new rotation around it.
I will let you guys know how it fairs once it I get a chance to use it, but in the mean time here it is:
New rotation to test on next synth.
Dethroning Byregot's Blessing AKA Bringing Rumination back from the Dead AKA Quality Through Quantity
This Rotation provides a whopping 14 touch opportunities and use only 420 CP. If your a specialist, you can also get innovation on many of those touches for a hefty bonus. While it does use alot of CP, it relies only on the most efficient of Dura regen, MMII. It goes off the theory that, assuming HQ mats, with enough stacks of IQ, BB overshoots tends to be just shy of 100% or overshoots it completely. On the belt, 7 stacks of of probably landed at ~90% but the eight stacks I had went way over 100%. But from 8 stacks, a few more touches and I would of hit 100% regardless because at that point, each regular touch is pretty big.
This Rotation assumes you have 750 craft, If not, you have to drop the 14th touch and probably settle for 13 touches.
Instead of going for one massive BB hit at the end, this relies on a bunch of smaller hits that add up to a fairly similar effect. I'll write out how this works for me, but it will need adjustment based on who's using it and what there stats are.
This all settles on Rumination, which has oft been ignored in the past because no one had the CP to use MMII twice to get the most benefit out of Rumination, which I now see was designed to let you squeeze the most of of your IQ stacks while allowing to use your CP almost exclusively for recovery, and then providing the necessary CP at the END of the craft to actually finish it.
You can open with Makers or Muscle. Opening with Muscle is more consistent and costs less CP. Opening with Makers buys you an extra step for a FIFTEEN touches. These extra touches
can and often will be more then Byregots will give you, altogether, with an exception to Byregot's landing on good or excellent state (but at that point, its overkill anyway).
Muscle -6
CZ -66
IQ -10
SHII -17
HT +8
HT +8
HT +8
HT +8
HT +8
MMII -152
SHII -17
HT +8
CZ -66
HT +8
HT +8
HT +8
SHII -17
HT +8
HT +8
MMII -152
HT +8
HT +8
HT
Rumination +60 (if at 11 stacks, which you likely will be). You can use this CP to reclaim if you're not happy.
SH -22
IGII -32
Name of Element -15
Brand of Element -6
Brand of Element -6
CSII
CSII
412 CP
-The makers mark rotation is fairly similar, just have things shifted around abit
-If you have Extra CP, And are a specialist, consider using Innovative Touch every so often to get a bonus. It's best after the first set of 5 HTs, as the bonus isn't big on the first 5 touches.
-On good state, consider ToT to possibly buy a BT later, or a PT if you have the CP.
-If you have extra cp, you may also choose to pop innovation in the later touches.
The logic behind this is that by 8 stacks ( 7 successful touches), I had accumulated in 2445 quality from touches and culminating in 3168 quality from byregot's, or 5613 overall The rest of the quality came from HQ mats.
however, going of some basic projections (I'll post solid numbers when I try it for real) (I found that each stack of IQ added around 45 to the next touch. it caps at 11), I can somewhat project the following based on about ~740 control:
7 hits the same 2445 quality
8 hit ~2976
9 hit ~3552
10 hit ~4218 <--11 stacks, static increase from here
11 hit ~4929
12 hit ~5640 <---equavelent to 8 stacks of IQ + BB boosted with GS and Inno.
13 hit ~6351
14 hit ~7062
15 hit (if using makers) ~7773
On average, one can expect to fail 1-3 hits, but this could easily be covered for using PTs or ITs if you have the CP to do it.
7/29 (afternoon) For real test.
I tested this rotation, I even purposely reclaimed and bail so I could test it with both Muscle and Makers.
Between Muscle and Makers, I think this really boils down to a matter of choice. Muscle guarantees that you'll be fine on your progress steps. Makers gives you one extra step, but at the chance of not having enough progress. This almost happened to me, as I failed 2/14 flawless (need 12 for me to finish in the later phase).
With 743 Control, these were my numbers:
Touch 1: +222
Touch 2: +264 (42)
Touch 3: +308 (44)
Touch 4: +353 (45)
Touch 5: +399 (46)
Touch 6: +447 (48)
Touch 7: +495 (48)
Touch 8: +544 (49)
Touch 9: +594 (50)
Touch 10: +646 (52)
Touch 11: +699 (53)
Touch 12: +699 (0) <== my average byregot's attempts end up here.
Touch 13: +699 (0)
Touch 14: +699 (0) <== my best byregot's attempts end up here.
Total increase of 7068. Surprisingly, my estimate from above as actually closer then I expected.
Using this build, I've gotten higher then I have with byregot's. This time I used my extra CP for a few guaranteed touches, but in hindsight next time it would be wiser to try to snake in a few innovations. for instance, I have enough extra CP that I can do two innovations.
this is obviously a rose best case scenario, but allows for total increase of 8811 (guestimate)
From what it appears, if Byregot's blessing is like a dreadnaught war winning unit, rumination is like a zerg rush.
So in summary, the pros and cons of this rotation:
pros:
1. Less CP then most byregots rotations out there.
2. More breathing room. Most byregot rotations give you 8-10 touch opportunities, this gives 13-15.
3. Flexible opening. Switching between Muscle and Makers at preference is really easy to work in.
4. Fewer buffing steps mean more flexibility to decide what to do with good state.
5. Extra CP easily put to good use using inno, basic, or precise touch.
6. Very easy to bail at last minute. Most byregots rotations require you to bail before BB because you won't have the CP after BB. Since Rumination is used right before closes, you can see your final quality and immediately decide whether to complete or bail then.
7. No reliance on ToT to complete.
Cons:
1. needs more testing
2. needs very high stats to effectively use. If your craft isn't high enough, you won't beable to minimize your progress steps, which means you won't really make the best use of rumination's purpose of granting lots of extra units.
3. has no opportunity for explosively large increase that you get when BB lands on good or excellent.
Neutral:
1. in theory, has more or less same average results. but a larger sample size is needed.