Originally Posted by
alexhatesmil
It's not the same, though. In 1.0, you started each craft with 100 durability, and durability loss was governed by the RNG. Now, the starting value for durability varies per item, and durability loss seems to be arithmetic and based on the skill being used.
Also, instead of only being able to use skills once, you can use skills as many times as durability and your CP pool allow. It looks like crafting is now going to be about managing resources, leaving the end result much more in the hands of the crafter.
In 1.0, crafting was still too random to feel like it was skill based. Yes, you had to decide when the right time to use your skills was, but failing a synth too often felt like it was out of your control. In ARR, if you fail a synth, you have no one to blame but yourself.