what gear u using?
i tried similar combo last night with 1/10 chance for +1. most i got is like +600 quality, normally is around +500 quality per craft
Printable View
sorry, didn't quote the post from green.
he said that he had used 1 HQ iron and 2 darksteel NQ, to get good rate of HQ, u need to be over 50% that is around 800 quality need, i found i have trouble to get it with those ingredient, might be my gear is not good enough?
i use all + craftmanship gears, should use + magic craftmanship?
control build to keep from destabilizing.
magic craft helps keep the color for the orb from changing to red or yellow.
and crafting helps success. you need all 3.
Plus the stats to give more quality.
with this build and those skills. you should get to 80% progress with 60 durability and 400 quality then go Elemental Instability and pop Improvise to get 150-300 more quality giving you 25%+ chance to HQ,
1/4 i think is better then farming for an hour to get 14 HQ ore giving you 7/7 HQ per hour
btw i feel SE nurf the HQ rate.
before with 80% rate, means almost guarantee HQ.
last night i got 1 double down on 95% and 1 double down on 85%.
seems they dont wanna us to make the HQ lol
Bold Endeavor is not allowing a 3 step. is this just me or did they fail on the discription also?
Bold Endeavor's current description does not match *whatever* it actually does. The end.
Hello,
Please forgive me, for I don't know anything about this, just rumours. But I thought:
Magical Craftsmanship for crafting items that are 'magical' base.
Craftsmanship for crafting items that are 'not magical' base.
I.e. a Wand would use Magical Craftsmanship but not Craftsmanship, whereas a pair of gloves would use Craftsmanship and not Magical Craftsmanship.
Am I wrong? Have things changed?
Thank you kindly.
This is what i thought too. It's easily tested by eating the food which buffs your lower stat on synths that are giving you trouble. I wish someone would document which synths are which. And i thought control just gave more attempts before you start sparking. I used to think it also helped with keeping the orb stable, but i don't think it really does that anymore.
5 abilities is not as fun, even if I can get 600-800 quality.
Stacking 1 and 3 turn abilities were so much part of the original fun that this new limit just hurts it.
If the decision on 5 abilities is final, please do the following:
1) Allow us to set only 5 abilities in the UI, no point having more.
2) Allow us to save sets of abilities to use (at least 5 sets). Now that we have to be more selective, it is a major pain in the arse to clear and reset abilities for every recipe we do. We'll need to be able to quickly choose the set of abilities.
dude, wait for quests to increase the set amount to 6-10 :) or lvl cap increase
What about Ingots craft? They much more difficult.
Rocky, don't feel alone. I've failed multiples @ 96% success rate, and I can't begin to tell you how often 85%+ success rates fail. I brought this up a long time ago, but most replied this was just my bad luck - which, incidently, I still don't agree with. It's very frustrating to spend large amounts of energy gathering HQ mat's only to find yourself in a double-down scenario @ 85%+ success rate. In fairness, I will say I had a 4% HQ the other day, but that doesn't mean that I should be averaging 60% success rates on 85%+ synths on a fairly common occurence. After a while it goes beyond the simple red/black RNG explanation.
Somewhere else in the world, people are HQing at 4% for every 96% failure you get.
I, like many others posting here, am not particularly please about the 5 abillity limitation.
While I don't pretend to be a synthing authority, by any measure, having now had some time to experiement with the new system, I thought I might share which set of abililties seem to work best for me in relation to HQ's. All crafts are 50, so I realize this may not presently work for you.
1. Comfort Zone (36 alc) - While this has been gimped from 4 attempts to 3 (for finished products), and now cannot produce great success, to get 3 attempts with 0 loss of durability is still too good to pass up.
2. Byregot's Blessing (crp 45) - 3 attempts with 100% quality improvement - you will need something to improve quality, and this is as good as it gets.
3.Master's Mend (alc 45) - +30 durability - this is a no-brainer.
4. Piece by Piece (arm 45) or By the Book (GS 45) - Greatly advances progress - it's like use of the old Perfection with rapid sysnthesis (+30 advancement with 0 durability loss). Originally, I tried a setup without this (substituting a +quality or +success ability), and with the reduced progress now, more often than not, I found myself scrambling at the the synth end reaching for additional completion. With the additional chance of unstable now, I view this as a 'must', or you will be spending too many turns on standard, as opposed to careful (quality), or you simply won't get to 100% completion.
5. Greater Calling - ensure success for next 3 steps. I struggled settling on this last ability tbh. Perfection (crp 36) sucks now - Culmination (wvr 45) is better. While the words 'ensures great success' make this enticing, it's only for 1 attempt. With the RNG as such, sh*t happens, and sometimes 1 step, guaranteed success just isn't enough. The guaranteed success for 3 steps from Greater Calling is an absolute life saver. Either you can use it for 3 steps to enhance qualilty, albeit not at 'great' success, but likely the quality from 3 successes match that of 1 great success. Just as importantly, if you get in serious trouble vs. completion, you have 3 steps where you can use this with rapid synthesis @ 0 durability loss, which is really an ace in the hole. This was the final ability that put me over the top.
Again, I know some of you may not be at the point where you can equip all of these, or others may find a different combination works for them, but I just wanted to take a moment to share with you all, what works best for me.
The system would be perfect to me if we could equip 10 abilities and all 10 showed up as choices throughout the synth randomly. BUT after 5 abilities are used up the rest either get greyed out or stop appearing. I really want to include some unstable choices but its not fun to try and force instabilities and vice versa. Also the system as a whole from the perspective of a player who had all crafts at 50 just got a HUGE MONSTER NERF my ability to HQ went down the shitter since this update went live. I wish we still had abilities based on the main hand stat skill like "STR for CRP" etc. This was the largest nerf on the overall system. I can no longer produce 800+ quality gains on lower lvl synths like I used to.
Even with all HQ mats on a difficult synth its hard to break 800~850 quality. Which means I spend all day farming HQ mats and now I'm stuck with a 50-70% hq rate. Prior to this patch I could get 90%+ HQ rates on ANY SYNTH IN THE GAME as long as I used all hq mats. I think the system needs balancing. Please update the dev team of these changes.
I don't understand how this is balancing crafting. DOW and DOM can use many abilities during a fight, as well as using the same ability multiple times. Why are crafters restricted yet other jobs not? We earn these abilities as we level, but are not allowed to use them as we see fit. Why don't we have an action bar with our abilities on it that is utilized just like it is in fighting?
I think that's the whole point of the adjustment. Ensure you cannot get 100% HQ without any HQ materials, so yes, it's a nerf.Quote:
Originally Posted by Tango;671384 just got a [B