read my previous post and the post above me. The link is the reference. Yoshi-P's reply to that FAQ just contradicted what the patch notes stated.
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Then its just a matter of clarification, especially since anything Yoshi-P says is basically a whisper down the lane, he said something, some one translates it, another person transcribes it. Also they have intended things to be one way but have changed it for the actual application in the game, i take the patch notes as being the final "this is what is in the game."
All I know is, after reading this, I suddenly feel I made a horrible mistake by skilling up carpenter desynth first...
Semantics in the patch notes, and whether or not it was "intended" aside, this is still an problem that should be resolved (preferably removed from the game completely) much sooner than later. It's a rather frustrating piece of design. The 300 cap is still in place. No one would miss it.
Off topic but does anyone else feel like the success rate is overstated? It seems to fail far more frequently than what the game suggests.
Made 10 items with 80% chance of desynth success, failed 9 of them. I haven't been counting to see if this works out with the Law of Large Numbers, which would tell if the chance is accurate or not. I do know that the melding chances are at least fairly accurate. I calculated the costs to full meld my gear given materia prices and kept track of my fails. I used the fails to generate an actual cost and compared it against the estimated cost, and it was like, 13 million expected, 12 million spent. (I got lucky on one really hard meld which accounts for much of that million.) Of course, I've also failed a 45% meld 26 times in a row...
I think it's just that their random number generator isn't sufficiently random. It hits streaks where it is weighted to succeed or weighted to fail. In large numbers, it all evens out, but I think in short bursts, it can be overly negative/positive due to how it's coded. Obviously, you notice the negative streaks MUCH more than the positive streaks, like the time I pentamelded an accessory with zero failures.
The Japanese patch notes imply that there's a chance that any class with a skill level above 30 may be subject to decrease. It also says that it will decrease the skill when the total combined skill rises above 300. If seven class skills are at 29.99 and one class skill was 100 you would have a total combined skill of 309.93.
Huh?
Edit: Wait that's class level of 30 not skill level of 30. In other words disregard this.
I disagree the patch note say "in certain Instance" with a precision saying "if (...) combined skill level over the 300 point maximum", that's not saying randomly choose one craft (often the higher) and decrease the skill, even if it's only 0.01. Just make it you can only up one desynthesis skill and that's all. I get 0.01-0.02/desynth except with 60+ which give me like 0.04-0.06 with only 77% stuff I can only get in donjon if my lot is good (Ifrit only for Blacksmith...), I don't want to loose 0.01 when uping another skill... Just say you can only up one skill.
Please ask dev to fix it or at least decrease the lower skill and not one randomly and get an official response from dev team (or is it already an official response from dev team ?).
There is not level down for class / job in FFXIV but there is level down desynthesis... I hoped we were free of that since FFXI