Craftsmanship also affects quality gained.
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Craftsmanship also affects quality gained.
I also find ele resist food helps here too, if your lvl is the same as the recipes or higher then craftsmenship food will be the choice as you shouldn't be getting trouble with unstable elements.
also acting on each color adjusts how much durability reduces by and progress/quality increases by, will try find the link to an alternitave source i used, but the info you supplied is pretty comprehensive.
here's the info for penalties for unstable elements, from the Lodestone's front page the link is here.
Lightning: Progress greatly reduced
Wind: Durability consumption greatly increased
Fire: Quality greatly reduced
Ice: Progress reduced, chance of aetherial sparks reduced
Earth: Durability consumption increased, chance of aetherial sparks increased
Water: Quality reduced, chance of aetherial sparks increased
This is unproven, I do think any compass related effets are very unlikley. However my personal experance with the moon is full is bad for sucess but good for HQ and New is the opposite.
This is purely my observation and there could be alot of additional factors (if moon has an effect) that may effect this, like Guardain, Name day, Race etc...
Fast/Slow Flicker in the information.
This can be hard to tell what speed it's actually pulsing (flickering), it's normalay a good idea not to use an action while in either pulsing state while learning, but rather use "wait" untill you have a solid colour. Failing an action while in the pulsing state has a higher chance of destablizing the elements then the other states other then sparking (overload).
I just started playing the game about two weeks ago so I never really had an idea how crafting worked before 1.19 and the differences between that and the current system.
I've been looking around to find the materials needed to craft dated items, specifically ones that required parts to try to get a feel for how the old system worked compared to the new recipes. What sucks is that most of all the items that these old recipes required are removed from the game. I really don't have the gil to spend on hunting down all the stuff on the markets either. Not that it's even a valid complaint though, because I started playing right in the middle of these adjustments.
If you ask my opinion however, I believe it is a mistake to remove parts from the system. Granted, I have no experience with it, and I imagine it was pretty tedious, but I think there were better ways to handle the complaints rather than truncating half the crafting system. To me, looking simply from an "on paper" aspect, the biggest problem was almost every part had to be dyed, and each cloth/leather had a different type of dye. Now with the introduction of all purpose dyes, I think it would have been fine to allow people to craft the parts, then construct the item from the parts, and then dye the finished product as a whole. The new recipes just seem a little too simplified for a system that stood out from crafting in many other MMO's. Especially since the DoH and DoL classes are treated as being viable playing experiences, making them vanilla is a bad concept. If that's where we are heading then you might as well just do away with them and make it more like FFXI where it was more like something to pass the time. That would be a shame though.
At the end of the day, all I can say is I would enjoy a crafting system that is both complex and requires time, patience and skill, just like our ancestors did things so many years ago. Crafting was treated realistically in this game, and such a system is simply not going to be enjoyed by everyone (as clearly outlined in the many posts/threads on this subject). From the beginning this game really seemed like it wanted to have half the people enjoying the battle system, questing, etc. and the other half enjoying their time crafting armor/weapons & tools and creating an economy. The reason why this didn't happen is because the actual process of synthesizing wasn't engaging enough, and instead resorted to recipes with a long list of materials. I've noticed most of the complaints right now aren't about the parts or material requirements, but rather synthesizing itself.
This game is really fun to play, but I find I get really tired of crafting because it just feels to monotonous. I've done the research on what I need to do to be successful, but I don't like that I still get those few synths that no matter what you do, they are doomed to fail. Crafting should be as skill based as possible. The current system does not feel like I'm using skill, even if people are arguing whether it does or not. The funny thing is what qualifies as 'skill' is different for each individual. For instance, some people equate skill with tactics, or calculations, while others equate it with timing and quick reflexes.
They already did. Can't remember if it was one of the interviews or "Ask the devs" though.Quote:
No one even knows what gold, red, or flashing orbs mean.
Thanks Kiote.
This can be said about everything you typed. None of this has been documented by SE. It's all player speculation and I would bet that everyone has counter examples for each. I think that players are generally perturbed by the fact that SE never clarifies anything. They'd rather that the player piss through all their resources attempting to decipher SE secret formulas only to discover randomness.