http://forum.square-enix.com/ffxiv/threads/31773
... ok nice.. but could we have something about the 2 raids or jobs .-. ?
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http://forum.square-enix.com/ffxiv/threads/31773
... ok nice.. but could we have something about the 2 raids or jobs .-. ?
It will happen.
Still at least 2-3 weeks before the patch could even be out.
Plenty of time to release information.
/thread (even though it's going to continue for no reason.)
nice information about crafting anyway... at least its something for now i would love to see or hear stuff about drg... i've seen armor and everything else to do with all the other jobs but not 1 thing about DRG.
they uploaded new weapon skills for monk and war and some 1 else said they found others but no drg not sure havent searched myself yet.
plus digging about in dat files seem most of all the gear is there but drgs that me and my friends have came along... seems it doesnt exisit but we all do no it does for they showed 1 picture of it and said it was coming the only question is where is all the stuff to do with it at.
Were still searching threw the dat files atm and the PLD AF looks awesome!
the drg ws's were all put in the class reforms actions list.
check this post for all the actions
http://forum.square-enix.com/ffxiv/t.../35052-Dragoon
This is great news. Though the gap between EX/Gear and Crafting just got even bigger.
I imagine theres a lot of annoyed people out there that now have to replace their Melded gear also, given that the success rate is 50%-100% on HQ gear now (subject to change), easily obtainable with appropriate matts and with touch up as a fallback option.
I don't like this risky touch up business... I want to hold on what little control I have over not breaking all my synths!
I like what they are doing in the crafting changes. Honestly, at this point, any change is better then the system we have now. The fact that I can see the % is a big plus for me.
For the first time since 2005 SE is going to give us a realistic idea of our chances to HQ a synth. Even more important we will now have the ability to influence the chances of HQing a synth through the use of skill, gear and Mats. Makes me glad I saved all my +1 Mats for this patch. IMO this patch is a winner in all regards for dedicated crafters
Thats the chance you take by rolling the dice. You can keep the NQ gear you just made or give in to lady luck and cross your fingers. Of course you can calculate the odds of your success. If you ended your synth with a 50% chance of HQ but didn't get it, Risky Finishing will give you a 25% chance for HQ success.
It goes without saying, if your trying for HQ crafting you're best served to use HQ mats. maybe save Risky Finishing for those NQ crafting that got high quality but just didn't turn into a +1.
At least you know what you're getting yourself into instead of just dumb luck.
That's true, it is a great change that we'll be able to see the risk and the chance of HQ now. Not to mention, HQ ingredients will finally feel like they make a real difference in the chance to get HQ.
I guess doing away with touch up for something more risky is a small sacrifice to make for this.
FINALLY !
Been waiting for this for a while now. To me, this most needed revamping is the most important change of 1.21.
Already made my pimped double materia sets for all my battle classes, dont really feel like remaking them again for marginal increases to stats. I might just make HQ gear to sell i guess.
inb4seeingHQratesmakesthegameeasymode
Would have been nice if they showed us examples of HQ bonus parameters after 1.21...
I mean, they showed us an example of a few new accessories.
Looks good.
Now they just need to get the crafting compendium in game and do something about the mini game.
It appears to me, based on the calculations that they have cited as examples, that the skill level of the crafter has no impact or influence on the ability to synthesize a HQ item.
The odds they are talking about are probably going to be similar to the odds of melding materia. 40% odds of materia melding does not seem like an accurate percentage to me.
There's no mention of durability. Did they confuse themselves or skip that part?
"When using Disciple of the Hand equipment and the appropriate abilities, Quality will improve during synthesis by 300 to 600 points."
What does that mean? One cannot synthesize anything without using DoH equipment. What are the appropriate abilities?
Do they mean Careful Synthesis or crafting ability like Masterpiece?
"(Example)
When all items are HQ items
Final Quality will be between 800–1,000 (odds of producing an HQ item range from 50% to 100%)."
Does this mean that if you achieve a Quality of 1000 that there is 100% probability that the item will be HQ?
I'm guessing by that they mean 2 things:
(1): Using decent level correct equipment (IE: Not crafting with naked or level 20 synthing gear at level 50 for level 50 crafts)
(2): Using crafting abilities that enhance quality. Since there will be no more "Touch-up"s involved anymore, you can try to max out quality before the end of the synth to max out HQ chance.
I think they are saying that if you are appropriately geared, you can expect to gain 300 to 600 quality during a synth.
Well looks like durability will have no purpose now? So max quality only goal? All crafts done same way? More simplification! I need dislike button.
Durability lost its purpose when they killed touch ups. You understand if you go for HQs a lot. I'm speaking of the fact that your end durability will mean nothing when you finished the item. So crafting mats and finished goods will be done the exact same way. This is what I mean by more simplification.
Love the changes, this is what I have asked for since day 1. This is remarkable considering how cryptic the HQ system was in FFXI. Now if I want to spend 2-4min. on a synth and really max out the quality, equip the proper gear, use all 10 abilities, etc I can really make a big impact on my HQ results. Only downside is I feel like I should avoid doing any synths till 1.21 and the stockpile of materia I have are gonna just collect some dust. Can't wait for 1.21!!!
I try to clarify. When HQing mats you focus on getting as much quality as possible without getting 0 durability. When HQing finished goods you focus on getting quality while maintaining most of your durability if not all of it so you can do as many touch ups of possible. These two types of crafting are done very differently but, with the change to touch ups, all crafts will be done like Hqing mats "you focus on getting as much quality as possible without getting 0 durability." This takes out an entire style to crafting. This is the simplification.
Hi All,Quote:
Changes to the Attributes of HQ GearAs before, HQ gear will boost basic parameters (physical defense, damage, attack delay, etc.), but will now boost bonus parameters as well (physical attack, magic attack, evasion, etc.)
* For each equipped item, only some bonus parameters will be enhanced.
This has potential, and it certainly is great knowing that if you take the time to farm and get all HQ Materials to start, you'll have a very good chance at HQ'ing (instead of the previous randomness (current)).
One thing that's "good news" but bad news at the same time is the part I quoted above:
* It's GREAT that HQ now affects the BONUS Parameters (like STR +5, DEX +5 portion of the Equipment)! :)
* But that Red Footnote sounds really lame: So in an effort to "balance" things, only *some* of the Boosted Parameters will be active when we Equip them? Huh?!
How confusing and disappointing is that?
You get, say, one HQ Item that has Boosted Stats, so STR +7 (normally +5 on NQ), but when you equip it, if some condition is met, you really only get STR +5 (the HQ Bonus doesn't turn on)?
Yoshida-san please reconsider this. It just leads to confusion and is misleading.
Thanks.
You are 100% correct, it removes the skill out of crafting. Instead of focusing on trying to maintain quality and durability, your only focus is use HQ materials.. and spam standard so you are given 50% chance. If you use NQ items.. dont waste your time trying to get that 10% chance of HQ... your better off farming hq materials. This is a major step backwards for the crafting system.
@Kiara
wait, hq affects the bonus peramters now? thats new to me
it affects alot of stuff, but i dont think its ever affected those, and by the looks of it it still wont, so no change was really made there, they were just clarifying once again how it works
Crafting just changes somewhat....
Hand of the Gods is not quite as important (You can argue this but I don't use HotG when making mats. If you're well geared, durability is never really an issue, and HotG lowers your success rate, which is bad for careful synths)
Masterpiece is a little more important
Rapid synthesis is a little less important
Immersion is a little more important
Assemble and Pride of Labor become just for emergencies (About to fail synth)
Clean Slate becomes your best friend
Unless the crafting abilities get an overhaul
Why would you spam standard for a 50% chance when the right abilities can give you a 100% chance?
Or using NQ mates maybe you could use your abilities and work up to a 25% chance of HQ.
Which, Ironically enough, is still leaps and bounds better than the HQ rates we have now
From my understanding, it just means that not every bonus attributes on a said piece of gear will get boosted in its HQ version.
What I am meaning by this.. is dont even bother trying to HQ unless you have all HQ materials. If you waste 10 minutes trying to get that extra 50% in a chance of HQ, you could have had 5 HQ's in that time.
This takes skill (reduces skill) out of the equation, You are now forced to find HQ ingredients for any real chance of HQ... I made a thread describing this... It shouldnt be based on the materials you use as much as the ending quality.
so in other words
we get the same chance to hq NQ mats
and we get an increased chance to hq with hq mats
so i see no problem at all with this, you shouldnt be able to easily hq with normal materials regardless of what you do, be thankful for the 10% chance they are offering if you get good quality(which is probly more then we can get now with all nq mats)
Unfortunately, the Full Durability style of crafting is the lesser of the two styles altogether. Maxing quality does take at least SOME degree of risk analysis (managing durability while trying to wring as much quality out of it before it goes boom). Maxing durability is just....well.....enhanced standard spam (ala HoTG, Perfection-enhanced rapid, and other abilities). So I fail to see how this is a major loss of a "style" that should just be relegated to spam crafting.