The required ingredients for alchemy and cooking is still borderline crazy and in a few instances totally unreasonable.
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The required ingredients for alchemy and cooking is still borderline crazy and in a few instances totally unreasonable.
actualy, looking at the cooking, i noticed ALL the fish recipes are on the revision list and they are pretty much the exact same as before, so im guessing those are level based revisions, which means leveling wont be as unreasonable
making actual food should still take a bit of effort even if not as much
i didnt lvl using fish to sand recipes at all in that instance those should have been removed or moved to alchemy ; thats far too easy a way to lvl and shouldnt exist. You still need 7+ items to makes pie(s) etc. same as before. So those pies better be 20xs better. They stated in a previous post that they would be adjusting the amounts of ingredients per snyth i dont see any sign of that.
Look carefully at the fish CUL recipes. Instead of wind shards, it's not fire. As for ALC, look at the overall cost of making toxic potions. They all new require formic acid, but fortunately do reduce the number of shards needed overall. Now, I will say I'm happy they made quicksilver a little more reasonable, but given that it's used in everything, the minimum to quicksilver ratio is still pretty bad...
Here's how it breaks down...
Blinding PotionSilencing Potion
- 36% less shards
- 200% less Minium
- 300% more Blindfish
Sleeping Potion
- 6% less shards
- 200% less Minium
- 300% more Tarantula
Paralyzing Potion
- 50% less shards
- 100% less Minium
- 500% more Belladonna
Maddening Potion
- Same amount of shards (just different kinds)
- 100% less Minium
- 500% more Black Scorpion
Poisoning Potion
- 86% less shards
- 200% less Minium
- 300% more Mandrake
Smothering Potion
- 44% less shards
- 300% less Minium
- 200% more Grass Viper
Disabling Potion
- 59% less shards
- 100% less Minium
- 500% more Blowfish
- 59% less shards
- Same amount of Minium (but 200% more Quicksilver)
- 1100% more Dart Frog! (to make a dozen requires 36 instead of 3)
The other recipes cost less shards overall (or are the same), but for toxic potions and healing drops, the raw ingredient costs have essentially skyrocketed.
One last thing... crystal synths were not addressed ;_; Fine sand is prohibitively expensive to make for this purpose. And are clusters just a lost cause? Would really love to hear from the devs about clusters in particular.
Here's the comparisons for healing drops as well.
Eye Drops (cures Blindness)
(The only recipe that actually all around costs less)Throat Drops (cures Silence)
- 150% less shards
- No Rock Salt (400% less)
- 33% less Blindfish
Dawn Drops (cures Sleep)
- 25% less shards
- Same amount of Rock Salt
- 200% more Tarantula
Spine Drops (cures Paralysis)
- 283% less shards
- 33% less Rock Salt
- 50% more Belladonna
(Oops, I lied, this recipe actually costs 1 more shard overall per dozen produced)Nerve Drops (cures Madness)
- 4% more shards
- 50% more Rock Salt
- 350% more Black Scorpion
Blood Drops (cures Poison)
- 192% less shards
- Same amount of Rock Salt
- 200% more Mandrake
Lung Drops (cures Smothered?)
- 1067% less shards (3 instead 35 to make a dozen)
- 33% less Rock Salt
- 125% more Grass Viper
Heart Drops (cures Disabled)
- 63% less shards
- 50% more Rock Salt
- 500% more Blowfish
- 63% less shards
- 50% more Rock Salt
- 500% more Dart Frog
Thank you :D I would hope that the real recipes are more even like everything else is. For example, the number of base materials should not differ at all, only the number of shards ought to increase proportionately to the tier/level. This is not a new concept even to FF14; just look at the the current new recipes and you'll see everything is pretty much a template. It makes sense!!!Quote:
* It has been confirmed that some of the data on the recipe list differ with the actual in-game data thus the recipe list has been temporarily removed from the forum. Recipe list with correct data is being prepared at the moment. Once the new recipe list is ready, it will be posted back on the forum. We apologize for any inconvenience this may be causing.
BTW devs, I'll re-analyze the fixed recipes again the same way. Here's hoping it follows the plan you originally laid out in [dev1242].
lol I had not noticed they took the recipes down. I wonder how bad it's messed up and I really hope those cul recipes were a mistake.
Awww man and i was farming thoes items on the list
The list is back. Only thing I noticed was plates are not in the GSM recipes anymore, and all CUL fish -> sand recipes are 1 fire shard. No change to ALC's potion/drops recipes. Those new 200~1100% more expensive potions had better be worth it.
So this brings a question to my mind. In the list that was put back up, they re-posted the items that were no longer used in recipes but now say they will be permanently removed. I take this to mean at 1.21. What I wonder is: What about those items we might already have in storage like iron squares? Are they going to disappear (permanently remove the items on the list from the server en masse) or does this just mean we will lose the ability to make any more of them (permanently remove the recipes that produce the items)?
I thought when they would revise recipes they would go along the lines of, say: using Potion as a base, then add one regeant to make it a silencing potion, or one other type of regeant to make it a blinding potion, or 2 of the same regeant to make it a hi-potion etc, simple type of recipes. That would have eliminated a lot more materials and allowed crafting on the fly in the field, yet there is still a lot of fetching required for very specific ingredients.
Ingredients should have been narrowed down into categories: like rock salt - it is used in pretty much any type of potion, it would have made sense to reserve it for only vitality type potions. That way players could "learn" recipe bases on the fly. Would have made alchemy more in line with other MMOs where Alchemy is more field based rather than "i can only do this in ul-dah on saturday when I can shift all my gear to my retainer because everything takes so much space, attention and specific ingriedients from specific mobs or npcs" - its not practical, and as a result, the wards wont fill up with goods, people will craft one thing to skill up and npc it as usual, so in the end the recipe revision was pointless.
The reformed recipes do nothing to address the actual amount of materials. What was so bad about powders and salts? Instead, they nerf ALC just like every other class by making outputs cost excessively more than previously. Twelve help us if the toxin potions are even worth using as it will take hours just to synth up enough for an outing...
does anyone have any doubts that tanaka is back sitting behind a curtain?