I came up with an awesome idea whilst responding to some, so yea it served it purpose. ;Phttp://forum.square-enix.com/ffxiv/t...ral-OMG-Fix-It
Even has a CM response. Did this REALLY need its own thread?
Agreed to all.
Especially to:
2) Bold and rapid synths have a higher chance of failing than standard... for what reason? you dont gain quality with rapid unless it is a super success and you lose more durability, and you gain less progress and higher durability loss with bold. For what reason are they lower chance of success?
4) That is what i was trying to say in earlier threads. I'm 35 ranks above the damn recipe, and I have the training, with the right facility, with crafting food consumed. Why is it so rare to HQ these items?!.
5) grandmastery. Ive tried to make use of it, but it turns out it is a waste of 4 AC. Same with lots of skills; Epiphany, Harmony, High Return (this causes more fails to happen ><)....
rapid used to be really good for just trying to get a success, but they nerfed it heavily because people were only using rapid.
basically before was, high gains, even on failure, but basically no quality
standard was average gain of quality and progress
bold was mostly quality.
then they increased standard sucess rate, and lowered rapid sucess rate, at the same time changing it so a rapid fail was way worse than a standard fail. they basically ruined rapid. oh well
Not sure if it's been touched on or not, but attempting anything above 300+ quality is a waste of time. You have the same chance to get a +3 with 240 quality (lowest I've ever +3'ed off of) as you do 600. Save your durability once you break the quality tier for touch ups and you'll see alot better results. I tend to stop around the 270-290 range and finish the synth. I've +3'ed many, many items this way.
Making HQ parts sometimes makes me want to gouge my eyes out, but if HQing were easy it would devalue everything.
The system is still very random, but there are things you can do to up your chances. Getting +1's and +2's are fairly easy with enough attempts. And that's the whole point. If getting +3 HQ's were easy the market would be flooded with them. There has to be some limits.
Last edited by Radaghast; 05-07-2011 at 08:19 AM.
Where the horsebirds at?!
Excuse me but does anyone from SE care enough to post an answer maybe?You should be ashamed...I mean really!
and thats why things are as they are now
HQing items isnt hard, sure you cant do it "easily" without good quality and touch ups, but thats kinda the point
if you really want that +3 you better work for the damn thing
My XIVPad: http://xivpads.com?2031148
I think HQ items should be hard to get, but basing their chance on randomness is retarded, give us a system that requires skill to get HQ items.
Any sap can spam bold and get 400+ quality.
well, i came to rant about how much crafting is a piece of trash in this game with unstable elements that you don't even use in the damn synth... but hey I see most people have covered it, as I expected. but yeah...
FIX THE DAMN SYSTEM SE!
Normally i just suck it up and keep spamming enter like a well programmed bot but... When i have almost all crafts @ 30+ with almost every ability in game to help my "success rate" Yet, I still fail over 50% of almost every synth no matter what gear/craft/magcraft/control set up.
I am always facing east on watersday with a wanning cresent... maybe I should try Lightningsday...
I second all said.well, i came to rant about how much crafting is a piece of trash in this game with unstable elements that you don't even use in the damn synth... but hey I see most people have covered it, as I expected. but yeah...
FIX THE DAMN SYSTEM SE!
Normally i just suck it up and keep spamming enter like a well programmed bot but... When i have almost all crafts @ 30+ with almost every ability in game to help my "success rate" Yet, I still fail over 50% of almost every synth no matter what gear/craft/magcraft/control set up.
I am always facing east on watersday with a wanning cresent... maybe I should try Lightningsday...
Rapid + Hand of the Gods is one form to gain easy progress in a synth without losing a lot of durability. Rapid is a viable option, just not in every synthesis. Same as bold. Why would you try to bold something several ranks above you?
I honestly don't think crafting takes that long, and it's interesting to see the different animations used depending on the synthesis action. I actually think they should add more animations depending on the ability you are under the effect of. Say you use Innovation, and then you bold, why not have something that looks a little more fantastic than just a regular bold action?
What I do agree on with the OP is about how the quality of an item has a bigger influence on if the item HQs or not. I'm tired of getting way over 500+ quality on items with no results. I'm not saying +3s should be handed out like candy, but even rank 50 crafters who are several ranks above a synth and have very good abilities are lucky to get a +1 in most cases. This seems a bit off.
I also agree that abilities should not be broken and do what they say they should do. I'm okay with them showing up at random times, but I'm not okay with them just refusing to work. (Also, one time use abilities should be used wisely. If the synth orb is red, it has a higher chance to fail as well.)
And another thing: About the elemental unstables. I do believe that they can be used to actually further your goals in crafting. I know it sounds odd. That thing that you hate that shows up on 90% of your synths that tends to blow up in your face...however, if you can manage to synth successfully through a destabilization (and maintain it without it exploding) you notice certain characteristics of each one. For example, lightning unstable typically nets you more quality and reduces progress by a lot. They are fickle mistresses, however they do and can serve a purpose. It makes it so you're not slacking off as well as they allow themselves to be abused for your benefit.
People just need to learn how to control it given the situation. Such as waiting. Wait is one of the standard synthesis actions that a lot of people ignore. Some don't like to wait because it just increases the duration of your synthesis. However, without waiting, during these unstables (if you don't choose to use them for something like quality gain) you are only setting yourself up for a fail. Which in turn would take even more time to recover. Waiting for even 4 to 5 turns will most likely lose you less durability (and quality for that matter) than synthing through it, failing several times, then having it explode in your face.
I wish some people would try to discover ways around their difficulties instead of just ask for it to be easier. You're asking to take some of the fun out of crafting because the difficulty of crafting is part of the appeal.
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