Quote Originally Posted by darkstarpoet1 View Post
the only thing that really does not make sense to me is the hq on an item. the one thing i would really love to see changed is instead of hq materials adding anything to the quality it goes directly to the durability. it would give a hard number to strive for for getting a hq item.

say for example hitting 150 quality would be a hq+1, 250 would be a hq+2, and 350 would be a hq+3. by starting out at 0 quality on each synth would make using bold and your special abilities worthwhile when trying to hq the item you are creating. that would actually make hq part of learning your skill not blind luck by crafting during only the full moon for a hq. it's horrible to sit and craft doing 350+ quality repeatedly to get no hq, but yet get a hq while hasty handing or standard bashing.

if they want some randomness once you hit your hard number for the hq you receive a percentage chance of the next level hq hq during the touch up stage. in other words you didn't get 250 so you don't get the sure +2, but with touch ups you have a chance at that hq and if not at least you got the +1 from the craft.

to me a hq(high quality) means the crafter spent time and effort not only to create your item but went above and beyond to give you an exquisite piece of gear not a random luck of the draw. i use going directly to durability instead of quality because if you give an inexperienced goldsmith with no training a piece of pure gold what would you think is more likely they do with it. would they make a multi million dollar ring with inlays and designs or a chunk of gold that had been partially burned and somewhat melted?
for this to happend they would have to change the coeffiencients in whcih you gain aetherial sparking and the degree of success/fail in both bold and rapid. that is not an issue

the real issue is that there has to always be a degree of uncertainty in HQ items, because if it doesnt exist, then HQ would be the new NQ.

I agree with you that the material HQ rate is bull and they should at least add touch up to try and fix that. however if you look at it closely, most materials are nto in a 1 to 1 ratio, most are in an 1 to 12 ratio, which is probably taken into account when you attempt to make HQ 3.

In order to increase HQ rate for materials they would have to decrease the output of said material, making crafting harder by reducing the circulating products.

All of the above constitute a BIG change on how the system works and its mechanics. I cant really say if its good or bad, but theres a proposal out in the table.