Ergebnis 1 bis 10 von 10
  1. #1
    Player
    Avatar von Dubont
    Registriert seit
    Mar 2011
    Ort
    Ul'dah
    Beiträge
    1.430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dunkelritter Lv 100

    Best possible crafting gear? and other questions

    So I decided to actually start crafting once in a while so that my THM fatigue would wear off faster and I've grown a little addicted and was wondering a few things about crafting.

    1) When should I use magic craftmanship gear and when should I use straight craft?
    2) What would be a good balance of control vs craft vs magic (or should I stick to control + 1 of the other two depending on the item?
    3) What gear is the "norm" for r40+ crafters, aside from dodore doublet?
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  2. #2
    Player
    Avatar von Shinigami
    Registriert seit
    Apr 2011
    Beiträge
    70
    Character
    White Shinigami
    World
    Lamia
    Main Class
    Zimmerer Lv 50
    I know that regular craftmanship is good for progress and that magic craftmanship is good for quality. So if youre just grinding you want regular craftmanship, if you want to HQ someting you better with magic craftmanship
    (0)

  3. #3
    Player
    Avatar von Rentahamster
    Registriert seit
    Mar 2011
    Ort
    Lindblum MRD50/THM50/LNC50
    Beiträge
    2.823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Zitat Zitat von Dubont Beitrag anzeigen
    So I decided to actually start crafting once in a while so that my THM fatigue would wear off faster
    Earning SP as a crafter does not reduce fatigue from a battle class. If you want to reduce your THM's fatigue, you need to rank another battle class.
    (0)

  4. #4
    Player
    Avatar von Dubont
    Registriert seit
    Mar 2011
    Ort
    Ul'dah
    Beiträge
    1.430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dunkelritter Lv 100
    Zitat Zitat von Shinigami Beitrag anzeigen
    I know that regular craftmanship is good for progress and that magic craftmanship is good for quality. So if youre just grinding you want regular craftmanship, if you want to HQ someting you better with magic craftmanship
    Is this confirmed? There are people saying that craft works with tools that use STR DEX and VIT while mag works with INT PIE and MND. I just want to make sure that the theories have some validity to them before I go dumping gil into full sets of gear ><

    Zitat Zitat von Rentahamster Beitrag anzeigen
    Earning SP as a crafter does not reduce fatigue from a battle class. If you want to reduce your THM's fatigue, you need to rank another battle class.
    Kind of not really what this thread is about but ty, I didn't know that.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  5. #5
    Player
    Avatar von Shinigami
    Registriert seit
    Apr 2011
    Beiträge
    70
    Character
    White Shinigami
    World
    Lamia
    Main Class
    Zimmerer Lv 50
    hmmmm interesting Dubont, very interesting.... i didnt do much of research myself, i just base my knowledge on what i asked to a very high crafter that is a friend of mine. hopefully someone could either confirm that or bring another point of view
    (0)

  6. #6
    Player
    Avatar von Mikita
    Registriert seit
    Mar 2011
    Beiträge
    1.136
    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    Weißmagier Lv 90
    Zitat Zitat von Dubont Beitrag anzeigen
    1) When should I use magic craftmanship gear and when should I use straight craft?
    Crafters in our LS think that it depends on the shards and crystals used for the particular recipe you are crafting. No proof, but it seems to work reasonably well.

    Fire, Earth, Wind - Craftsmanship
    Lightning, Ice, Water - Magic Craftsmanship


    2) What would be a good balance of control vs craft vs magic (or should I stick to control + 1 of the other two depending on the item?
    I think it depends on your rank versus the rank of the recipe you are synthing. If it's an easy synth you can go for craftsmanship or magic craftsmanship to boost quality and the possibility of HQ'ing your item.

    But if it's a difficult synth above your rank and you just want to try to finish it successfully, I opt for control gear to slightly lessen the chance of an element going unstable.


    3) What gear is the "norm" for r40+ crafters, aside from dodore doublet?
    These are some other high rank crafting items:
    Linen Coatee
    Vintage Senechal Coatee
    Vintage Robe
    Vintage Thighboots
    Vintage Coif
    Linen Wedge Caps
    Linen Shortgloves
    (0)

  7. #7
    Player
    Registriert seit
    Mar 2011
    Beiträge
    1.651
    Zitat Zitat von Shinigami Beitrag anzeigen
    I know that regular craftmanship is good for progress and that magic craftmanship is good for quality. So if youre just grinding you want regular craftmanship, if you want to HQ someting you better with magic craftmanship
    This is a widely held belief but not true. During some crafts, craftsmanship affects success rates and progress% gain while others it's magic craftsmanship. So far we only know which is which by testing difficult synths. The effect is so small that you will have a hard time detecting what craft uses what attribute without statistical analysis of your success rates and average %gains.

    As far as we know, control only affects aetherial sparking. It does not influence instability rate or recoveries. Therefore, if your synth isn't sparking, there is no utility in equipping control. Therefore, materials syntheses where you can't touch them up are ideal for dropping control gear unless you use clean slate for them, and equipment where you will be doing a lot of touching up is ideal to have control on and can be the difference between 1-2 touchups.

    Your level dominates these stats to the point where your choices on what to wear do not have much of an effect. That's the primary reason why players have a dozen different answers as to what to wear and what does what. If there's a hundred ways to do something, that means they're all equally bad ways.
    (1)

  8. #8
    Player

    Registriert seit
    Mar 2011
    Beiträge
    123
    Ive found through a fair bit of testing, that it is related to the tool mainhand/offhand. Did some tests with arm offhand and mag craft was superior for that tool vs reg craft. I pretty much go with mag craft for offhand tools lately as the general rule.
    (1)
    My Synthesis Guide:http://www.technomicon.com/GameTech/GameTech-5-21-11.html
    Synthesis Guide P2:http://www.technomicon.com/GameTech/GameTech-7-27-11.html

  9. #9
    Player
    Avatar von Physic
    Registriert seit
    Apr 2011
    Beiträge
    2.616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Mönch Lv 70
    control effects risk, risk is visibly represented by sparking, but exists even when there are no sparks, risk is essentially why you are more likly to fail the longer each craft is (ie at the end of crafts it seems you fail more) rapid for example makes risk go up fairly rapidly.
    (2)

  10. #10
    Player
    Avatar von REDace0
    Registriert seit
    Mar 2011
    Ort
    #5 Mist 2, The Pande Cave
    Beiträge
    954
    Character
    Robert Redensa
    World
    Balmung
    Main Class
    Dunkelritter Lv 70
    Zitat Zitat von Peregrine Beitrag anzeigen
    This is a widely held belief but not true. During some crafts, craftsmanship affects success rates and progress% gain while others it's magic craftsmanship. So far we only know which is which by testing difficult synths. The effect is so small that you will have a hard time detecting what craft uses what attribute without statistical analysis of your success rates and average %gains.

    As far as we know, control only affects aetherial sparking. It does not influence instability rate or recoveries. Therefore, if your synth isn't sparking, there is no utility in equipping control. Therefore, materials syntheses where you can't touch them up are ideal for dropping control gear unless you use clean slate for them, and equipment where you will be doing a lot of touching up is ideal to have control on and can be the difference between 1-2 touchups.

    Your level dominates these stats to the point where your choices on what to wear do not have much of an effect. That's the primary reason why players have a dozen different answers as to what to wear and what does what. If there's a hundred ways to do something, that means they're all equally bad ways.
    This.

    I have a mag. craft outfit and a craft outfit and have been doing some testing. The effects can be dramatic, but the effect of using the correct outfit seems to vary widely from recipe to recipe.

    E.g. making leather thighboots 5 ranks below, craftsmanship -> break at 60%, magcraft (including off hand tool) -> succeed with durability to spare.

    another e.g. dyed toad leather doesn't seem to care one way or the other. it honestly seems to flip based on the weather and day of the (in-game) week.

    btw the fact regarding craft and magcraft was from an Ask The Devs, so it's official. And once you know the correct stat, environmental influences can still dominate, taking your success rate from 9/10 to 6/10 or vice versa. I'm really looking forward to the crafting overhaul that's supposed to come later.
    (1)