Looks pretty risky to me tbh sorry![]()
Looks pretty risky to me tbh sorry![]()
FYI the proper food is Baked Onion Soup always
that is why we should use Maker's mark and flawless synth ; and fish for good/excellents to precise touch
Well yaaa but just saying any rotation is fine just tht rng will get ya sooner or later.
Anything thats not 100% success rate will eventually chain in a bad rng streak of failed actions lol.
Start with the Mama>CZ>IQ.STII and flawless till 'good' ,precise touch repeat.. you can many chances.. assuming only 2 hit you have 5 stacks.. if none hit then just progress.
The key risk difference between this and the best documented Makers Mark/Flawless rotation is roughly as follows:
Maker's Mark: Must succeed Flawless Synthesis 6/8 with 10% chance to fail each.
Muscle Memory: Must succeed Rapid Synthesis 2/4 with 20% chance to fail each. (Each failed attempt beyond the first removing a hasty attempt)
Now according to a Monte Carlo Sim of the above progress we net roughly the following progress success rates:
Maker's Mark 6/8: 95%
Muscle Memory 2/4: 97%
Muscle Memory 2/3: 90%
Now as you can see the success rate is actually slightly higher to succeed 2/4 Rapid Synthesis in comparison to 6/8 Flawless Synthesis. On the other hand the success rate is slightly lower to succeed 2/3 Rapid Synthesis in comparison to 6/8 Flawless Synthesis. So overall the risk between both is very similar. The key difference as noted at the top each failed Rapid Synthesis removed one hasty attempt (this is not true for failed flawless Synthesis).
Now for the important difference, the hasty/basic touch availability. We can compare both rotations at least 466 CP:
Maker's Mark: 10 Hasty attempts, 1 Basic/Precise Touch
Muscle Memory 2/2: 8 Hasty attempts and 2 Basic/Precise Touch
Muscle Memory 2/3: 7 Hasty attempts and 2 Basic/Precise Touch
Muscle Memory 2/4: 6 Hasty attempts and 2 Basic/Precise Touch
For Muscle Memory, assuming you can use precise touch you have the chance to reach 11 stacks even when attempting 4 rapids. Now as noted in my updated post, there is a key advantage in the Muscle memory rotation if you can consume a ToT during your first CZ and you have at least 463 CP with food. Specifically being you jump up to two additional precise touches.
If we compare makers vs muscle memory with an early ToT we get the following comparison:
Maker's Mark: 9 Hasty attempts, 2 Basic/Precise Touch
Muscle Memory 2/2: 6 Hasty attempts and 4 Basic/Precise Touch
Muscle Memory 2/3: 5 Hasty attempts and 4 Basic/Precise Touch
Muscle Memory 2/4: 4 Hasty attempts and 4 Basic/Precise Touch
This is where the two rotations become very different in terms of success. One early ToT in the proposed muscle memory rotation (with 463 CP) allows the use of 4 Basic/Precise touch, removing a large portion of the hasty RNG. Personally I find both rotations to appear statically close on paper. Both have some advantages and disadvantages IMO.
Best Maker's Mark Rotation I'm aware of for reference:
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Last edited by Katlyna; 08-28-2015 at 08:37 AM.
This would depend on the craftsman breakpoint for a rotation (I know you know this ;-) Personally I'm still using Baked Onion Soup simply because it was so easy to make a horde of. But I'm eyeballing making some HQ Seafood Stew now that I can clearly see I don't need more than 714 craftsmanship for my rotation. That extra Control adds up quick!
Your numbers themselves may be correct for your Memory vs "the best documented Makers Mark/Flawless rotation", but you are missing a huge factor.
Should things go bad and you miss the ideal number of flawless/rapid, the Mark version is far easier to recover from.
With yours, your losing the progress from a Rapid under Ing 2, thats a heck of a lot, if your 1/2/3 Flawless short, you only need to change the cs2 into stand synth or add another cs2 step, as flawless at the end of the day, is only 40 progress. Your also using a ton of dura with failed rapid synth, vs none lost from failed Flawless.
The RNG is there, sooner or later things will go bad and failing 3 out of 4 80% skills is pretty darn common (look how often it happens with hasty, same thing).
I've made a fair few 2* items and having a viable method of recovery is very useful in changing the tide of a bad RNG craft.
In all honesty I'd not recommend anyone using semi-fixed "rotations" for 2* (unless someone is not very good at crafting, but badly want to make their own 2* anyway, many these rotations are certainly a good starting point for some), I think it's much better to be adaptive while crafting these based on the RNG/procs you are given.
Last edited by scarebearz; 08-28-2015 at 10:31 AM.
No I haven't missed that. Your statement is accurate. If you miss 3 rapids you will have a rougher time recovering. You are exaggerating on how frequently this occurs though. Dry patches occur period though; bad rng is bad rng and can wreck the best approach whatever that might be. But as stated in my post there are benefits and detriments to both rotations.
It would be more accurate to state using a "Fixed" rotation too tightly can dampen the potential of more complex dynamic choices. None the less all crafters benefit from having an HQ completion approach to start from which uses the crafters stats/skills to best work to their advantage. Anyone crafting 2* items has an "approach" to how they complete their items. That is all this is, an approach to completely 2* items.
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