Where is the advantage in comparison to Raths rota, which allows for guaranteed 11 HTs (12 HT if you hit all 11 FTs with high enough craftmanship)?
Where is the advantage in comparison to Raths rota, which allows for guaranteed 11 HTs (12 HT if you hit all 11 FTs with high enough craftmanship)?
http://twitch.tv/grotesque87 - Cloud Seven [C7] - Twitch Stream

Good question. There are quite a few questions, pokes and replies on this topic in the new thread I've started.
The summary is roughly as follows (anyone may poke/prod esp Rath, huggles if I have anything inaccurate Rath):
Kat's Muscle Memory Approach:
Pros:
* Lower Minimum CP cost at 419.
* More CP available for Basic/Precise touches: at CP 419 (All Hasty Touches) at 437 CP (one Precise) at 455 CP (two Precise).
* If you get a ToT outside SHII during you first Comfort Zone you will also recover 8 CP from your last tic of Comfort Zone. At 463 CP this allows four Basic/Precise Touches.
* Requires less cross skill classes allowing all but Leatherworker to pickup ToT, Innovation and Reclaim
Cons:
* Missed Rapids cost one hasty touch each
* Three missed Rapids can cause the rotation to go very sour
Rath's Maker's Mark Approach:
Pros:
* Progress is completely much more safely with two safe extra attempts.
* If you fall short 1-2 makers marks you can make up the difference with a single Careful touch.
* One Additional Hasty touch is available
Cons:
* Higher minimum CP Cost 437
* Less CP available for Basic/Precise touches: 437 CP (All Hasty Touches) at 455 CP (one Basic/Precise)
* Requires a higher number of cross class skills, forcing blacksmith to choose one of (ToT, Innovation and Reclaim) and others to choose two of (ToT, Innovation and Reclaim)
Last edited by Katlyna; 08-28-2015 at 06:44 PM.

Now one interesting thing I've been looking at is if the front halfs of each approach can be flipped with the back halfs and how that changes the overall design of each in terms of benefits and detriments.
For instance I can take the Muscle Memory approach, use Waste Not II and squeeze out 11 quality attempts (with one being basic/precise). Unfortunately this doesn't work well overall though as the synth isn't long enough for three CZ's (which Maker's Mark approaches benefit from greatly). So the overall mix is not something I would use or advice. And a ToT anywhere doesn't provide anything interesting due to max CP limits
On the other hand if you take Maker March approach and apply a more straight forward masters mend + masters mend II you also run into the issue of only have 10 quality attempts and one is still only basic/precise due to CP limits. But the synth is technically running into a clipping problem with the last CZ. So if you get a consumable ToT during your second or third CZ (outside SHII) then with enough CP you'll jump to three basic/precise touches.
So that might be a rotation I would be personally interested in (it also removes the Waste not II requirement). I imagine Rath has tested and considered such an approach himself.
That approach looks as follows if anyone is interested:
**Note the ToT can happen any time outside SHII but inside the second or third CZ. If the ToT does not occur during the second CZ your third CZ will be one step earlier.
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