Quote Originally Posted by RiceisNice View Post
And everything after that becomes a flowchart at that point; Good but no SH? TotT. TotT at least once before this point? Use Precise Touch. etc etc. There's far too few meaningful variables for "making smart decisions" to be the case imo.
I concur you have a very good point here. That a group of smart people can basically chop up a craft at a given star/difficulty level figure out a few "best" options A), B), and C) and then as you said flowchart the exact optimal option when a given situation occurs.

Personally I think this problem stems from two issues:
A) Item progress must be completed at the end.
B) Byregot's is superior at the end and often grants ~20-40% of an items quality.

If these two limitations were changed/removed then things would change notable. For instance if you could complete 100% of your progress at any time and instead your synthesis ends when durability reaches 0 (or less) then progress could be done dynamically. Rather than trying to hit an exact mark you could try more dangerous options without concern of overshooting.

Similar to the progress problem. Having Byregot's complete half your quality is terrible. If combat relied on similar mechanics where DPS had to get X stacks and then assassinate bosses at 50% life... we would get some really bizarre binary strategies for DPS. Quality should be something you chip away at any way you can dynamically throughout the rotation. Small rotations should be useful but a single rotation should not span the entire synth. Specialist rotations hinted at the possibility of this type of synthing, but failed because Byregot's is simply superior.

Anyway if they were to combine both of these ideologies into the current system, we would suddenly end up with truly dynamic crafting since you don't have to hit an exact mark, rather you are rewarded for making smart dynamic choices to push progress and quality as quick and efficiently as you can given your current state.