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  1. #1
    Player
    MN_14's Avatar
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    Feb 2015
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    Minerva Nakts
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    Coeurl
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    Weaver Lv 80
    Quote Originally Posted by RiceisNice View Post
    The thing is, you'r more-or-less predetermined when using something like WNII. You want to use at least 7 out of the 8 hits, otherwise every step you aren't using it is wasted (thus most people have it pre-determined with 5 HT+SHII and 2 CSII to use up those 7 steps). 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 agree that the crafting system is flow chart like by nature, but I also believe that there's more to it than simply deciding when or when not to use TotT/precise touch/basic touch. My personal flow chart is quite a bit more detailed.

    To be honest, the kind of approach you're describing is pre 2.4 and works well now because of the reduced difficulty of the crafts in general and higher base CP available. You have to remember that WNII is a large CP investment and that it could be used for other purposes other than 5 HT and 2 CS2. Using it in that manner is CP efficient, but you're also sacrificing flexibility. It works well under average rng, but when things go south, flexibility is key to pulling yourself out of trouble as best as you can.

    You mention using tricks of the trade when SH is down. But is that always a good idea? Why not use tricks when SH2 is up? As long as you keep treating good/excellent procs as mere bonuses, you're limiting your options.

    Hypothetically speaking, if you managed to get 40 CP or 60 CP during and immediately after the flawless synthesis phase when SH is down, would you take the craft in the same direction?
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    Last edited by MN_14; 09-20-2015 at 04:54 AM.

  2. #2
    Player
    Sibyll's Avatar
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    Sibyll Belmont
    World
    Mateus
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    Marauder Lv 60
    Quote Originally Posted by MN_14 View Post
    snip
    I understand that crafting requires you to look at how much cp you have, remaining durability, steps to completion, IQ stacks and many other variables that cause crafts to deviate from being a simple flow chart you can find online or in the forums. I realize that due to RNG sometimes you need to modify your rotation on the fly. To me this is common sense stuff. I'd assume someone that has gotten to this point and done Master Craft II books has figured out math and having a contingency plan prepared if shit gets real. So the crafting 101 advice isn't really necessary.

    What I've been trying to say is that even if you handle the RNG in the most flexible manner possible you are still standing on the shoulders of RNGesus. If you fail 5 hasty touches and then Reclaim there is no rotation flexibility that will save you. Your options are to take a 40-50% HQ or Reclaim and if Reclaim fails then you are basically screwed even though you made all the right decisions. Once is once too many. Getting screwed simply because RNG told you no is shit design for a game. Period.
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  3. #3
    Player
    MN_14's Avatar
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    Minerva Nakts
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    Coeurl
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    Weaver Lv 80
    Quote Originally Posted by Sibyll View Post
    What I've been trying to say is that even if you handle the RNG in the most flexible manner possible you are still standing on the shoulders of RNGesus. If you fail 5 hasty touches and then Reclaim there is no rotation flexibility that will save you. Your options are to take a 40-50% HQ or Reclaim and if Reclaim fails then you are basically screwed even though you made all the right decisions. Once is once too many. Getting screwed simply because RNG told you no is shit design for a game. Period.
    Personally, I think it would be uninteresting if I was absolutely guaranteed an HQ each time. It's also true that failing 5 hasty touches would put any crafter in a tight spot, but it doesn't necessarily mean that you will end up with a 40-50% HQ. Yesterday, I crafted three 2* items starting from 1500-1900 quality and got 100% for only one of them. For one of the other items, I had 4 misses, but managed to end up with 87%. The last one was even worse in that there were 5 misses, but I still ended up with 78%. Yes, I'm still crafting with 721 craftmanship and 728 control with a food buff.

    It's these things that I find interesting. For me, it's the bad synths that are far more fascinating to look at than the good ones, but I realize that not everyone will agree with that.

    NQs are annoying, but I've probably crafted close to 70 items in total now and I've only fallen below 9 stacks of IQ once. I really don't think rng is that big of a deal.
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  4. #4
    Player
    Sibyll's Avatar
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    Sibyll Belmont
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    Mateus
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    Marauder Lv 60
    Quote Originally Posted by MN_14 View Post
    snip
    I'd also find it boring if it were a straight shot to success, however, I don't think the way it's handled is very interesting. True when everything lands (which always seems to be the case on lumber and ingots) the crafts themselves are a face roll. However, getting 100% on something that I probably should've failed doesn't particularly make me feel skilled, rather it makes me feel like I just got really lucky. This usually happens on BSM synths because it's rather tricky to get Reclaim as a cross class. I've had a few synths where I failed 4-5 SH2+HT and proceeded to land 4 out of 5 naked HTs and a naked BB+GS for 100% HQ. You might pat yourself on the back for that, but because it's all RNG I simply get no satisfaction out of that.

    You might think I'm insane, but I thought the Master II book turn-ins were more interesting because success was more dependent on effective use of condition procs than anything. This tier of recipes is more about getting as many touches and having as much CP as possible to mitigate the bad RNG.
    (1)

  5. #5
    Player
    MN_14's Avatar
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    Minerva Nakts
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    Coeurl
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    Weaver Lv 80
    Quote Originally Posted by Sibyll View Post
    I'd also find it boring if it were a straight shot to success, however, I don't think the way it's handled is very interesting. True when everything lands (which always seems to be the case on lumber and ingots) the crafts themselves are a face roll. However, getting 100% on something that I probably should've failed doesn't particularly make me feel skilled, rather it makes me feel like I just got really lucky.
    I understand your point and definitely agree that a lot can be done to make crafting much more interesting. I guess the difference is that I don't consider the current type of RNG system to be broken as you'll get your HQ the vast majority of times anyways and there is also potentially a half decent amount of variation in your approach for each craft. It would still definitely benefit from changes for sure.

    Lol, this thread has certainly changed topics. It could probably use a name change.
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  6. #6
    Player
    Sibyll's Avatar
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    Sibyll Belmont
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    Mateus
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    Marauder Lv 60
    Quote Originally Posted by MN_14 View Post
    snip
    Yea I take the blame for derailing the topic but to be honest I prefer complaining about crafting rather than the disconnect issue. I've lost faith that they'd implement such a basic QoL feature because adding pokemon: FFXIV edition is much more important.

    As a side note, this topic has gotten me to look at using WNII in my rotation and adjusting what I do a little and I think for the better. However, it also made me realize that a lot of the flexibility that you've mentioned are really limited by the CP you have available, as you've suggested. The problem I have with this is your stats, while far from being capped, are also a long road away from being the casual friendly crafting system that HW crafting, red scrip gear, and specialization was suppose to provide.

    For what it's worth my first 2* craft was my BSM Off-hand: 718 Craftsmanship, 695 Control, 373 CP with food buff (HQ Baked Onion) and I got ~80% HQ on it (it HQ'd). I recall 437 being the magic break point for when WNII can be feasibly used in a 2* rotation, but mileage may vary. My point here is that it's really hard to argue that the current system allows new crafters to enter the crafting scene when you either need to spend millions on melds just to craft the gear or spend weeks getting the scrips to get a MH to even begin crafting. I kind of think this is where specialization could've shined by providing a Craftsmanship/Control/CP bonus rather than a skill set that is arguably worse than an omnicrafter rotation.
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  7. #7
    Player
    RiceisNice's Avatar
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    Flo Fyloord
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    Famfrit
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    Machinist Lv 80
    Quote Originally Posted by MN_14 View Post
    ...
    Using tricks when SH is only viable when you have left over steps (due to durability) or you don't have something like WNII active (where it loses value for every step it's not used). That being said, the setup I'm using only allows for one tricks during my SHII after WNII is used, and only one Tricks during SHII. Which...is still a flow chart mentality rather than adjusting on the go; Each and every step has a pre-determined plan based on whether or not it's good or normal condition and whether is it ok or not to use tricks. That, and the success rate of HT/FS (which then determines whether or not you should reclaim at the end) are the only existing variables and that has led to pre-planned actions for each and every step.
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    Last edited by RiceisNice; 09-20-2015 at 07:11 AM.
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