I just find it funny that people complain about the gear requirements for crafting now, after the rework in ShB dumbed them down to the point where they are entirely reliant on gear.
I just find it funny that people complain about the gear requirements for crafting now, after the rework in ShB dumbed them down to the point where they are entirely reliant on gear.
This is sort of the problem we have, with how everything has been done.
In that most players are just throwing the first immediate thought that the issue is not something they are doing but whether they are pentamelded or not, when really, that isn't a requirement nor a necessity, but just something that essentially wipes away the skill disparity or RNG factor of crafting (granted the latter takes a high bar)
But in the case of these recipes some people are just doing weird things generally with their crafts, and then thinking that it is resolved by pentamelding, rather than just simply looking at whether their macro, rotation or line of thinking is even good...
Like, you can comfortably macro these:
A-2: Test Material Final Processing
A-1: High Burn Charcoal
A-1: Power Transmission Shafts I
A-2: Power Transmission Shafts II
A-1: Specialized Materials I
A-1: Packing Materials I
A-2: Packing Materials II (Close)
On stats as low as 5210/4708/628, and if you're willing to include specialist in that, then it is doing even more recipes, and to a greater success.. Which anyone that knows is entry entry stats, as in... Scrip gear, mostly old materia and not even using the 4th meld slot on the accessories.
It's fine being casual or not knowing, but it's just so sad that the immediate reaction is must pentameld, or content is too hardcore rather than asking for help or just tweaking.
Last edited by Kaurhz; 04-30-2025 at 04:09 AM.
Yep. At some point they failed to understand some core aspects of the thing they're trying to do. Things like CP-efficient skills like waste not and waste not II are very good, or that +1 stack of inner quiet and 200% power for 40CP is better than most other options because it's all done in a single step and not spread out over multiple. It's like a tank being at endgame wondering why they're struggling with holding aggro because they don't know what grit is. Has little to do with a lack of pentamelds.This is sort of the problem we have, with how everything has been done.
In that most players are just throwing the first immediate thought that the issue is not something they are doing but whether they are pentamelded or not, when really, that isn't a requirement nor a necessity, but just something that essentially wipes away the skill disparity or RNG factor of crafting (granted the latter takes a high bar)
But in the case of these recipes some people are just doing weird things generally with their crafts, and then thinking that it is resolved by pentamelding, rather than just simply looking at whether their macro, rotation or line of thinking is even good...
Like, you can comfortably macro these:
A-2: Test Material Final Processing
A-1: High Burn Charcoal
A-1: Power Transmission Shafts I
A-2: Power Transmission Shafts II
A-1: Specialized Materials I
A-1: Packing Materials I
A-2: Packing Materials II (Close)
On stats as low as 5210/4708/628, and if you're willing to include specialist in that, then it is doing even more recipes, and to a greater success.. Which anyone that knows is entry entry stats, as in... Scrip gear, mostly old materia and not even using the 4th meld slot on the accessories.
It's fine being casual or not knowing, but it's just so sad that the immediate reaction is must pentameld, or content is too hardcore rather than asking for help or just tweaking.
Last edited by hydralus; 04-30-2025 at 06:58 AM.


The problem with all those skills is that they all are too expensive to use. The best solution is simply to brute force HQ with a fixed rotation in a macro and ignore all proccs.Yep. At some point they failed to understand some core aspects of the thing they're trying to do. Things like CP-efficient skills like waste not and waste not II are very good, or that +1 stack of inner quiet and 200% power for 40CP is better than most other options because it's all done in a single step and not spread out over multiple. It's like a tank being at endgame wondering why they're struggling with holding aggro because they don't know what grit is. Has little to do with a lack of pentamelds.
They're situational, sure, but they're very good for the crafting points used. For example why use 18+24 CP for standard touch + refined touch, 2 CP more than preparatory touch for nearly the same progress, and you can fit 4 preparatory touches in a single innovation use. It also helps to have shorter macros when there's time limits to consider, and the fact you might be doing this hundreds if not thousands of times. I'd be curious to see what sort of macros you use to complete the A-1/2 missions because my macros are full of waste not I/II, preparatory touch, and groundwork.
And by 'situational' I mean you shouldn't be using immaculate mend on a craft that only had 40 durability.
Last edited by hydralus; 04-30-2025 at 07:53 AM.
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