Results 1 to 10 of 20

Hybrid View

  1. #1
    Player
    ReviiLagoon's Avatar
    Join Date
    May 2012
    Posts
    181
    Character
    Revii Lagoon
    World
    Balmung
    Main Class
    Arcanist Lv 62
    I call this this the X-Com factor, if you have ever played X-Com Enemy unknown, you will know exactly what I mean.
    (3)

  2. #2
    Player
    roohan's Avatar
    Join Date
    Sep 2013
    Posts
    49
    Character
    Portfolio Moa
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 33
    I'm always not sure if it is just me or if it is really like this in the game. I have the feeling that touches on crafts fail more often when the condition is good compared to normal.
    (1)

  3. #3
    Player
    NintenPyjak64's Avatar
    Join Date
    Jun 2012
    Location
    Gridania
    Posts
    1,187
    Character
    Evercy Warclan
    World
    Leviathan
    Main Class
    Warrior Lv 70
    Quote Originally Posted by roohan View Post
    I'm always not sure if it is just me or if it is really like this in the game. I have the feeling that touches on crafts fail more often when the condition is good compared to normal.
    This actually makes sense to me considering if you succeed a good or excellent, you get more quality then if it was normal. Only makes sense that the success rate would be slightly less then norm.
    (0)

  4. #4
    Player
    Ksenia's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,100
    Character
    Ksenia Solo
    World
    Sargatanas
    Main Class
    Weaver Lv 100
    Quote Originally Posted by roohan View Post
    I'm always not sure if it is just me or if it is really like this in the game. I have the feeling that touches on crafts fail more often when the condition is good compared to normal.
    I've noticed that as well. for the first 18 levels on your launch craft you are stuck with a 70% touch and I hate seeing good in that phase of crafting because 90% of the time it meant the touch would fail.

    As for general percentage, if you look in the gathering Achievements you will see 30, 300, 1,000, 2000, 4000 based on tier.

    I am speculating but I think our crafting algorithm is tied to that. If you are doing a 41-50 craft and you have a 20% base HQ on NQ material, you can expect to craft 4000 of that item before you see the 20% pan out. I also think they shoved all the failures in to the the front of the pack because there is no chance this side of heavens gate anyone will craft 4000 items in a session. So the first 800 are subject to a much higher failure than 20% because the Algorithm would balance out after that and give you hundreds of HQ items in a row. Of course it makes the Algorithm useless as nobody will craft that much at a time.

    tldr: We are being rick rolled.
    (1)
    Last edited by Ksenia; 11-05-2013 at 10:03 AM.
    http://na.finalfantasyxiv.com/lodestone/character/1445972/

  5. #5
    Player
    Laryndra's Avatar
    Join Date
    Sep 2013
    Posts
    176
    Character
    Nanaa Mihgo
    World
    Siren
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by ReviiLagoon View Post
    I call this this the X-Com factor, if you have ever played X-Com Enemy unknown, you will know exactly what I mean.
    Difference is Xcom determines whether or not you fail or succeed before you take the action based on the percentage chance. (To prevent you from being able to reload and save to avoid missing at a crucial moment). This game is random. 90% is 90%, still a 1/10 chance to fail, and you can still roll 1 on a 10 sided dice 5 times in a row if you're unlucky.
    (0)


    Need somethin' made?

  6. #6
    Player
    Kakure's Avatar
    Join Date
    Aug 2013
    Posts
    116
    Character
    C'saka Kahjai
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by ReviiLagoon View Post
    I call this this the X-Com factor, if you have ever played X-Com Enemy unknown, you will know exactly what I mean.
    X-COM uses random numbers just like any other game.

    The game saves your seed, or maybe a sequence of random numbers pre-generated when you start a new game or load a new zone or whatever, to prevent you from cheating by reloading a saved game to get different combat results. That is intentional and in no way is it evidence that the numbers are anything less than random.
    (0)