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  1. #1
    Player
    zzapp's Avatar
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    Eli Storm
    World
    Hyperion
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    Carpenter Lv 50

    Crafting SP Variance

    Has it been explained, or could someone from the development team explain, why such dramatic swings in SP for the same recipe? I've wondered this since my very first crafting session, and I've heard various people say - well, the SP you get is all based on quality or duration, or the combination of both, but I don't find that to be true at all, and see no correlation between that and SP. BTW, some of the SP swings can be very dramatic. It just so happens that the range in the examples below is not so large, but I've seen some huge disparancies, like 525 SP one synth, and 365 SP the next.

    Currently, I'm grinding my weaver on velveteen shirt backs, and following is a sample of what I'm seeing. For anyone wanting to take a pot shot at the sample size, it's irrelavent. It is what it is, the #'s don't lie. The sample size could be 2 or 3 and the correlation between durability, quality, and SP may be evident. (D=durability, Q=quality)
      1. D Q SP
      2. 67 28 348
      3. 40 37 304
      4. 31 09 287
      5. 70 22 312
      6. 32 15 341
      7. 54 37 320
      8. 48 28 329
      9. 47 40 290
      10. 81 29 278
      11. 68 29 342
    If anyone sees any correlation, kindly let me know where. If it turns out the SP is ranged, that's very disappointing. SP for mobs isn't ranged, and neither should this be.
    (3)

  2. #2
    Player
    zzapp's Avatar
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    Eli Storm
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    Hyperion
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    Carpenter Lv 50
    I'm more than a little surprised no one commented on this. Doesn't it bother you when the SP varies so, or does everyone know the answer to this, aside from me?
    (0)

  3. #3
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    There is no formula to determine it based on quality and durability
    this was theorycrafted back at launch, and lets just say its more like this

    Base sp + X sp = total SP, where X = a random number that is unaffected by anything, just plain random

  4. #4
    Player
    jwang's Avatar
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    Mar 2011
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    Character
    Lorev Ildgar
    World
    Excalibur
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    Paladin Lv 70
    I always figured it was base SP + or -100, and depending on how hard the RNG wants to *** you that day you can either get more or less. But yes, it's irritating to be 1000 away, and get only 400 SP twice so you have to do a 3rd synth to rank.
    (0)
    Last edited by Melodicya; 07-06-2011 at 04:52 AM. Reason: Content was edited by Moderator due to violation of Forum Guidelines.

  5. #5
    Player
    zzapp's Avatar
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    Eli Storm
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    Hyperion
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    Carpenter Lv 50
    If this is the case, then I don't think it's right. You don't get varying SP on a mob, it's based on rank. There's already way too much RNG in the success/fail coding. To have the coding randomly generate how much SP you get on a defined, rank recipe is just bullsh*t. Why in the world would anyone design this as such? When you're grinding 250-300 synths to rank up, there's a damn big difference in getting 500 SP vs. 350. This needs to be fixed, along with the other crafting issues, such as the over abundance of RNG in the coding, abilities that don't work, repairs 40 ranks below you that fail, random periods of 6-7 fails synthesis 'rage' mode (as I call it), etc.

    Nothing is more disheartening than to spend 2-3 full days farming +3 items in hopes of a HQ only to have the synthesis fail the first 5-6 attempts on a recipe that's 15 ranks below you, or go unstable up to 3 times in a synth.

    Like it or not, crafting is too big a part of this game for the coding to be this primitive and non-causal. I'm fully aware there needs to be some degree of randomness and luck in the game, but this is cop-out coding and whoever designed this should be fired.
    (2)

  6. #6
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    Quote Originally Posted by zzapp View Post
    If this is the case, then I don't think it's right. You don't get varying SP on a mob, it's based on rank. There's already way too much RNG in the success/fail coding. To have the coding randomly generate how much SP you get on a defined, rank recipe is just bullsh*t. Why in the world would anyone design this as such? When you're grinding 250-300 synths to rank up, there's a damn big difference in getting 500 SP vs. 350. This needs to be fixed, along with the other crafting issues, such as the over abundance of RNG in the coding, abilities that don't work, repairs 40 ranks below you that fail, random periods of 6-7 fails synthesis 'rage' mode (as I call it), etc.

    Nothing is more disheartening than to spend 2-3 full days farming +3 items in hopes of a HQ only to have the synthesis fail the first 5-6 attempts on a recipe that's 15 ranks below you, or go unstable up to 3 times in a synth.

    Like it or not, crafting is too big a part of this game for the coding to be this primitive and non-causal. I'm fully aware there needs to be some degree of randomness and luck in the game, but this is cop-out coding and whoever designed this should be fired.
    crafting isnt killing mobs
    yes it has a huge variable, and its not affected by quality and such(proof is that you dont get more for using +3 mats)

    also if your failing that much using +3 mats on a low synth, YOU are probly the one doing something wrong, cuz ive never had that issue when i actualy have the proper recomended training ready(and am in crafting gear)


    like it or not, its how it is, cant really argue with the facts

  7. #7
    Community Rep Bayohne's Avatar
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    As has been discussed, there is a static value for when you complete a craft, but there is a fluctuating margin for random bonuses on top of that, so there will be a different value for the amount of SP you get for crafting the same item 10 times in a row.
    (15)
    Matt "Bayohne" Hilton - Community Team

  8. #8
    Player
    Alzelia's Avatar
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    Alzelia Shey
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    Hyperion
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    Carpenter Lv 50
    Quote Originally Posted by Bayohne View Post
    As has been discussed, there is a static value for when you complete a craft, but there is a fluctuating margin for random bonuses on top of that, so there will be a different value for the amount of SP you get for crafting the same item 10 times in a row.
    Are there any plans to change this?
    (1)

  9. #9
    Player
    Anonymoose's Avatar
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    Anony Moose
    World
    Excalibur
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    Arcanist Lv 100
    Quote Originally Posted by Alzelia View Post
    Are there any plans to change this?
    I rather like my variable bonuses -- a certain percentage of something is better than a hundred percent of nothing. If I recover from an unstable and I manage finish AND with decent durability remaining, and suddenly the SP fluctuates by 100 - bring it on. I earned it.
    (1)
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

  10. 07-09-2011 07:59 AM

  11. #10
    Player
    Anonymoose's Avatar
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    Anony Moose
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    Arcanist Lv 100
    If the rest of the convoluted aspects of XIV are any indication, there's probably the inherent base SP of the synth plus a bonus based too many variables to even be a useful mechanic to learn and try to maximize your benefit from; things such as durability, quality, successful actions, failed actions, skills used, total attempts, and on, and on, and on.

    Basically speaking, "Efficiency" bonuses, "Overcoming Challenge" bonuses, and "Being Overqualified In Some Respect" nerfs.

    However, all of these would then be calculated in a formula dependent on the difficulty of the synth, which is probably calculated by an equally complex algorithm based on things like: the synth's base difficulty, optimal attribute allocation, minimal stat requirements, support bonus, current gear enhancements, date and time elemental affiliations, and on and on and on, which are all of course - equally convoluted in their structure.

    Complexity is only a fun challenge if, at the end of the day, you can overcome the puzzle and work it to your benefit.

    All I want to know, Bayohne, is - if the system is studied long enough, can the variables be understood and thus adjusted to work in the benefit of the crafter by enhancing their SP consistently? If not, and the "bonuses" just come and go based on factors that can't be realistically and consistently controlled by the player, then "skillful play" is not even possible, and thus the system itself is needlessly complex and should be rethought.
    (2)
    Last edited by Anonymoose; 07-09-2011 at 08:24 AM.
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

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