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.

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.
Last edited by Melodicya; 07-06-2011 at 04:52 AM. Reason: Content was edited by Moderator due to violation of Forum Guidelines.
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 mobsIf 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.
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
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