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  1. #1
    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

  2. #2
    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)

  3. #3
    Player
    Anonymoose's Avatar
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    Anony Moose
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    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

  4. 07-09-2011 07:59 AM

  5. #5
    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

  6. #6
    Player
    tymora's Avatar
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    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    While the individual SP from each item varies a lot, if you take the average you'll find that it is about half of the base physical exp given (After all the patches...).

    So if you consider AVG SP gained, it is effectively static. As for the actual SP given, you can think of it as following a normal distribution about the AVG SP, i.e. it is random.

    E.g. Same rank recipe gives 500 exp. AVG SP will be 250, and is independent of quality gained and durability.

    Don't believe me? Just take down the SP gained for a single grind session and you'll see it.
    If you want, take down the physical EXP gained too as a cross reference.
    (1)
    Last edited by tymora; 07-10-2011 at 12:19 PM.