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  1. #1
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,840
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Alistaire View Post
    Huh? They're 6k.
    They also don't drop 100% of the time. He could be factoring in the drop rate, though in my experience at 15-20% that brings them up to 30-36k apiece, on average.
    (0)

  2. #2
    Player
    Seyb's Avatar
    Join Date
    May 2015
    Posts
    572
    Character
    Blain Adamant
    World
    Twintania
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Roth_Trailfinder View Post
    They also don't drop 100% of the time. He could be factoring in the drop rate, though in my experience at 15-20% that brings them up to 30-36k apiece, on average.
    Yup, and then you deduct the proceeds from the rest of the mats that you get. 25k can be close. But I usually calculate with 30k to decide whether to buy them or make them myself.

    By the way, the summoning bell CAN be MUCH better than the bridesmaid stuff. It depends on your server's economy. It can convert to up to 2 Fieldcrafts Demi IIIs and has the same "felt" drop rate as the bridesmaid stuff.
    On Shiva, often times, the mat costs plus clusters are cheaper than 6K for one summoning bell.
    (0)

  3. #3
    Player
    Nyalia's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,683
    Character
    Neri Feralheart
    World
    Faerie
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Roth_Trailfinder View Post
    They also don't drop 100% of the time. He could be factoring in the drop rate, though in my experience at 15-20% that brings them up to 30-36k apiece, on average.
    It's "she," and yes, I was roughly calculating the value by factoring in the ~16.67% drop rate (putting them at 30k each) and subtracting a bit for the fact that the other 83.33% of the time, you get items that still have some value. If you roughly average the value of the other drops to ~1k, that's 5k saved every 30k spent, so, 25k.

    I hadn't known about the price reduction on the Artisan's gear. Good to know! If I ever edit the guide, that's something to definitely include in it. But... still don't have the time. Heck, the forums locked me out for a few weeks because I hadn't been on in so long <.< You not only need an active subscription, but also need a recent login to use the forums it seems.
    (0)
    (The links below are sadly outdated. I hope to get around to updating things at some point.)
    Desynthesis Guide: http://tinyurl.com/ffxivdesynth

    Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
    Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder

  4. #4
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,536
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Alistaire View Post
    Huh? They're 6k.
    You're right, I was mistaken. I thought someone had commented on them being 25k.
    (0)

  5. #5
    Player
    ChloeGrace's Avatar
    Join Date
    Oct 2013
    Posts
    428
    Character
    Chloe Grace
    World
    Cactuar
    Main Class
    Bard Lv 80
    Why is i210 eso gear able to be desyth and turned in for seals, but the i200 void ark crap isn't?
    (0)

  6. #6
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,840
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by ChloeGrace View Post
    Why is i210 eso gear able to be desyth and turned in for seals, but the i200 void ark crap isn't?
    Because there is no sequel to Void Ark yet. You could not hand in LotA gear until ST came along, nor ST gear until WoD came along. You won't be able to hand in VA gear until the follow-on 24-man dungeon comes along.
    (0)

  7. #7
    Player
    Geesus's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    1,122
    Character
    Geesus Ravenheart
    World
    Hyperion
    Main Class
    Lancer Lv 70
    So without reading the whole 90 pages .. BSM FC II item to desynth which gave me great results and only requires 2 mats; Militia File. If you don't have a Miner up by now, do so. Darksteel ore is needed but besides that .. Hippogryph skins, that's it. Requires 2 DS nuggets and 1 Hippo leather

    Just thought I'd pass it along. Again, if it's within these 90 pages already, my apologies.
    (0)

  8. #8
    Player
    Teiren's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Haruna Astir
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    http://forum.square-enix.com/ffxiv/t...=1#post3604567

    I think I figured out the new curve. Maybe it was already figured out a long time ago, but oh well. At least there's data to look at to back it up!
    0-30% (-20 rlvl) = +2% Success per Level Increase
    30-50% (-20-0 rlvl) = +1% Success per Level Increase
    50-70% (+0-10 rlvl) = +2% Success per Level Increase
    70-100% (+10 rlvl) = +1.5% Success per Level Increase
    So that's that. It's done. There's now basically no point to me continuing to record my GSM progress, but I might as well go all the way to the end because I'm close to 220 now anyway.
    (2)

  9. #9
    Player
    Nyalia's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,683
    Character
    Neri Feralheart
    World
    Faerie
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Teiren View Post
    I think I figured out the new curve. Maybe it was already figured out a long time ago, but oh well. At least there's data to look at to back it up!
    Ah, so my chart was close! (http://forum.square-enix.com/ffxiv/t...=1#post3471321) The only thing that's wrong, from what you're saying, is the lower bound should drop faster after the rlvl-20 part. This would mean the new endgame (rlvl 160+) 0-point is rlvl-35, so rlvl-34 = 2%. Is that in line with what you've seen? Meaning, for an r210 item, you have a 2% chance with dSkill 176, and a 10% chance with dSkill 180. My old chart would put those at 16% and 20% respectively, but I was extrapolating a bit too much there.
    (0)
    (The links below are sadly outdated. I hope to get around to updating things at some point.)
    Desynthesis Guide: http://tinyurl.com/ffxivdesynth

    Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
    Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder

  10. #10
    Player
    Teiren's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Haruna Astir
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    Well, I wish I had kept checking my Success Rate with the Fabled (ilvl 210) stuff before my Desynthesis skills got too high. But now that BSM is at 190, it's impossible for me to go back and check without literally resetting, so that's what I meant by too late. :/
    EDIT: Skip to the bottom for the interesting part. This original post is just showing my thought process. Also, HAHA, I FORGOT THAT THOSE DEATHBRINGER CHANCES ARE WITHOUT CAREFUL DESYNTHESIS BUFFS. Still, that doesn't invalidate any of this.

    To be honest, the "-20 rlvl" part is largely a theory using what tiny bit of data I had for that and assuming they didn't change a ton from pre-3.2. The rest of the table after that is almost 100% confirmed. However, I'm not completely confident the lower threshold for the second line (30-50%) is 20 skill levels; it's just what makes sense.

    What do I know for sure is this: For at least 10 skill levels under the item's ilvl, Success Rate increased by 1% per level until I matched the ilvl. Then at the ilvl, Success Rate increased by 2% per level until I was 10 skill levels above the item's ilvl. At 10+, Success Rate increased by 1.5% per level, seemingly all the way to 100%.

    I think I might be seriously confusing myself and others like an idiot because I'm viewing it from the perspective of +Success Rate % per level, and you're viewing it as Actual Success Rate by looking at the difference of Success Rate % per Level from 50%. It basically ends up as the same thing, though your perspective is more useful, but then it gets weird when you look at how Deathbringer (ilvl 210) is at 29% at 189 Skill, then 30% at 190 Skill. 189 Skill is 21 under, yet by going from 189 to 190, 20 under, Success Rate only increased by 1%, from 29% to 30%, instead of 2%. But then, that makes sense that 20 levels under would be 30% because 30-50% is 20 percentage points, and Success Rate increases by 1% per level. So...uh, I feel like I'm missing something extremely simple and obvious here.

    Oh duh, the only logical answer here is that I am wrong about 20 ilvls being the lower threshold. For Deathbringer, because 189 Skill is 29% and 190 Skill is 30%, then that must mean the +1% Rate per level trend must start a lot sooner than I thought. Otherwise, 189 skill should have been 28%. It's likely that the lower threshold is 30 under rlvl after all. And for that matter, I think I was typing the ends of each threshold in a confusing way too.

    So here's what it could be:
    0-18% (-40 ~ -31 rlvl) = +2% Success per Level Increase
    20-49% (-30 ~ -1 rlvl) = +1% Success per Level Increase
    50-68% (+0 ~ +9 rlvl) = +2% Success per Level Increase
    70-100% (+10 ~ +30 rlvl) = +1.5% Success per Level Increase
    To plug these numbers into a theoretical example: (excuse the repetition)
    Assume a ilvl 150 item. At 119 Skill, 31 under, your Success Rate would be 18%. Going 119-120 Skill, 30 under, would increase it 18-20% because you still gain 2% per level here. 120-149 Skill, 1 under, would increase it 20%-49%, 1% per level. 149-150 Skill, equal, would increase it 49-50% because you still gain 1% per level here. 150-159 Skill, 9 over, would increase it 50-68%. 159-160 Skill, 10 over, would increase it 68-70% because you still gain 2% per level here. 160-180 Skill, 30 over, would increase it 70-100%, 1.5% per level.

    Or to rewrite the table in a better way:
    • -40 ~ -30 rlvl = 0-20% Success Rate (+2% per Level)
    • -30 ~ -0 rlvl = 20-50% Success Rate (+1% per Level)
    • +0 ~ +10 rlvl = 50-70% Success Rate (+2% per Level)
    • +10 ~ +30 rlvl = 70-100% Success Rate (+1.5% per Level)
    Of course, this is all only for Level 60 items as far as I know. Who knows how really low level stuff was changed. I'm not spending the time to do all that. Sorry.
    (0)
    Last edited by Teiren; 04-22-2016 at 04:11 PM.

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