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.
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.
(The links below are sadly outdated.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
Why is i210 eso gear able to be desyth and turned in for seals, but the i200 void ark crap isn't?
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.
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!
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.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
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.
(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
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:
To plug these numbers into a theoretical example: (excuse the repetition)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
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:
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.
- -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)
Last edited by Teiren; 04-22-2016 at 04:11 PM.
|
![]() |
![]() |
![]() |
|