So you can only have full desynth skill in 3 classes?
So you can only have full desynth skill in 3 classes?
They DID IT! <3
You can only max 100 in 2 classes and then 95 in 1 other class. Since your other 5 unused classes start and locked at lvl1, it will add up to 100 + 100 + 95 + 1 + 1 + 1 + 1 +1 = 300 capp.
If you really want to, you can even mix it into 99, 98, 98 for your three top classes instead.
Legend mate
BTW, tested stuff out and skills can't go below 1.0.
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Capped at 300/300, used this tech to preserve my GSM/BSM/CUL levels, and a CRP desynth gained 0.32 skill but my ARM skill only lost 0.11, dropping from 1.11 to 1.00. This also resulted in some math fail making my skill total 300.21/300.
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Unfortunately the game apparently forces you back down to 300 no matter what, so even though the next synth granted 0 skill, it RNGed smacked my GSM skill down 0.21 skill.
If anything, this means that the popular method of doing at least one synth in everything is detrimental because every time one of those minimal skill hits 1.0, the next synth will always drop skill, and you may not be able to manipulate which skill.
I have been experimenting all day with this "lock". I have been changing my classes alch>weaver>gsm> desynth alchemy. For 15 skill levels in alchemy now and I have not lost any points in weaver (67.23) or gsm (100) while leveling my alchemy from 61.13-77.34. I am pretty sure the "lock" just requires the job to be activated or referenced by the server in any way. Changing your class seems to do that.
Edit: I did lose .01 at some point in gsm. But, I am unsure if I forgot to change or I am having extremely good luck and changing class does nothing.
Edit 2: I tried to repeat my success and it did not work. I don't know if it locked inadvertently before or I did something else to lock it, but I logged back in today and was losing skill within 20 desynths. I am going to play around and see if there is something I did that could have locked it besides changing classes.
Last edited by Rath; 07-29-2014 at 07:38 AM.
While I agree this is a very helpful find, we shouldn't have to do this period. If SE had designed the system properly, it should automatically choose the lowest of the inactive crafts over 0.01 to de-level, or given us a way to toggle which one to lower. People are going to max out to 300 anyways, what's the logic behind the system's deleveling as it stands? None. In other words, on top of spending all the time and money to get to 100 desynth, then you have to spend even more just to make sure the RNG doesn't screw your hard work.
Last edited by Dallie; 07-28-2014 at 04:31 PM.
"You don't stop playing when you get old, you get old when you stop playing!"
Punctuation is your friend. It deliniates the difference between "Let's eat, Grandma!" and "Let's eat Grandma!"
I honestly think it's a flaw in the system that they allowed so they could get the feature out in the patch on time. There's no way they won't fix this in the near future.
It's part of the game. Also would be great if more people experiment with Rath's method of just rotating class to see if this is a cheaper method. I'm already capped out so I can't really try it here.Greetings,
In the future we will be looking into adding a feature that will allow you to lock your desynthesis skills to ensure that they are not lowered when raising another. However, we just wanted to let you know that there is actually a way to prevent the lowering of skills you don’t want to lower, but we’d like for players to experiment and find out how to do it.
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