
Jet today i made 16 Iron Halber Heads.
First 4 synths:
Boosted Control with the R48 Vintage Smithy's Gloves, Vintage Coif and Boarskin Tool belt + and Dodore Doublet.
Synths barely made it to 80% when most of Dura was dead ocasionally with unstable elements (not blowing up tho)...
Next 4 synths:
Boosted MG. Craftsmanship + Apple Juice gear was Vintage Coatee, Silver Magnifiers, Boarskin Toolbelt and
Vintage Smithy's Gloves and Vintage Thighboots.
Synths went pretty bad aswell same as above mostly except for one that wasnt all that bad but still gave me a hard time.
Next tries i stayed with same gear set up cause sym\nths went really really smooth, could even do some bolds on them aswell and attempts didnt fail as much if no fails at all
Set was:
Dodore Doublet
Velveteen Shortgloves
Velveteen Half Apron
Vintage Thighboots.
Silver Magnifiers
Velveteen tights (used in all synths)
Result in stats was:
Craftsmanship 127
Control 54
Mg. Craftsmanship 91..
That is all the info i can tell.
Don't know what affected what just laying the facts.
Last edited by YuriSan; 08-22-2011 at 06:27 PM.

I think that each recipe should clearly state if it is magical or standard. If main hand / off hand influences this, it should be easy enough to list on the window that pops up after selecting main hand / off hand.


It is usually easy enough to see which type a recipe is, in 2 synths. Sometimes it may take more, but you should be reasonably confident by the 5th.
Do once with craftsmanship focus.
Do once with m. craftsmanship focus.
Compare the following values:
Min Quality Gained, Max Quality Gained
Min Durability Loss, Max Durability Loss
Min Progress Gained, Max Progress Gained (doesn't work well if you are way above recipe rank since max is capped at 20, use quality instead).
In general, if you use the correct craftsmanship, both the min. and the max. values will increase.
Other more subjective basis will be the number of "booms" and instability occurrences.
-----------
Anyway, it is not too hard to determine which type, so whether this is displayed or not is not really of consequence.
I am more concerned with what is the magic number for each recipe to aim for.
It is of consequence. I don't want to spend 5 synths testing for every 1 synth I really want to do. Some materials are very difficult to obtain... this is why a collaboration of our experiences would be useful.
Hmm?


The type of craftsmanship appears to be the same for each type of item. (i.e. All wires, all ingots...etc)It is of consequence. I don't want to spend 5 synths testing for every 1 synth I really want to do.
So you can always try it out of a dirt cheap version of the recipes. No one is asking you to try using things like Dodore leather.
I thought it was tied to the stat favored by the class's tool? Str, Vit and Dex are craftmanship and Int, Mnd and Pie are magic craftmanship.
Alchemist: (MH/OH) Int/Pie
Armorer: Vit/Str
Blacksmith: Str/Mnd
Carpenter: Vit/Dex
Culinarian: Mnd/Pie
Goldsmith: Dex/Int
Leatherworker: Vit/Int
Weaver: Dex/Mnd
I bet it's more complicated than that though. I bet there are a lot of interdependancies worked in there too. Just looking at how many different jobs can use the same training manual, lets us know the answer isn't simple or cut and dry. It's probably some percentage based factoring in everything including the crystals. Maybe some synths are 705/30% favoring magic and some maybe 90%/10% favoring craftsmanship.



Considering that they are going to be implementing an NPC who talks to you about recipes and then progressing to a navigatable menu showing known recipies, could the need for physical or magical craftsmanship be included in the information said NPC provides?
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