I'm tired of it failing
I'm tired of it failing
Actually, from a real world perspective the faster you work on something the less lily it is to be correct and the more likely it is to break in the process. I think the Quick Synthesis Failure RNG is actually quite appropriate since you can also end up having a HQ item with out using HQ materials.
Hammering out iron ingots in the game with quick synthesis and doing the same IRL by quickly hammering my material in to shape both have an almost random chance of barely passing, exceeding expectations, or horribly failing. One of the few times ingame RNG actually bears some resemblance to the real world's Chaos Theory in that the faster you do something the less control you have over it so the result will be almost completely random.
And the ingame stats that manipulate success/failure rate reflect the real world too as the more you do something the more natural it is, the more tricks you develop to achieve desired results, and better equipment you'll have obtained to work more efficiently. I think the DoH and DoL RNG is actually very realistic and Quick Synthesis failing is a prime example of realism rather than a contradiction. (Fishing is more unrealistic in game because I've taken three day fishing trips IRL and not even hooked a stick. Where as I'll almost certainly catch something with the right bait.)
Last edited by Kaiser-Ace; 07-15-2015 at 07:11 PM.
Random attempt at IRL parallel aside, Quick Synthesis success rate is based on your stats. Typically if you are trying to quicksynth something your level and you are wearing HQ maybe-melded gear appropriate for your level, your failure rate should be quite small.
Confirmed things that effect quick synth success rates:
-level difference to recipe level
-craftmanship stats
Unconfirmed: tool level/average item level.
Level difference is a big one. Unless you are well above the recipes level you typically do not want to quick synth.
While I agree the failure rate for "actual" recipes is fair, the failure rate for "trivial" recipes is ridiculous and unnecessary.
Quick Synthesis exists precicely so that you do not have to repeat a task you already proved you can perform, over and over again.
It should be completely impossible to fail quick synthesis on a recipe you can guarantee success in less than 4 steps.
Worth noting:
- It is considerably vastly less efficient (XP, HQ rate, etc) than synthesizing yourself.
- For most low level materials (which you can get 100% progress in 1 step) synthesizing yourself is faster than quick synthesis.
get some gear and it wont fail
What do you mean?
It always had a chance to fail if you were close to or under the item's level.
I've noticed control stats seem affect HQ rates during quick synths too; as soon as I upgraded my gear from 55(i100) to 60(i150) and melded a bunch of control to it I went from getting about 1% HQ rate to about an average of 10% (one time I even had 30 HQ out of 99 QS).
On the OP's regard for why it fails; it's so that people can't lazy-level by QSing things that are above their level for more exp. I've heard of people doing this to try and level and I think that's SE's way of saying "nope, get better gear/more lvls first scrub"
I've also had 0 fails since level 55 while quick synthing, and I've generally been keeping my gear up to date; I've quicksynthed roughly 2k+ items in the past month w/out failure, but I've also mostly been QSing things that are at least 2 levels below mine.
Last edited by TechnoTechie; 07-29-2015 at 08:58 AM.
Yeah, I had a bunch of NQ mythrilite ore & sand kicking around. I tried to quick synth iingots at L 52 goldsmith.
Mind you all save main and offhand is all 2.55 BiS and fully melded. Main is Supra, off is Forager's but with only one meld. No food.
50% failure rate.
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