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  1. #1
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    Aug 2013
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    1,176
    Quote Originally Posted by Katlyna View Post
    The key risk difference between this and the best documented Makers Mark/Flawless rotation is roughly as follows:
    Your numbers themselves may be correct for your Memory vs "the best documented Makers Mark/Flawless rotation", but you are missing a huge factor.

    Should things go bad and you miss the ideal number of flawless/rapid, the Mark version is far easier to recover from.

    With yours, your losing the progress from a Rapid under Ing 2, thats a heck of a lot, if your 1/2/3 Flawless short, you only need to change the cs2 into stand synth or add another cs2 step, as flawless at the end of the day, is only 40 progress. Your also using a ton of dura with failed rapid synth, vs none lost from failed Flawless.

    The RNG is there, sooner or later things will go bad and failing 3 out of 4 80% skills is pretty darn common (look how often it happens with hasty, same thing).

    I've made a fair few 2* items and having a viable method of recovery is very useful in changing the tide of a bad RNG craft.

    In all honesty I'd not recommend anyone using semi-fixed "rotations" for 2* (unless someone is not very good at crafting, but badly want to make their own 2* anyway, many these rotations are certainly a good starting point for some), I think it's much better to be adaptive while crafting these based on the RNG/procs you are given.
    (1)
    Last edited by scarebearz; 08-28-2015 at 10:31 AM.

  2. #2
    Player
    Katlyna's Avatar
    Join Date
    Sep 2013
    Posts
    799
    Character
    Katrisa Ashe
    World
    Ultros
    Main Class
    Leatherworker Lv 80
    Quote Originally Posted by scarebearz View Post
    Should things go bad and you miss the ideal number of flawless/rapid, the Mark version is far easier to recover from.
    No I haven't missed that. Your statement is accurate. If you miss 3 rapids you will have a rougher time recovering. You are exaggerating on how frequently this occurs though. Dry patches occur period though; bad rng is bad rng and can wreck the best approach whatever that might be. But as stated in my post there are benefits and detriments to both rotations.

    It would be more accurate to state using a "Fixed" rotation too tightly can dampen the potential of more complex dynamic choices. None the less all crafters benefit from having an HQ completion approach to start from which uses the crafters stats/skills to best work to their advantage. Anyone crafting 2* items has an "approach" to how they complete their items. That is all this is, an approach to completely 2* items.
    (0)

  3. #3
    Player

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    Aug 2013
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    1,176
    Quote Originally Posted by Katlyna View Post
    You are exaggerating on how frequently this occurs though.
    If you use a "hasty" method of crafting frequently, surely you should know how common failing 3 out of 4 hasty touch is? They are the same % success rate, so it's the same frequency.
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