Both of these assessments sound like they imply that choosing Basic Touch over Innovation is superior. This is incorrect in most real use cases that involve 1-star or 2-star crafting... which is what is being discussed here, right?
There are several reasons why these assessments are misleading:
1. A situation where you are choosing between innovation or basic touch means that you have 10 durability and 18 CP available to you. In both quotes above, the 10 durability is not addressed numerically for the innovation use case. What's really going on are three possibilities:
a.) (20% chance): failed hasty touch + innovation
b.) (80% chance): successful hasty touch + innovation
c.) (100% chance): successful basic touch, no innovation
It's certainly true that the basic touch route will provide more quality (ballpark ~100-200) more than a failed hasty touch + innovation, but...
2. If that ~100-200 increase in quality isn't going to put you at 100% HQ (or an acceptable % chance to HQ), then you need to consider whether the hasty touch risk is worth it. Unless you start with oodles of HQ materials (2400 starting quality or more, depending on your gear), you're going to be running with a hasty touch rotation... in which case this is really a hasty touch vs. basic touch consideration that should be decided on earlier in the rotation, not at the end.
3. If you're going to use innovation, your rotation should be set up so that it is applied to a touch before the beregot's:
Steady Hand II
(open / Ingenuity)
Innovation
(Basic/Hasty) Touch
Great Strides
Beregot's Blessing
In most real use cases where there's some planning ahead, you're going to want to count the innovation-boosted touch versus not-innovation touch beforehand.
4. Less common, but still worth mentioning: If you're running a tight rotation (ex: a speed-based brand rotation), running innovation may allow you to squeeze a second comfort zone in, which can convert a hasty touch to a basic touch if you have four extra unused CP.


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