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  1. #11
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by MN_14 View Post
    It depends on how you've designed your crafting strategy. I use Waste Not II pretty often, but only when I feel it is the best option at the "critical point" in my synth. My crafting strategy is designed with maximum flexibility in mind, and I don't believe that my HQ yields would be anywhere near as high if I was stuck to a predetermined pathway.
    The thing is, you'r more-or-less predetermined when using something like WNII. You want to use at least 7 out of the 8 hits, otherwise every step you aren't using it is wasted (thus most people have it pre-determined with 5 HT+SHII and 2 CSII to use up those 7 steps). And everything after that becomes a flowchart at that point; Good but no SH? TotT. TotT at least once before this point? Use Precise Touch. etc etc. There's far too few meaningful variables for "making smart decisions" to be the case imo.

    Quote Originally Posted by LineageRazor View Post
    ...
    It's all confirmation bias and depending on the perspective you want to go for. Some people believe RNG has no place in crafting as long as you know how to access the situation and change your approach as such (which is the difference between succeeding the craft and minimizing the losses from a craft). Especially when you're handling high-profile crafts which well...previously required an average of 90 minutes just to gather for (and multiply that by how many of those mats you actually need, like 4 of them for a mainhand).


    That being said though, along with confirmation bias, there is the off chance where you can get a whole string of failed touches touches throughout the craft, and the good conditions themselves are already incredibly scarce (where 5 out of 7 crafts I had no good conditions the entire time). 80% is still 80%, and you don't need a whole lot of that 20% for the craft to go south to a >90% HQ rate. I've personally had my own crafting spree where out of my 7 crafts, at least 3 of them had gone south because I either failed more than 3 hasty touches, 3 flawless synthesis, or both (which also has happened). And unlikely as it is, it's still pretty damn shitty because me as a crafter, the only way I can access that situation is "Hope I get an excellent and not mess up that/Hope I get goods when WNII isn't active" if we were talking about succeeding the craft....and that feels like more praying to RNG than working with what I get honestly.

    Sure it "evens" out if you get a larger sample size, but unlike previously, you cant mass produce material items like this because of the red scrips (thus lowering your sample size to a very very small amount compared to say, wootz ingots or kirimu leather)

    On a side note, awareness has too long of a cooldown to be usable for all tank busters. If we were to take the current tank busters (which hit for well around 25k unmitigated) and let those be critable, we're looking at 32k damage, you'd need over 50% mitigation (and they're multiplicative last I checked, stacking cool downs that is) to survive it, and that's barely by the hair of your chinny chin chin since most full-vit tanks currently are barely breaking 19k. Outside of tank busters, you have cleaves that hit for around 7-9k, but those are usually mixed in with raid wide AoE that also hit for around 9k to the entire party. The outgoing damage in a fight is a very delicate thing and you don't want there to be an instance where it becomes a instant loss-condition because something crit and the damage is more than you can heal without requiring cooldowns (nor is it something you can predict and you obviously can't be pre-emptive on every possible-crit instance), and said cooldowns are already needed for certain parts of the fight because the damage is excessive as it is when it comes to raid damage.


    If they wanted awareness to play an active role in mitigating tank busters, then the tank busters themselves need to be a guaranteed crit and the numbers tuned appropriately. There's only a few applications with Awareness, only two instances I can name off the top of my head where you're dealing with close to 100% crit rate (electric node in T11 and Shiva /w Bow), and preventing crits from RI as a warrior.
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    Last edited by RiceisNice; 09-18-2015 at 11:58 PM.
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