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  1. #1
    Player
    Sollux's Avatar
    Join Date
    Sep 2015
    Posts
    135
    Character
    Ailandi Sensei
    World
    Tonberry
    Main Class
    Armorer Lv 60

    The Things You Can Do With Melded i170 Stats

    Hi everyone! After completing all i170 sets there wasn't much left to my personal Crafting Endgame besides some experimenting to find optimal Endgame rotations. So far I've come up with 2 rotations that I'm quite fond of!

    My Stats:

    853 Craftsmanship
    853 Control (With food)
    472 CP (With food)

    Please keep in mind that I cannot verify the reliability of these rotations if lower stats are used.

    The first rotation can be used by every class as it has a little bit of everything in it. It also has an almost guaranteed Progress phase and 12 total Hasty Touches, 11 under SHII. It can be done with the minimum 2-Star stats however it requires 468 CP to function with 0 Goods for Tricks of the Trade.

    Cross Classes:

    Steady Hand II - SHII (CUL)
    Hasty Touch - HT (CUL)
    Maker's Mark - MMark (GSM)
    Flawless Synthesis - FS (GSM)
    Comfort Zone - CZ (ALC)
    Waste Not II - WNII (LTW)
    Ingenuity II - INGII (BSM)
    Byregot's Blessing - BB (CRP)
    Careful Synthesis II - CSII (WVR)
    Piece by Piece - PbP (ARM)

    Recommended:

    Tricks of the Trade - ToT (ALC)
    Reclaim - Rec (CUL)



    With at least 853 Craftsmanship I can fail/ToT up to 3 FS and still complete the rotation, however if I lose more than 3 FS I usually skip the HT right after MMII and add a 4th CSII at the end. Less Craftsmanship means less room for FS failures, however you can always nix the un-buffed HT in favor of a 4th CSII at the end like I do when I have 4+ FS failures.

    With 853 Control I've found I can fail up to 3 HT total and still reach 0%-100% HQ without a single Good, additional starting Quality and/or Goods will increase this buffer.

    This second rotation was built with the intent of guaranteeing the highest possible Quality with an almost guaranteed Progress phase as well. It only has 8 cross-classes so it can naturally be used by any class.

    Cross Classes:

    Steady Hand II - SHII (CUL)
    Maker's Mark - MMark (GSM)
    Flawless Synthesis - FS (GSM)
    Comfort Zone - CZ (ALC)
    Waste Not II - WNII (LTW)
    Ingenuity II - INGII (BSM)
    Byregot's Blessing - BB (CRP)
    Careful Synthesis II - CSII (WVR)

    Recommended:

    Tricks of the Trade - ToT (ALC)
    Reclaim - Rec (CUL)



    853 Craftsmanship leaves me room for a staggering 4 FS fails/ToTs without changing the rotation, though if I fail/ToT 5+ I'll replace one of the last 2 BTs with a CSII.

    853 Control guarantees me 6.7k Quality without considering any possible Goods during MMark that I can use to replace a BT with an ST or Goods that pop up during the rotation itself that I can PT.

    The second rotation is a double edged sword however. If I start with 2.7k Quality I can practically guarantee 100% and any Goods I get are kind of useless, however if I start with less I'm at the mercy of RNG for Goods to bump the ending Quality up from 6.7k. Because of this I tend to use the first rotation the majority of the time and I use the second only when I have 2.7k+ starting Quality.

    Please let me know if you have any thoughts or suggestions for improvement!
    (6)
    Crafting is my Endgame, and I'm an Elitist.

  2. #2
    Player
    Caimie_Tsukino's Avatar
    Join Date
    Feb 2014
    Posts
    1,148
    Character
    Caimie Tsukino
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    I just noticed... in that first rotation, if only there's 1 more step, you could have fitted 1 extra CZ (3rd CZ).... Darn... needed that 1 extra step, LOL!
    Well, technically, even if 1 step is missing you still gain 6 CP from a CZ, right? So I guess it's still valid. Just not necessary.

    Anyway, chances are that you will get 1 Trick during the string of FS, and together with 6 extra CP, you can get 1 extra SH II, allowing even more Tricks along the way, and still be able to cover that 10th Hasty (which currently is unprotected by SH II). Meh, improvise, I guess. But the base blue print of this rotation is nice. I like it.
    (0)
    Last edited by Caimie_Tsukino; 10-15-2015 at 09:57 AM.

  3. #3
    Player
    Sollux's Avatar
    Join Date
    Sep 2015
    Posts
    135
    Character
    Ailandi Sensei
    World
    Tonberry
    Main Class
    Armorer Lv 60
    Quote Originally Posted by Caimie_Tsukino View Post
    I just noticed... in that first rotation, if only there's 1 more step, you could have fitted 1 extra CZ (3rd CZ).... Darn... needed that 1 extra step, LOL!
    I would have to sacrifice an SHII stack in order to refresh the CZ which would leave me with 15/70 Dura when SHII ran out and I would need an unbuffed HT to get it down to 5/70 for MMII. What I usually do is if I get a Good during MMark and don't use it by the time I've used MMII I swap the unbuffed HT with an unbuffed BT if I REALLY need the stacks, otherwise I just save the CP for a last minute PT or a guaranteed stack before BB.

    It's less flexible than most of the other rotations I've come up with but with the ability to 0%-100% HQ with room for 3 FS failures, 3 HT failures and no Goods I typically finish with 10 or 20 Durability to spare anyways.
    (0)
    Crafting is my Endgame, and I'm an Elitist.

  4. #4
    Player
    Caimie_Tsukino's Avatar
    Join Date
    Feb 2014
    Posts
    1,148
    Character
    Caimie Tsukino
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Sollux View Post
    I would have to sacrifice an SHII stack in order to refresh the CZ which would leave me with 15/70 Dura when SHII ran out and I would need an unbuffed HT to get it down to 5/70 for MMII. What I usually do is if I get a Good during MMark and don't use it by the time I've used MMII I swap the unbuffed HT with an unbuffed BT if I REALLY need the stacks, otherwise I just save the CP for a last minute PT or a guaranteed stack before BB.

    It's less flexible than most of the other rotations I've come up with but with the ability to 0%-100% HQ with room for 3 FS failures, 3 HT failures and no Goods I typically finish with 10 or 20 Durability to spare anyways.
    Yes, I understand the situation

    It's good you worked out these rotations though. If you have the stats, you gotta find out what you can do with it! This is pioneering work, and this is what we crafters should do! Doesn't matter if it's not optimal yet, one still gotta try! *thumbs up for ya*
    (1)

    “The best crafter is not the one with the best stats, but the one who makes the best use of one’s stats” – By Caimie Tsukino

  5. #5
    Player
    Seyb's Avatar
    Join Date
    May 2015
    Posts
    572
    Character
    Blain Adamant
    World
    Twintania
    Main Class
    Samurai Lv 80
    Thanks mate. That's a great inspiration!

    With your CP pool, I would change your second rotation a bit. You can use SH and PbP after your first CZ. This reduces your progress steps from 60 durability to 40 at the cost of 37 CP. BUT you can replace WNII and MM by one MM2 (saves 30 CP).
    So all in all you exchange 7 CP for 10 durability.

    Progress steps are 1 protected PbP, 4 protected FS, 8 unprotected FS (can fail 3) and 3 CSII under Ingenuity II leaving you with 10 durability (can use it after MMII for a 50% hasty touch at worst). I think this would be more flexible. Of course, it's still hit or miss if you start with less than 2,7k quality.

    Too bad I will never have this much CP (sticking with the 180 MH).
    (0)

  6. #6
    Player
    Sollux's Avatar
    Join Date
    Sep 2015
    Posts
    135
    Character
    Ailandi Sensei
    World
    Tonberry
    Main Class
    Armorer Lv 60
    Quote Originally Posted by Seyb View Post
    Thanks mate. That's a great inspiration!

    With your CP pool, I would change your second rotation a bit. You can use SH and PbP after your first CZ. This reduces your progress steps from 60 durability to 40 at the cost of 37 CP. BUT you can replace WNII and MM by one MM2 (saves 30 CP).
    So all in all you exchange 7 CP for 10 durability.
    You make a very valid point, and this is actually something I tested as well, though I dismissed it without looking at the pros and cons until you mentioned it:

    Pros:

    1. Simpler

    2. Extra 10 Durability to use on Quality

    3. Even if the 10 Durability is wasted (I.E. exploded HT) it still guarantees the same number of stacks

    4. Can be transitioned to from the first rotation I posted if your luck is good on the MMark phase

    5. Getting even 1 Good during MMark phase allows you to change your BB phase to SHII>BT>BT>BT>GS>BB>INGII>CSIIx3. The extra stack trumps INGII for BB and pushes the guaranteed Quality to 7.1k with 853 Control

    Cons:

    1. A requirement of 471 CP rather than 464 which alienates anyone who got an i180 MH/Legs/Boots as they do not come with CP

    2. If we assume 0 Goods the entire rotation then the extra 10 Durability you gain MUST be a HT which cannot be guaranteed in your expected final Quality

    The pros definitely outweigh the cons, though my only concern would be attempting it without 2.7k starting Quality and not getting a single Good the entire craft (Highly unlikely, but it HAS happened to me), however this was the same flaw my original rotation had as well. Thank you for the input!
    (0)
    Crafting is my Endgame, and I'm an Elitist.