No, I think it's 1800 for the 5nq purified cokesSo how would that help anyone at all??? LOL!!!
Sounds really meaningless... 1800 law is almost like a full bank of 2K, for 1 purified coke??? Which we can't even use to craft ANYTHING???!!!
That's fxxked up... 9K for 5 purified coke for 1 Adam Ingot??!!! And 1 ingot is not even close to 1 gear yet!
I hope it's much more than that! If it's 1800 for 5 coke, at least it's = 1 ingot there, which would make more sense...
Prior to the 3.1 tripling of red scrip materials per token, 1800 law for one purified coke might actually have made sense! Hopefully it really is 5 purified coke for 1800 law.So how would that help anyone at all??? LOL!!!
Sounds really meaningless... 1800 law is almost like a full bank of 2K, for 1 purified coke??? Which we can't even use to craft ANYTHING???!!!
That's fxxked up... 9K for 5 purified coke for 1 Adam Ingot??!!! And 1 ingot is not even close to 1 gear yet!
I hope it's much more than that! If it's 1800 for 5 coke, at least it's = 1 ingot there, which would make more sense...
In all seriousness, I think it actually depends on the number of players grinding law and what model the developers have in mind. I'm not actually familiar on how long it takes to grind that much or how many players typically grind law, but if they believe that there will be a large enough number to supply the market board, it might really be 1 purified coke per 1800 law. We'll see when the patch launches.
I do worry about the direction of crafting and look forward to see how the changes play out through 3.1. As someone said above, players hit level 50 crafts but had no clue how to do the master II books. I find with many crafters that are leveled up and geared out is a lack of imagination to tackle a new crafting rotation. Most new crafts take me about an hour or two with pen, paper and 10 key to work out a solid rotation. As for the MB when it was flooded with crafters that could make most things at the end of 2.55, there was never a lack of market demand, players again failed to fully look at all parts of the MB. We often looked at only the new shiny crafts but we forget about other sections of the market that remain undeserved. It feels like SE is trying to fix this lack of imagination in the wrong way.
The one remaining item that bothers me is that the early adopters of the red scrips system will take a hit gil wise. On one side, what they are doing will help to get the markets moving again, on the flip side with the drop in prices from competition and increased supply will make it harder for early adopters to get a return on investment of their gil. Leads to a lack of motivation to be an early adopter in patch 3.2.
Last edited by Millen1; 11-08-2015 at 05:59 AM.
I think the developers have been trying to fix this. What went wrong in ARR was that most crafters were using RNG free macros to do their 1* and 2* crafts. When 3* crafts came around, they hadn't actually mastered crafting yet. Fortunately, level 51-60 crafts are like lite versions of master recipes, so that's probably supposed to tackle the skill issue.As someone said above, players hit level 50 crafts but had no clue how to do the master II books. I find with many crafters that are leveled up and geared out is a lack of imagination to tackle a new crafting rotation. Most new crafts take me about an hour or two with pen, paper and 10 key to work out a solid rotation.
This is a bit of a generalization, but when the master book ii turn ins were released, many crafters did the following:
1. Take a pre-existing documented rotation and follow it exactly to a tee. If your rotation consists of 2 RS and 10 HT, your expected inner quiet stack is going to be 8.6, which is nowhere close to 11. It's mind boggling that a crafter would continue doing this, while cursing RNG. The odds are heavily stacked against you, so it takes extremely good luck to nail every single RS and HT.
2. They were forced into reclaiming excessively, leading to complaints about lost FC3s and the incredible cost of these books.
What they should have done:
1. Figure out an effective theoretical rotation that can get you 11 stacks of inner quiet under average RNG. That is only possible using master's mend 2 twice for 13 touch attempts (with 2 RS and 13 HT, you get an average of 11 IQ stacks).
2. Assess it's feasibility and use a strategy that maximizes your chances of using mm2 twice. This means CP conservation, so ingenuity 2 must be thrown out. Also, no basic touches should be used on excellent conditions that pop up.
I found that it was possible to use master's mend 2 twice around 50% of the time on master book 2 tokens and 70% of the time on 4* recipes. Requiring excessive use of reclaim was nothing more than a myth.
There are certain recipes that should never require more than a macro to craft once you've made the investment in gear/materia. Things like battle potions, which last only 15 seconds, and players burn through for their progression.I think the developers have been trying to fix this. What went wrong in ARR was that most crafters were using RNG free macros to do their 1* and 2* crafts. When 3* crafts came around, they hadn't actually mastered crafting yet. Fortunately, level 51-60 crafts are like lite versions of master recipes, so that's probably supposed to tackle the skill issue.
There needs to be a way to get favor mats too. Oh what I wouldn't give to not go do those 50+ gathering red scrips worth of favors >_<
So from my perspective on how SE "planned it for us":
3.0 = leveling from 50 to 60, and obtaining Master Recipe III + Red Scrip grind every week. And grind those 2 star gear if you "dare".
3.1 = 2 star gear "more obtainable", and gear up all your classes with i170/i180 gear.
3.2 = the real deal of some actually interesting crafting (3 star)? Or not? Hopefully they sell well to raiders/gatherers? Maybe?
Meanwhile, since the beginning of HW, more than 6 months' time, money is POURING out from crafters to gatherers (3.0 & 3.1) and raiders (3.1).
Senior crafters are only profitable by ripping off lower crafters who buy stuff from us...
What a wonderful arrangement for us...
When is the questionable 3.2 coming? Any idea?
“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
it could be 1800-1 for those mats as law has no use in game bar gearing alt classes and even that is null and void since alex nm will be farmable. so each world will have 1000's of people getting law from roulettes hunts (cus there a thing again, shame on SE) maps additional dungeon clears trials and so forth.
so you may find the market explodes with mats quite quickly so get ready a few hours after patch people will probs buy those mats with stockpiled law hoping to cash in.
of course those mats are only part of the cost as you still need the other mats and aethersands which will probs increase in value due to higher demand. all nq aethersands for example were bought on my server by the time I got home so some were up to 80k each again for nq but still around 200-300k for hq.
depending on price will depend on whether I will farm the favours or not (currently have 84 gather red scrips and 126 crafter red scrips) if they are cheap enough I will use my scrips to get mainhand / body pieces for each class and just craft the rest.
also for a limited time the early adaptors will be able to make and sell the 2* gear to others who want the added stats above and beyond what they have especially to gatherers. wont last long im sure at decent profit margins and maybe not enough to get there investment back wholly but something.
Last edited by chidarake; 11-08-2015 at 01:35 PM.
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