I think you'll go murder someone at L50.
100k exp @ ~200 per synth...= At least 500 synths
Take a step back, breathe easy and read around for information. The stats info can be found in "Ask the Devs" for example.
I think you'll go murder someone at L50.
100k exp @ ~200 per synth...= At least 500 synths
Take a step back, breathe easy and read around for information. The stats info can be found in "Ask the Devs" for example.
You can also purchase the manuals from you GC for cheap and use those to help boost XP.
I do agree though the "fuzzy math" used to determine whether or not you HQ or even complete a synth is still out of whack but... that's part of the "fun" I guess. :P lol
Crafting is seriously tedious, already at lvl 15 I needed a break from LW. Compared to DoM and DoW the exp is very slow, especially considering that you can't join xp, do behest, parties or chain xp on your crafting class. I hope that there's some tweaking in the future.
However I will say this, the leve system makes crafting cheap, easy and accessible. However this game basically forces crafting down your throat as you are very dependent on crafters.
I tend to agree only because upper level crafters are abusing pricing of items since of course there are very few new items in the wards. After I recently hit 50 Con I said enough and went to crafting again. I'm tired of looking at over priced gear and or asking my LS mates for help.Crafting is seriously tedious, already at lvl 15 I needed a break from LW. Compared to DoM and DoW the exp is very slow, especially considering that you can't join xp, do behest, parties or chain xp on your crafting class. I hope that there's some tweaking in the future.
However I will say this, the leve system makes crafting cheap, easy and accessible. However this game basically forces crafting down your throat as you are very dependent on crafters.
You didn't get support did you? Old recipes still need them. Not having the proper manual or support adds a flat (does not vary with level) amount of "risk" to your "small & negligible" random starting value.mythril nuggets
My guess on risk is somewhat like this...
Starting Risk = Base + RandomValue + Manual + Support
where Manual and Support are 0 if you have them and reduced if insufficient
Base gets smaller as your level goes higher.
In any case, materials are dirt cheap in XIV. Get over the occasional breaks.
Here's another good example of how crafting code is just plain broken. Today I was clearing out some inventory from my retainers and was synthing aldgoat leather, which @ R50 gives me 0 XP (read that ZERO). While I was ultimately successful in the synth, I failed 5 attempts @ Careful on white/yellow orb. Now, I ask how can this be? Where is the causality that should reflect my crafting competence vs. a recipe that is so far below me it renders 0 XP?
On the side, another couple points:
Anyone notice a vastly increased chance of first-attempt failures? I have, and it's not my imagination, or a poor string of luck either. It's almost like odds of failure 1st attempt are increased in the code. I swear I fail first attempts on recipes reasonably close to my level 65-70% of the time. Of course I don't have to say what this does to any chance of HQ. Right off the bat, if it was a crit fail, you're already @ 85 ish durability, and all of a sudden, instead of thinking HQ, your scrambling for synth success. This isn't right.
The in-game description of Careful synthesis is increased chance of durability loss. OK, I'm fine with that, but without question, I fail considerably more on Careful than Standard. If success rates are intended to be diminished on Careful, then change the damn in-game description to say exactly that ><
Whether everyone likes it or not, crafting is a huge part of this game. Dealing with the current bullsh*t RNG coding on a day in and day out basis is beyond frustrating, and SE should be ashamed of themselves for implementing such crap coding.
It would really be nice to get some sort of response from the development team addressing this issue, and what/when is the inteded fix, or is this going to be part of the finished game product. It becomes a little more bearable if this is an acknowledged problem and targeted to be fixed, as opposed to the thought that we'll be forced to live with this inept sytem in the finished game product.
the occasional break, i can live with. since 1.19 there are no "occasional" breaks. there are random stints of 5-7 failed synths in a row, regardless of level, instabilites EVERY synth, and most of the time, 2 instabilities in one synth. before you blame my gear, or lack of support, i have the appropraite gear for my level, good amounts of control, craftmanship. and i use the appropriate guild support. this is UNACCEPTABLE. someone needs to really look into this. not just 1-2 synths and say "yep, its working".
right on the money my dear.Here's another good example of how crafting code is just plain broken. Today I was clearing out some inventory from my retainers and was synthing aldgoat leather, which @ R50 gives me 0 XP (read that ZERO). While I was ultimately successful in the synth, I failed 5 attempts @ Careful on white/yellow orb. Now, I ask how can this be? Where is the causality that should reflect my crafting competence vs. a recipe that is so far below me it renders 0 XP?
On the side, another couple points:
Anyone notice a vastly increased chance of first-attempt failures? I have, and it's not my imagination, or a poor string of luck either. It's almost like odds of failure 1st attempt are increased in the code. I swear I fail first attempts on recipes reasonably close to my level 65-70% of the time. Of course I don't have to say what this does to any chance of HQ. Right off the bat, if it was a crit fail, you're already @ 85 ish durability, and all of a sudden, instead of thinking HQ, your scrambling for synth success. This isn't right.
The in-game description of Careful synthesis is increased chance of durability loss. OK, I'm fine with that, but without question, I fail considerably more on Careful than Standard. If success rates are intended to be diminished on Careful, then change the damn in-game description to say exactly that ><
Whether everyone likes it or not, crafting is a huge part of this game. Dealing with the current bullsh*t RNG coding on a day in and day out basis is beyond frustrating, and SE should be ashamed of themselves for implementing such crap coding.
It would really be nice to get some sort of response from the development team addressing this issue, and what/when is the inteded fix, or is this going to be part of the finished game product. It becomes a little more bearable if this is an acknowledged problem and targeted to be fixed, as opposed to the thought that we'll be forced to live with this inept sytem in the finished game product.
nothing more needs to be said.
crafting randomness = a fail se, please fix this. crafting is already sleep inducing, please ,at the very least take away the silly randomness of failures.
oh and remove weather effects in towns plz
♥ MORE HIGH HEELS + INSTANCED HOUSING! ♥!
I have to agree on both points, its an obvious fail for the craft system if this randomness of failures keeps up after patch 2.0, an obvious mistake that i hope that SE amend quickly.Quote Originally Posted by zzapp View Post
Here's another good example of how crafting code is just plain broken. Today I was clearing out some inventory from my retainers and was synthing aldgoat leather, which @ R50 gives me 0 XP (read that ZERO). While I was ultimately successful in the synth, I failed 5 attempts @ Careful on white/yellow orb. Now, I ask how can this be? Where is the causality that should reflect my crafting competence vs. a recipe that is so far below me it renders 0 XP?
On the side, another couple points:
Anyone notice a vastly increased chance of first-attempt failures? I have, and it's not my imagination, or a poor string of luck either. It's almost like odds of failure 1st attempt are increased in the code. I swear I fail first attempts on recipes reasonably close to my level 65-70% of the time. Of course I don't have to say what this does to any chance of HQ. Right off the bat, if it was a crit fail, you're already @ 85 ish durability, and all of a sudden, instead of thinking HQ, your scrambling for synth success. This isn't right.
The in-game description of Careful synthesis is increased chance of durability loss. OK, I'm fine with that, but without question, I fail considerably more on Careful than Standard. If success rates are intended to be diminished on Careful, then change the damn in-game description to say exactly that ><
Whether everyone likes it or not, crafting is a huge part of this game. Dealing with the current bullsh*t RNG coding on a day in and day out basis is beyond frustrating, and SE should be ashamed of themselves for implementing such crap coding.
It would really be nice to get some sort of response from the development team addressing this issue, and what/when is the inteded fix, or is this going to be part of the finished game product. It becomes a little more bearable if this is an acknowledged problem and targeted to be fixed, as opposed to the thought that we'll be forced to live with this inept sytem in the finished game product.
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