I would like to put forth to my fellow hard-core crafters especially, but also casual crafters: What do you think is a "fair" HQ rate? Please consider both the crafter side of it, i.e, how frequently you want to make an HQ item, as well as the wearer side of it; i.e., how easy it should be for a non-crafter to find/buy the items.
For the sake of this question, lets assume that a crafter is using non-HQ gear, has all physical/mental stats and all elemental stats equal. Assume the crafter has all purchasable skills. Assume the craft is being done with Bold Synth and appropriate skills equipped to maximize. Assume also that materials being used are all standard mats, not HQ mats. I am making these assumptions just to have a reference point, and understand that truly "hardcore" crafters would ideally have all +3 gear, and do everything to optimize output.
What I am trying to get is an idea of is how much HQ output people thing there should be for people who essentially level crafting jobs, but don't "play" them as it were. I am using a level 50 crafter as my question because they are the ones that have the most ability to corner the market if HQ output was predictable and planable.
1.) At rank 50, crafting a rank 50 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, +2, or +3.
2.) At rank 50, crafting a rank 40 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, etc.
3.) Same question for a Rank 50 making rank 30 items.
4.) Same question, Rank 50 making Rank 20 items.
5.) Same question, Rank 50 making Rank 10 items.
I am very curious given the other threads about adjusting HQ rate. Yet no one is saying what they feel an "optimal" frequency is. Maybe this will help us understand where stand so we can come up with "compromises" on the system that (more) people find acceptable.
<.< There I go being an optimist again!