I can’t comment as much on battle content, but as an end game crafter, I can tell you that the RNG for crafting works. The biggest determinant on your HQ rate is the strategy that you use and the gear you have. You will go through hundreds, if not thousands of synths, so the occasional NQ or failed reclaim due to a bad streak is largely inconsequential.
If you use the system as intended, you have a ton of control over your synth. It isn’t like melding or rolling on loot where you have absolutely no influence on the outcome. There are many different directions where you can take your craft.
I’m actually a bit curious as to how most crafters handle their synths. I remember back in ARR, there were a ton of complaints over the master 2 tokens being based completely on luck like melding. However, a lot of them were just blindly following instructions to use a set of 2 RS and 10 HT meaning that they would have to land everything to build 11 stacks of IQ. It was nothing more than a brute force method of building 11 stacks and usually only gave 30% even if everything landed. They themselves turned it into a game of pure luck.
Use the system properly and you shouldn’t be merely repeating a pre-determined sequence of abilities. You actually design the best possible sequence as you’re in the midst of crafting, responding to good and bad luck. If your luck is good, you’ll find opportunities to complete the rest of your craft rng free. This could mean using extra precise touches and then throwing in standard and even advanced touches. If not, you’ll have to look for ways of compensating for extra misses.
If you’re over-geared, HQing should be completely trivial. In 3.3, I had a set of partially melded i190 ironworks gear and tracked my performance on i220 3* gear from all NQ or nearly all NQ materials. It was literally an HQ yield of over 99% as I HQed 100 pieces of gear in row and reclaimed on my 101st synth, getting all of my materials back except for a few clusters.
Last edited by MN_14; 02-13-2017 at 06:46 AM.



I understand completely what you're saying but it would destroy the RNG. In fact, it would no longer be random if it was fudged! The immense mistake SE made was using percentages at all because most people cannot understand them in relation to RNG. That's not being rude, it's a fact, I have a science Master's degree that had a lot of statistics in it & it still took me a while to get my head around it. I wouldn't expect the majority (one could say 99%+ ;P) to understand it.

For the people who are complaining about not getting HQ crafts at 95% chance... first of all, if that 95% made it a garanteed HQ, what would be the point of the whole system? Or if you could somehow know what crafts would fail at such high chances, and just use that craft for something random? You can't really change the RNG system for crafting much, it's either keep it or remove it entirely, making HQ crafts only rely on having over a certain amount of stats, making the whole crafting "minigame" pointless and redundant, destroying one of the things this game does differently and in a better way than any other MMO I've played to date (my opinion of course).
Also, I've had several times when I've messed up a craft completely, had like 3% chance and still got HQ, so it works in both ways. Most likely at the same rate, it's just that humans remember the failures more than the happy surprises.



Maybe SE should change it to a binary system?
0 or 1, no or yes. No maybe.
make the quality bar full for HQ or it will be NQ
Last edited by Felis; 02-13-2017 at 07:03 AM.
That RNG is SO broken <.<
My biggest reason why I barely do dungeons for items!
Where is the motivation and fun to play a dungeon if you mostly get nothing cuz of terrible RNG - low numbers <,<
I mean, youre doing great during a 4 - 8 - 24 party istance and then RNG says: "Haha! You dont get anything again!"
and all I think is wow,, thanks for the time waste -.-



Yeah... That is one of the reasons I stopped crafting. The amount of times I get 90%+ and still fail is insane. Yes 95% isn't 100% but when you fail 5+ times in a row with 95% then clearly something is wrong not matter how unlucky you are. I have failed more times in crafting in this game compared to many other MMOs added together.
It is bad, but still not as bad as perhaps every Korean MMORPG ever made.


I agree. When you first start gathering/crafting, it's like "this is fun." Then it progressively gets more RNG heavy. Fishing happens to be the worst with it, imo. Especially when you get into mooching. Like the next size fish is really that picky about wanting a HQ fish on the hook.


Rolling a 96 on a bird from a fight you've near gone insane farming and losing it is fun.
Friend/recruitment code for special items and things (use before paying first sub) RACN78W5 (updated) info on items here http://sqex.to/Cz9 code is entered via the mogstation.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote




