We need a stat to affect meld success rates, I'm not against the current %'s but the idea that the best gear in the game can be created with the same success weather naked and using an R1 tool or decked out in fully forbiden matteria'd HQ'd top tier gear is INSANE, this needs to be fixed.
Right now the gear you wear plays such a small role in crafting success I think at least making forbidden % rely on gear stats would encourage the crafting population to take pride and put effort into what they wear.
Also when adjusting HQ rates it would really be nice if stats played a large role in the hq %'s (especially if you make auto-HQ with all HQ mats allowing you to use some NQ mats but still have a good chance at HQ with exceptional gear would be awsome!)I'm sure they can put 20 minutes into balancing a formula to keep the current status as is with normal lvl proper gear and give a small boost to the people with materia/HQ gear, and a larger bonus to the people who have full forbiden HQ'd sets for crafting.
10 minute formula I came up with.
take current % numbers and add modifier's A and B:
Main hand stat(vit/str/dex/mnd/etc) for modifier A:
0-200: .8
201-250: .9
251-300: 1.0
301-350: 1.1
351+: 1.2
Sum of ( Control + Craftsmanship + magic.Craftsmanship) for modifier B:
0-200: .8
201-210: .9
211-220: 1.0
221-230: 1.1
231+: 1.2
ex: Weaver with 325-DEX and a sum of 235(control/crafts/m.crafts) doing a forbid with 20% success with new system would be: .2 * 1.1 * 1.2 => .264 or 26.4%