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  1. #10
    Player
    lackofwords's Avatar
    Join Date
    Mar 2011
    Posts
    431
    Character
    Dalimin Dataru
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    I view quality as a small bonus, like EXP chain or link bonus.
    And aiming for harder crafts would be synonymous to aiming for IT+ monsters.

    However, before that, quality was suppose to be a key factor for HQ'ing items. Although, it was never a guarantee HQ rate. There might be a change to this coming next patch it mentioned "Revisions to balance and flow for HQ synthesis" and "Changes to the algorithm for determining HQ item attributes".

    In short, if you're going for EXP, the return rate is higher when aiming for more difficult crafts, rather than wasting your time on generating higher quality.

    I agree that the return rates for the time invested to raise the durability bonus is not worth the trouble, because each action you take to raise the durability is as the same time you could have spent just finishing the craft. Ideally it should be more similar to EXP chain and link bonus. Such as the player would reach a point where they realize the EXP chain is not worth the effort, and move on to harder mobs. But it muddles in with the HQ factors of the craft.

    The thread title is generalize, but in the OP it's referring to only EXP, hence why I am replying back to your only reference to EXP oppose to HQ rates, or speed (rapid synth, hasty hands, bulk synthing), or anything else.
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    Last edited by lackofwords; 02-02-2012 at 05:17 AM.