Quote Originally Posted by Soukyuu View Post
Doesn't really matter since My post was intended as said feedback. Did you really have to nitpick on that one? -.-
I wasn't nitpicking, but rather pointing out that their idea behind this system is conceptually different from your suggestion of keeping it as a unified HQ% value. A Quality of 300-600 results in a 0-10% chance of HQ, while 800-1000 results in a 50-100% chance. It's clear here that the correlation between Quality and % chance to HQ is not a linear one. This isn't an intentionally redundant design, but one done on purpose. The higher the value of Quality gets, the tougher it becomes to achieve it - and thus the more it influences HQ rate per point of Quality.

Quote Originally Posted by Ramis View Post
I do Like to have more control over how my crafting. I do like the fact that HQ items will increase modifiers (but hasn't its always sort of been that way) However i would like to see added that if i am a lvl 50 GSM that if i make a lvl 11 Item that the % of me making a HQ item is increased. Why go all the way through and grind as a crafter just to get to make higher lvl stuff. IF you think about it should mean you have prefected your craft to such a degree that making lower level items at HQ should be easier.
This has pretty much always existed - but the problem was lack of control over HQ rate. No matter how high a Quality you achieved, the rate of HQ was dismal. Now that very high values of Quality will in fact produce HQ rates near or even at 100%, there doesn't need to be any bonus to HQ rate. Lower level recipes will be much easier to achieve very high values of Quality on.

You'll have to worry a lot of about success rate and durability on recipes at or above your craft level, but recipes well below your level can generally be completed even via spamming Careful Synthesis only and focusing on Quality. Thus lower recipes will be much easier to HQ, as part of this system, based on what they're shared.