Again, what you speak of are dated recipes that they have stated will be discontinued by patch 1.22
Again, what you speak of are dated recipes that they have stated will be discontinued by patch 1.22
Personally I think they need to remove stats from crafting altogether especially seeing as now you can't even allocate stat points in the same way as a battle class.
Abolish magic craftmanship and just have control and craftmanship.
I duno why this game has so many stats.
I find control is very useful atm when I try to HQ items or get HQ for exp while craft, as it maintain the favor condition longer so I dont agree with the "useless (almost)
This is just speculation though, I have a control build for my weaver and its hard for me to say what advantage it gives because I have nothing to compare it to lol.
I hardly ever get element instability and I got sparks once (I think) with 100 control...
If that's to me, then just "lol... no." I've hq'd several coral armilae, black pearl rings/chokers/stat rings etc etc with my grinding wheel. These are new recipes and not being taken out. That just a small sample of the crap you can still HQ with OH synths.
If that wasn't toward me, then disregard.
Well that's strange, didn't SE say that offhand would no longer get HQ results.
Perhaps they just meant the added quantity on HQ materials, they should have been clearer.
SE has stated that they will be looking at crafting abilities, and they will be modifying and cleaning them up in a future patch. At the same time, I, like many, would appreciate a clarification from SE regarding the relavence of main hand vs. off hand tools in the modified crafting system, the relavence of craft, vs. mcraft, vs. control, and the same for attributes such as str, vit, mnd, etc.. Further, it would be nice to know that these stats actually make a difference in crafting results.
While I like the changes, for the most part, in the new sytem, I find it very frustrating that many of the abilities are currently broken or no longer relavent, or that I can craft bare-ass and essentialy experience the same level of success that I do in my crafting gear, or that modifying my crafting setup appears to have little or no influence on crafting results. A very good example of this is recently,while leveling culinary, I switched from a crafting heavy body to a control body, and not only did the unstables not go down, they actually went up. I swear the same is true for alot of the 'success' abilities, where I seem to fail more with these abilities up than when not used.
Like it or not, crafting is a very major part of this game, and I believe it's important that SE get this right. That means a reasonable amount of RNG, abilities and stats that actually make a noticeable difference, and some reasonable amount of direction from SE regarding all of the above.
That or at least state plainly on the recipe whether it uses Craft or M.Craft. Seriously don't know why that's not stated anywhere at all.
Wow what an interesting idea, I wonder if they redid the crafting system to incorporate 2 stat caps like they have for DOW/DOM. Then trying to test the stat caps o.o, also think how with ifrit weapons the stat caps raise, imagine the luminary tools raise the stat caps! Would make luminary much more desirable imo.
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