That quote was an Idea he had for the hq system, he didn't state it would be that way.
7 INT and 5 Magic Attack is not that comparable to (rough average) of about 330 and 5 is pretty a pretty laughable in terms of how much Magic Attack BLM's have.Hello,
I notice that not all items HQ version is better than NQ. But some items it does make a different. Some of the benefits include:
1) Slight increase in stat (great for those who want to maximize). For example, with Rings. Getting 18 INT instead of 15 INT with 2 rings is an extra 6 int. And, that's a lot ^.^;
2) HQ items have a slight increase to chance of melding. I believe it's 5% extra, and that is significant. I certainly would not turn it down if I had the option.
3) HQing materials would result in 3x of the material instead of 1 (when done with off-hand). So if I had a chance to HQ some cloth and get 3 of them instead of 1, I would choose that quite often.
4) If I can consistently/easily HQ, then I would have a high chance of HQing off of NQ materials. So I could, for example, consistently make HQ ingots from NQ ores. If it is easy enough then enough people would do it, to the point of: Why pay 2k for an NQ Ingot, when I could pay 3k and get an HQ ingot ? (This would in turn drive the NQ price down and the HQ price down to the old NQ price point).
Btw, on a side note, from a BLM perspective:
HQ Jewels vs NQ would gain me:
6 INT (Ring)
1 INT (Bracelet)
5 Attack Magic Potency (Choker)
7 Int, 5 Attack Magic Potency extra from 4 slots, is a lot. However you are correct in that HQ gains from non-jewel armour is not significant. Which makes me glad I'm a Goldsmith... and not so much that I'm a weaver ^.^;
Also, that is a pretty rough and unfair example seeing as jewelry adds the most from being HQ and I'd go so far as to say that's intentionally dishonest. It's to the point that a pretty big number of people use only HQ for jewelry.
Oh, and please no more wall of texts, it's too late/early for that.
+1
And I'm sure he said something about skill, too
If you have all mats HQ and you are skilled enough
And you can reduce the RNG factor.
Level the other crafter jobs, learn the good skills and obtain the hq mats.
Of course, it increase the time factor (but some people in this forum want something to grind after all, see the skill level thread), but it decrease the rng factor drastic
Last edited by Felis; 07-15-2012 at 07:38 PM.
Oh, I have been trust me.+1
And I'm sure he said something about skill, too
If you have all mats HQ and you are skilled enough
And you can reduce the RNG factor.
Level the other crafter jobs, learn the good skills and obtain the hq mats.
Of course, it increase the time factor (but some people in this forum want something to grind after all, see the skill level thread), but it decrease the rng factor drastic
Yeah no question about it, the system is incredibly wonky and bizarre to deal with. Sometimes I wonder if boosting your stats with better clothing makes that much of a difference either. As LTW I've got about 123 Craftsmanship, 132 M.Craftsmanship, and 132 Control yet it doesn't seem to make any difference compared to when I had it just over 100 for each stat.
The 3 Craftingstats are not the only 3 Stats you have to Boost. For your Leatherworker you also want to boost VIT.Yeah no question about it, the system is incredibly wonky and bizarre to deal with. Sometimes I wonder if boosting your stats with better clothing makes that much of a difference either. As LTW I've got about 123 Craftsmanship, 132 M.Craftsmanship, and 132 Control yet it doesn't seem to make any difference compared to when I had it just over 100 for each stat.
The System is working as intented and i cant blame SE for anything being wrong. Of course you can get unlucky and bust at 99% and bust afterwards at Double-down, but that is just bad luck. It also can happen the other way around when you HQ Stuff at 1%, so would people complain at that point? No they wont. 99% are 99% and not 100%... easy enough, no?
Just an example:
For Darksteel Nuggets i mine mainly HQ Mats and synth them to 85%-90%. Out of 100 Synths i get around 90 HQ-Nuggets. The other 10 are most likely busted with Double down, while 10 more worked out with Double down, which brings me to a 90/100 and a 90% HQ-Rate.
Last edited by Nero; 07-15-2012 at 09:41 PM.
Percentages with out a stated sample size are irrelevant.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
The base stats have very little impact, hell crafters can't even allocate points like DoW/DoM. Pretty sure all they do is add like 1-2 quality gain per 100 of the stat or something stupid like that. They don't help with success rate of synths. I agree that stacking Craft/MCraft does not seem to give me the results i would expect, i still fail like i never increased it.The 3 Craftingstats are not the only 3 Stats you have to Boost. For your Leatherworker you also want to boost VIT.
The System is working as intented and i cant blame SE for anything being wrong. Of course you can get unlucky and bust at 99% and bust afterwards at Double-down, but that is just bad luck. It also can happen the other way around when you HQ Stuff at 1%, so would people complain at that point? No they wont. 99% are 99% and not 100%... easy enough, no?
Just an example:
For Darksteel Nuggets i mine mainly HQ Mats and synth them to 85%-90%. Out of 100 Synths i get around 90 HQ-Nuggets. The other 10 are most likely busted with Double down, while 10 more worked out with Double down, which brings me to a 90/100 and a 90% HQ-Rate.
Which depends on the amount you have. For example i have 100 MCraft, 142 Craft, 140 Control along with 300 VIT on ARM and its easier for me to make HQ-Nuggets ( like i said above 85%-90% ), then i would make on BSM. Bsm i have way less than on ARM and i tend to just get them to 75%-80%. I use the same Abilities, so thats not the case.The base stats have very little impact, hell crafters can't even allocate points like DoW/DoM. Pretty sure all they do is add like 1-2 quality gain per 100 of the stat or something stupid like that. They don't help with success rate of synths. I agree that stacking Craft/MCraft does not seem to give me the results i would expect, i still fail like i never increased it.
MCraft and Craft are still kind of "unknown", since SE never gave out Infos about what is considered Magical and what is not, but personally i tend to go with the Mainstats. i.e. while VIT is not magical, MND is of course.
But here again... i dont see that there is anything wrong with the System, as long as you have certain Abilities/Stats to push the % as high as possible. What you will get at the end is just luck.. i failed allready at 99%, but i also got a Mailbreaker+1 at 4%.
I dunno, I quite like the HQ crafting system as is. I can't take NQ mats and make them into an HQ item with ease, but HQ mats to an HQ item is cake.
|
![]() |
![]() |
![]() |
|
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.