I think people generally see 25% and generally assume that at most it probably won't take more than 4 melds attempts to succeed, and not to have issues like failing 10,15+ times in a row.
It is understandable too, you shouldn't have to read into the mechanics to try and understand the true success rate. I believe that is what is causing the coinfusion. Percentages always work the same, but the way they are used and integrated can always change the outcome.

I'm not sure if this is a simple question or not, but does the gear the crafter wears during melding have any affect on the meld percentages?
Basically, do stats like craftsmanship or control have any impact on the meld chances?
From my understanding there is no stat that affects Melding. The % is based upon the order and tier of the materia, and the number of meld it is.
Let me explain what I mean by the number of melds you need to perform to "expect" a successful meld. I'll keep the math real easy with a regular calculator. Take the percent chance you have of success, say 22%. Divide 100 by that percent. 100/22=4.54. Let's round that up to 5. 5 is the minimum number of attempts that will generally provide an successful meld.
The reason why I say you can "expect" one of the 5 melds is because each meld will have a 1 in 5 chance to succeed, and you have 5 chances.
Mathmatically you would have had a 72% overall chance of winning. (a 1 in 12 chance of 2 successful melds)
Another way to put it is that in the long run, 1 out of every 4.5 melds will be successful.
Last edited by Alzelia; 08-06-2012 at 05:43 AM.

Just tried 9 times to triple meld.
I got 4 successful double melds, and failed on all the triples.
I refer you to "Get lucky, or buy it."
That's simple math, I know that. Your post wasn't hard to understand and neither are percentages. But it that how they really implemented it. I'm just bringing up another possibility of implementation. I'll start crafting more and experiment. If it was that simple I wouldn't think we would be hearing about people always failing over ten times in a row. Hopefully they're all just upset and full of it.Let me explain what I mean by the number of melds you need to perform to "expect" a successful meld. I'll keep the math real easy with a regular calculator. Take the percent chance you have of success, say 22%. Divide 100 by that percent. 100/22=4.54. Let's round that up to 5. 5 is the minimum number of attempts that will generally provide an successful meld.
The reason why I say you can "expect" one of the 5 melds is because each meld will have a 1 in 5 chance to succeed, and you have 5 chances.
Mathmatically you would have had a 72% overall chance of winning. (a 1 in 12 chance of 2 successful melds)
Another way to put it is that in the long run, 1 out of every 4.5 melds will be successful.![]()
Chance you will fail 10 times in a row (@25% each): 5.6%That's simple math, I know that. Your post wasn't hard to understand and neither are percentages. But it that how they really implemented it. I'm just bringing up another possibility of implementation. I'll start crafting more and experiment. If it was that simple I wouldn't think we would be hearing about people always failing over ten times in a row. Hopefully they're all just upset and full of it.
Chance you would bitch about it if you did: 100%
1 out of every 20 times someones goes for 10 melds in a row they will fail, and I'm sure they will talk about it and remember it. You don't really talk about the other 19 runs where you got 2 or 3 successful attempts.
Thanks I gotcha. That's some advanced statistics there, statistics within statistics. That's probably it, my theory would be too complex and pointless even for SE.Chance you will fail 10 times in a row (@25% each): 5.6%
Chance you would bitch about it if you did: 100%
1 out of every 20 times someones goes for 10 melds in a row they will fail, and I'm sure they will talk about it and remember it. You don't really talk about the other 19 runs where you got 2 or 3 successful attempts.
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