Quote Originally Posted by Amineri View Post
Yesterday I reached rank 34 Leatherworking, when making fleece first comes available, so I thought I would give it a try.

I attempted this synth at ranks 32 and 33, and could not attempt, so it is definitely a rank 44 synthesis. (Also I received ~1500 xp for each synthesis, further confirming for me that it is +10 ranks)

I suppose by luck I happened upon the right configuration of stats, and was using a good set of crafting abilities (Mass Production, Fulfillment, Assemble, Ingenuity), but I successfully completed the synthesis 11 out of 11 times. I can understand luck allowing me to succeed once, or even twice but a 100% completion rate on 11 synths in row seems unlikely to attribute to the RNG gods.

Having said that, I then went and attempted white coral arrows (a rank 39 synthesis) at rank 30 carpentry, only to have a 50% success rate (two successes out of four). I attributed that to an incorrect balancing of my crafting attributes, and so will have to try and shift them around and see if I can't improve things.

I personally think that the crafting game does reward skill and a deeper understanding of what is going on. Although I don't claim to fully understand it, that is what keeps the crafting game interesting to me -- there is still more to learn. People over the Battle Mechanics section are complaining that battles are too easy. Please, please, please, SE, don't neuter the crafting system and make it "easy-mode".
Ami, this is just another example of how the crafting system is broken, just the other side of the coin. Personally, I don't believe anyone should be able to 11/11 a recipe 10 ranks above them. I don't care what gear you have, what abilities you choose to use, what support or food you use. The liklihood of success in this particular scenario should be very slim, however, enhanced if you are willing to put in the time and effort to figure out what works best for this particular synth.

All I've advocated in my various posts here is:

1. Synthesis should be challenging, yet fair.
2. As one progresses in rank, a particular recipe should become easier to synth - not 6-7 ranks of no noticeable improvement (or even diminised success ratios).
3. Abilities should work - as advertised. Some are partially broken (Perfection), others are totally broken (Flawlessness) as far as I can tell. Fix them or change the in-game description to what they truly are intended to do.
4. Not once have I advocated making crafting easier - just fairer. I.E. - A reasonable probabily (yes I know some RNG needs exist, otherwise crafting would be more boring than it already is). Skills should be the primary factor, not some wide-ranging RNG or timed rage mode.
5. I happen to think that unstable modes are a bit punative. 35 durability loss and 100+ quality loss when something goes chaotic is a bit much, imo.
6. Fix rapid and especially bold so that it's pertinent. HQ's should be more a reflection of skill and technique (and of course materials), not some wildly random extrapolation.
7. Balance jobs and leve's.

Since this game is so crafting concentric, it's imperative that it be challenging and fair, not some Chutes and Ladders roll of the dice, that leaves me wanting to put my foot thru my monitor and take a sledgehammer to my PC. Challenging, fun, fair are the operative words, and I have faith that SE will get this right in the very near future.

Peace out.