0 durability means 0 durabilty.
I understand the fustration, but semantics alone will not win this argument. If we can show that this is detrimental to the economy or player-base, then we can have a chance of changing the mechanic.


0 durability means 0 durabilty.
I understand the fustration, but semantics alone will not win this argument. If we can show that this is detrimental to the economy or player-base, then we can have a chance of changing the mechanic.
@Bayohne, I agree with the others. 100% complete means the item is complete, no if, and or but about it. It can't be that hard of a fix to change this, I rather bust at 99% then 100%.


Here's the thing though, if you get 100% one of two things happens. You just get to "Finish", or you get to "Touch Up" and go for HQ. You are still at 100% but if you go too far with the Touch-Up process you can still bring the item down to 0 durability and destroy it ... as the system currently works.
The change that is being asked for would also change that HQ Touch-Up process. It would give no risk/reward for attempting HQ, it would be all reward, and no risk because if you fail, you still get a NQ item. I'm not saying that that would be bad, but it should be taken into consideration.




I always felt it made sense. durability 0 = item crumbles. lol :3
~She gave her heart to a falling star~
~~~★~~~
If he's not here, then where?
~~~★~~~
~Been searching for my Afterman~
Lol @ train, train, train
There really is very little skill in the crafting game. The abilities aren't potent enough to make a major impact. Luck and craft rank are still the main parameters in determining success or not. There is a bit more involved when trying to HQ, but luck is still a HUGE factor.



I beg to differ on abilities that do not make a major impact. If I did not have my 'Hand of the Gods' ability it would be much harder to do synths that give me the most sp for whatever I'm working on. Same goes with 'Elemental Appeal'. Without that slight buffer that will keep an element from going unstable (even for only a short period of like 3 or 4 turns), I'm sure I would have failed many more times along the way. Also, the more quality based abilities you get the more you can stack that HQing luck in your favor. I agree there are some issues with the synthesis process, but do not count abilities out as if they do nothing!Lol @ train, train, train
There really is very little skill in the crafting game. The abilities aren't potent enough to make a major impact. Luck and craft rank are still the main parameters in determining success or not. There is a bit more involved when trying to HQ, but luck is still a HUGE factor.



Haha yea. Maybe if I had to enter a certain button combination to prevent an unstable element from going chaotic and killing me, training would be the right word. Maybe they should make crafting more interactive like that...


How can I train train train when.......I've completed 3 successful synths of a thing, I go back to do a fourth and bam I'm failing for no reason :/



Thank you! I thought this only happened to me. That's why I stopped synthing. It got so annoying that it would just randomly keep failing. I mean especially when the element is stable as white and standard synthesis still fails... grrrr me get so angry

Tell me about it.. I once had 3 times in a row white colour and even maker's muse active and still failed everytime with normal synth.. .-.
Oh and it's "kai-neh", not "kain".. and it is feminine.. u.u
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. Maybe they should make crafting more interactive like that...




