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  1. #1
    Player
    Scyris's Avatar
    Join Date
    Feb 2012
    Posts
    80
    Character
    Siveria Starfire
    World
    Faerie
    Main Class
    Marauder Lv 50

    Cooking needs an improvement.. namely..

    For the obscene amount of materials that most cooking recipies use, should it make at least 3? using 6 diffrent mats to make one meal-type item is a little obscene don't you think? It should make at the least 3, most 6 for meals depending on amount of mats needed.
    (7)

  2. #2
    Player
    ShakeAC's Avatar
    Join Date
    Aug 2013
    Posts
    8
    Character
    Shake Ac
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Yes. I have 5 crafting classes at 50 and culinarian is quite honestly the worst one in terms of its usefulness. The cost both in terms of gil and in terms of effort required to get them simply does not justify the output of 95% of culinarian recipes, and especially the higher end ones. Two star recipes for example cost 3-6k in materials alone. DoW/DoM players simply cannot justify paying even 3k for these foods. It's a single use 30 minute buff that expires on death. It might be justifiable for serious progression raiding but even then people will be burning 50-100k a night wiping to bosses.

    Crafted food should have 5 uses per craft. As it stands I see virtually nobody using food even in high end raid groups because its just not worth the cost. Either make it 5 uses per craft or 3 uses per craft but make it persist through death.
    (2)

  3. #3
    Player
    Hachiko's Avatar
    Join Date
    Oct 2011
    Posts
    433
    Character
    Shaenrael Calgarawyn
    World
    Lamia
    Main Class
    Marauder Lv 50
    Good god I just looked at some of the recipes! This is insane.

    No one is going to spend 3k - 10k gil for a 30 minute increase of a total 46 stat points that disappears on death... That's INSANE.

    Not to mention to craft any food you need to go all over the world and collect stuff, in addition to killing a variety of mobs.

    Would be nice if cooking crafted multiple foods per craft, but more than that if food buffs persisted through death as well.
    (1)

  4. #4
    Player
    Koreos's Avatar
    Join Date
    Dec 2012
    Posts
    54
    Character
    Kore Harumi
    World
    Excalibur
    Main Class
    Archer Lv 50
    Agreed - and please get rid of the caps! just increase stats by flat amounts (+10, +10%...), it makes it easier to understand. Perhaps bump the stats a little too, raiders don't seem to be interested in purchasing any
    (0)

  5. #5
    Player
    Cinge's Avatar
    Join Date
    Sep 2013
    Posts
    11
    Character
    Motoko Kusanagi
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    Also the higher food has lower % , so requires huge amounts of the base stat to even reach the cap on them.

    Example :

    Black Truffle Risotto
    Vitality 2% (Max: 15)
    Critical Hit Rate 2% (Max: 9)
    Determination 3% (Max: 14)

    So would take:

    750 vit to get the full 15 vit cap

    450 crit to get the full 9 Crit cap

    467 Det to get the full 14 Det Cap

    Or

    Lava Toad legs
    Vitality 2% (Max: 15)
    Accuracy 3% (Max: 22)
    Critical Hit Rate 2% (Max: 9)

    Take the same crit/vit to reach and a whopping 734 Accuracy to reach the full benefit.

    These are dps foods for my class, I don't see me even getting close to the vit , det or acc amounts to get the full benefit of these foods. The crit one MIGHT be possible.

    These make them useless to me and I would just use the level 45 versions, that are probably 1000 times easier to make and very easy to get the full benefits from them.

    Rough Calculations(based on current gear + adding stats from upgrades):

    Vit:

    I am current at 312 vit off 114 from gear, so about a 2.74 ratio. With gear upgrades to Ilevel 90, I would go up to 148 vit from gear, which if the same ration would be 405 vit ality. So with either of the top end dps foods, that's 2% * 405 or 8 Vit from the food, 7 away from cap.

    If I use the versions from the level 40s culinarian, its 3% * 405 or 12 vit which is right on the cap.


    That's just one of the stats. I would bet the others are just like it. So why would I use the top food, that gives me less stats then the food a tier below it. Is it tuned for later gear?

    Disclaimer: Again this is me just napkin mathing, as I was figuring out my gear set and how to maximize stats while getting the hit cap. If wrong, please correct me and show. Since atm I see no point to the top Tier food, for me at least.
    (2)
    Last edited by Cinge; 09-12-2013 at 03:00 PM.

  6. #6
    Player
    Cocytus's Avatar
    Join Date
    Nov 2011
    Posts
    53
    Character
    Fujin Ono
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Scyris View Post
    For the obscene amount of materials that most cooking recipies use, should it make at least 3? using 6 diffrent mats to make one meal-type item is a little obscene don't you think? It should make at the least 3, most 6 for meals depending on amount of mats needed.

    Actually here is my two cents take it or leave it. I LIKE the loss of food on death and the 30 min timer and only single serving per single synthesis for the following reason. It makes cooking actually profitable for the cooks now unlike in 1.0. Where I hit the snag is the sheer cost in terms of crystals per synthesis that is crazy. My 45+ synthesis take usually 11 shards, 5-6 crystals, or 2 clusters PER synthesis.

    This is insane taking into consideration the nature of food. Making a stack of 99 will take 1,100 shards. :/ This is the single most costly thing that drives my food prices up on the market because farming crystals is 20 times worse than gathering the materials to make a dish. At most I would have to gather 6 x 99 individual things to make a dish and this is only if I can't buy the simple stuff like table salt for pennies but I have to gather 1,100 shards. That is the most time consuming part.

    If they did two things three things it would have a huge positive impact on the market for food and other crafts.

    1st: Add back in the ability to turn fish into crystals this will drive down the costs of crystals and increase their availability as well as give fishers another avenue of making some for of money for their trade.

    2nd: Add back in the recipe for alchemist to convert crystals into shards or clusters. Now take note if this. I ONLY want them to add in crystals to shards or crystals to clusters but not the reversals. Reason being is having this unilateral synthesis will give value to the fish on the market but still allow inflow of clusters and shards into the crafting stream.

    3rd: reduce the amount of shards / crystals per synthesis slightly on higher end foods and scale it downwards. So at level 1 its the same 1-2 shards but at 50 cap it around 5ish shards and 2-3 crystals. The reason they should reduce the cluster requirement is because again if they change the other two items listed above there will be enough influx of crystals to the market to have more availability of clusters while providing value to the food and creating a market for the fish used to make crystals that in turn alchemist can synthesis into clusters.

    Seriously these three changes will create markets and alleviate market strain with trickle down effects which will have nothing but a positive out come overall as a whole. SE please look into this. I will be posting a larger more detailed post about this suggestion later when I have the time and I'm home from work. Please +1 if you support this idea or comment with tweaks you think might be more acceptable.
    (2)