Haven't seen a discussion about this. Seems to be a largely neglected consideration amongst the wider playing base. I want to discuss these stats with particular consideration to 'pushing the envelope' or achieving the best results that you can with challenging recipes.
So, there are three crafting attributes :
Craftsmanship
Magic Craftsmanship
Control
Lets consider the crafting process and then go on to what these attributes affect. Early consideration of the 'coloured glowing ball' suggests to me :
White - stable and best chance of success
Orange - roughly same chance of success as 'White' but increasing chance each turn it remains orange of 'critical success' with no Durability loss at all
Red : bad, higher chance of failure
Changing colour : lottery
My approach to crafting is based on the use of a key skill from Alchemy and a couple of basic rules :
1. The skill is Preserve - this guarantees the next three crafting attempts will maintain the coloured ball at white;
2. If the coloured ball is white or orange use 'Standard Synthesis'.
3. If the ball is red or flashing check if 'Preserve' is available. If it is use it - if it isn't then use 'Wait'.
This is a basic recipe for a high level of success. Of course you can use other skills. Fulfilment from Leatherworking is another good one - it seems to have a much higher level of success, almost as though the ball is white but the visual still shows it flashing, for your next 3 or 4 crafts depending on what craft you are using. I throw in a couple of other compatible skills that give a high chance of bringing the synth back to white.
On then to the Attributes.
Craftsmanship helps to determine success rate.
It would seem that one element of 'Control' is to help keep the coloured ball in beneficial colours ie White or Orange and to help get it back there if you lose it.
Magic Craftsmanship seems to determine whether the elements remain stable and the chance for the element to restabalize if it goes out of control.
I'd suggest our goal in terms of crafting gear for recipes that test us (ie not trivial or much lower level than our rank) is to :
1) Balance out those three stats as much as possible;
2) Have each of those stats at double the level of the recipe we are attempting, or more reasonably, in terms of available equipment, our rank level. (eg Alchemist Rank 20, have all three stats at 40).
Even a month in into 'live' it's difficult to optimize these stats (balance out Mag Craft and Control) because so many gear recipes need high level components.
Let's take Alchemist and Culinarian as an example. I suggest that for these crafts the optimal 'Beret' (eg Cotton or Canvas) is necessary. It's the 'best' headgear in terms of :
i) giving the most Control and Mag Craftsmanship;
ii) considering the 'best' gear available for the other slots, in an effort to maxmise the stats.
However, I went out hunting for the harder component for all Beret - Apkallu Down. The lowest level mobs this is dropped by is Lower Apkallus around loc 40, 26 across the bridges past the crabs SE of Bloodshore. I duo'ed these with a level 50 Pugilist friend - they conned red to him and he needed a fair bit of healing 1 on 1.
We'll get a much clearer picture of crafting and stats over the next couple of months as the more difficult gear become more widely available, but I look forward to getting other peoples feedback and ideas on the above.
Flight (The Star Onions)
Lindblum
XI Wiki


