Originally Posted by
ulmo
when desynthing subligar use water energy in the mog house and don't wear pants...yes this worked wonderfully for 90+ synths until i failed 15/18 shortly after using the same methods.
-if a synth has subcrafts always place the subcraft materials in the bottom 4 boxes and the main craft materials in the upper 4 boxes of the synthing grid. on a similar note: if a synth has stackable items that are used in quantities of more than one per synth, and if there is enough room, manually unstack the materials and give each it's own individual box in the crafting grid. also, for big synths such as let's say, a noble's tunic...place the valuable ingredient (the shining cloth in this case) into one of the 4 middle boxes of the grid and "pad" it by surrounding it with the cheaper, easier-to-let-go ingredients. (editor notes: maybe I should just bold everything here)
-when trying to sign a difficlut tier1 or tier0 synth for yourself it does well to buy the hq crystals for your attempt several months in advance. store them in your home city's storage for 2-3 months giving the crystals time to ferment...the longer you wait the better chance you have at getting that rare signed hq that you so desire, so be patient!
-fool the game: obviously se has designed this game to where players need to rely on others to progress. we must form decently balanced pts for almost all experience ventures, we must team up with many others to get most of the best end-game items, and as crafters we must rely on others to supply us with the materials we need to have fun and to be able to synth that which we want. taking this into consideration, it is only natural that any luck you may have been saving for yourself is destined only to be wasted on others...thus we must fool the game! if someone you really don't like all that much or perhaps someone you don't even know requests a synth from you, chances are you will hq the fuck out of that synth only to be obligated to hand it over to a stranger. if you buy the materials with your own gil and have a good go at it not only once, but ten or even twenty times more than likely you will not hq the synth a single time and if it is an expensive endeavor you will surely critical fail atleast 20% of those that you tried. the solution is simply to trade the ingredients to a friend and have them zone about a few times. once they have returned they will request the synth of you proclaiming that these are indeed their own materials and definately not yours. using this method you are sure to find many more personal happy endings to your own crafting ventures.
the elements:
-days and their effects on hq rate: if the moon is waxing and is above 50% but not yet a fullmoon, synth on the day of your crystal. if the moon is full, synth the day preceeding that of your crystal (for an earth synth this is firesday). if the moon is waning and not full but remains above 50% then synth on the day that your crystal is weak to (for an earth synth this is windsday). if the moon is waxing or waning and is below 50% and is not in the stages of the new moon then synth on the day that is weak to the day preceeding the day of your crystal (for an earth synth this would be iceday). if the moon is new, synth on lightsday or darksday only depending on your crystal and how your element corresponds in level 3 skillchains: dark elements synth on darksday, light elements on lightsday.
-direction and its effect on hq rate: contrary to popular belief this has nothing at all to do with the crystal you are using...it is based upon in-game time of day. 0:00-3:00 face north, 3:00-6:00 face northwest, 6:00-9:00 face west, 9:00-12:00 face southwest, 12:00-15:00 face south, 15:00-18:00 face southeast, 18:00-21:00 face east, and 21:00-0:00 face northeast.
-in-game time of year and its effects on hq rate: winter in-game calendar is good for earth and lightning synths, spring is good for water and fire, summer is good for dark and light, and in-game autumn is good for ice and wind synths.
-+/- elemental resistance and their effects on hq rate: this only concerns main characters since mules don't really have access to this equipment or to barspells. first, always use the the same elemental staff as the crystal you are using. second, ribbons aren't useless!...green, black, purple, scarlet, and even blue ribbons do have an impact according to which race your character is, unfortunately i choose to keep this information to myself for the time-being so you'll need to do your own research. as far as +/- resistance jewelery and other armor goes i really haven't gotten around to testing their affects. barspells seem to help only for not failing a synth of that same element.
-moghouse: elemental energy in your moghouse does impact the results of synthesis. more data is needed to confirm what type of element works best for optimal hq rate.
se has shown through previous instances such as the easter egg celebration and the strange apparatus passwords that a character's name does indeed impact certain in-game events. based on the information that i have been given i have developed a system that also assigns players a customized "lucky item."
using an alphabetical code where each roman letter represents a particular number ranging from 1 to 26, it is possible to pinpoint the correct item for each character's name. the system is quite simple: A=26, B=25, C=24, etc...ending finally with Z=1.
using this code, find the values which represent both the first and third letters of your character's name and then add them together to produce a single sum which at its highest can be 52 and at it's lowest can be 2. this is very significant because 52 also happens to be the number of playing cards contained in a full deck. this is why the cardian card items were put into the game. and since the number "1" cannot be achieved, therefore leaving us with 1 card which cannot be assigned a number...the only truly useful card, the "ten of coins" used in the opo crown quest will be thrown out of this equation.
values of cards are foremost assigned using suits, and secondly assigned using their numerical values within the deck (aces being lowest and kings being the highest):
suit order from lowest to highest is: batons > coins > cups > swords
numerical assignment begins with 2 and each card is assigned from lowest to highest value.
example:
2 = ace of batons
3 = two of batons
...
52 = king of swords
(remember to exclude the ten of coins)
so using the letters in my name ULMO: U=6 and M=14, 6+14=20...so the personal value for my name "Ulmo" is "20" which means that my "lucky item" card is the "six of coins" card.
i hope this has answered any of your "lucky item" questions so that in the future i won't receive so many /tells about it.