Has anyone noticed that when your synth succeeds, there are actually 2 messages it can display? Sometimes it says "Synth succeeds!" which results in less durability damage or sometimes no damage at all, and other times it says nothing, and the item takes a little more damage, usually close to what a fail does in damage but a few points under.
Orange??
Someone needs to adjust their colors. Gold and/or Yellow would be acceptable.
While gear exists that are universal for DoH jobs like hempen/cotton/canvas/velveteen doublet vest, half gloves, and slops, the dodoskin thighboots, and spectacles (which I do like, but they're currently very expensive and not easy to repair... however, they're still inferior to a hat or beret), these are hardly the best stats for a given slot and most people like to at least have the best items for their main crafting job. I just wish hats and a decent body piece like the doublet (w/craftsmanship and M.Craftsmanship) were universal pieces like the half gloves and slops. This will all end up moot as new gear is added to the game, but... yeah.
Are we sure actual stats play any factor in synthesis success? Seems a bit tacky to me, but what do I know.
I also tend to synth on white or orange, avoiding red and flashing. I tried the tip about synthing red when the timer is almost down to zero, but it works sometimes and other times it doesn't. I wouldn't depend on it ^^;
Perhaps people with non-universal crafting gear (i.e., does not favour all classes) could post the exact stat difference from not being a favoured class for the piece of gear.
Like the example I stated earlier:
Cotton Shirt: craftsmanship +6 instead of +9 when rank was 18+ but class was not favoured
Having this kind of data would help figure out whether I should get a Canvas Doublet or craft myself a Vintage Doublet Vest for my crafting combination of BSM, TAN, and WVR. There is also Hat (non-universal) versus Coif versus Scarf for the head slot.
Is there even non-universal crafting gear for the hands and feet slots with better stats than Hempen/Cotton/etc halfgloves and Dodoskin/Leather thighboots?
Cotton Doublet: Craftsmanship +6 (+10) , Magic Craftsmanship +2 (+3) on my 18 carpenter.
I figured the 2 magic craftsmanship is an equal trade-off against the cotton doublet vest's 1 extra craftsmanship, but these days... I'm not so sure. I've been considering upgrading to a Canvas Doublet Vest, but I'm not sure how the stats will work out since I'm below optimal level... or a Canvas Doublet, but those don't favor carpenter and are expensive on my server. Just failed a bunch of level 20 leves (succeeded 3 of 6 attempts *sigh* Had correct support and ate a boiled egg just in case), so I probably need to upgrade my gear to favored or maybe use an Iron Saw already. Yay, more time in the Market Wards...
One of the higher level CRPs on my server wears a Velveteen Robe/hat. I asked him if he got full benefit from the stats and he said that he was only missing 2 of the craftsmanship points from the item and that was just because he was 3 ranks under the gear still. Could have been lying, but I don't see why he would be, or why he would have shelled out cash for those items if others would have been better.
He's not a caster class either. His only classes are CRP and Botanist both around rank 35.
Canvas gloves were broken and at 0% durability. Checked my attribute sheet and had 39 control. Gloves give +8. Fixed the gloves and checked again and still at 39 control. So apparently broken clothing does nothing?
The other possibility is that broken clothing does affect you negatively, but you wouldn't know it by looking at the status screen (cause it doesn't update that for some reason).
You know, I can see this being true since Protect doesn't show up in the status screen, as well as (apparently) food effects.
Please disregard what I said about attributes mattering since Ask the Devs cleared that up today. Still, they did said it affects crafting a little... and mostly for HQ. This certainly makes crafting more complicated...
Yeah, there's absolutely no visible change in stats (bonus or base) from broken equipment. I't both possible that it doesn't do anything yet, or that the negative effects are simply from having that Heavy/Gear Damage icon (such as fixed-rate reduduction of acc/eva/synth/gathering success).
At this point I'm pretty confident that it really has no effect at all, easy enough to see with HP/MP, 100% or broken you always get the listed bonus, which leads me to believe that all additional stats from armor are always in effect.
Since I tank/solo a lot, I notice no difference in average damage I take with broken gear, we'd need to parse it to be sure, but as I said, I'm pretty confident at this point that only weapons/tools have negative effects from being broken.
So apparently INT is needed for Leatherworking offhand...wtf. I wonder how much difference it makes not having any and using that tool.
So... for Cooking, it says Skillet(main) = MND and Culinarian Knife(sub) = PIE.
I primarily worked on Fisher, while doing Cooking/Alchemy on the side. Thus, I dumped every one of my points into DEX and PIE primarily for Fisher, but I saw that Culinarian used PIE via the ability description. Good for me~ I always had way more success with Cooking than Alchemy and I assumed that was because I had assloads of PIE and no INT.
Then, this list comes out around the same time I'm putting everything on hold to finally work on a War/Magic discipline for the first time. I'm Physical Level 36, so I have plenty of points to cap out each relevant stat for any low-rank class. So, I am capping out STR/DEX/VIT/MND, with the rest unallocated. I figure my Cooking would noticeably benefit from all this attribute reallocation from PIE to MND since I never used my off-hand tool anyways.
Now, I'm failing cooking synths for the first time and generally having a hard time with 20+ local leves. I know, lol synnthing is random, but I've just never really had a hard time with any recipes until the second I pulled my points out of PIE. I noticed that Weaver's and Culinarian's ability boosts the effect of MND and PIE, respectively... which is what their off-hand tool uses...? Perhaps these are backwards? Maybe?
Are you using an offhand and mainhand or just mainhand? And are they both comparable statwise? Try alternating which one you use while synthing and see what your success rate is per each
For me, even though I have no INT, im using an offhand Leather tool because I cant find an Iron Round Knife, and the Iron Head knife is too high for me still. So the Iron Awl is my best tool.
I only use my main-hand (Rank-22 Royal Kitchens Skillet) and never my off-hand (Rank-1 Bronze Culinarian Knife). I'd alternate a bit more if I could find an Iron Culinarian Knife, but as for now I'm only using a Skillet, which SE says uses MND.
I'm just hoping it was a crappy streak of bad luck and not because I pulled all my PIE points out. We'll see tomorrow morning.
Where did you guys find out which stats have an impact on main/offhand? I was under the impression that STR helped smithing, but does it just help the main hand?