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  1. #1
    Smells like Onions
    Join Date
    Oct 2011
    Posts
    4
    BG Level
    0

    Crafter seeking advanced advice

    Ok so I am entering the 50 phase of crafting soon (@48 CRP) and have many questions concerning what to use when, etc.


    1.) I plan to use Perfection and Hand of the Gods as soon as I can get them, I'm wondering though will most of my HQ gear come from the Quality value I produce or the number of times I use "Touch Up" at the end of a synth?

    2.) I have been told the higher your quality before you "touch up" the greater your odds of HQ become and this makes sense but, is it better to sacrifice durability by pushing quality higher or trying to keep a moderate amount of durability (for more touch up's) and quality before using touch up?

    3.) As far as HQ goes, Is it best to use higher Control or Craftsmanship/M.Craftsmanship gear?

    4.) How do the base attributes for Mainhand/Offhand effect quality synthesis? Ie, as a carpenter will more VIT help my HQ rate more than Craftsmanship/Control?


    Is anyone keeping data for these questions already, %yield etc?

    Thanks all.

  2. #2
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,485
    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    1) HQs are directly affected by your ending Quality value. The abilities just help you get there.

    2) When you hit 100% progress, your resulting item's +0/1/2/3 will be a chance based entirely on your Quality. Touching Up uses up some Durability to simply "re-roll" that probability. Thus, a higher Quality rating will be more likely to result in HQs after some retouches, which does indeed bring you to a point where pushing quality from 170 to 180 isn't really worth it at the end of a synth if you could potentially lose a lot of Durability in the process. I would say HQing is 75% a focus on Quality, then the other 25% is trying to not blow all your Durability in the process since touch-ups are very valuable. A single touch-up is the equivalent to completing the entire synth again at the same Quality.

    3) Control is essential for high-level recipes that you find yourself getting unstables on or using so many actions on that you end up with sparks (lowers success and increases negative effects). A destabilization + explosion will halve your quality, which is horrible in the quest for HQs. Craftsmanship/M.Craftsmanship, on the other hand, I believe depends on the recipe... but all that shit is foggy to me.

    4) The two base attributes affect the Quality of successful actions, one for each hand. For example (CRP), VIT will result in better quality while using your saw and DEX will result in better quality while using your hammer. You will see a few abilities spread across crafting classes that say "enhances the effect of ___ on quality." That is the biggest hint for that.

  3. #3
    Smells like Onions
    Join Date
    Oct 2011
    Posts
    4
    BG Level
    0

    Thank very much Mio,

    Another question came to mind after a few more synths.

    *relating to elemental destabilization; how are the purchasable abilities that help single element used (pre-unstable, pre-sparks, during instability, or during sparking)? I have yet to purchase any so I'm clueless of their usefulness.

  4. #4
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,485
    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    Haha, those abilities... During some sort of interview or a "From the Devs" article a while back, it was said that the elemental destabilizations were based on the crystals/shards used in the synthesis. That was complete bullshit. Because it's complete bullshit, any recipe can destabilize in any element... You can't predict what elements will destabilize, which renders those abilities pretty much worthless.

    I honestly have not known a crafter that has actually put any of those reduce sparks/destabilization/whatever abilities to use. There are enough abilities that are way more effective to take up space on your abilities bar. I would use things like Maker's Muse, Fulfillment, Culmination, etc. before any of those crap ones. At least until they actually make the dev comment come true. It would be nice if only the elements of the crystals used were what could destabilize. It would be pretty useful then... but until then... Bleh.

  5. #5
    Smells like Onions
    Join Date
    Oct 2011
    Posts
    4
    BG Level
    0

    That's exactly how i felt, I never understood you could possibly predict it unless for some reason your character is naturally bad at a specific element lol

  6. #6
    Ridill
    Join Date
    Jan 2005
    Posts
    19,023
    BG Level
    9

    I bought Brand of Lightning because I'm sick of seeing it in all my synths, and trust me, that ability is not worth it at all. Not only does it not help prevent unstable elements, but it isn't even 100% chance of getting rid of the element in question when it goes unstable. Maybe I haven't figured it out or something, but from what I've seen, shitsux.

  7. #7
    Hydra
    Join Date
    Jun 2008
    Posts
    109
    BG Level
    3

    Best HQing abilities for 50, when using +3 mats (i.e. youll have a high starting quality) are HotG, Perfection, Assemble and then you want something that just helps get those abilities up, like if your waiting fora good ability put some crap ones on just so you can have anohter chance of the good ability pop without losing dura, so the 3 point abilities like Lifes Purpose? and theres some others too