I would instruct you to do the same, because you're wrong.
Is there a parser that tracks crafting steps and successes/failures?
looking to get into crafting. I'm curious about the mini guide/steps listed on the first post. Are those still fully relevant aka has anything changed?
What's the optimal route in melding the AFs for crafts? I just got Carp/Weav/Leathercrafting to 50 and I want to start melding in to the gears but I'm not sure which ones are best to add to each piece. (Tier 4 is out of the question since it's expensive as hell on my server)
"Budget" alternatives. Something I found on the official forums (sorry if this has been posted before):
I'd start with the optimal guaranteed melds on the jewelry and belt first, since you can use the same gear on each craft you leveled. Then get the optimal guaranteed melds on your class-specific "artifact" crafting equipment. The offhand is ridiculous because of only having one slot and crazy high stat caps. "Choose your own adventure".Off-Hand: No optimal budget alternative
Head: Control III, Craft II | Control I, Control I (or just Control II)
Body: No optimal budget alternative
Hands: Control III, Craft II | Control I, Control I
Legs: Control III, CP III | Control I, Control I, Craft I
Feet: Control III, CP III | Control I, Control I, Craft I
Belt: Control III | CP III, Craft I, Control I, Control I OR Control III | Control II, CP II, Craft I, CP I
Choker: Control III | CP II, CP II, Craft I, CP I
Ears: Control III | CP II, CP II, CP II, Craft I OR Control III | CP III, CP II, Craft I, CP I
Wrists: Control III | CP III, CP III, Craft II, Control I
Rings: Control III | CP III, Craft I, Control I, Craft I OR Control III | Craft II, CP II, Control I, CP I
Body:
Option 1:
Craftsmanship IV (+6 Craft)
Control III (+3 Control)
Craftsmanship III (+5 Craft)
Craftsmanship III (+5 Craft)
Control II (+2 Control)
This option has the advantage of having less reliance on Tier-4 materia.
Option 2:
Craftsmanship IV (+6 Craft)
Craftsmanship IV (+6 Craft)
Control III (+3 Control)
Control II (+2 Control)
Craftsmanship II (+4 Craft)
Thank you!
Just a quick comment, as the original poster of those "Budget" alternative melds.
Depending on how big the supply of Control I materia is on your server, it might be more worthwhile to simply get a Control II instead for the various head/gloves/legs/feet. You can either overmeld it and keep the same guarantee melds, or place the Control II in a socket and overmeld a CP 3, Craft II, or some combo of materia to reach the same bonus.
That being said, if you have a good selection of cross-class skills, you really don't need to max Control to 100% guarantee HQ for 2-star stuff, even with all NQ mats. For particular sequences, the Craftsmanship and CP requirements are generally rigid whereas higher Control is almost "bonus". That is why I originally suggested the melds I did, as they (relatively) cheaply allow you to meet certain thresholds, but still eventually cap your gear.
The advantage of the sequences I posted is they are somewhat "modular" and you can add additional Control I materia as you go along. If you check my profile... which seems to only occasionally show up on these forums, you'll notice that I still haven't "finished" my melds. It just simply isn't necessary for me to finish to 100% ever craft that matters at the moment.
Personally, I hope they add some 3-star recipes or something that are actually a challenge to HQ, even with HQ mats.
By the way, when choosing your offhand melds, keep in mind that 357 Craftsmanship allows you to finish a 2-star 80 durability synth in 2x CS2 with Ingenuity 1 + 1x CS2 with no Ingenuity. Unless you've invested crazy amounts of gil in all your body pieces, adding some Craftsmanship I materia on the offhand is a cheap way to meet this threshold.
I'm having the hardest time with 40 dura 1-star synths. Is there any advice I could get as far as what paths I should be taking?
I have all the level 15 traits (except armorer) and Steady Hand 2, Innovation, and Byregot's Blessing. I just cant seem to get past 30% HQ on these 40 dura synths but I feel like a lot of you have no problem with them. Any help or direction would be great.
Unless you go supermeld on your gear it feels like a crapshoot on how well you do for hasty breaks and tricks procs. The only real advice I can offer is make sure you're using ingenuity (too obvious?) and whatever synth level you need to bang it out in a single step.
The good news is with that skill set you don't need to worry about actually HQing them aside from mats for two stars.
I have no super melded gear but my process for these is exactly the same for every class:
IQ -> Basic Touch -> Manipulation -> SHII -> Hasty x5 -> Manipulation -> SHII -> Hasty -> Great Strides -> Byre -> Ingenuity -> Careful Synth II x2
That first Basic Touch will be replaced by something with a better success rate once my CP total gets higher. If you have your blue primary and HQ crafting gear CSII will finish the craft in two actions with Ingenuity up. I will pop Great Strides and then Ingenuity and the first CSII to try and get Good for the actual Byregot, which will give me 1400+ quality if I hit it. If I get at least 5 successes with Touch or hit Good for Byregot then usually I finish at 80-100% HQ rate, and if I get a bad Hasty streak and/or no Good for Byregot it'll generally end at 20-40%. There just aren't many steps you can take in a 40 synth at that level to guarantee consistent HQ rates unless your gear is amazing.
I've observed the same issue with cost of level I vs level II materia. Going with so many level I overmelds make the last melds have such a terribly low success probability. So combining some of the 2x Control I melds or CP melds into single Control II or CP III allows you to blow up less materia.
I am still in fear of the second CP III meld on the Wristlets. On my rings I blew up like 14 CP III materia on getting the first overmelds (35% probabilities!). I don't know why, but that first overmeld sucked horribly, while the subsequent melds were 1/2 materia at worst (22% and 14% or something like that, respectively).
So, I've decided to lvl cul (craft my own foods). The question is, should I even bother with botanist or fishing at all?
Depends entirely on whether you value your time or your gil more highly.
For just getting it to 50, I think Botanist is sufficient (read: required for retention of sanity). Especially for the last stretch of leves; you're going to need like hundreds of apples.
For actually making useful stuff (read: need Fullmoon Sardine) you want Fisher.
I was a lv50 botanist when I ran CUL to 50 and still bought all my apples. Neither are required, and I wouldn't bother.