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  1. #801
    the whitest knight u' know
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    With just being cotton, I imagine it would be possible... but it might involve some luck on abilities and such. ;/

  2. #802
    Nidhogg
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    Xenor Vernix
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    Quote Originally Posted by Enygma55 View Post
    These sealife synth recipes is pretty extensive. Anything sealife related turns into some kind of recipe. Sunrise Tellin + 4 L shards = 1 L xtal kinda neat
    I think they went a bit too far with some of them. It makes clusters seem like a waste of time. I do like how they've given lightning shards more use however, I have 4400 sat here not getting used. That's what, 13k wind shards at a cost of 250k for the tiger cods? That's even assuming I HQ none, which isn't going to be the case on a rank 1 synth. I don't really want to sit and do 1100 synths for 0 SP however, but with it being a rank 1 synth I could probably hasty it.

  3. #803
    Pelvic Thruster
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    On that note, results of 100 hasty hands by a 22 alchemist (no chemicking training) on tiger cod.
    Total failure - 5/100
    Half failure - 11/100 (all completed - just wastes time)
    HQ1 - 1/100 (18 shards)

    Input cost: 23000g, 400 lightning shards (150-220g each - readily available price if you're buying), a little less than an hour (wasn't trying to break speed records)
    Total input cost: 83k-101k + an hour
    Output: 1146 wind shards (350-370g each - readily available price), assume 300g profit per shard sold after fees = 343,800g
    Total profit for 1 hour of work: 242,800-260,800g

    I probably only averaged 150k per hour farming mobs at best. And you have to pay attention and be in a non-camped area to do that. So yeah expect those low level fishes to be removed from vendor soon and enjoy it while it lasts.

  4. #804
    the whitest knight u' know
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    I'm looking at it more like wind shards will just be less valuable/more abundant and this will balance itself out to the point of just being a low-rank grinding recipe.

  5. #805
    Old Merits
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    Enygma Xii
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    This was probably all planned from the beginning and wasnt implemented til now. Lightning shards in the crafting world have pretty much no real use til these recipes came along. Its only because of this reason everyone is sitting on 2-3k+ worth of L shards to convert.

    And being a lv 1 craft, wind shard price should drop once this becomes common public knowledge. I'm having a hard time finding cheap lightning shards like I use to (60-100 gil to 150+) and will probably continue to go up in value while Wind shards drop.
    Its a decent gil sink considering its still shard > shard conversion.

    It'll balance out eventually once the lightning shard reserves start to diminish. All economic theory-craft ofcourse.

  6. #806
    Nidhogg
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    I guess so. Lightning shards aren't exactly easy to farm and no one is stupid enough to break lightning crystals. I only have so many due to them being almost useless. Buying up all the cheap lightning shards sounds like a good plan.

  7. #807
    the whitest knight u' know
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    Has anyone been able to HQ Dream attire or any of the Starlight foods at all? Most of these recipes are easy shit, but I haven't seen one +1/2/3 for myself or on anyone. Wondering if it's even possible now~

  8. #808
    Chram
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    Nours Sruon
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    Moogle
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    Quote Originally Posted by Cureslime View Post
    On that note, results of 100 hasty hands by a 22 alchemist (no chemicking training) on tiger cod.
    Total failure - 5/100
    Half failure - 11/100 (all completed - just wastes time)
    HQ1 - 1/100 (18 shards)

    Input cost: 23000g, 400 lightning shards (150-220g each - readily available price if you're buying), a little less than an hour (wasn't trying to break speed records)
    Total input cost: 83k-101k + an hour
    Output: 1146 wind shards (350-370g each - readily available price), assume 300g profit per shard sold after fees = 343,800g
    Total profit for 1 hour of work: 242,800-260,800g

    I probably only averaged 150k per hour farming mobs at best. And you have to pay attention and be in a non-camped area to do that. So yeah expect those low level fishes to be removed from vendor soon and enjoy it while it lasts.
    This is ridiculous, I tossed maybe 300 stacks of fish while fishing for wind shards pre-patch -___-

  9. #809
    Salvage Bans
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    Quote Originally Posted by miokomioko View Post
    Has anyone been able to HQ Dream attire or any of the Starlight foods at all? Most of these recipes are easy shit, but I haven't seen one +1/2/3 for myself or on anyone. Wondering if it's even possible now~
    It's possible.

  10. #810
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Ok I decided to give this game a 2nd chance, what is the best way to lv armorer 1-20?

  11. #811
    the whitest knight u' know
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    For 1~10 Armorer, I would recommend a shitload of Copper Wire > Copper Rings.

    I think once I had Blacksmith and/or Armorer to ~5 or so, I did my own Copper Nuggets > Copper Ingot > Copper Wires so I didn't have to purchase much past the assloads of Copper Nuggets I found on Coblyns. Making your own ingots taking fire shards now instead of whole crystals is big improvement on those two classes, that's for sure.

    I wish I could help past that but it looks like it mostly just involves switching to Bronze and then Brass and repeating the process...

  12. #812
    Ridill Ninja Lotter
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    Quote Originally Posted by Ratatapa View Post
    Ok I decided to give this game a 2nd chance, what is the best way to lv armorer 1-20?
    do leves, what mioko said, I did a few levels of arm that way. Also I got decent SP on my arm making copper alembics using the ingots I got from leves (1 plate, 1 ingot, 1 brass rivet) and you'll get ~200SP, its pretty nice. Can do the same w/ Brass Alembics closer to 20.

  13. #813
    Sea Torques
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    Very confused on what stat to use while leveling ARM/BSM 35+. With all the new gear that has craftmanship+, is that what I should be focusing on? Should I ditch my my control+ head/belt and get craftmanship+ pieces?

  14. #814
    Old Merits
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    Control reduces chances of elemental instability and overall durability loss. Craftsmanship is more about the progress you get per action (getting +20% from crit success instead of +15%). May have other relations with quality. If you arnt having instability issues then go with craftsmanship but for skill up purposes stick with control. I rather finish a synth and get the full sp gain and not ever worry about coming close to blowing the synth.

    If you are going for HQ then stack crafsmanship.

  15. #815
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    Quote Originally Posted by Enygma55 View Post
    Control reduces chances of elemental instability and overall durability loss. Craftsmanship is more about the progress you get per action (getting +20% from crit success instead of +15%). May have other relations with quality. If you arnt having instability issues then go with craftsmanship but for skill up purposes stick with control. I rather finish a synth and get the full sp gain and not ever worry about coming close to blowing the synth.

    If you are going for HQ then stack crafsmanship.

    huh? This just seems wrong. I have never noticed elemental stability issues with or without control + gear. Where are you getting your information? Also, Stack craftsmanship for HQ?... what if it is a recipie that favors magic craftsmanship? I feel like you are talking out of your ass, or basing your post on a very small personal sample size. If you have sources that don't involve " Well I did 200 synths and this is what I saw while grinding 1 recipie" please post them. I would be interested to read them. If not, please stop spreading disinformation.

  16. #816
    Ridill
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    Where did you see that control is durability loss? As far as the lodestone post goes, control is for aetherial sparking and possibly elemental stability. M/Craftsmenship is progress and possibly success chance (JP version also says quality).

    With what I've seen recently with elements going out of control all the damn time (sometimes as much as 3 a synth), control is pretty much worthless as it stands. I've had better chances using pure craftsmenship than control.

    Things that reduce durability loss afaik are training manuals and tender touch. If control had anything to do with it, I would have noticed as soon as I went from 50~60 average stats, to 30 control and 100 craftmenship.

  17. #817
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    Someone posted a while ago that the JP text for that lodestone post says that control has same effect as m.craft/craft (the increased success/progression or w/e it is) but to a lesser extent and applied to both types.

    There's also something about not meeting attribute requirements (think it's talking about crafting stats, not str etc) decreases success as well, which means it may be better to spread out stats a bit.

  18. #818
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    I was speaking more from the arm/bsm standpoint in that if u dont need control, stack craft because those jobs rely more on craft than m.craft and new gear provides tons of craft.

    I did some testing to verify my eyeballing claims (yes all of my info is from my own personal eyeballing and confirming with my LS mates) but I came up with some pretty interesting results even I didnt know was occurring. I got some sparking which i havent seen in a long time and ofcourse a high rate of fail.

    Basically I equip lv 1 tool on my bsm and stack nothing but craft. This leaves me with 42 craft - 7 control - 13 m.craft.

    As a lv 34 bsm using only standard synth (no support or skills) making Iron Round Knife Blade (R41 synth) the variance of my progress and durability loss were wider. I would succeed standard and get 6%-19% variance. Dura loss on fail ranged from 10-17. Did several synths failing most of them but the variance was there.




    I would throw on some Control gear putting me at 22 control. My variance was smaller and more on the upper end. From 10%-20% favoring 15%+ and my dura was around 10-15 on fails on average. I didnt even know you could gain less than 10% progress for a non failed attempt. My basic conclusion is Control helps lower the variance of your results.

    Unless you are trying to craft something 7-10 ranks above, your Optimal lv tool is more than enough to handle skill ups.

    Again this is just my point of view of how things work, I believe a proper balance of all skills is the best option as Jojimbo said to meet the crafting recipes minimum requirements for good success.

    In full gear, I have no problem completing the synth. 72craft/74control/60m.craft

  19. #819
    Ridill
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    Crafting is vague at best. The results are often more anecdotal than not, basically all you can do is what feels right. I'd buy gear to vary or balance stats just so you can test what works well. Having lost about 30-40 control on my synths, I haven't noticed anything different in that regard, but boosting crafts I see noticeable increase in success, critical or otherwise.

  20. #820
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    Quote Originally Posted by Enygma55 View Post
    I was speaking more from the arm/bsm standpoint in that if u dont need control, stack craft because those jobs rely more on craft than m.craft and new gear provides tons of craft.

    I did some testing to verify my eyeballing claims (yes all of my info is from my own personal eyeballing and confirming with my LS mates) but I came up with some pretty interesting results even I didnt know was occurring. I got some sparking which i havent seen in a long time and ofcourse a high rate of fail.

    Basically I equip lv 1 tool on my bsm and stack nothing but craft. This leaves me with 42 craft - 7 control - 13 m.craft.

    As a lv 34 bsm using only standard synth (no support or skills) making Iron Round Knife Blade (R41 synth) the variance of my progress and durability loss were wider. I would succeed standard and get 6%-19% variance. Dura loss on fail ranged from 10-17. Did several synths failing most of them but the variance was there.




    I would throw on some Control gear putting me at 22 control. My variance was smaller and more on the upper end. From 10%-20% favoring 15%+ and my dura was around 10-15 on fails on average. I didnt even know you could gain less than 10% progress for a non failed attempt. My basic conclusion is Control helps lower the variance of your results.

    Unless you are trying to craft something 7-10 ranks above, your Optimal lv tool is more than enough to handle skill ups.

    Again this is just my point of view of how things work, I believe a proper balance of all skills is the best option as Jojimbo said to meet the crafting recipes minimum requirements for good success.

    In full gear, I have no problem completing the synth. 72craft/74control/60m.craft

    Interesting. I will do some of my own tests as well and report the results. Until now I had been stacking MC/Craftsmanship. and basically ignoring Control. One thing I did test and is verified by SE. Having a control build does help if you are going for HQ's via "Touch up" there was a noticable decrease in touchup durability loss, and sparking rate when using a control build.

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