Here's hoping that "quest recipe adjustments" includes locals...
Is there some kind of fatigue system with gathering still? I thought they got rid of it with surplus, but I've been mining for quite a while today and some strange things just started happening. I'm getting messages that my strike damages the ore before the remainder gauge is empty, and I've never seen that happen before.
Note that I'm always able to either dig up the ore on the first attempt, or get the message that I'm close and need to hit the same spot again.
You set your sights on an area.
Your strike damages a chunk of iron ore.
You set your sights on an area.
Your strike damages a raw turquoise.
You set your sights on an area.
You are close to something, but cannot yet extract it.
Your strike damages a chunk of cobalt ore.
You set your sights on an area.
Your strike damages a pinch of brimstone.
Gathering fatigue was never removed. Not sure if they plan to remove it or not. I hope they don't as someone could literally fish/mine/harvest all day long and produce items. There needs to be a cap of some sorts. If exp is the issue they could always allow you to 'attempt' to gather and when you 'damage' an item you still get full xp(not sure if xp is even an issue at this point as my fisher has been 50 since pre 1.19).
Well if you guys say there's no fatigue then do you know how to explain what was happening to me? What I described was making me lose my items about 25% of the time for 30min before I gave up for today. I'm not completely new to gathering, I'm a Lv45 miner, and this is the first time I've ever seen something like that happen. I mean, my very first strike was damaging things like brimstone and iron ore... seriously, that's not fatigue?
Exactly, that was the only time I'd seen it before this started happening today. It was happening when my progress bar was completely full, literally on the very first strike as a Lv45 miner on grade 5 deposits in La Noscea. I was there for hours with no problems prior, it only started happening to me after I had earned around 100k exp, at 140 per gather, so somewhere around 700 items gathered.
Yea there's no reason that should be happening if there's no fatigue in place. Once items are consistently obtained at the same strike point and always recognizable by the initial remainder bar you should be pulling them in with 100% success unless you're just being careless.
Either you suffered a mild stroke after spending so much time mining continuously or someone at SE lied.
There is still fatigue. The translators made a boo-boo on the patch notes and ninja edited it. You guys are right though that it did at once say that it was abolished and now it reads this:
The thresholds are incredibly wide. I've only managed to start to hit the new fatigue after five hours maybe? This is during farming a Lv3 node gaining Walnut to level my CRP. So, have to take into account 8 attempts per node for that amount of time. It's hard to hit when you're actually leveling and not farming, but it's absolutely there.Originally Posted by Patch 1.19
Oh ho, news to me. I guess it's time to fish more... anyone know if the gatherintg fatigue is cross class?
Anyone done enough exp-giving crafting to know how the exp bonus based on quality works?
First I made a couple of Peiste Leathers out of NQ Peiste Skins(41) as a LTW41...
Ending quality 17, +2% exp
Ending quality 31, +10% exp
I saved my Rosewood Log +3s once I heard they were adding this to the patch. After seeing +10% exp for only 31 quality, I couldn't wait to see how much bonus I would get when using a base HQ item!
Rosewood Lumber(46) as a CRP43 using an HQ log...
(Didn't think to look at the initial quality for this one)
http://i66.photobucket.com/albums/h2...wtfQuality.png
What. The. Fuck. 14%? That's it?
Just did another synth; this time with an emphasis on gaining as little quality as possible.
Initial quality: 311
http://i66.photobucket.com/albums/h2...tfQuality2.png
So the exp bonus is granted by the additional quality you add and is in no way affected by the initial quality.
FFFFFFFFFUUUUUUUUUUUUUU
I'll continue to record my numbers so we can get some concrete data about this exp bonus, but I don't think anyone's really going to care. Nobody wants to focus on gaining quality while grinding crafts...
I was making Linen Robes a minute ago (as Lv.50 WVR) and I got like +83% exp for 210 quality. I was normally only getting like 50~60 exp on those though... I'm still not sure what to make of it.
edit: Perhaps it mas more to do with how much you actually contribute to the Quality rating over through the crafting process and doesn't actually count the amount it starts out with from HQ materials. I was using all NQ materials, which generally starts you out with like 10~15 quality. So, I was actually adding a solid 200 quality via a bunch of Careful Synthesis.
Given just these few data points, I'm confident in saying that the exp bonus is
([Ending Quality] - [Initial Quality]) ÷ 2.5 rounded down
Initial: 308
Ending: 317 (Difference: 9)
Bonus: 3%
Initial: 311
Ending: 324 (Difference: 13)
Bonus: 5%
Initial: 306
Ending: 451 (Difference: 145)
Bonus: 58%
Initial: 316
Ending: 460 (Difference: 144)
Bonus: 57%
However, it's possible that they're just rounding down when displaying the bonus percentage to the log window and they may not be rounding when applying the bonus to the exp, but I'm not going to waste my time trying to figure that out.
From a more experienced crafter's prespective, would the luminary tools even be worthwhile to go after?
I'm currently Lv43 ARM, and was thinking getting the 3000 crafts while leveling up to 50 wouldn't be too bad, until I realized that the cobalt skillets/thermal alembics that I was planning to make from 45~50 is a Lv52 recipe and won't even count towards the achievement (unless they worded it wrong). Basically, I'm faced with the choice to either make a different item to level up, probably cobalt elmos (which I didn't want to make because it takes more cobalt and also raptor leathers) or after I'm 50 I could be farming cobalt forever to make probably close to 2500 cobalt rings/rivets. Neither of those sound very appealing to me.
Looking at the tool itself, it looks like the additional primary stats are pretty good, but how would this compare to a materia'd tool? I think it would be easier to double materia one of these tools than to get the luminary one, and it seems like if I do that I'd have something that'd be pretty comparable (maybe better?).
I think you are missing one crucial detail. THEY ARE GOLD AND SHINY.
I was looking through my inventory after my latest enter-mashing session, and I found something of interest:
http://viperbeam.com/ffxiv/hqcobalt.png
I am not particularly enthusiastic about what this portends.