^ lol. Wow. Pretty awesome but I'm not surprised about the animation. The whole game is hindered by stupid server capabilities or what have you.
^ lol. Wow. Pretty awesome but I'm not surprised about the animation. The whole game is hindered by stupid server capabilities or what have you.
Ha ha! It needs a little handle so it looks like a ray gun!
Congrats!
It's a hexagun.
Is there a way to force getting certain kinds of local leves? At level 38 weaver, I'm only getting two R40 leves max and usually they are Dated Velveteen Shirts which I am failing hardcore on since I don't have a 35 LW sub.
If the leve you want isn't available, you pretty much have to do any other leve (and turn it in/complete it) to refresh the available list. And weaver leves do blow. Those 2 40s (and another 40 in Grid if you want, but I think it's also a shirt) are all you get til Uld's 50 leve.
My LTW hanged around the low 30s and I still performed those synths well enough. Game nagged me that I wasn't high enough but still worked. Best route would be to try getting your LTW up from scratch or wait a month for the next patch when they (hopefully) remove the silly subcraft requirements.
So which to meld on primary crafter tool: [base stat], +craft, or +mcraft? (primary concern: HQing finished items)
I've got mcraft+5 on my saw now, but I'm thinking about re-melding with +VIT.
^ would like to know as well. Crafting boggles my mind. I pump up control and still get elemental instabilities. Pump up craftsmanship, get them, pump up maagic craft, get them. This is all on Rank 50-53 synths with a 50 class. It seems no matter what I do the crafts still aren't 'easy' and HQ'ing is just ridiculous. I get more HQ's from 40-50 quality doing 2 touch ups than I do with 200 quality doing 8 touch ups. I fear there is no logic.
Afaik we still don't know what base stats actually do, just that they help.
For that matter, do we even know what the specifics on Craft/Mcraft are yet?
Stats and You thread, Page 6 dev quote:
I assume the above quote means it improves the quality of each synthesis action, but I suppose it could just mean a general "increases the chance of HQ". Both of these reference "quality", so it's hard to say which.Attributes for Disciples of the Hand will increase the resulting product's quality.
Carpenter
Main Hand: VIT / Off Hand: DEX
Blacksmith
Main Hand: STR / Off Hand: MND
Armorer
Main Hand: VIT / Off Hand: STR
Goldsmith
Main Hand: DEX / Off Hand: INT
Leatherworker
Main Hand: VIT / Off Hand: INT
Weaver
Main Hand: DEX / Off Hand: MND
Alchemist
Main Hand: INT / Off Hand: PIE
Culinarian
Main Hand: MND / Off Hand: PIE
If old information (October 2010 Ask the Devs) is to be trusted regarding the three crafting stats then this is what they do:
Craft/M.Craft = Success + ProgressAmong recipes in the game, there are those for which the rate of progress and chance of success are increased by higher Craftsmanship, and those for which they are determined by Magic Craftsmanship. Control helps to reduce the occurrence of aetherial sparking (see below), and exerts its influence over both types of recipes just mentioned.
All recipes, however, have set attribute requirements. Attempting a recipe with attributes below those required will result in lessened progress and quality, even for successful actions.
Control = Reduced sparking (and maybe unstable elements???)
Another thing to note:
• Since the luminaries contain the stat for both mainhand and offhand, I assume that means melding the offhand stat to your mainhand tool will affect synthesis when using your offhand tool. I doubt melding craft/m.craft/control would carry over though... who knows.
All that said, I would choose to meld the main and/or offhand stat since it specifically mentions quality.
There's also the series of crafting abilities that "increase the effect of [base stat] on quality" or something similar, hinting at basestat being a quality boost per-action.
So many stat rings I should get...
I duno though. Like I said with boosting a bunch of stuff I really see no difference in ease of a synth except when I'm closer in level with it. I think it's one of those "complex formulas" they really need to fix.
What is the risk to put two rank III materia on a pair of level 48 boots?
Going off nothing but memory I'd guess 22-24%?
low tier 3's maybe 30% 32% on +1's
I don't think they ever shed any light on which recipes or recipe-types receive an effect from which type of craftsmanship. At most we have rumors based on what stat is favored on which pieces of armor or tools. I have heard assumptions go either way but no actual testing. I know I wouldn't want to parse repeated high-level synths with standard spam in multiple gear sets.
Some recipes rely on Craftsmanship, some rely on M.Craftsmanship. If your question is 'which recipe is which', I don't know. Unless SE gives some hints, it's just a trial and error sort of thing.Among recipes in the game, there are those for which the rate of progress and chance of success are increased by higher Craftsmanship, and those for which they are determined by Magic Craftsmanship.
Sigh. Their fix to this is to make Hasty Hand always be the first synthesis ability in the list. I had Hasty Hand set up so it would always be the last option so I could just push the up button once. Now I have to either remove all my other abilities aside from Hasty Hand, or push the down button four times every synth.An issue wherein Hasty Hand could not be used under certain conditions in synthesis.
So, Craftsmanship enhances success+progress, but there must be a cap, right? Because I can have around 170 craftsmanship but still fail about 10% of the time on a standard synth on a level 20 recipe and careful synthesis... cap on that must be around 60-75% if I had to ballpark it.
Someone randomly told me once to shoot for [synth level]x2 for relevant crafting stats. Seems to work well enough. If you're pounding careful synthesis that much, I'd start packing on the stat relevant for the tool you're using to increase quality.