Can spam Diremite Webs into Dew Thread, then combine that with Cotton Thread to make Velveteen.
Can spam Diremite Webs into Dew Thread, then combine that with Cotton Thread to make Velveteen.
If you intend to stockpile and use the weaver materials, Dew Thread(25) and Velveteen Cloth(26) are good options if you don't mind eating the cost.
Personally, I switched to Linen Yarn(33) right at 23 because I had a metric ton of flax from Botany.
I'm not really the best source for Weaver information since my weaver is only 28 right now and not everyone has a ton of flax, but what I posted above is what I did. I'm back up to over 7 stacks of Flax again, so I'll probably start back up on weaver soon.
I'm sure most of you are not crafting after 1.21 hit, but I'm so damn close to my Luminary that I just sat down and continued where I left off. Here are some tidbits of info that I've gathered so far. I'll probably edit this post as I find out more, because crafting has changed a lot. I'll mostly just be denoting the things that weren't explicitly stated in the patch notes. All tests are performed on a CRP50 making single Oak Lumbers(33) hasty-handing most synths.
1) Exp bonus % is now a bit random, but it usually settles around 75% of the quality gained.
Data points:
Ending Quality - Exp bonus %
30 - 24%
94 - 72%
27 - 16%
78 - 56%
21 - 16%
2) Standard synthesis can now give you as much as 25% progress. Careful maxes at 5% progress gain. So far I've seen 35% as the highest progress for Rapid.
3) As stated by the patch notes, successful rapids don't consume any durability or grant quality. Standard and Careful always eat approx. 7~10 durability (maybe more if you fail).
4) Using NQ mats, in order to have ANY chance at HQ, you must push your quality above 300.
~300 quality - ~1% HQ
~400 quality - ~3% HQ
~500 quality - ~7% HQ
Just started a synth using all HQ mats, quality starts at 500, initial HQ chance is 7%.
733 - 48%, 754 - 55%, 825 - 73%, 864 - 79%, 917 - 86%, 948 - 91%, 965 - 94%, 998 - 98%, 1000(cap) - 100%
I got exactly 400% more exp the one time I bothered hitting 1000, if anyone's curious. Since it started at 500, that's only a quality gain of 500.
5) Synthesis was interrupted at somewhere between 50~60 synths. I broke 5 synths because of hasty hand, so it was probably 55 and the interruption doesn't count breaks...? Just a guess. All it did was stand me up with a log message "Synthesis is cancelled." All I had to do was select 'synthesize' again, and I was back to my routine, so this isn't a big deal for anyone except afk-crafters (botting/turbo/whatever).
744 Quality was 51% on Amber ring (+1) got over 1k exp from the quality gains (started at 500)
Perfection + Rapid synth is my new bff
New? That's one of the few things that barely changed. I was using that long before this patch. Did you just get Perfection or something?
I plead guilty to have missed it before. Did a successful rapid always result in 0 dura loss like it does now though?
No, rapid not using durability is new and it does change things a bit when used with perfection, you can be sitting with 1 dura left, flashing orb, and instability and still have a guaranteed successful synth given you're close enough to completion.
Since careful durability loss is lessened and exp is so strongly effected by quality, you wanna get the most bang for your buck and letting you finish that last 20-30% regardless of remaining dura is a very useful trump card.
No, you used to lose durability almost always; from 1.21 patch notes:
The use of standard synthesis, rapid synthesis, or careful synthesis changes how quickly durability is consumed and how quickly progress and Quality increase.
Standard synthesis increases progress and consumes more durability.
Rapid synthesis does not increase Quality.
Careful synthesis dramatically increases Quality.
A set amount of durability is consumed regardless of whether or not the standard synthesis or careful synthesis succeeds.
By checking the remaining durability, it is now easier to determine how many synthesis attempts remain. If rapid synthesis succeeds, durability is not consumed at all.
I'm just late to the party of awesome. It's great being able to up the quality as much as you can til like ~70% then just perfection + rapid synth to finish it off. Has more of an impact now that the +exp for having a lot of quality is so huge.
So I did some quick math, and figured that each point of quality gained is ~0.8% gain in EXP bonus. Anyone care to confirm?
The calculation is this:
( (Ending Quality - Starting Quality) rounded down to the nearest multiple of 10) * 0.8%
If that is confusing for you, here are some example numbers:
80 quality -> 64% bonus exp
89 quality -> 64% bonus exp
90 quality -> 72% bonus exp
93 quality -> 72% bonus exp
99 quality -> 72% bonus exp
100 quality -> 80% bonus exp
In other words, you gain 8% bonus exp for every 10 quality you gain (rounded down to the nearest multiple of 10).
So is it worth crafting now just because it's a lot faster to level up? Been avoiding crafts because crappy system + low gains = get me the fuck out of here.
tbh I think being able to spam gear trying to multi meld without having to bother anyone else is the number 1 reason to have em @50.
Idk if it varies by server but I find the vast majority of gear is overpriced, people just don't bother making it because of low demand or they simply don't need more gil.
Convenience of paying 60k instead of spending 1hr to gather all the necessary materials to produce 1 item. Sure its a different story if you stockpile the mats to mass produce. Unless its jewelery there isnt really a reason to mass produce anything else to sell unless its a popular item to create materia from.
Any smart person knows after a patch, give it a week and prices will drop to reasonable levels. Just look at the black pearl market lol. On my server, black pearls sell for 4-5k on the market as everyone is trying to farm for the elusive +1.