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  1. #1261
    Relic Horn
    Join Date
    Dec 2007
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    3,411
    BG Level
    7
    FFXIV Character
    Purrrfect Lee
    FFXIV Server
    Hyperion
    FFXI Server
    Cerberus

    Do R35 leves even exist? I'm 33LTW and 34WVR and can't get anything higher than 30 for the life of me...

  2. #1262
    New Merits
    Join Date
    Jun 2008
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    219
    BG Level
    4
    FFXI Server
    Caitsith

    Try changing cities. I was 30 arm and noticed that only LL had leves r35, maybe its something to do with guild being there? Not sure but try changing cities and cycling the leves. They seem to be able to vary in level as the same leve that is sometimes R35 can be R25. Just finish a quest, turn it in and see if the levels on the other leves have changed.

  3. #1263
    Ridill
    Join Date
    Apr 2007
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    13,293
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    9

    Yes the same leves can have multiple level ranges and they don't always appear as the higher one once you're high enough to unlock it, can be very frustrating.

  4. #1264
    Sea Torques
    Join Date
    Jul 2009
    Posts
    719
    BG Level
    5

    Quote Originally Posted by Raldo View Post
    Seriously? Were you leveling on stuff under your level like the CULs who used to (and perhaps still do) level on Mugwort Carp(39) well into their 40s?

    I leveled CRP from 46~50 entirely on Hasty Handed (so half the base exp) Dated Walnut Masks(50) and I still had to grind out more synths to hit the achievements after I was 50 to get my luminary.
    As for ARM, I stuck with the traditional methods, I can only remember what I did from ~40 - 50, which were Iron Greaves (Iron Square + Buffalo Leather Strap). Towards 50 the synth reduced to ~220 per synth, but with quality bonuses you could easily get that to 500+ using today's system and 1k+ in the 46-48 range in today's system.

    I honestly wish I could have done my previous crafts under this quality = bonus that SE implemented and will definitely try to bring my left over synths up even though I had no plans to, it is really just that speedy.

  5. #1265
    Tottenham 'til I die
    Join Date
    Jan 2008
    Posts
    2,152
    BG Level
    7

    For 50 CULs that did it under the new synths, what the hell did you do after northern pike river sand? I'm 44 now and that is falling off big time but everything else seems awful.

  6. #1266
    Strider/Doom/Cyclops
    Join Date
    Jun 2007
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    5,687
    BG Level
    8
    FFXIV Character
    Viper Beam
    FFXIV Server
    Balmung
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Purrrfect View Post
    Do R35 leves even exist? I'm 33LTW and 34WVR and can't get anything higher than 30 for the life of me...
    For crafting leves, R40 leves are unlocked when you hit R35.

  7. #1267
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,485
    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    Quote Originally Posted by oldoldman View Post
    For 50 CULs that did it under the new synths, what the hell did you do after northern pike river sand? I'm 44 now and that is falling off big time but everything else seems awful.
    "Finger Food" all day ery' day.

  8. #1268
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    18,133
    BG Level
    9
    FFXIV Character
    Rocl Montaigne
    FFXIV Server
    Excalibur
    FFXI Server
    Bahamut
    WoW Realm
    Quel'Thalas

    Quote Originally Posted by miokomioko View Post
    "Finger Food" all day ery' day.
    yes.

  9. #1269
    Ridill
    Join Date
    Apr 2007
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    13,293
    BG Level
    9

    Was it an oversight on SE's part that certain recipes still involve dyes as ingredients but +1 dyes have been removed from the game?

    I'm planning on trying to HQ a pair of cobalt preserves and there's no base item that you can color later, the recipe for the item involves either red or green dye. I haven't attempted them yet but does the NQ dye in the recipe not effect initial quality if all other ingredients are HQ?

    http://www.mooglebox.com/entries/cob...-%28red%29.php

  10. #1270
    D. Ring
    Join Date
    Nov 2011
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    4,998
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    FFXIV Character
    Raldo Volca
    FFXIV Server
    Balmung

    Interestingly enough, that obscure question has actually been answered by the dev team.
    Quote Originally Posted by Fernehalwes View Post
    OK.

    The recipe man was here early (and by early, I mean on time) today, so I was able to get an answer to both of your queries. Regarding the first issue, the colored steel goggle recipes have been fixed. You will only need a pair of steel goggles and either the black or yellow all-purpose dye to create the colored variants.

    Regarding the second issue, this, unfortunately, turns out to be that 0.01% exception to the rule (i before e, except after c, yadda yadda yadda). Because cobalt preserves with clear lenses do not exist, currently the only way to craft the colored variants is by fusing a cobalt ingot with a regular pair of steel goggles, some clear lenses and some all-purpose dye, and then fitting those two items together. Instead of making this a three step process, the Item team has elected to consolidate those steps into one, hence the hefty recipe.

    I hope that clears things up!
    Source

    That said, the affect on initial quality for dye is very small (I think?), so if you obtain all other HQ ingredients, you should start with an initial quality in the mid/high 400s.

  11. #1271
    Ridill
    Join Date
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    Semi-related, I just did a bit of a test regarding proportion of HQ materials to initial quality.



    I was expecting each material to count as an equal proportion towards the 500 quality max (half HQ materials, 250/500 quality) but it seems either certain materials carry more weight than others or there's a curve of some sort.

  12. #1272
    D. Ring
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    Raldo Volca
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    Balmung

    You must've missed out on this then (unsurprisingly, since it wasn't official or anything):

    http://forum.square-enix.com/ffxiv/t...-Math-for-1.21
    Starting Quality

    Starting quality is weighted by optimal level of a material except when it is below 10. In that case, the optimal level is treated as 10 regardless of what it is.

    Qs = FLOOR(500 * SumHQLevels / TotalLevels)

    where SumHQLevels = Sum of HQ Material's Optimal Levels
    TotalLevels = Sum of all Material's Optimal Levels

  13. #1273
    Ridill
    Join Date
    Apr 2007
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    9

    Hadn't seen that before, thanks.

    edit: is the optimal level for a piece of gear (as far as its weight in a recipe) its equip level or recipe level? I would assume the former just because of the wording and some gear just doesn't come from synthesis.

  14. #1274
    D. Ring
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    Raldo Volca
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    Balmung

    I'm going to guess equip level, but I'm not the one who figured all that out, so I have no idea.

    You can find the "optimal level" for non-gear stuff by looking it up in mooglebox (or some other databases), and look at the level column.

  15. #1275
    New Merits
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    Jun 2008
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    219
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    4
    FFXI Server
    Caitsith

    whats the difference between craftsmanship and magical craftsmanship? Which should be the focus of gear? (38 ARM atm)

  16. #1276
    D. Ring
    Join Date
    Nov 2011
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    FFXIV Character
    Raldo Volca
    FFXIV Server
    Balmung

    Some synths are more weighted to rely on craftsmanship, others rely more on m.craft. Before you ask, no, we don't know what's better to gear for for your particular synth.

    The only official word we have is, that m.craft is for "magical" items. Craftsmanship is for "physical" items. Yeah. Make of that what you will.

    I generally just try to keep an even balance of everything, but if I have to choose, I generally lean toward Craftsmanship (except for ALC/CUL, which I lean toward m.craft).

    Edit: Official explanation
    A. 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. 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.

  17. #1277
    New Merits
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    Apr 2010
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    4
    FFXI Server
    Fenrir

    I havent crafted since sometime in 2010, can anyone point me in the direction of an updated crafting guide. not really a leveling guide, but a how-to guide with details on the orb colors and options

  18. #1278
    D. Ring
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    Raldo Volca
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    Balmung

    Well, the core mechanics haven't changed much since 2010. Here are the most notable changes:

    Edit: Wow, this list was longer than I thought, so I spoilered it.
    Spoiler: show
    Standard
    • Highest chance of success
    • Up to 25% progress gain
    • ~10 durability loss per attempt (Up to ~20 loss on failure)

    Rapid
    • Zero durability loss on success (~20 durability loss on failure)
    • Up to 35% progress gain

    Careful
    • 7~10 durability loss per action (success or failure)
    • 3%~5% progress gain (success or failure)
    • Heavy quality gains, even on failure

    Wait (hasn't changed since 2010)
    • Durability loss of [# of consecutive waits]
    • Rerolls the orb color

    Quality exp bonus
    • You gain +8% exp bonus for every 10 quality you add

    Crafting abilities
    • Your crafting abilities are now always available for use (until you use them, of course)
    • If you have more than 5 crafting abilities available for use, it will randomly select 5 to display

    HQ/NQ mats
    • Using all HQ mats will start you with 100 durability and 500 quality
    • Using all NQ mats will start you with 100 durability and 0 quality
    • Using a mashup of HQ/NQ will start you with 100 durability and 0~500 quality (see spoiler for details)
    Spoiler: show
    Starting quality is weighted by optimal level of a material except when it is below 10. In that case, the optimal level is treated as 10 regardless of what it is.

    Qs = FLOOR(500 * SumHQLevels / TotalLevels)

    where SumHQLevels = Sum of HQ Material's Optimal Levels
    TotalLevels = Sum of all Material's Optimal Levels


    HQ rate
    • HQ rate increases exponentially as your quality increases and is indicated at the bottom-right of the crafting window
    • 300 quality = 1% HQ rate
    • 500 quality = 7% HQ rate
    • 750 quality = ~50% HQ rate
    • 850 quality = ~75% HQ rate
    • 1000 quality = 100% HQ rate

    DoH stats
    Base 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

    Double Down
    • "Touch Up" is gone, as has been replaced by "Double Down"
    • You can Double Down on any synth (yes, even materials) that reaches an HQ rate of 2% or greater
    • You can only Double Down once, and the result is either an HQ or a break
    • Your ending HQ percentage is cut in half, and you can get another attempt at HQ

    Synthesis Interruption
    • In order to combat people from using turbo controllers to craft while afk, if you craft 50 synths in one sitting, you will automatically stand up after the 50th. You can kneel right back down and continue crafting again right away with no penalties; it's just there to fight simple automated systems.

    Deprecated stuff
    • Non-dated synths no longer use crafting support
    • Non-dated synths no longer use any of the treatises
    • Non-dated synths no longer use sub-crafts (no recipe relies on multiple crafts anymore)


    Old, but somewhat still relevant official crafting info detailing the mostly-unchanged instabilities/stats/etc.
    http://lodestone.finalfantasyxiv.com...f271d7a0a84d5f
    http://lodestone.finalfantasyxiv.com...0acf78650edf81


    The best way to grind now is to get something several levels above you and push the quality as high as you can without failing. Don't feel too bad if your exp gains don't match what some people claim to get; having a bunch of different crafts' abilities makes a world of difference. With a synth 8~10 levels above you and a bunch of crafting abilities at your disposal, it's easy to get ~2k exp per synth. All foods give +3% exp bonus now, so don't forget to eat while you're grinding. There are also exp manuals from Grand Companies (+50% exp) and rested exp (+50% exp).

  19. #1279
    Ridill
    Join Date
    Apr 2007
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    Quote Originally Posted by Raldo View Post
    Some synths are more weighted to rely on craftsmanship, others rely more on m.craft. Before you ask, no, we don't know what's better to gear for for your particular synth.
    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.
    What bothers me about that quote from SE is that it implies synths are effect by only one or the other, not both to varying degrees.




    edit: unrelated but I think it's complete bullshit that Ul'dah company gets all of the best crafting gear.

  20. #1280
    D. Ring
    Join Date
    Nov 2011
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    FFXIV Character
    Raldo Volca
    FFXIV Server
    Balmung

    A. 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. 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.
    If we nit pick this quote apart, we can come to a few conclusions.

    1) "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."
    - Success rates are exclusively influenced by craft or m.craft, never both. By "success rates", this only indicates the Success/Neutral/Failure result from any crafting action.

    2) "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."
    - All recipes have a set of requirements for craft?/m.craft?/control?/level?/base-stat? to be created at peak performance. Not meeting these requirements will lower the progress and quality gains. I wish I knew what attributes it was talking about.

    Edit: I'm pretty sure the "attributes" it's talking about are craft/m.craft/control because the quote is a response to the question "What do the crafter-related attributes Craftsmanship, Magic Craftsmanhip, and Control each do?". Still a guess, however.


    So, assuming that information is still correct, I can say that all recipes are prrrrrrobably affected, in some degree, by all three of the crafting stats. Stacking the one stat that it is favored by will give you better results, but you should not completely neglect the other stats.

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