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  1. #1281
    New Merits
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    Quote Originally Posted by Raldo View Post
    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).

    Thanks! thats awesome information, btw what is an xp manual? how do you come across those? struggling to get caught up with all this new stuff haha

  2. #1282
    D. Ring
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    Exp manuals for crafting are the "Engineering Manual" I/II purchased with Grand Company seals.

  3. #1283
    Relic Horn
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    Dec 2007
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    Purrrfect Lee
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    Hyperion
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    Cerberus

    Thanks for that consolidated post Raldo^.

  4. #1284
    Ridill
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    I always knew tier and same/different materia type effected multi-meld success rate but I never knew that different stat values within a given materia tier's range had an effect...


  5. #1285
    Strider/Doom/Cyclops
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    Yeah, it kind of undermines the entire point of getting a great roll on a given tier of materia.

    However, I think on triple meld and beyond, there is no difference between materia of the same tier (based on my limited testing with tier Is, trying to get a penta-meld).

  6. #1286
    Ridill
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    I would imagine once you get to that point the factor becomes small enough to just be floored.

    In the SS up there it's a 3 stat difference on a double meld and the chances only vary 1%, on 3+ melds with even smaller variations in stats the values are probably too small to make a difference.

  7. #1287
    Cerberus
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    Sylph

    Quote Originally Posted by Raldo View Post
    Exp manuals for crafting are the "Engineering Manual" I/II purchased with Grand Company seals.
    I'm not sure if it's temporary due to an event or something but you can also buy the manuals with gil for 40/100k for the I or II respectively from quirin npcs in all the towns. I find it's easier to drop money on it since I don't do any events that get me lots of company seals. (You can also buy the aetherpasses for any town and a couple other company gear things at the npc with gil.)

  8. #1288
    D. Ring
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    I believe the Qiqirn black market NPCs are permanent. If you're buying from the Qiqirn, I think the Tier-I book is actually the most seal/gil efficient. I prefer to use seals at the Grand Company, but as a frequent Botanist, I turn in a lot of items for provisioning missions.

  9. #1289
    D. Ring
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  10. #1290
    Strider/Doom/Cyclops
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    Yeah, crafting just got the equivalent of the 1.20 patch. Total revamp.

    Sucks that we can only use 5 abilities, though.

  11. #1291
    Ridill
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    Reading the descriptions I'm fine with less abilities if we actually know they do something (for the most part, some of the descriptions are still non-explicit).

  12. #1292
    D. Ring
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    I hope we can still set 10 abilities and the 5 that are displayed are still chosen at random after every action; you're just limited to using a total of 5 or something. Keeping things like Hasty Hand, Clean Slate, and Brand Of Element abilities used to be a waste of space, but if they do it like that, you can keep them always set and only use them if the need arises.

    Byregot's Blessing, you make me proud to be a Carpenter.

    Looks like the old functionality of Perfection went from CRP36 to WVR45, sadface.

  13. #1293
    Strider/Doom/Cyclops
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    I already had 10 useful abilities that I was using, so I'm disappointed either way.

    That being said, if you can still stack 3-turn and 1-turn abilities, I am looking forward to Byregot's+Perfection+Culmination.

    I am also forced to wonder if abilities that "ensure" success mean "ensure" like Grandmastery (i.e. not at all) or Perfection (i.e. ensures).

  14. #1294
    D. Ring
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    Raldo Volca
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    I'm quite sure Ensure is going to mean 100%. Grandmastery never said "ensure".
    Quote Originally Posted by Old Grandmastery Text
    Increases chances of success of next action. Most effective for parts.
    I wonder if the use of Clean Slate will reset your ability count (minus Clean Slate). If not, it's still going to be pretty useless. I was hoping I could keep it equipped for those oh shit moments.

  15. #1295
    Ridill
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    I also like that the abilities now differentiate between "success" and "great success" but I'm wondering what they mean in particular.

    Is it going to be "success" = what's currently neutral and "great success" = what's currently called success?

    Also score on orb colors being stated in the log, much easier to craft with a browser in the foreground and just have the log/crafting menu visible at the bottom of the screen, had to craft facing walls so I could situate the orb at the bottom of the screen til now. Also I always found colors to be harder to see on WVR, I guess because the orb was always on a bright white surface.

  16. #1296
    D. Ring
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    If you done a large amount of crafting while paying attention, you'll probably notice that upon successful actions the orb shines. Sometimes the orb shines REALLY large and bright. Great success is the hefty shine and it generally has increased effects (low durability loss for standard, high progress gains for rapid, high quality gains for careful).

    Just as there are two success ratings, there are two failure ratings as well. Together with neutral, there are 5 possible outcomes, but this is not new.

  17. #1297
    Relic Weapons
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    nice changing in crafting, except for the 5 abilities thing, from what i understood you could set more than 5, but it just seems stupid, because only 5 will appear at random and you would not know which ones, is just better to set the 5 you want.. unless they meant it like it is now, only a max of 5 at random will appear for each action and you can use a total of 10 each item you craft.

    their wording is always so ambiguous...

  18. #1298
    Ridill
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    Quote Originally Posted by Raldo View Post
    If you done a large amount of crafting while paying attention, you'll probably notice that upon successful actions the orb shines. Sometimes the orb shines REALLY large and bright. Great success is the hefty shine and it generally has increased effects (low durability loss for standard, high progress gains for rapid, high quality gains for careful).

    Just as there are two success ratings, there are two failure ratings as well.
    Forgot about this, one of those things I always noticed but never really gave much thought to (stuff like a successful careful giving 30 quality and another super bright one giving 70).

  19. #1299
    Strider/Doom/Cyclops
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    I believe great success is also 0 durability loss.

    I think I'm going to have a quality build and a progress build.

    Quality (for HQ/exp):
    Byregot's Blessing (CRP45, quality gain +100% for 3 turns)
    Culmination (WVR45, great success on next turn)
    Perfection (CRP36, great success on next Careful)
    Comfort Zone (ALC36, no durability loss/no great success for next 3 turns)
    either Grand Design (WVR30, advances progress) or Fit For Kings (WVR36, quality gain +50% for 3 turns), depending on how progress is working out with the above abilities

    Progress (for hard/underleveled NQ synths):
    Comfort Zone
    Grand Design
    Unerring Hand (CRP30, advances progress)
    Tricks of the Trade (ALC30, ditto)
    Maker's Muse (BSM10, success on next 3 Standard)

  20. #1300
    Bard-turned-Miner
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    I'd love to see them combine information so that less lines of text show up for every action. Maybe even make it optional. I'd much rather see:

    Success! Progress +20. Durability -12. Quality +15.

    ... rather than have that take up 4 lines of text. So much could be consolidated in the chat log to make it more readable.

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