Previous Information:
Control: Will reduce the amount of durability you lose - success or fail.
Magic Craftsmanship: Will reduce the amount or frequency of elements becoming unstable.
Craftsmanship: will increase the gain of Quality.
High Quality: Synthesis are not simply related to the amount of quality, but also the stability of your materials. Take notice of whether or not you have 150 Quality but are also throwing sparks vs. 95 Quality with a perfectly stable synth.
-Courtesy of Phil/Azira
The synthesis stability is shown by the color of the orb. Those colors are:
White - Highest -chance- of synthesis success. Lowest potential durability loss.
Multicolored - Average success chance - pulsing no longer a factor. Pulse is not varied, just seems to be in certain cases of server/UI lag. Average potential durability loss.
Yellow - Below-average success chance. Higher potential durability loss.
Red - Lowest success chance. Highest potential durability loss.
-Courtesy of Rhys (Updated with Info below.)
I actually think Golden/Yellow is the average success/failure, and Multicolored is just unstable and random. Just my opinion, though.
Effect of Stats and Elements on Crafting*:
Alchemist = ??? and Intelligence
Armorer = Earth and Vitality
Blackmith = Fire and Strength
Carpenter = ??? and ???
Culinarian = Water and Piety
Goldsmith = Ice and Dex
Leather = Lightning and ???
Weaver = Wind and Mind
*Note: These are believed to be the current/correct correlations.
Guardian Effects*:
Click the following link for the flowchart:
Guardian FlowChart
*Note: These are believed to be the current/correct correlations.
Personal Data/Finds:
It is my personal belief that the effect that physical level stats have on crafting are Tier'd. Here is my current chart:
Stat < 60 = Tier I
60 <= Stat < 90 = Tier II
90 <- Stat < 120 = Tier III
These numbers are mostly guesses from personal experience. I started from 60, but it could be that Tier I is actually @ 30. I assume it is not, because it is relatively easy to reach 30 in a particular stat early on. This is an assumption. I back this up by personally reassigning my points and crafting (Weaver that uses MND) @ MND 59 and MND 61. The success/failure rate was noticeably different @ 59 (more failures) than it was @ 61 (more success). This is up for debate, but you're free to try it on a synth. Just make sure it's not a synth you can make all the time. Do something in your level range for more accurate results.
Could be a possible 20, or even 10 Tier base. -Rhys
Also, why we are on Tiers, it is most definitely likely that chance for HQ is Tier based on current Rank. SE is used to this system and it's only natural that they would use it.