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A brief discussion of crafting.Follow

#52 Aug 14 2010 at 9:11 AM Rating: Decent
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looks like I'll be doing a lot more crafting this time around!
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#53 Aug 14 2010 at 2:23 PM Rating: Good
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Fyi it seems someone found out that there IS crafting subs in this game. In other words you need to level more then one craft in order to craft certain items. Since there is no 'specialization' yet and you can max at each craft equally this shouldn't be a problem but there might be some problems if SE ever goes back on that idea and they stick with sub crafts again lol.

Oh also in case it wasn't said yet, there is now different grades of crystals and most synths use far more then 1 crystal. The biggest road block in crafting for this game (in beta at least) is crystals and how easily you can procure the ones you need. Most crafts need more then just 1 or 2 shards but they need like 8 shards AND even stuff from a completely different crystal shard (earth and wind in one recipe for instance). The crystals themselves act like an ingridient now and thus we now have several recipes in game with the exact same ingridients (3X beehive chips) but when you combine it with different crystal amounts you get two completely different items. One can give you beeswax while the other can give you honey etc.
#54 Aug 14 2010 at 5:36 PM Rating: Decent
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Clearly (only speculating :P) if the crystal color changes while you are working, this must represent the infamous elemental time of day! A new visual aspect to the HQ code. Maybe someone can confirm for us if it appears to be changing every 01:00 or 00:30 or w/e?
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#55 Aug 15 2010 at 1:35 AM Rating: Decent
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Quote:
Oh also in case it wasn't said yet, there is now different grades of crystals and most synths use far more then 1 crystal. The biggest road block in crafting for this game (in beta at least) is crystals and how easily you can procure the ones you need. Most crafts need more then just 1 or 2 shards but they need like 8 shards AND even stuff from a completely different crystal shard (earth and wind in one recipe for instance). The crystals themselves act like an ingridient now and thus we now have several recipes in game with the exact same ingridients (3X beehive chips) but when you combine it with different crystal amounts you get two completely different items. One can give you beeswax while the other can give you honey etc.


This is a good point. FYI I only tested leve quests which provide you the materials for consistency. If you use +1, +2 or +3 materials the synths will actually go much smoother and will result in higher quality.

Quote:
Clearly (only speculating :P) if the crystal color changes while you are working, this must represent the infamous elemental time of day! A new visual aspect to the HQ code. Maybe someone can confirm for us if it appears to be changing every 01:00 or 00:30 or w/e?


I'm not sure if maybe you are confusing the change in color of the ore. You actually don't see the "crystal" and the changes in the color of the ore are definitely the result of your synthing actions. Just want to make sure that we are defining the components clearly because the system is confusing enough as it is.

Further testing today:

- If you get sparks, either a little or a lot, try spamming rapid. So far it has done really well for me.
- There is tiered levels of failure 25%, 50% and 100% (roughly) Rapid land full for 30% progress and -5 durability. Knowing the values for a failing synth can save you ****.
- There is audio relative to the level of stability. I found there are actually two different "solid white" states: one with a low pitch and one with a high pitch... The high pitch is not as good as it looks and if you play on mute you may lose a few synths because of it.
#56 Aug 15 2010 at 2:56 AM Rating: Good
In FFXI, they did basically confirm that there was nothing programmed that made a difference based on the direction you were facing nor the in-game day you were crafting, though they never did discount, and in fact lent credence to personal superstition. ^.~
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#57 Aug 15 2010 at 3:14 AM Rating: Good
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digitalcraft, Goblin in Disguise wrote:
In FFXI, they did basically confirm that there was nothing programmed that made a difference based on the direction you were facing nor the in-game day you were crafting, though they never did discount, and in fact lent credence to personal superstition. ^.~


One thing about FF MMO players: If SE tells them something they don't want to hear, they will insist SE is wrong :P
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#58 Aug 15 2010 at 8:06 AM Rating: Good
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Timekill wrote:
Clearly (only speculating :P) if the crystal color changes while you are working, this must represent the infamous elemental time of day! A new visual aspect to the HQ code. Maybe someone can confirm for us if it appears to be changing every 01:00 or 00:30 or w/e?


As far as we can tell there's two states of "pulsing" Slowly and Rapidly. Both denote destabilizing elements and an increase in the chance of failure. We're not sure what the solid gold and red states mean, but I usually fail on these and cause an element to go unstable so they aren't good! An unstable element is usually best fixed with a successful synth, someone told me rapid worked good for unstable fire and bold for unstable wind, but I haven't tested this at all.

Your chances of succeeding in round are HEAVILY influenced by your rank, as at rank 1 I could barely pass a round for the leve quests, but making bronze needles (super beginner recipe) was almost effortless.

Edited, Aug 15th 2010 10:07am by Tweezle120
#59 Aug 15 2010 at 8:31 AM Rating: Good
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My question with crafting are the details on the crafting leves. I see the crafting leve NPC at the Inn and she has a whole list of crafts. I scrolled through them and saw anywhere from 1-3 leves per craft. I picked the weavers and took the only leve listed. I came back the next day but the NPC said there are no other leves for weavers. I thought crafters were able to get leve quests everyday? Am I doing something wrong? How come some crafters get 3 leves while other crafters only get 1-2?
#60 Aug 15 2010 at 5:14 PM Rating: Good
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I think the guy next to her also have some "fieldcraft" leves you can do, Not sure as I haven't checked. But don't worry there will most likely be more leves at launch. They just have the content scaled back to a minimum level for beta. *just* as much as they need to test without oiling things for us.
#61 Aug 15 2010 at 8:56 PM Rating: Decent
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Yeah there is a lot of complaints about the guildleves not being refreshed fast enough. Right now they are on a 48 hour refresh, meaning you won't see new one for 2 days...

The Elezen hands out battle, field and faction leves for non-crafting jobs. The miqote hands out the "local" or crafting leves. In between new leves I usually do field and battle to farm materials for synthing. When I'm done with all of my leves I will research new recipes and use up all of my mats in about 5 different crafting classes. That's when I have about 6-12 hours to go "Outside" and play with my dogs in the sunlight until new leves show up lol.
#62 Aug 17 2010 at 3:09 PM Rating: Good
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Where do you research recipes for weaving and carpetner?
#63 Aug 17 2010 at 3:31 PM Rating: Good
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rubina wrote:
Where do you research recipes for weaving and carpetner?


Right now it's kind of a guessing game of what works. I made of list of 30+ synths that I found by trying various combinations of materials. Until there is a complete list compiled somewhere, I'd say try what makes sense. SE did release a recipe list of a few short items for the beta in the beta forums, but a lot of what's out there right now is just experimentation from players.
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#64 Aug 18 2010 at 7:18 PM Rating: Good
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What I don't get is I've whacked away at least 40+ trees and I've yet to have gotten a single log. That doesn't make much sense. But I'm drowning in beehive chips, feathers and olives.
#65 Aug 20 2010 at 9:57 AM Rating: Good
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yeah I'm a bad miner, mostly sand, salt and worms here =P
#66 Aug 20 2010 at 7:53 PM Rating: Good
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Huge thx to the OP KarlHungis... and of course to all the insight expressed in this thread. I've been really interested in the entire crafting system since closed beta started; and the game dynamics show that there is a lot of great stuff yet to be done with it. Thx again.
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#67 Aug 20 2010 at 9:43 PM Rating: Decent
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Wow now this is some great information! I've been really looking forward to being a crafter since they where announced as being their own class.

Now one question, anyone know if physical stats effect crafting? Like will having more STR help a blacksmith? I'd also be interested to know if gathering classes are effected by the stats since it seems like a Miner would want STR too.
#68 Aug 20 2010 at 10:59 PM Rating: Good
SideCH wrote:
Wow now this is some great information! I've been really looking forward to being a crafter since they where announced as being their own class.

Now one question, anyone know if physical stats effect crafting? Like will having more STR help a blacksmith? I'd also be interested to know if gathering classes are effected by the stats since it seems like a Miner would want STR too.

That's a terrific question that's very difficult to test for. We don't know whether attributes (strength, dex, int, etc) have an impact on crafting, or what they impact, or how much. It's one of those things we won't know until after release when people have the time to test it on a stable version of the game, assuming some one has the patience for that.

Or perhaps it will simply become revealed by S-E at some point.
#69 Sep 01 2010 at 2:48 PM Rating: Decent
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Actually, someone has datamined these abilities that hint at what stats are good for which crafts. The list of all skills for crafting and other classes is at the end of this list:

Smithing:
Lv40 - Sublimation
Temporarily increases influence of strength on craftsmanship.

Goldsmithing:
Lv40 - Manipulation
Temporarily increases influence of dexterity on craftsmanship.

Cooking:
Lv40 - Devotion
Temporarily increases influence of piety on craftsmanship.

Tailoring:
Lv40 - Determination
Temporarily increases influence of mind on craftsmanship.

Armorcraft:
Lv40 - Resolution
Temporarily increases influence of vitality on craftsmanship.

Alchemy:
Lv40 - Extrapolation
Temporarily increases influence of intelligence on craftsmanship.


http://forum.neko-sentai.com/showthread.php?p=153950
#70 Sep 01 2010 at 3:11 PM Rating: Good
Maarg wrote:
Actually, someone has datamined these abilities that hint at what stats are good for which crafts. The list of all skills for crafting and other classes is at the end of this list:

Smithing:
Lv40 - Sublimation
Temporarily increases influence of strength on craftsmanship.

Goldsmithing:
Lv40 - Manipulation
Temporarily increases influence of dexterity on craftsmanship.

Cooking:
Lv40 - Devotion
Temporarily increases influence of piety on craftsmanship.

Tailoring:
Lv40 - Determination
Temporarily increases influence of mind on craftsmanship.

Armorcraft:
Lv40 - Resolution
Temporarily increases influence of vitality on craftsmanship.

Alchemy:
Lv40 - Extrapolation
Temporarily increases influence of intelligence on craftsmanship.


http://forum.neko-sentai.com/showthread.php?p=153950


The problem with that assumption is that there are several crafting skills that don't have a corresponding stat booster (leather working and wood working). Do those crafts not correspond to any attributes at all? On top of that, there are a lot of crafting skills that work cross class, so it's not really a given that Strength corresponds to Smithing as opposed to being an attribute that works for every crafting class but is simply boosted by smithing.

About the only thing we can reasonably conclude is that attributes can have an effect on crafting.
#71 Sep 01 2010 at 3:14 PM Rating: Good
Yeah... it could also be possible that certain items use certain attributes to craft... so crafting a dagger blade as a goldsmith might take strength but then crafting a bone ring might take dexterity - for example... I don't think we are going to know until either SE outright says it or until people do some testing.
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#72 Sep 01 2010 at 3:19 PM Rating: Good
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It only makes sense that the DoW's get to forge the blades and mail while the DoM's get to do the cooking and the sewing. While you're at it, sweep my guild house! Haha! XD
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#73 Sep 01 2010 at 6:17 PM Rating: Good
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From testing I can say that STR and DEX do not directly raise the "craft" "control" or "M. craft" stats, and that those three stats definitely help you success rate at each stage of the synth. If you start as a weaver (best crafting gear) they have a much easier time at rank 1 than Blacksmiths (some of the lowest starting gear.)

Job/Craft/Control/M. Craft
Carpenter: 9/7/7
Blacksmith: 10/7/8
Armorer: 10/7/7
Goldsmith: 11/8/7
Leatherworker: 9/7/7
Weaver 12/9/7
Alchemist: 12/8/7
Culinarian: 8/9/8
#74 Sep 01 2010 at 6:21 PM Rating: Good
Tweezle120 wrote:
From testing I can say that STR and DEX do not directly raise the "craft" "control" or "M. craft" stats, and that those three stats definitely help you success rate at each stage of the synth. If you start as a weaver (best crafting gear) they have a much easier time at rank 1 than Blacksmiths (some of the lowest starting gear.)

Job/Craft/Control/M. Craft
Carpenter: 9/7/7
Blacksmith: 10/7/8
Armorer: 10/7/7
Goldsmith: 11/8/7
Leatherworker: 9/7/7
Weaver 12/9/7
Alchemist: 12/8/7
Culinarian: 8/9/8


I really wish those stats would display on the character sheet (or maybe they do and I never noticed?). I know they display on gear, but it's not really clear if other stats have an influence, or whether your off hand item stats are in addition to or instead of the main hand, etc.

If I buy the strategy guide for this game, it will almost certainly be because it has detailed crafting information and explanation in it.
#75 Sep 01 2010 at 8:25 PM Rating: Good
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They appear, under your regular STR, DEX, and elemental stats there's class-sensitive ones. so the control, craft, and magic craft stats only show up while you are a crafting class, and if you're a DoW then is shows damage or something.

The numbers I posted are those "total" values right after character creation. After leveling a bit putting 35 in STR and Dex didn't change them a bit. So if STR and DEX have an effect in crafting, it's an "invisible" one.

Edited, Sep 1st 2010 10:26pm by Tweezle120
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