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High Quality Mats = Bad?Follow

#1 Sep 13 2010 at 10:47 PM Rating: Excellent
I was doing a bit of synthing on my weaver earlier, just taking the random moko grass I got leveling Lancer and when I used the +2 and +3 mats I had it blow up in my face every single time without fail trying to synth some hempen yarn. I'm a 13 weaver and have made it many times but never really had any HQ mat's to speak of. Has anyone else ran into a significantly higher failure rate when using HQ materials?

This is a rather odd thing for them to add, trying to obtain HQ mats alone should be hard enough, we shouldn't be punished with them being nigh unsynthableSmiley: frown

Just making sure this isn't just me having a run of terrible luck.
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#2 Sep 13 2010 at 10:51 PM Rating: Good
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My personal theory is that it isn't a higher rate of failure, but rather a higher skill level. It's like fighting Warf Rats at Rank 1 outside Limsa Lominsa, saying they're too easy then running off to the Plains Rats and promptly dying in epic fashion.
#3 Sep 13 2010 at 10:53 PM Rating: Decent
Yes, HQ mats are a severe pain to work with. Not sure if you noticed, but the benefit to using them is that you start with higher durability and much higher quality (seems to work out to about +50 quality for every +1 item you use. So if, using your Moko Grass example, you use one regular and one +3, you'll start with about 150 quality right off the bat. If you use two +1 Moko Grass, you'll start with around 100 quality.)

But yes, back to the point, it seems to require a much higher skill level to be successful with HQ mats. I did manage to complete one synth with HQ moko grass today, but every other attempt I've made (probably a dozen total) has been an abysmal failure.
#4 Sep 13 2010 at 10:54 PM Rating: Good
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Yeah sometimes it goes horribly wrong with the higher materials. One thing I started doing to take advantage of the starting bonus, but not going overboard was to mix stuff. A regular moko grass with a moko grass +2 for example, rather than two moko grass+3s ...with the former you get a slight boost to the starting quality and durability but it seems more doable. Sephrick could be on to something with needing to be even higher level to make full use of the +3s & such...

Edited, Sep 14th 2010 12:55am by TwistedOwl
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#5 Sep 13 2010 at 10:54 PM Rating: Good
So it takes greater skill level to work with the better quality materials? I have to wonder how much... 13 weaver can't synth HQ moko grass? What do I need to be 20? Smiley: oyvey

This is the first time I've cut into my HQ mats to play around with them so I was rather surprised to start out with 130-160 Durability only to fail miserably.
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#6 Sep 13 2010 at 10:56 PM Rating: Excellent
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The messed up thing is you can HQ even with NQ materials. I've made 16 spools of hempen thread with all NQ moko grass a few times and my weaver only is 10. All +3 Moko still fails in epic fashion, but starting with 150+ Durability and 325+ Quality is ****.
#7 Sep 13 2010 at 11:00 PM Rating: Excellent
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I am not sure if it is relevant, but when making some items when you get to the bit with the crystals, there can be this book thing above it. It could very well be that in order to use higher quality items, that there are certain skills/traits/abilities that you need to get the book for before you can craft quality items with ease
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#8 Sep 13 2010 at 11:01 PM Rating: Good
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It's purely my guess but i think its cos of the high quailty that make it harder to handle, cos i had a crit fail losing 150 quailty den it start to get sucessful again. Had anyone have trouble with syn when the quailty of the item is high?
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#9 Sep 13 2010 at 11:02 PM Rating: Decent
Sleepymagi wrote:
It's purely my guess but i think its cos of the high quailty that make it harder to handle, cos i had a crit fail losing 150 quailty den it start to get sucessful again. Had anyone have trouble with syn when the quailty of the item is high?


I have noticed that the failure rate seems to increase once you pass about the 120-130 quality mark.
#10 Sep 13 2010 at 11:03 PM Rating: Good
Sephrick wrote:
The messed up thing is you can HQ even with NQ materials. I've made 16 spools of hempen thread with all NQ moko grass a few times and my weaver only is 10. All +3 Moko still fails in epic fashion, but starting with 150+ Durability and 325+ Quality is ****.


Yeah I had one with 45 Quality that I barely finished HQ on the final result, quite random.

As a test I just made some hempen work gloves, except on one set I used a single HQ hempen thread and it had 2x as many fails and I never would have finished it if not for the almighty golden light helping me out lol.
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#11 Sep 13 2010 at 11:51 PM Rating: Decent
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I weaved some Moko Grass +1's and I found them to be more difficult to craft as well. I succeeded 1/4 times as opposed to my normal ~95% rate, and was expecting an HQ result at the end, but all I got was a NQ return.
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#12 Sep 14 2010 at 12:37 AM Rating: Decent
Pluelf wrote:
I weaved some Moko Grass +1's and I found them to be more difficult to craft as well. I succeeded 1/4 times as opposed to my normal ~95% rate, and was expecting an HQ result at the end, but all I got was a NQ return.


HQ results still tend to be heavily influenced by the random factor. I've had HQ results with a finished durability of around 70 and quality of 110-130, and I've had NQ results with a finished durability about the same but a finished quality of 250+. One thing that I'll give SE credit for this time around, however, is that as you progress through the ranks, the impact of the random element becomes less and less. With all the crafting I did leading to the post I made here (over 100 synths) I didn't fail one. (I came close on one occasion, but if you understand the system it gets a lot easier to recover from a string of failures.)
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