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Ask the Devs 10/29: SynthesisFollow

#1 Oct 29 2010 at 6:31 AM Rating: Excellent
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http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=f3481ce5f7787bea23c4677452f271d7a0a84d5f

Quote:
The development and management teams continue to address the questions and concerns of the community in an ongoing FAQ. The topic addressed this time around is synthesis.

Synthesis

Q. What happens exactly when the harnessed element of a synthesis attempt becomes unstable?
A. When an element of a synthesis becomes unstable, the following effects take place respectively:
Lightning: Progress greatly reduced
Wind: Durability consumption greatly increased
Fire: Quality greatly reduced
Ice: Progress reduced, chance of aetherial sparks reduced
Earth: Durability consumption increased, chance of aetherial sparks increased
Water: Quality reduced, chance of aetherial sparks increased

Q. What steps can I take to ensure that the element of my synthesis does not become unstable?
A. The element has a chance of becoming unstable whenever any step of the synthesis process ends in failure. It is at its most susceptible when the glowing light representing the craft is colored, and is at its most stable when this light is white. Additionally, the chances of an element becoming unstable increase as a synthesis attempt nears completion. Naturally, the element which becomes unstable is determined by the type of crystal or shard being used.

Q. What do the crafter-related attributes Craftsmanship, Magic Craftsmanhip, and Control each do?
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.

Q. There are sparks flying out of my synthesis. What is going on?
A. The phenomenon known as "aetherial sparking" indicates strain on the synthesis materials. When your synthesis emits aetherial sparks, you will suffer the following repercussions:
Reduced chances of success
Increased durability consumption from excessive element destabilization
Increased durability consumption during Touch Up

The results of actions taken during synthesis determine the degree of aetherial sparking. The more dramatic the sparks become, the more dramatic the above repercussions will be. These negative effects are even further enhanced during Rapid Synthesis. Only certain crafter-related abilities serve to curb aetherial sparking. Craft with caution!
#2 Oct 29 2010 at 6:35 AM Rating: Good
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This info sure beats the **** out of "why should I level" and "How do I use the map"

Edited, Oct 29th 2010 8:36am by UncleRuckusForLife
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#3 Oct 29 2010 at 6:38 AM Rating: Decent
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This info sure beats the **** out of "why should I level" and "How do I use the map"
]

It's also not labeled for absolute beginners. ("My First Q&A" was tagged on the map and why should I level post.)
#4 Oct 29 2010 at 6:40 AM Rating: Good
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This is crazy!

So any time you are failing like ****, getting terrible progress on successes, it is most likely due to either not having enough craftmanship or magic craftsmanship as that is the factor that determines how successful your actions will be. Wonder how much a factor rank is compared to these stats.

Distilled Water/Boiled Eggs will be great for testing what recipes are controlled by craftmanship/magic craftmanship.


PS: First time I've learnt something new from every question in Ask A Dev.

Edited, Oct 29th 2010 8:53am by sylph19
#5 Oct 29 2010 at 6:42 AM Rating: Excellent
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Square-Enix wrote:
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.


Darn, I wish they would've confirmed to us what uses what, and also address the question of, "Every once in a while even trivial synths seem ****-bent on critically failing every step of the way. Can I do anything about this or is this just a mechanism put in to ensure that no synth has a 100% success rate?"

Oh, well. This is still one of their more useful Ask the Devs segments, regardless.
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#6 Oct 29 2010 at 6:43 AM Rating: Good
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That's actually helpful.

And to defend the "How to read the map" one, I have had to tell people before how to access the full map and how to move the map around so they could figure out how to get to Emerald Moss from Bent Branch.
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#7 Oct 29 2010 at 7:19 AM Rating: Good
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Quote:
Q. What steps can I take to ensure that the element of my synthesis does not become unstable?
A. The element has a chance of becoming unstable whenever any step of the synthesis process ends in failure. It is at its most susceptible when the glowing light representing the craft is colored, and is at its most stable when this light is white. Additionally, the chances of an element becoming unstable increase as a synthesis attempt nears completion. Naturally, the element which becomes unstable is determined by the type of crystal or shard being used.


I swear I have had instability in elements that did not match the types of shards/crystals I was using. As an armorer, I really never use ice, lighting, or water shards/crystals, but I have had those elements grow unstable.
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#8 Oct 29 2010 at 7:21 AM Rating: Decent
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Quote:
I swear I have had instability in elements that did not match the types of shards/crystals I was using. As an armorer, I really never use ice, lighting, or water shards/crystals, but I have had those elements grow unstable.


Same here.
#9 Oct 29 2010 at 7:34 AM Rating: Good
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Rysa wrote:
Quote:
Q. What steps can I take to ensure that the element of my synthesis does not become unstable?
A. The element has a chance of becoming unstable whenever any step of the synthesis process ends in failure. It is at its most susceptible when the glowing light representing the craft is colored, and is at its most stable when this light is white. Additionally, the chances of an element becoming unstable increase as a synthesis attempt nears completion. Naturally, the element which becomes unstable is determined by the type of crystal or shard being used.


I swear I have had instability in elements that did not match the types of shards/crystals I was using. As an armorer, I really never use ice, lighting, or water shards/crystals, but I have had those elements grow unstable.


I swear to it too, At first I asked myself, "Well, do the shards required to make the parts to this synth have these elements?" But the answer to that is also a definite no. When I'm making Dodoskin Vamps, you use Ice and Water to make the leather itself, then Ice and Wind for the vamps. But I have gotten every element to go wacko on me, Lightning, Fire, Earth, every single one of them.

Lightning instability is a killer, too. It's the one I hate the most.
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#10 Oct 29 2010 at 8:55 AM Rating: Excellent
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I think this just jacked up the price of spectacles and magnifiers even more. =X
#11 Oct 29 2010 at 9:19 AM Rating: Decent
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Nothing addressed about the stat Perception. So I guess we can assume that stat is not craft related. Hopefully they will come out with another one of these for DoL jobs to address affects of gather and perception? Overall, very useful update.
#12 Oct 29 2010 at 9:44 AM Rating: Excellent
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Perception we already know is a gathering stat.
#13 Oct 29 2010 at 10:06 AM Rating: Excellent
lightacadi wrote:
Nothing addressed about the stat Perception. So I guess we can assume that stat is not craft related. Hopefully they will come out with another one of these for DoL jobs to address affects of gather and perception? Overall, very useful update.


Gathering/Output/Perception = DoL onry
Craftsmanship/Mag. craftsmanship/Control = DoH onry

(equip the appropriate tools and check your attributes)

Edited, Oct 29th 2010 10:07am by Thanacus
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#14mpmaley, Posted: Oct 29 2010 at 10:13 AM, Rating: Sub-Default, (Expand Post) Was hoping to see something about stuff becoming unstable when you're NOT using those shards like others have suggested. This has happened to me as well and leaves me confused.
#15 Oct 29 2010 at 11:57 AM Rating: Good
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Most interesting thing is what each elemental destabalization does. Now I know I can truck on through Fire Destabalization if I'm not trying to HQ or on a leve. Sweet :-D This can definitely be used to strategize when, at certain points in the crafting, to wait or when to go for it with a certain destabalization.
#16 Oct 29 2010 at 12:56 PM Rating: Excellent
Excellent info!

*updates Wiki*
#17 Oct 29 2010 at 12:56 PM Rating: Decent
mpmaley wrote:

Really this didn't present any new/important info. Glad to see they're at least trying.


Really? I'm interested in learning where you came across this info before.
#18 Oct 29 2010 at 1:11 PM Rating: Excellent
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So I wonder if Magic Craftsmanship deals with magic equipment (ie: staves, wands, robes, swords, etc), whereas regular Craftsmanship deals with non-magic items like components, materials, etc.
Rysa wrote:
I swear I have had instability in elements that did not match the types of shards/crystals I was using. As an armorer, I really never use ice, lighting, or water shards/crystals, but I have had those elements grow unstable.
It absolutely happens. I was making Dodo Leather (ice + water) and had a "harnessed fire element has become unstable".

It's probably just a bug, but it does happen.
Q&A wrote:
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.
That explains why some recipes are so difficult compared to the others of comparable rank. They must have significantly higher attribute requirements, or perhaps requirements in a different stat.

Edited, Oct 29th 2010 3:13pm by theweenie
#19 Oct 29 2010 at 4:32 PM Rating: Good
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Naturally, the element which becomes unstable is determined by the type of crystal or shard being used.


This doesn't ncessarily mean that a Fire + Water synth can only have Fire or Water go unstable.
It could be that elements directly related to the elements included in the synth can go unstable, so if your using fire + water then maybe elements that trump the used elements can go unstable... like if your using water, lightning can go unstable... idk, just speculation

However, when I am doing a Wind Crystal + Fine Sand = Wind Shard synth... there is no reason why Lightning should destabilize... lol
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#20 Oct 29 2010 at 5:11 PM Rating: Good
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Another interesting thing is that they say that each recipe has a stat requirement but they don't specify which stat. That means it is entirely possible for each recipe to have requirements for all three stats.

It would be nice if we could gear swap while in synthesis instead of having to come out of it. ; ; At least at most it would be just head or body piece, at least for now.
#21 Oct 30 2010 at 2:19 PM Rating: Decent
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Ya, it's a bit disappointing to see them saying that type of shard determines which elements can go unstable when I've had a ton of destabilized wind elements on synths using ice and water shards. Ice blocks wind? I dunno. Convoluted systems get old after a while.
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