Hey everyone. I've been reading posts on the forums about how random crafting results and threat(enmity) are. I would have to agree that it's pretty ridiculous that I could wait for the tank to hit the mob until 75% health and then pull threat on my first shot. I was also getting really frustrated on the random crafting results. Sometimes I would get awesome success rates and sometimes I would get terrible success rates on the same craft. So I thought I would try to explain why this is happening. Of course my explanations can be wrong, and someone may have already posted something similar (sorry if someone did... I don't read the forums enough.)And of course everything could just be bugged. Anyways onto the explanations.
I was looking through gladiator skills to see if there was anything good besides still precision for archers. I came across a skill called Sentinel(36 gladiator skill). This skill slows down the "loss" of enmity. This got me thinking... what if the threat bar isn't a bar that starts empty and fills up during the fight? I'm thinking that the threat bar may be a bar that starts full when the threat table is first established, and it goes down over time if you don't do anything. In other words, the tank has to constantly build threat faster than the rate it goes down to keep threat. This would explain why people are pulling threat from one hit after waiting for the tank to build aggro. There is no threat table with only one person(the tank) hitting the mob. There has to be at least 2 people for the threat table to start. So waiting for the tank to build aggro is doing nothing, and since the threat bar starts "full" when the threat table is first established, the dps or healer pulls the threat at the beginning. This system may sound stupid but it would give another important reason to having a puller. If you have an archer puller, the archer can pull the mob and then the tank can provoke to start the threat table.
In this system, I'm thinking provoke fills the threat bar to full and keeps it full for the duration of the provoke, which would be why it stays on the tank. The bar starts going down after provoke wears off. I'm not sure if people have noticed... but it's pretty useless for a tank to pull with provoke because the threat goes wild after the provoke wears off. This is because there is no threat table yet, and once the threat table is established, everyone's threat bar is full just like the tank's.
So why do thaumaturge pull so much threat? I'm thinking it's because of DoTs and HoTs. The rate DoTs and HoTs build threat may be higher than the rate enmity goes down.
This is all just a theory, and I haven't tested it enough to back it up with proof. I'm just going by my experience in groups and things people have said in the forums. Now for the crafting theory.
I loved crafting at the beginning of the game. I was getting good success rates, and I didn't understand why people were complaining about random results. I guess I was just getting really lucky. Recently I've been getting these random results, and I find it to be very frustrating. The only explanation is that there are multiple factors that change the outcome of your synthesis. In FFXI, there was the moon phase, weather, direction you faced, etc.
So I was crafting a few nights ago, and I found that it was one of those terrible success rate times. I was failing synths that were 5 ranks below me at 60% progress. I'm currently a rank 26 carpenter with pretty decent crafting gear, and I felt that this shouldn't be happening. Then I looked at the sidebar gadget. I must say... if you're a crafter you need to have this gadget. It's pretty amazing. I found that the day element was water and the hour element was fire. Those are the two elements that I didn't have any elemental points into. I thought I would try resetting my points to put more into water. My success rates went up by a lot. In fact I didn't fail any after I changed it. What I do now is I reset my points every time the day element changes, but I don't put all of my points into the one element. I also found that it's important to have points into the hour element. Of course you won't have enough points to cover every element. I don't craft on the hour that I have very low points into. In game hours go by fast so it's not that big of a deal. Again... I haven't crafted enough since then to give solid proof. But, I haven't failed a synth since I've started doing this. I'm sure there are other factors that play into crafting like weather and moon phase.
I hope this information helps.