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A Beginner's Guide to CraftingFollow

#1 Aug 12 2013 at 9:55 AM Rating: Excellent
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Please note, this is a relatively long guide meant to give the basic information about crafting.

With the open beta just a few short days away, I figured I'd make a very introductory guide to crafting for anyone who might be interested and didn't get a chance to try it out in previous betas, or those who did but didn't really get a good feel for it. This is going to be a rather rough (yet long) guide to start, and once the game goes up I will try and update it with new information. Feel free to add if you have any useful info for beginners.

There are 8 crafting professions. Each profession has it's own guild in one of the 3 starting cities. They are as follows:

Carpenter- Gridania
Blacksmith- Limsa Lominsa
Armorer- Limsa Lominsa
Goldsmith- Uldah
Leatherworker- Gridania
Weaver- Uldah
Alchemist- Uldah
Culinarian- Limsa Lominsa

To join any of these guilds, you must reach level 10 in any DoW or DoH class and finish the level 10 class quest. After doing that, go to any of the guilds and speak with the person behind the counter. It will give an option of joining the guild. Read the dialogue, go to talk to the guildmaster, read more dialogue and say yes when asked. Congratulations, you are now a crafter! You'll get a crafting tool and be able to equip it and start making stuff.

So now that you've got that out of the way, your first order of business is to understand a bit about how to craft. Pro-tip: Pressing the "N" key will open up your crafting log. Once you've got that open, you will see a whole list of recipes for the craft you are on (see image below).

Screenshot

1. The first thing you will notice is on the left it will show you a recipe level, which gives you a range of current recipes that you can make. When you click a range, it will display a list of recipes available to you to the right. When you click one of those recipes, it will show you info on the far right about that specific craft.

2. The red circle here indicates the materials you will need for this particular craft. Every craft will require a set number of shards or crystals of varying type (wind, water, fire, earth). Below that it will show the materials needed. It will tell you the quantity of each that you will need in order to make the craft.

3. This section shows the amount of those materials you have in your inventory. The first column shows the NQ (normal quality) materials available, the second column shows the HQ (high-quality) materials. You can click directly on the numbers in each column to raise or lower them (ie, if you have HQ copper ore, you can click on the 0 and it will raise it to 1 and drop the NQ to 1). Using HQ materials will increase the initial quality that your synth starts out with, which will increase your chance to HQ the synthesis, resulting in more experience gained and a better quality item (will be explained more below).

Once you've got your mats ready, click Synthesize in the bottom right to start your craft.

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Screenshot

The menu that comes up in the top left is your synthesis menu. This is where you will check durability, condition, progress, quality, and HQ rate.

1. Durability is basically how much stress your synthesis can take before it breaks and you fail the synth. It starts out at the full amount, and with each step you complete, the durability will drop by a set amount. I'm pretty sure this is constant number based on the item you are crafting (for instance, it will drop by 10 for each step of a brass ingot). As long as you complete your craft before the durability reaches zero, you will successfully make your item. Pro-tip: You can still complete the craft if the durability reaches zero on the step that finishes your progress bar.

2. Condition is kind of like the status of your synth. This is used to increase the quality of your synth and effects the amount of quality gained by using certain skills. Poor - 50% of Quality increase (1/2 of base). Normal - 100% of Quality increase (base). Good - 150% of Quality increase (1 1/2 times base) (this may be 200%, been a few weeks!). Excellent - 400% of Quality increase (4 times base). This is extremely important for when you are trying to HQ an item, which I will explain more below. But basically, the better condition it is in, the more quality you gain which increases your HQ rate, so using skills that increase quality is best saved for when your condition is good or excellent. Also, the amount of quality gained is affected by how much of the Control stat you have, which is available on gear and will be explained farther down.

3. Progress shows how far along the synth is. When I talked about durability above, I mentioned that every step consumed durability. Well, progress is one of the bars that will increase with those durability losses. Each craft has skills that will increase your progress. Every class starts at level 1 with the skill "Basic Synthesis", which increases your progress amount based on your crafting level and the level of the item you are making (90% success rate). For instance, if I were to use Basic Synthesis on a brass ingot at level 1, each step I take would increase my progress by 9, while reducing my durability by 10 (so after 3 uses of Basic Synthesis, I would complete the synth with 27/27 progress and have 10 durability left. However, if I craft a brass ingot at a higher level, it will gain more progress each time I use Basic Synthesis. There is a lot more to this, as progress is also effected by the stats on your gear, but I will get into that later.

4. Quality is what you use to go for HQ synthesis items. As opposed to just using Basic Synthesis to increase your progress bar, you will receive several skills at higher levels that will increase your quality. The first of these is obtained at level 5, called Basic Touch. This will allow you to increase your quality by a set amount. The amount is set, but depends on the condition of your synth (see Condition above for more info) and also the amount of Control stats you have on your gear (more info farther down). You also have a very small and seemingly random chance of an critical success to quality, which will give a massive increase to your overall quality. In the above example, you start at 0/751 quality. Every time you increase the quality, your precent chance at a high quality item will increase, depending on how much quality you added to the bar. For instance, if I was able to get quality up to 400 and then finish the craft successfully, I might have a 40-50% chance at a HQ item instead of a 1% chance. Pro-tip: Increasing the quality of an item vastly increases the amount of experience you gain for completing a craft, so make sure you are maximizing your quality before finishing a craft, but also make sure you have enough durability to finish the progress bar so you don't fail your synth.

5. HQ Rate is the chance at successfully creating a high-quality version of the synth. As mentioned above, it increases as the quality bar increases, but it is not a linear amount. It is on a curve, so at lower amounts of quality your HQ chance stays lower, but it increases much faster when you approach the top of the quality bar. The benefits of going for an HQ are to gain more experience per each craft, but also to gain high quality materials or weapons/armor/tools, which have slightly better stats than their NQ counterparts. HQ materials are very useful, as using them in a craft automatically starts your quality off at a much higher point (for instance, if I had use 2 HQ copper ore to start the synth, my quality would have started off at around 300 or so, which would automatically give me about a 15% chance to HQ the brass ingot.

6. Crafting Skills will be located in your hotbars. They range in use from stuff like Basic Synthesis which increases progress, Basic Touch which increases quality, Master's Mend which restores durability (so you can go for more quality or progress), Steady Hand which improves the rate of success of your next 5 actions by 20% (so you will have a 100% chance of Basic Synthesis working, or a 90% chance of Basic Touch working), and many others at higher levels which will help you to increase progress or quality more efficiently. The purple numbers at the bottom left of each skill let you know how much CP each skill uses. For each craft, you have a set amount of CP (Crafting Points maybe?) and once you reach zero, you will only be able to use 0 CP cost abilities like Basic Synthesis. So the basic idea is, use your skills to try and maximize the quality of your synth, and make sure to leave yourself enough durability to finish your progress. It's a bit complicated, but once you get into the swing of it it all makes sense.

Ok, so with all that explained, I'll give a little info about the stats associated with crafting and what they do.

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Screenshot

I didn't circle it, but if you look up near the top you will see your HP, CP, and TP. CP is the only important one for crafting, as it is what is used for all of your actions while crafting besides basic synthesis. Use it wisely.

At the very bottom, you will see the crafting stats, Craftsmanship and Control.

Craftsmanship determines how much progress each use of Basic Synthesis will gain you. With 0 Craftsmanship, you will gain the base amount for each step. Every time you increase your craftsmanship, which is obtained through crafting gear, it will increase the amount of progress each step grants you with Basic Synthesis. I'm not sure exactly how much Craftsmanship increases your progress by how much, but it's roughly 10-15 points = 1 point gained of progress. So for instance, if I had 0 craftsmanship and used Basic Synthesis, I might gain 9 progress. At 89 craftsmanship, I would gain about 15-16 progress. Craftsmanship is crucial because the more you have, the less durability you will have to use to get your synth finished, which allows you more opportunities to increase the quality and go for an HQ and gain more experience. Also, while Craftsmanship controls how much progress you make, trying a recipe above your tradeskill level has a significant effect on reducing the amount of progress you get as well.

All of the gear with craftsmanship on it can either be bought from vendors, attained by completing crafting class quests, purchased at the Market board, or actually crafted by the different crafting classes.

Control increases the amount of quality you gain which each action. Again, I do not know the exact conversion, but it definitely makes a decent difference in your overall quality gains. A good rule of thumb is to try and have relatively equal amounts of Control and Craftsmanship, as both stats are essential for maximizing your chances at HQ items.

CP as mentioned above, is what is used for all of your actions (Basic Touch, Master's Mend, Steady Hand, etc). Increases to CP are only available on your jewelry slots, but are very important for getting every ounce of quality out of a synth, as it might allow you to get in one extra use of Basic Touch, which could be the difference between and HQ or an NQ, or even just adding several hundred XP to a synth. I believe all of the CP gear is crafted (minus the starting city ring), and iirc it was mostly made by goldsmiths and leatherworkers. Pro-tip: You can also add CP+ materia to your gear as long as you have materia slots. This is an excellent way to vastly increase the amount of CP available, and becomes especially useful at 50 when you can get tier 5 materia and put 2 on each piece of gear for a very nice bump to CP (this is subject to item stat caps).

One last important piece of information about gear. Aside from just the regular gear like head slot, body, etc, you also have an offhand for each craft. The offhand item increases your control and craftsmanship by a rather large chunk, so don't forget to equip one as soon as you are able (I believe all the level 5 craft quests give one as a reward, might be level 10).


Ok, so this is your beginner's guide to crafting. I'm sure there is a TON of information I'm leaving out, but this post is already incredibly long so I'm going to leave it like this for now. Feel free to comment or let me know anything crucial that I missed and I will update it. I'm going to go ahead and save a second post so I can add more information once the game goes live, such as skill lists for each class, possibly even guides to making HQ items, etc. Hope this info helps some crafting newbies out there!

Special thanks to Ravashack, carmelita, and HallieXIV for additional info!

Edited, Aug 13th 2013 8:54am by BartelX

Edited, Aug 13th 2013 9:03am by BartelX
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#2 Aug 12 2013 at 9:57 AM Rating: Good
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saving for later.
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The Kraken Club <ZAM>
50 WAR • 50 MNK • 50 MIN • 50 GSM • 50 ARM • 50 LTW • 50 CUL • 50 WVR
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#3 Aug 12 2013 at 10:05 AM Rating: Good
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I found an ok guide on a macro to help simplify crafting here. This seems more appropriate for when you have to make a lot of something basic. Here is the article I pulled it from http://eorzeareborn.com/macro-overview/

Sample Crafting Macro

/ac “Basic Touch” <me>
/wait 2
/echo “pause for touch”
/wait 1
/ac “Basic Touch” <me>
/wait 2
/echo “pause for touch”
/wait 1
/ac “Basic Touch” <me>
/wait 2
/echo “pause for touch”
/wait 1
/ac “Master’s Mend” <me>
/wait 2
/echo “pause for Mend”
/wait 1
/ac “Basic Synthesis” <me>
#4 Aug 12 2013 at 10:27 AM Rating: Good
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Nice basic quide! Cant wait to get back to crafting!
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#5 Aug 12 2013 at 10:28 AM Rating: Good
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Brilliant, thank you :)
#6 Aug 12 2013 at 10:31 AM Rating: Good
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Wordddd. This is actually really helpful.

Wow i just noticed that Gridania is missing a discipline. Wonder if they will add another one later on...like bird watching or maybe monster hunting.



*profession




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Edited, Aug 12th 2013 12:32pm by Kreytos
#7 Aug 12 2013 at 10:36 AM Rating: Good
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Kreytos wrote:

Wordddd. This is actually really helpful.

Wow i just noticed that Gridania is missing a discipline. Wonder if they will add another one later on...like bird watching or maybe monster hunting.



*profession




__________________________________________________________________________________________________________________________________________

Edited, Aug 12th 2013 12:32pm by Kreytos


Tree hugging?
#8 Aug 12 2013 at 10:40 AM Rating: Excellent
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https://docs.google.com/spreadsheet/ccc?key=0AkadXJVMJCR4dFNIU1lZODdiMUMzNVJCczcyZldoVmc#gid=16

Reddit member posted this link for crafting spreadsheet from p3. In order to use it you need to sign into google, then File/Make Copy. You can then use the drop down level list to see all the armor and food for that level. Right now it only has Miner's stuff.
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Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
#9 Aug 12 2013 at 10:40 AM Rating: Good
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Would love to be a professional tree huger.

Just wonder what abilities you would get?...lv1 water plants?....lv5 water plants II


i dunno man..sounds kinda op



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#10 Aug 12 2013 at 10:42 AM Rating: Excellent
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Kreytos wrote:

Wordddd. This is actually really helpful.

Wow i just noticed that Gridania is missing a discipline. Wonder if they will add another one later on...like bird watching or maybe monster hunting.
*profession
_________________________________________________________________________________________________________________________________________

Edited, Aug 12th 2013 12:32pm by Kreytos


Ulman wrote:
Kreytos wrote:

Wordddd. This is actually really helpful.

Wow i just noticed that Gridania is missing a discipline. Wonder if they will add another one later on...like bird watching or maybe monster hunting.
*profession
__________________________________________________________________________________________________________________________________________

Edited, Aug 12th 2013 12:32pm by Kreytos


Tree hugging?


I had noticed this also in p3, and figured some surprise was coming our way. Just couldn't figure out what.
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Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
#11 Aug 12 2013 at 11:23 AM Rating: Excellent
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Kreytos wrote:

Wordddd. This is actually really helpful.

Wow i just noticed that Gridania is missing a discipline. Wonder if they will add another one later on...like bird watching or maybe monster hunting.



*profession




__________________________________________________________________________________________________________________________________________

Edited, Aug 12th 2013 12:32pm by Kreytos


Grandmomma wrote:
Kreytos wrote:

Wordddd. This is actually really helpful.

Wow i just noticed that Gridania is missing a discipline. Wonder if they will add another one later on...like bird watching or maybe monster hunting.
*profession
_________________________________________________________________________________________________________________________________________

Edited, Aug 12th 2013 12:32pm by Kreytos


Ulman wrote:
Kreytos wrote:

Wordddd. This is actually really helpful.

Wow i just noticed that Gridania is missing a discipline. Wonder if they will add another one later on...like bird watching or maybe monster hunting.
*profession
__________________________________________________________________________________________________________________________________________

Edited, Aug 12th 2013 12:32pm by Kreytos


Tree hugging?


I had noticed this also in p3, and figured some surprise was coming our way. Just couldn't figure out what.


You forgot Gridania has Bontany = "Tree Hugging" (or lack of)
and Ul'dah has Mining while Lima has Fishing.
#12 Aug 12 2013 at 11:28 AM Rating: Good
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Those are gathering professions, not crafting. I'll prob end up making another guide for those at some point if someone else doesn't do it.
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#13 Aug 12 2013 at 11:39 AM Rating: Good
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Awesome guide, great suggestions!

Maybe we should sticky some guides like this so we can get them when we need them?
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#14 Aug 12 2013 at 12:22 PM Rating: Excellent
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As soon as you sticky them they stop being read Smiley: tongue

I'll try to get the Wiki home page done today, that's where stuff like this should go.
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#15 Aug 12 2013 at 12:38 PM Rating: Good
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Wint wrote:
As soon as you sticky them they stop being read Smiley: tongue

I'll try to get the Wiki home page done today, that's where stuff like this should go.


That would be awesome, I know I'll be wanting to reference this more than once!
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#16 Aug 12 2013 at 2:18 PM Rating: Excellent
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Some minor corrections and edits:

You have to complete the level 10 CLASS quest, not the main questline. (Your class leader is the one that OKs you starting other professions.)

For the following line:
Quote:
For each craft, you have a set amount of CP (Crafting Points maybe?) and once you reach zero, you will only be able to use Basic Synthesis to increase progress.


I suggest changing that to read like this:
Quote:
For each craft, you have a set amount of CP (Crafting Points maybe?) and once you reach zero, you will only be able to use 0 CP cost abilities like Basic Synthesis to increase progress.


This is because there are other 0 CP cost cross-class abilties that are from specific tradeskills, like Hasty Touch and Culinarian.

Craftsmanship and Progress: While Craftsmanship controls how much progress you make, trying a recipe above your tradeskill level has a significant effect on reducing the amount of progress you get as well.
#17 Aug 12 2013 at 2:25 PM Rating: Excellent
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Ravashack wrote:
Some minor corrections and edits:

You have to complete the level 10 CLASS quest, not the main questline. (Your class leader is the one that OKs you starting other professions.)

For the following line:
Quote:
For each craft, you have a set amount of CP (Crafting Points maybe?) and once you reach zero, you will only be able to use Basic Synthesis to increase progress.


I suggest changing that to read like this:
Quote:
For each craft, you have a set amount of CP (Crafting Points maybe?) and once you reach zero, you will only be able to use 0 CP cost abilities like Basic Synthesis to increase progress.


This is because there are other 0 CP cost cross-class abilties that are from specific tradeskills, like Hasty Touch and Culinarian.

Craftsmanship and Progress: While Craftsmanship controls how much progress you make, trying a recipe above your tradeskill level has a significant effect on reducing the amount of progress you get as well.


Cool, thanks for the info. The OP has been updated to reflect this.
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50 WAR • 50 MNK • 50 MIN • 50 GSM • 50 ARM • 50 LTW • 50 CUL • 50 WVR
thekrakenclub.shivtr.com
#18 Aug 12 2013 at 8:14 PM Rating: Excellent
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Ravashack wrote:
Some minor corrections and edits:

You have to complete the level 10 CLASS quest, not the main questline. (Your class leader is the one that OKs you starting other professions.)

For the following line:
Quote:
For each craft, you have a set amount of CP (Crafting Points maybe?) and once you reach zero, you will only be able to use Basic Synthesis to increase progress.


I suggest changing that to read like this:
Quote:
For each craft, you have a set amount of CP (Crafting Points maybe?) and once you reach zero, you will only be able to use 0 CP cost abilities like Basic Synthesis to increase progress.


This is because there are other 0 CP cost cross-class abilties that are from specific tradeskills, like Hasty Touch and Culinarian.

Craftsmanship and Progress: While Craftsmanship controls how much progress you make, trying a recipe above your tradeskill level has a significant effect on reducing the amount of progress you get as well.

I think any level relative to the recipe level is important, above or below. I was certainly still increasing the progress gained per basic touch on the level 1 ingots as I leveled. It may have been gear, but I don't think it was only that. Even leveling and making the same recipe (in the same gear) made a noticeable difference to the progress per synthesis.

A couple of other things you may want to drop in - may not fit a beginner's guide though:
- Regarding Quality & HQ chance - I found that when I replaced every base item with a HQ component, the Quality was filled to 50% of maximum (rounded down where needed). However, this only corresponded to a 15% HQ chance. Even the early gains make it clear that the HQ chance vs. Quality is an exponential relationship - it shouldn't be tough to fit a reasonable curve to a decent data set.
- On Condition, the effect (in P3) was: Poor - 50% of Quality increase (1/2 of base). Normal - 100% of Quality increase (base). Good - 150% of Quality increase (1 1/2 times base) (this may be 200%, been a few weeks!). Excellent - 400% of Quality increase (4 times base). Once you get access to more powerful Touches (level 18 iirc), you really drop everything once an Excellent pops up & hit your highest Touch, short of failing the synth. Also, Poor always follows Excellent, and Normal always follows Good. Also, Normal always follows Poor.
- I have seen elsewhere that, in the initial cutscene (coming into your city), you are asked "what do you seek?" or similar. If you answer "fortune," the quest reward is a level 1 ring with +5 CP on it. The first ring a GSM can make is at level 19, giving +6 CP - pretty handy start! When you look at the other rings on offer for this quest, they quickly become superseded, making this a clear choice (role-playing aside).
- It may be worth spelling out each ability in more detail (come launch) up to 15, as they are all the same for each craft. You can then also look at the level 15 abilities for each DoH, as they are cross-classable (and potentially very useful for 2nd+ crafts).
#19 Aug 12 2013 at 8:35 PM Rating: Good
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carmelita wrote:
- Regarding Quality & HQ chance - I found that when I replaced every base item with a HQ component, the Quality was filled to 50% of maximum (rounded down where needed). However, this only corresponded to a 15% HQ chance. Even the early gains make it clear that the HQ chance vs. Quality is an exponential relationship - it shouldn't be tough to fit a reasonable curve to a decent data set.

Yeah, I didn't really get a chance to test the actual numbers and associate them to a curve, but I agree it won't be hard to do. Once release comes I'll probably try and put some data together and throw up a quick graph showing the relationship.

carmelita wrote:
- On Condition, the effect (in P3) was: Poor - 50% of Quality increase (1/2 of base). Normal - 100% of Quality increase (base). Good - 150% of Quality increase (1 1/2 times base) (this may be 200%, been a few weeks!). Excellent - 400% of Quality increase (4 times base). Once you get access to more powerful Touches (level 18 iirc), you really drop everything once an Excellent pops up & hit your highest Touch, short of failing the synth. Also, Poor always follows Excellent, and Normal always follows Good. Also, Normal always follows Poor.

I'm not sure about always, I seem to recall several times having good > good back to back. It's possible my memory is just failing me though. Also, did you notice the random crits that happened? There were a couple times when I had a normal or good condition, and would gain like 400 quality on a Basic Touch.

carmelita wrote:
- I have seen elsewhere that, in the initial cutscene (coming into your city), you are asked "what do you seek?" or similar. If you answer "fortune," the quest reward is a level 1 ring with +5 CP on it. The first ring a GSM can make is at level 19, giving +6 CP - pretty handy start! When you look at the other rings on offer for this quest, they quickly become superseded, making this a clear choice (role-playing aside).

This is 100% true. I made small mention of it in the initial post, but it probably does merit a bit more info since it is a very good, very early CP bonus.

carmelita wrote:
- It may be worth spelling out each ability in more detail (come launch) up to 15, as they are all the same for each craft. You can then also look at the level 15 abilities for each DoH, as they are cross-classable (and potentially very useful for 2nd+ crafts).

This is actually what I had reserved post 2 for, and I plan to wait on launch just in case any abilities are altered. They probably won't be, but since every class seemed to be the same I thought that maybe they were just filler for beta and might be changed for release. It's definitely something I had planned to add though.

Thank you for all the great suggestions.
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#20 Aug 12 2013 at 9:35 PM Rating: Good
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BartelX wrote:

[...]
carmelita wrote:
- On Condition, the effect (in P3) was: Poor - 50% of Quality increase (1/2 of base). Normal - 100% of Quality increase (base). Good - 150% of Quality increase (1 1/2 times base) (this may be 200%, been a few weeks!). Excellent - 400% of Quality increase (4 times base). Once you get access to more powerful Touches (level 18 iirc), you really drop everything once an Excellent pops up & hit your highest Touch, short of failing the synth. Also, Poor always follows Excellent, and Normal always follows Good. Also, Normal always follows Poor.

I'm not sure about always, I seem to recall several times having good > good back to back. It's possible my memory is just failing me though. Also, did you notice the random crits that happened? There were a couple times when I had a normal or good condition, and would gain like 400 quality on a Basic Touch.
[...]


I can confirm it is always. There are definitely no random crits at all when using the Touch abilities. You may have forgotten an active buff, as having Great Strides up when you use a Touch ability on a Good or Excellent is ridiculously huge.
#21 Aug 12 2013 at 10:58 PM Rating: Good
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Ravashack wrote:
BartelX wrote:

[...]
carmelita wrote:
- On Condition, the effect (in P3) was: Poor - 50% of Quality increase (1/2 of base). Normal - 100% of Quality increase (base). Good - 150% of Quality increase (1 1/2 times base) (this may be 200%, been a few weeks!). Excellent - 400% of Quality increase (4 times base). Once you get access to more powerful Touches (level 18 iirc), you really drop everything once an Excellent pops up & hit your highest Touch, short of failing the synth. Also, Poor always follows Excellent, and Normal always follows Good. Also, Normal always follows Poor.

I'm not sure about always, I seem to recall several times having good > good back to back. It's possible my memory is just failing me though. Also, did you notice the random crits that happened? There were a couple times when I had a normal or good condition, and would gain like 400 quality on a Basic Touch.
[...]


I can confirm it is always. There are definitely no random crits at all when using the Touch abilities. You may have forgotten an active buff, as having Great Strides up when you use a Touch ability on a Good or Excellent is ridiculously huge.

Yeah, I never noticed an unusual increase, Quality & Progress were always fixed for a given synth, Great Strides etc. aside. And (I didn't realise the condition effect until much later in P3) I never recall seeing Good > Good or Good > Excellent. Again though, it has been several weeks now (weeks, months, years - **** this waiting!), so I can't be sure - plus my anecdotal evidence for this is much smaller than my other observations.

And regarding your last point Bartel, I thought that was what the reserved post would be for (or similar), but wasn't sure. From what I saw in P3 + xivdb.com, each DoH gets 3 unique abilities @ 15, 25 & 43. The 15's are all unique & quite potent, for the 25's 6 of the 8 classes have an "increases progress by 200% when using X crystal" ability (e.g. 200% progress when the recipe uses a fire crystal) & I can't remember the other 2, and the 43's are just outright awesome!

Edited, Aug 13th 2013 4:23pm by carmelita
#22 Aug 12 2013 at 11:53 PM Rating: Good
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carmelita wrote:
Ravashack wrote:
BartelX wrote:

[...]
carmelita wrote:
- On Condition, the effect (in P3) was: Poor - 50% of Quality increase (1/2 of base). Normal - 100% of Quality increase (base). Good - 150% of Quality increase (1 1/2 times base) (this may be 200%, been a few weeks!). Excellent - 400% of Quality increase (4 times base). Once you get access to more powerful Touches (level 18 iirc), you really drop everything once an Excellent pops up & hit your highest Touch, short of failing the synth. Also, Poor always follows Excellent, and Normal always follows Good. Also, Normal always follows Poor.

I'm not sure about always, I seem to recall several times having good > good back to back. It's possible my memory is just failing me though. Also, did you notice the random crits that happened? There were a couple times when I had a normal or good condition, and would gain like 400 quality on a Basic Touch.
[...]


I can confirm it is always. There are definitely no random crits at all when using the Touch abilities. You may have forgotten an active buff, as having Great Strides up when you use a Touch ability on a Good or Excellent is ridiculously huge.

Yeah, I never noticed an unusual increase, Quality & Progress were always fixed for a given synth, Great Strides etc. aside. And (I didn't realise the condition effect until much later in P3) I never recall seeing Good > Good or Good > Excellent. Again though, it has been several weeks now (weeks, months, years - **** this waiting!), so I can't be sure - plus my anecdotal evidence for this is much smaller than my other observations.

And regarding your last point Bartel, I thought that was what the reserved post would be for (or similar), but wasn't sure. From what I saw in P3 + xivdb.com, each DoH gets 3 unique abilities @ 15, 25 & 43. The 15's are all unique & quite potent, for the 25's 6 of the 8 classes have an "increases progress by 200% when using X crystal" ability (e.g. 200% progress when the recipe uses a fire crystal) & I can't remember the other 2, and the 43's are just outright awesome!

Edited, Aug 13th 2013 4:23pm by carmelita


The levels are likely being moved around, but the other two abilities at the old 25 are Flawless Synthesis (Goldsmithing), which is an automatic 50 Progress for 15 CP (and the progress cannot be reduced), and Steady Hand II (Culinarian), which I have not gotten since my Culinarian was only 21. Flawless Synthesis is also EXTREMELY useful.

#23 Aug 13 2013 at 12:24 AM Rating: Good
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Yeah, I remember seeing that (only got GSM to 21 though). It was always annoying having to complete in the 20 > 10 durability step, in case of a break. Being able to push that last 10 durability out will be v.handy
#24 Aug 13 2013 at 1:54 AM Rating: Decent
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carmelita wrote:
Yeah, I remember seeing that (only got GSM to 21 though). It was always annoying having to complete in the 20 > 10 durability step, in case of a break. Being able to push that last 10 durability out will be v.handy


I have never had Steady Hand -> Basic Synthesis fail at all, ever. 100% of the time, if Steady Hand is active, Basic Synthesis has worked.

Steady Hand -> Standard Touch, however, has failed a few times. I have to wonder if the success rate for Touches are capped, because otherwise the description of Steady Hand makes no sense.
#25 Aug 13 2013 at 4:48 AM Rating: Good
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Ravashack wrote:
carmelita wrote:
Yeah, I remember seeing that (only got GSM to 21 though). It was always annoying having to complete in the 20 > 10 durability step, in case of a break. Being able to push that last 10 durability out will be v.handy


I have never had Steady Hand -> Basic Synthesis fail at all, ever. 100% of the time, if Steady Hand is active, Basic Synthesis has worked.

Steady Hand -> Standard Touch, however, has failed a few times. I have to wonder if the success rate for Touches are capped, because otherwise the description of Steady Hand makes no sense.

Fair point, I didn't use Steady Hand that much, unless it was making over-leveled items. Prefered to use my CP for Touches.

And I did feel that (purely by eyeballing) when I used it, Steady Hand wasn't as effective as it said it was. Possible that "increase chance by 20%" was 20% of what you had. So for Standard Touch, you had 80% + 0.2*80% = 96% chance. A long straw I know, and much more likely it was just an error from SE. Still, it's possible ...

Would explain BS work too - 90% + 0.2*90% = 108%, so no chance of failure. Again though, it may just have slipped through as 18/19% somehow.
#26 Aug 13 2013 at 5:12 AM Rating: Excellent
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I was unable to really try any sort of crafting in Phase 3, so this guide is very helpful towards me better understanding what it'd take to craft in FFXIV:ARR. Thanks for this, Bartel...
#27 Aug 13 2013 at 5:26 AM Rating: Good
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Just a quick note on CP.

Whilst you are correct that it only seems to be jewellery items that come with a CP boost, you can of course add CP+ materia to any item. With CP+ "V" materia, and at least two slots on each item of clothing at level 50, you can massively add to available CP (subject of course of item limits - and we have no idea how that works for level 50 gear yet).

I did a lot of high level (40+) crafting during the last beta test and based on how I was crafting, it seemed sensible to load up on CP materia.
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#28 Aug 13 2013 at 6:49 AM Rating: Good
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Ravashack wrote:
BartelX wrote:

[...]
carmelita wrote:
- On Condition, the effect (in P3) was: Poor - 50% of Quality increase (1/2 of base). Normal - 100% of Quality increase (base). Good - 150% of Quality increase (1 1/2 times base) (this may be 200%, been a few weeks!). Excellent - 400% of Quality increase (4 times base). Once you get access to more powerful Touches (level 18 iirc), you really drop everything once an Excellent pops up & hit your highest Touch, short of failing the synth. Also, Poor always follows Excellent, and Normal always follows Good. Also, Normal always follows Poor.

I'm not sure about always, I seem to recall several times having good > good back to back. It's possible my memory is just failing me though. Also, did you notice the random crits that happened? There were a couple times when I had a normal or good condition, and would gain like 400 quality on a Basic Touch.
[...]


I can confirm it is always. There are definitely no random crits at all when using the Touch abilities. You may have forgotten an active buff, as having Great Strides up when you use a Touch ability on a Good or Excellent is ridiculously huge.


Thanks for the confirmation. I never made it past 20 in crafts (took all of them to 15ish) so I must have just missed that the condition was excellent. Nothing was worse though than having an excellent condition and failing Basic Touch. That just hurt.

HallieXIV wrote:
Just a quick note on CP.

Whilst you are correct that it only seems to be jewellery items that come with a CP boost, you can of course add CP+ materia to any item. With CP+ "V" materia, and at least two slots on each item of clothing at level 50, you can massively add to available CP (subject of course of item limits - and we have no idea how that works for level 50 gear yet).

I did a lot of high level (40+) crafting during the last beta test and based on how I was crafting, it seemed sensible to load up on CP materia.


Excellent information, I will add it to my OP. Thank you!
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#29 Aug 13 2013 at 6:56 AM Rating: Good
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HallieXIV wrote:
Just a quick note on CP.

Whilst you are correct that it only seems to be jewellery items that come with a CP boost, you can of course add CP+ materia to any item. With CP+ "V" materia, and at least two slots on each item of clothing at level 50, you can massively add to available CP (subject of course of item limits - and we have no idea how that works for level 50 gear yet).

I did a lot of high level (40+) crafting during the last beta test and based on how I was crafting, it seemed sensible to load up on CP materia.

I capped out @ 21, so I'll take your word on this. Just one thing that may not be relevant. On the battle classes, it seemed that each piece of gear had an effective "hard cap" for each stat. For example, my level 15 chest has 2 materia slots, with +3 INT/VIT/MND, and +2 Crit Rating on the base item. I drop a +Crit materia into the first slot, I get +2 Crit Rating. I drop a + Crit materia into the second slot. It is a +2 Crit Rating materia, but I only get +1 to Crit Rating from that materia. So this piece, at this level, has a "hidden" +5 Crit Rating cap. Brief anecdotal evidence that I saw post-P3 showed that groups of stats had the same caps, these groups may be different, and it seemed to be a piece-by-piece thing. So this chest may have a +6 cap to each base stat, +5 to each battle stat & +3 to Determination (it seemed to be a special case, being relevant for all classes).

Why bring up level 15 battle class gear? It may be that crafting & gathering gear has the same restriction - plugging ONLY craftsmanship, control OR CP materia could result in reduced effectiveness. However, if you loaded up gear with a single stat without restriction, it may be a moot point. Plus crafter/gatherer gear only has 3 different relevant stats - battle classes have at least 6. Caps (if they exist) would naturally be higher.

Aaaaaand ... re-reading your post, this is probably the "item limits" you refer too ... do'h!
#30 Aug 13 2013 at 8:39 AM Rating: Good
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You better watch out Bartel, good posts like this one will get you to Sage status and you will no longer be able to enjoy the goodness that is the blue lettering above your avatar*...

* Please denote that the above post is sarcasm. It is in no way intended as a means to offend the recipient. Do I really have to attach this disclaimer?

Edited, Aug 13th 2013 10:27am by Valkayree
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#31 Aug 13 2013 at 8:45 AM Rating: Good
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I think I have way too many posts to ever hit sage status... but yeah, I definitely prefer the blue over the green. Smiley: lol
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#32 Aug 13 2013 at 8:50 AM Rating: Excellent
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Ulman wrote:


Tree hugging?


Caber Tossing.
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#33 Aug 13 2013 at 8:51 AM Rating: Good
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BartelX wrote:
I think I have way too many posts to ever hit sage status... but yeah, I definitely prefer the blue over the green. Smiley: lol


Were you a troll in a past life or something?* Smiley: tongue

* Please note that the above post is sarcasm. It is in no way intended as a means to offend the recipient. Do I really have to attach this disclaimer?

Edited, Aug 13th 2013 10:27am by Valkayree
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#34 Aug 13 2013 at 8:54 AM Rating: Good
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Valkayree wrote:
BartelX wrote:
I think I have way too many posts to ever hit sage status... but yeah, I definitely prefer the blue over the green. Smiley: lol


Were you a troll in a past life or something? Smiley: tongue


No, I just argued with everyone and ****** a lot of people off. I still love to argue, but I try and be more civil about it now.
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#35 Aug 13 2013 at 8:56 AM Rating: Good
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BartelX wrote:
Valkayree wrote:
BartelX wrote:
I think I have way too many posts to ever hit sage status... but yeah, I definitely prefer the blue over the green. Smiley: lol


Were you a troll in a past life or something? Smiley: tongue


No, I just argued with everyone and ****** a lot of people off. I still love to argue, but I try and be more civil about it now.


Like the British Parliament, or better than that, like Gangs of New York, where everyone was wearing top hats and brandishing axes.
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#36 Aug 13 2013 at 8:57 AM Rating: Good
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BartelX wrote:
Valkayree wrote:
BartelX wrote:
I think I have way too many posts to ever hit sage status... but yeah, I definitely prefer the blue over the green. Smiley: lol


Were you a troll in a past life or something? Smiley: tongue


No, I just argued with everyone and ****** a lot of people off. I still love to argue, but I try and be more civil about it now.


I'm just the opposite. I get too heated when I debate, so I normally avoid it unless its something I'm passionate about. Election years...*shutter*
#37 Aug 13 2013 at 9:06 AM Rating: Excellent
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Valkayree wrote:
BartelX wrote:
Valkayree wrote:
BartelX wrote:
I think I have way too many posts to ever hit sage status... but yeah, I definitely prefer the blue over the green. Smiley: lol


Were you a troll in a past life or something? Smiley: tongue


No, I just argued with everyone and ****** a lot of people off. I still love to argue, but I try and be more civil about it now.


Like the British Parliament, or better than that, like Gangs of New York, where everyone was wearing top hats and brandishing axes.


Screenshot
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#38 Aug 13 2013 at 9:29 AM Rating: Good
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Good guide.... thank you for making the effort to create this.


Wint wrote:
As soon as you sticky them they stop being read Smiley: tongue


Smiley: nod
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#39 Aug 13 2013 at 9:41 AM Rating: Excellent
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Sorry I didn't get the wiki home page done, hopefully tonight!
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#40 Aug 13 2013 at 10:47 PM Rating: Good
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carmelita wrote:
HallieXIV wrote:
Just a quick note on CP.

Whilst you are correct that it only seems to be jewellery items that come with a CP boost, you can of course add CP+ materia to any item. With CP+ "V" materia, and at least two slots on each item of clothing at level 50, you can massively add to available CP (subject of course of item limits - and we have no idea how that works for level 50 gear yet).

I did a lot of high level (40+) crafting during the last beta test and based on how I was crafting, it seemed sensible to load up on CP materia.

I capped out @ 21, so I'll take your word on this. Just one thing that may not be relevant. On the battle classes, it seemed that each piece of gear had an effective "hard cap" for each stat. For example, my level 15 chest has 2 materia slots, with +3 INT/VIT/MND, and +2 Crit Rating on the base item. I drop a +Crit materia into the first slot, I get +2 Crit Rating. I drop a + Crit materia into the second slot. It is a +2 Crit Rating materia, but I only get +1 to Crit Rating from that materia. So this piece, at this level, has a "hidden" +5 Crit Rating cap. Brief anecdotal evidence that I saw post-P3 showed that groups of stats had the same caps, these groups may be different, and it seemed to be a piece-by-piece thing. So this chest may have a +6 cap to each base stat, +5 to each battle stat & +3 to Determination (it seemed to be a special case, being relevant for all classes).

Why bring up level 15 battle class gear? It may be that crafting & gathering gear has the same restriction - plugging ONLY craftsmanship, control OR CP materia could result in reduced effectiveness. However, if you loaded up gear with a single stat without restriction, it may be a moot point. Plus crafter/gatherer gear only has 3 different relevant stats - battle classes have at least 6. Caps (if they exist) would naturally be higher.

Aaaaaand ... re-reading your post, this is probably the "item limits" you refer too ... do'h!


Yeah, you are right but I could have been clearer. It was difficult to get a good handle on the effects of various types of materia given all my materia from 1.0 turned to broken materia and the materia exchange NPC was not implemented in phase 3 so my observations were based on my experience crafting and the fact that it always seemed more CP would be better regardless of any improvement to control or crafting. Of course, I could be completely wrong and stat stacking Control at 50 might be the way to go.

Also, there was an exploit at level 50 crafting that basically meant you could keep crafting forever, guaranteeing HQ every time but they are fixing that in time for Phase 4.
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#41 Aug 14 2013 at 7:13 PM Rating: Excellent
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I set the wiki page up for you BartelX, the only page you can't edit is the home page but I can add things to it later.

This is a direct link to your wiki page:

http://ffxiv.zam.com/wiki/A_Beginner's_Guide_to_Crafting_%28FFXIV%29#Wiki

You can edit that as you see fit including uploading images and making it prettier than the forum post allows. Anyone can update the wiki and add things, see the Help for New Editors page for details, or ask me or Bludwyng (another Zam Admin, our Wikibase expert). The most important thing to remember when making new wiki links is using the gameid, so for anything you would make a page for could be referenced like this:

Guides (FFXIV) The (FFXIV) will be hidden from the text shown, like here.

You all have the power to make this wiki awesome, we just need public participation to make it happen.
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#42 Aug 15 2013 at 6:18 AM Rating: Good
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Cool, thanks Wint. If I have some time today I'll work on it.
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