Yeah, I haven't messed with the other tradecraft leves much, but all of the ones where you turn in 3 items seem overpowered. Because you can turn in 9 items and get 3x the bonus. But you only use up one leve!
Then you HQ all the items and get a 200% increase on top.
So like I said, even 49-50 is about two leve quests.
I will concur that selling HQ leve quest items is worth it. Though, they'll be fixed as soon as people realize the mark up that's going on.
On my server I get 15k for the fire brand I'm crafting in the above scenario and I'm selling it at a 50% discount from what everyone else list it as. I have done the hard math on it, but I think it's 5k in materials to make 9 HQ fire brands. Wish I could have gotten in today. I'm sure everything sold.
As an example of another one, this pops at level 25: http://ffxiv.gamerescape.com/wiki/All_Booked_Up
11k base + 200 percent = 33k * 3 = 99k exp for one leve! + you get a ton of xp making HQ gear. If only making 9 of the same product didn't suck. I mean, you won't HQ 9 of them either, I usually whiff on a couple.
Do we know anything about the math of HQ? Because I feel like a 22% HQ will hit more often on a low level item than a 22% HQ will hit on a high level item. Does this make sense? I don't have any stats to back this up, but it feels like I get "lucky" HQs when I'm crafting low level stuff now. My skill level def. has an impact on Excellent and Good status.
I also want to know what's the secret math behind getting your item back if you break the synthesis. Sometimes my **** gets destroyed and sometimes it says you put XYZ material back into your bag.
My guess is that it has to do with a combination of how far I got in making it, and how far I got in making it HQ but I have no reasoning behind this guess, other than it seems like how I would set up the system. Edited, Sep 3rd 2013 6:59pm by Squander