The Crafting 101 - Printable Version +- Hydaelyn Role-Players (https://ffxiv-roleplayers.com/mybb18) +-- Forum: Final Fantasy 14 (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=41) +--- Forum: FFXIV Discussion (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=12) +--- Thread: The Crafting 101 (/showthread.php?tid=2482) |
RE: The Crafting 101 - Asyria - 09-28-2013 Condition, whatever it is , only lasts for one single action. If you get Excellent and have the Durability to spare, you damn better touch up and raise that Quality through the roof! If it's Good, it's probably a good idea to do that too. (unless you have Great Strides, since it doubles the increase.. Good doesn't seem to double it, I think it's more of a 25% bonus thing...) If it's Poor... either Observe or Careful Synth or use a buff for your next move. Example... Weaver 11 making Hempen Yarn (because HQ mats give better chances of HQ products!) Knowing a single Basic Synth will complete the process... Knowing I hav e 40 Durability and that Synth will use up 10... I have 30 to spare on Touches. 1- Inner Quiet (to have better quality increases every time) 2- Steady Hand (to ensure success!) 3- Basic Touch (Dur 30/40) 4- Basic Touch (Dur 20/40) 5- Basic Touch (Dur 10/40) 6- Basic Synth (Dur 0/40, but complete!) Later on you get cool things like Great Strides (doubles next Touch efficiency) or Waste not (Next 4 actions cost 5 Durablity instead of 10) so you get to toy around with those too. As a Weaver, I use Great Strides before every Touch (gotta have those +CP jewelries though!) but another possibility is to use a Mend to restore that Durability and do some more stuff (again, be sure to have those +CP jewelries! They start at level 15-18 depending on the exact piece) RE: The Crafting 101 - BlessedSilence - 09-28-2013 Okay that makes more sense.  So when you see the change in condition you want to use a touch action. I'm getting abilities that aren't covered here, so I will be asking questions on them very soon (once I get all crafting to 15 /phew) RE: The Crafting 101 - Suisei'to - 09-28-2013 Shared Skills are incredibly important! All of the basic Shared Skills are earned at level 15 between all the crafting classes. To be as efficient as possible with the highest quality it's necessary to to level all crafting classes to 15. However, there are a handful of classes you want to get to level 15 first: Culinarian: At level 15 Culinarians earn the Hasty Touch ability. Hasty Touch is 100% Efficiency at 50% Success Rate but costs no CP. The appeal in this ability is the No CP cost. When combined with Steady Hand it's as effective as Basic Touch but at a heavily reduced cost. Weaver: At level 15 Weavers earn the Careful Synthesis ability. Careful Synthesis is 90% Efficiency at 100% Success Rate with no CP cost. The appeal here is that it will always succeed with a very small decrease in durability gain. Leather Worker: At level 15 Leather Workers earn the Waste Not ability. Waste Not halves the Durability cost of the next 4 actions. The appeal here is getting more durability from your CP. Carpentry: At level 15 Carpenters earn the Rumination ability. Rumination restores CP based on Inner Quiet stacks. Alchemy: At level 15 Alchemists earn the Tricks of the Trade ability. Tricks of the Trade restores 20 CP but can only be used on Good quality procs. This ability is completely broken powerful but takes very careful manipulation of your item to be effective. I won't be touching on this during the example. The magic of these three abilities is shown when they work together with your basic abilities. A common 40 quality item (basic material) goes like this: Inner Quiet, Steady Hand, Waste Not, Hasty Touch, Hasty Touch, Hasty Touch, Hasty Touch, Now, normally your item would be 'complete' after 4 touch or synthesis actions but thanks to Waste Not we only used half the durability we would normally use. We also saved 52 CP thanks to Hasty Touch yet still increased the Quality of the item. This leaves us with 20 Durability Steady Hand, Waste Not, Hasty Touch, Hasty Touch, Hasty Touch, Rumination, Master's Mend Again, we are only using half the durability with Waste Not but before we use the rest of the Durability available we use Rumination. Rumination refunds us CP based on how many Inner Quiet stacks we have, effectively refunding us 30 or more CP. We should also still have enough CP available to use Master's Mend refunding 30 Durability back to us, leaving us with 35 Durability or 4 more actions. Steady Hand, Hasty Touch, Hasty Touch, Hasty Touch or Careful Synthesis, Careful Synthesis We use the last of our CP here to Steady Hand one more time. From here we keep increasing our Quality with Hasty Touch and finish up with as many Careful Synthesis we need to complete the item. In the end we end up with 12 actions instead of 4 for a basic material recipe. This is just a basic rotation, not taking into account Good quality procs that Tricks of the Trade can use to extend the life of your item even further. In the end, outside of using Good Quality as fuel for Tricks of the Trade the quality level doesn't have much impact on your process. Excellent is always a great surprise but Poor isn't going to hurt you as you'll be using Poor to give you more CP in the long run which gives you more Durability. Remember: CP is more valuable than DURABILITY as CP can restore your DURABILITY RE: The Crafting 101 - Asyria - 09-28-2013 You've just convinced me to level all DoH classes to 15. o_O RE: The Crafting 101 - Suisei'to - 09-28-2013 (09-28-2013, 01:43 PM)Asyria Wrote: You've just convinced me to level all DoH classes to 15. o_OIt's totally worth it. Another fun fact about gear in general: All normal equipment can be bought from vendors. Often times they will be cheaper on the Markets, but at time they can be VERY expensive compared to their vendor versions. Rule of Thumb is: Buy Level Appropriate gear from level appropriate zones. East Shroud has level 15-20 Btn, Crp and Ltw gear. RE: The Crafting 101 - Ilmoran - 10-07-2013 I had seen this guide previously and have been meaning to come back and correct something: There are certain leves which grant extensions, automatically, regardless of turning in HQ items.  Generally speaking, any leve 20 or higher that requires you to turn in: 3 of an item that synths one at a time (iron spear for example) 5 of an item that synths three at a time (potions) 5 of a basic material that synths one at a time (ingots) (You could also look at it as 3 of items that don't stack, or 5 of items that do stack). These leves will give you the option of an extension with or without HQ items.  Also, for items that don't stack, if you turn in some normal and some HQ, you will get a portion of the 200% bonus (1 HQ, 2 normal gets you 66%, 2 HQ 1 normal gets 133%) I know there are two exceptions to the rules above for triples: Rolanberry Cheese (synths 3, turn in is 5, does not allow extensions). I don't remember the second, but I think it was cooking and required 9 of something that synths 6 at a time. There's also cornmeal: synths 4, turn in is 6, allows extension. RE: The Crafting 101 - Suisei'to - 10-08-2013 (10-07-2013, 10:42 PM)Ilmoran Wrote: I had seen this guide previously and have been meaning to come back and correct something: You are correct, sir and there is actually something in game that tells you which gives you that bonus of 3. FURTHERMORE if you turn in 3 HQ you'll get a THIRD chance to turn in 3. To know which leve quests give out the repeating bonus you need to look at the leve card in the top left corner of that window. Yes, those cards actually do matter. Here we are looking for the Charity card which looks like this : Whenever you see that card in the corner you are getting a 3X BONUS LEVE! GET THAT MONEY/XP RE: The Crafting 101 - Niteshade_Rune - 10-08-2013 The cards do matter eh? i had no clue, even back in 1.0 I just found myself enjoying the art/style and seeing different ones lol. |