Difference between revisions of "The Way of crafting"
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Crafting is a most efficient way to supply yourself and also your friends with any equipment you need. While leveling, you'll need your weapons and gear to be respective to your current level and so you'll need to periodically spend a lot of gil for it. But there is another way to keep you equipment up to <s>date</s> your level and spend much less of gil for this: make all what you need by yourself. But economy isn't only reason to craft: you may craft HQ equipment | Crafting is a most efficient way to supply yourself and also your friends with any equipment you need. While leveling, you'll need your weapons and gear to be respective to your current level and so you'll need to periodically spend a lot of gil for it. But there is another way to keep you equipment up to <s>date</s> your level and spend much less of gil for this: make all what you need by yourself. But economy isn't only reason to craft: you may craft high quality (HQ) equipment with noticeably better characteristics at the same level requirements. | ||
Certainly, the way of crafting also means that you needs to be skilled in gathering. Without a gathering | Certainly, the way of crafting also means that you needs to be skilled in gathering. Without a gathering, a crafting will be more expensive than buying a finished products. Also the NPC-vendors offers only a small assortment of low-level materials, which are can cover your needs only up to 10th level or about. Furthermore, if you want to create HQ items (you certainly want this, right?), you'll need HQ materials, many HQ materials. And they are not selling by NPCs. Of course, [[Market board]] may solve all these problems, but the price wouldn't be cheap. | ||
== What profession to choose == | == What profession to choose == |
Revision as of 18:45, 8 May 2017
The Way of crafting
Study the Ways of all professions (Go Rin no Sho, Miyamoto Musashi).
This page is a stub and ongoing, and I'll continue writing and improving it. Please, correct me, if I mistake somewhere. |
Here are the common words about crafting, suitable for all crafting classes. All class-specific information will appears on corresponding pages. |
Crafting is a most efficient way to supply yourself and also your friends with any equipment you need. While leveling, you'll need your weapons and gear to be respective to your current level and so you'll need to periodically spend a lot of gil for it. But there is another way to keep you equipment up to date your level and spend much less of gil for this: make all what you need by yourself. But economy isn't only reason to craft: you may craft high quality (HQ) equipment with noticeably better characteristics at the same level requirements.
Certainly, the way of crafting also means that you needs to be skilled in gathering. Without a gathering, a crafting will be more expensive than buying a finished products. Also the NPC-vendors offers only a small assortment of low-level materials, which are can cover your needs only up to 10th level or about. Furthermore, if you want to create HQ items (you certainly want this, right?), you'll need HQ materials, many HQ materials. And they are not selling by NPCs. Of course, Market board may solve all these problems, but the price wouldn't be cheap.
What profession to choose
Any crafting class is depended to mostly all another crafting classes, so you'll not be mistaken if you'll unlock all of them as soon as it'll be possible. But in this case, there is a one side effect: even a large hangar may be not enough to store all materials, you need. And of course it will take a lot of time.
This way, it will be more rational to choose most necessary crafting and gathering classes:
Battle class | Weapon crafting | Armor crafting | Preferred gathering |
---|---|---|---|
Marauder, Gladiator | Blacksmith, Carpenter | Armorer, Leatherworker | Miner,Botanist, Loot |
Pugilist | Blacksmith, Goldsmith, Carpenter | Weaver, Leatherworker | Miner,Botanist, Loot |
Lancer | Carpenter, Blacksmith | Armorer, Leatherworker | Botanist, Miner, Loot |
Archer | Carpenter, Blacksmith | Leatherworker, Armorer | Botanist, Loot, Miner |
Rogue | Blacksmith | Weaver, Leatherworker | Miner,Botanist, Loot |
Conjurer | Carpenter, Alchemist? | Weaver, Leatherworker | Botanist, Loot, Miner |
Thaumaturge | Goldsmith, Carpenter | Weaver, Leatherworker | Botanist, Loot, Miner |
Arcanist | Alchemist, Carpenter | Weaver, Leatherworker | Botanist, Loot, Miner |
Note: the Goldsmith is a usefull class anyway because he makes a jewelry which are increasing different attributes, especially from about 30 level.
Crafting summary
As common, go to the crafters guild and talk with guild receptionist and then - with guild master. Guild master will give you a first lesson and your first tool. After this mandatory part you may equip your tool and go to the nearest location to kill some mobs with it.
At first time, when you unlock a crafting class, (approximately until 9th level) you may leveling only by crafting items, available in your crafting log, one by another: this will give you enough amount of experience for good speed of progress. Craft most complex items, and you'll obtain more experience. Then you may go to respective guildmaster and complete all available quests at once.
When you join to one of Grand companies, you'll be able to extremely boost the gain of experience by completing Supplying duties for your GC. This takes not many time and not requires a lot of materials, but rewarded with lot of gil and very large amount of experience.
Except a materials, you need a crystals as catalyst for crafting. You may obtain them by gathering, but this process if too long and gives very small amount of experience for leveling a Miner and Botanist. The most effective way to obtain the crystals is completing of quests (look lists of respective quests in class-specific guides). //TODO: make list of quests, with crystals in reward, individually for each crafting class.
By the way, always try to make HQ items, even chance to success is tends to zero: you'll gain a more exp if gets more quality points, even if resulting item will be not HQ. Be aware to use Quick Synthesis: you'll gain a minimum amount of experience, and also you have little chance to have some fails, even the items you creating are simplest.
Increasing of quality
In fact, the crafting is a task of solving a "Knapsack problem": how to combine different actions to obtain maximum quality and successfully complete synthesis. This is too complex task to make an simple universal formula, but here is a way, how to approach this problem:
E.g. we have 192CP and needs to make some material with durability 40 and minimal difficulty, requires only one step for synthesis. Lets compose a different combinations of available crafting actions, which we may take with given amount of CP. Then we need to compute how much quality points we may obtain via each combination.
In addition, we shall keep in mind that most of crafting actions have probabilistic nature, which we need to take into account
So the rough formula is floor((availableCP-summaryImprovingActionsCP)/touchActionCP))*touchActionEfficiency*touchActionSuccessRate and here are results for example:
CP avail. | Actions taken | AVG efficiency | Max efficiency |
---|---|---|---|
192 | 1 Masters' Mend, 5 Basic touch (CP:18, eff:1.0, prob:0.7) | 3.5 | 5 |
192 | 1 Masters' Mend,1 Steady Hand (22CP), 4 Basic Touch (CP:18, eff:1.0, prob:0.7+0.2) | 3.6 | 4 |
192 | 1 Masters' Mend,3 Standard Touch (CP:32, eff:1.25, prob:0.8) | 3 | 3.75 |
Here we see, that maximum amount of quality we may obtain using Basic touch 5 times. But probability of this seems too small (16.8%*). So this method is most suitable when you couldn't reach 100% of quality points, bu have a lots of materials, lot of time and need to make a few HQ items.
The Standard Touch in this conditions losses in both of average and maximum efficiency due to much more CP cost and lesser advantage in efficiency. So it isn't a right choice when you have small amount of CP, but it will be useful when limit of Durability is more tight, than limit of CP.
At last, the most interesting method: buffing Basic Touch with Steady Hand, which increases probability of first one up to 0.9 (90%). This method gives a maximum average efficiency and is a best choice if you needs to create a lot of HQ items (commonly - crafting materials).
* Probability of that an event will occure m times in n trials is Pm,n=(n!/(m!×(n-m)!)) × p^m × q^n-m, where p is probability of an event and q=1-p - is probability of that event will not occure. If simplify this formula for m==n, then Pm,m=p^m. For comparison, the probability of that the event will occures 5 times of 5 trials will be 0.59 (59%) if p==0.9, and 0.328 if p==0.8, and only 0.168 if p==0.7.
HQ probability
If the crafting progress has absolutely linear scale, the chance to create HQ item has more complex dependency from amount of quality points. As you can see on the picture, filling of quality bar on about 65% grants only 20% probability of obtain an HQ item in result. But after reaching of this point, the probability starts to grow much more quickly. But what all these numbers are means in practice? The about 20% probability is a border between a "nearly zero chance" and a "little chance" for HQ.
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Crafting of materials
Materials are usually has low difficulty and you can synthesize'em by a single step. This fact determines the order of crafting actions: get maximum quality at first and synthesize the item at last.
But its low difficulty is not mean that to make'em HQ is too easy:
- Case 1: Low CP is limits increasing of quality, before available steps runs dry. In this case food, which increases CP may be more effective than that one, which increasing Control (if it'll allow you to take more touches or buffs like Great Strides).
- Case 2: You have enough CP, but not enough crafting steps. This will be, when your level grows above the level of recipe. In this case Control increasing food will be useful. And properly used actions and buffs too: e.g. start with Inner Quiet and then use Touch actions in order of increasing efficiency.
The third case, when your level significantly greater, than level of recipe, is not interesting, cause you may easily reach a maximum amount of quality points.
Crafting of common items
At first, a high quality materials will be a good basis. On the average, about a half of high quality materials gives a good starting amount of quality points. Note that the higher-level materials give more points than the lower-level ones. E.g. in lv.15 recipe the HQ lv.10 ingredient will give a most part of possible starting quality points, but another lv.1 ingredient will scarcely help you to improve item quality.
The feature of crafting of of middle-complexity items is that you able to mix increasing of quality with synthesis, aiming to catch more moments when condition of materials becomes good or excellent, and do it without loss of productivity. Note: don't focus only on materials condition, some times it is better to ignore it and improove ation's success rate.
- As a basic example, start crafting with synthesis and look on materials condition. When it turns good or excellent, use that touch action, which has maximum efficiency and success rate, to gain maximum effect. If materials still normal or becomes poor, continue synthesis, or restore durability, or do something else usefull. And at last step - finish the synthesis (It's recomended to be under the Steady Hand buff or use Careful Synthesis for the last step).
- If you about 15th level or above, it's better to prepend this sequence with Inner Quiet and Steady Hand.
Crafting of a complex items
In the each group of recipes there are several items, which differ from another by ~20%-higher difficulty. They are always have 10 points of durability above common ones, but requires much more steps for synthesis. The most problem with them is that you may miss out of look its difficulty and become unable to complete synthesis, by getting carried away with increasing of quality.
- At first, get so much HQ materials as it possible. Full set of HQ materials gives a half of maximum amount of quality points, independently of the recipe.
- Use Steady hand buff for both of syntesis and increasing of quality actions: due to much number of steps of syntesis, the sumary failure rate increases, but you also can't use Carefull synthesis without loss of efficiency.
- Boost progress using the Rapid Syntesis from Armorer. Efficiency of this action is 250% and success rate, buffed with the Steady Hand, is 70%. Due to low success rate, it is better use this action at the beginning of crafting process, to have fallback ways if it fails, and to correctly plan remaining steps.
Synthesis
Careful Synthesis from Weaver – 100% warranted result! Start synthesyse with no fails right now! P.S.: 90% efficiency. Your culinarian skills must be at least 15th level. If be serious, often, 90% efficiency is enough to complete synthesis with the same number of steps as using the Basic synthesis. Also often this action is usefull to finish synthesis when the remain progress is small. [TODO: move this to appropriate section]
Rapid Syntesis from Armorer – synthesis overclocking giving a 250% boost. Unstable. 50/50 it may fail or may not. Steady Hand is recommended for this action, but it may be easily omited, if getting of some fails is not critical, but quality is a primary target.
Quality increasing actions and buffs
//TODO: describe usage of Basic Touch, Steady Hand Inner Quiet
Steady Hand – one of the most useful buffs, common for all crafting classes. It improves action success rate by 20% for the next 5 steps, and costs only 22CP. Success rate has great influence on amount of quality points, which you can obtain. But this factor of the Basic Touch is quite low, Hasty Touch is almost useless, etc.Thus using of Steady Hand is required for every crafting.
- Save CP by buffing Hasty Touch up to 70% success rate.
- Boost crafting progress by buffing Rapid Synthesis up to 70% success rate.
Inner quiet – grants incremental bonus to control with every increasing of quality. Cost: 18CP. Each bonus increases gain of quality points on ~11% [TODO: check dependence from character's level].
- Duration of Inner quiet is not limited, so just start any crafting with this buff.
- This buff almost usefull, except the case if you have tight limit of CP.
- But Rumination allows to restore CP proportional to the number of times control was increased under the last casted Inner quiet. And this amount is usually greater than 18CP.
"Must have" cross class:
Hasty Touch from Culinarian – very low success rate, but cost no CP. Its main usage is to save some amount of CP for other actions. Note that it is better to always use it under the Steady Hand buff.
- Save CP for Basic, Standard and other Touches. For example: Start with Inner quiet and Steady Hand, then use Hasty_Touch to save CP, for maximum number of Standard Touches. Finally, spend all remaining CP repeating Standard Touch. Why not vise versa? Because this way, the greater efficiency of Standard Touch will be 125% you will have greater bonus from Inner Quiet, unlike if use Standard Touch at the begining.
Class-specific guides
//TODO: describe usage of specific abilities for each class