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Questions about gathering stats and formulaeFollow

#1 Jan 15 2014 at 12:30 PM Rating: Good
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Ok, so I've really gotten into gathering lately. I unlocked fishing last Thursday morning and dinged 50 on it last night. I already had botany at 21 and mining at 21, and this morning I started working on botany. I plan on levelling botany and mining each up 5 at a time and alternating them. So boany to 26, mining to 26, botany to 31, etc, etc. I have a questiong about the stats on gathering gear. So I understand that Gathering affects your % chance to succeed at a gather action and Perception affects your % chance for a gathered item to be high quality. so I have 2 questions:

1. Do you compare your stats to the level of item you're attempting to gather, or your class level, to determine your chances? If I get to level 50 and have top of the line botany gear, can I go back to level 5 mature trees, can I crank out HQ maple logs like they're going out of style, or will my HQ chance still only be around 15%?

2. Is it a single calculation for the miss/normal/HQ chance, or 2 calculations? Let me explain that a little more. Say I have an 80% chance to suceed at a gather, and a 25% chance to receive an HQ item. Does that get lumped into a single random number generator where it's 20% miss chance, 25% HQ, and the remaining 55% chance is normal quality items? Or does it do 2 calculations. The first being an 80% chance to succeed, and then 25% of those successes will be HQs? If it's the 2nd way, Leaf Turn and Unearth just lost some of their luster because you're not getting a full 10% HQ chance out of them unless you have a 100% chance to succeed at the gather.
#2 Jan 15 2014 at 12:35 PM Rating: Good
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First of all, cogratulations on taking fishing to 50 in such a short amount of time...

I have Mining at 50, but to be honest I barely paid attention to the stats and percentages... I just go mining when I'm low on cash and have the time. I think the level 50 treasure map sells for 10-15k on my server and you're guaranteed to get one pretty fast (usually on the first node)...
#3 Jan 15 2014 at 12:38 PM Rating: Good
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Thanks. I got to 25 or so pretty much straight grinding, and then used levelquests for most of my experience the rest of the way. It really wasn't that difficult. Probably took me about 22 hours total over the 4.5 days. Fishing is easy to level because you only have to move around if you a) run out of bait, b) spook the fish, or c) need go to a higher level fishing area. Botany and mining are going to take much more time to level, although I'm not to worried about it because I plan on grinding them all the way to 50 for materials to level my DoH classes anyway.
#4 Jan 15 2014 at 12:50 PM Rating: Good
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Bigdaddyjug wrote:
2. Is it a single calculation for the miss/normal/HQ chance, or 2 calculations? Let me explain that a little more. Say I have an 80% chance to suceed at a gather, and a 25% chance to receive an HQ item. Does that get lumped into a single random number generator where it's 20% miss chance, 25% HQ, and the remaining 55% chance is normal quality items? Or does it do 2 calculations. The first being an 80% chance to succeed, and then 25% of those successes will be HQs? If it's the 2nd way, Leaf Turn and Unearth just lost some of their luster because you're not getting a full 10% HQ chance out of them unless you have a 100% chance to succeed at the gather.


If this were FFXI, I would suggest it was multiple rolls. However, considering ARR's formulae are pretty much all singular, linear, and as simplistic as possible it's more than likely just a single roll.

And yes, your natural HQ rate will never go beyond 15% as that's the hard cap from gear. You can, of course, get 10/30% from actions, and another 5% from certain nodes but your gear will never give you more than 15%.
#5 Jan 15 2014 at 12:58 PM Rating: Excellent
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Thanks Viertel, that's good information to know. It kind of sucks that I can gear myself out with the best botanist gear there is and go try to gether maple logs, and I'll only have a 15% HQ chance without spending GP. However, I do like hearing that you think gathering chances are determined on a single roll.
#6 Jan 15 2014 at 3:25 PM Rating: Decent
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Bigdaddyjug wrote:
1. Do you compare your stats to the level of item you're attempting to gather, or your class level, to determine your chances?

Your level vs item level plus your Gathering determines success chance, I think HQ chance is all determined by your Perception and has nothing to do with levels.
#7 Jan 15 2014 at 3:40 PM Rating: Good
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Bigdaddyjug wrote:
Thanks Viertel, that's good information to know. It kind of sucks that I can gear myself out with the best botanist gear there is and go try to gether maple logs, and I'll only have a 15% HQ chance without spending GP. However, I do like hearing that you think gathering chances are determined on a single roll.


In this case I think it's a matter of taking a step back and looking at it objectively.

Yes, it's somewhat disappointing that you can't naturally go higher than 15% but it's offset by the fact that you *can* raise the chances sometimes as well as the fact that you are never in competition for nodes. If it were a hard cap on 15% and you had to compete to get those nodes? Yes, I'd be upset, but considering absolutely nothing prevents you from getting a full stack outside of a bit more time it really isn't that big of a deal.

stouter wrote:
Bigdaddyjug wrote:
1. Do you compare your stats to the level of item you're attempting to gather, or your class level, to determine your chances?

Your level vs item level plus your Gathering determines success chance, I think HQ chance is all determined by your Perception and has nothing to do with levels.


iLVL doesn't have anything to do with it. Gathering/HQ rates are determined purely by character level (up to a point, I think it's 3-5 levels at most above or below) and the gathering stat. Nothing else influences it. Character level's also fairly minor in terms of changes since it's at most 1% a level difference.

Edited, Jan 15th 2014 4:42pm by Viertel
#8 Jan 15 2014 at 4:01 PM Rating: Good
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Viertel wrote:
Bigdaddyjug wrote:
Thanks Viertel, that's good information to know. It kind of sucks that I can gear myself out with the best botanist gear there is and go try to gether maple logs, and I'll only have a 15% HQ chance without spending GP. However, I do like hearing that you think gathering chances are determined on a single roll.


In this case I think it's a matter of taking a step back and looking at it objectively.

Yes, it's somewhat disappointing that you can't naturally go higher than 15% but it's offset by the fact that you *can* raise the chances sometimes as well as the fact that you are never in competition for nodes. If it were a hard cap on 15% and you had to compete to get those nodes? Yes, I'd be upset, but considering absolutely nothing prevents you from getting a full stack outside of a bit more time it really isn't that big of a deal.

stouter wrote:
Bigdaddyjug wrote:
1. Do you compare your stats to the level of item you're attempting to gather, or your class level, to determine your chances?

Your level vs item level plus your Gathering determines success chance, I think HQ chance is all determined by your Perception and has nothing to do with levels.


iLVL doesn't have anything to do with it. Gathering/HQ rates are determined purely by character level (up to a point, I think it's 3-5 levels at most above or below) and the gathering stat. Nothing else influences it. Character level's also fairly minor in terms of changes since it's at most 1% a level difference.

Edited, Jan 15th 2014 4:42pm by Viertel


There will be nodes coming up (level 30ish i think) that have a native +1 gathering opportunity if one of your stats is high enough. Strength iirc. This is a great reason to meld some cheapo materia in. Around the same time you start seeing +1 gathering nodes, you'll get an ability (300gp) that grants an extra swing. So, you'll hit once, drop it to 4 remaining, use the ability, gain one more swing, and wind up with 6 total attempts. This will allow you to chain up to #5....after chaing #4, you can pop another abillity (it will light up with a little dashed line box around it) that gives you 100% HQ.

Unspoiled nodes also have 6 hits, but with tons of perception I've only been able to get my native to 2% HQ. 1 hit to 'clear' them, and 5 swings to get stuff. The same logic applies. Clear, use ability, chain #4, use ability, 6th hit is 100% HQ.

Here's what I do for unspoileds if I'm feeling saucy: If you cap your gathering at 340, unspoiled items will be 95%. Get your GP to 580 with materia/gear, eat lentils & chestnuts. This will get you to 600gp. I 'clear', spend 300 to get the extra swing, spend 300 to get higher% HQ, and then cross my fingers and hammer away. This gives me a higher% chance to get HQ on the first swings and 100% on the last by using the special abilities. If you wind up missing a gather, you still have higher HQ% chance to each hit.

Alternatively, you can just spend 300 for the extra hit, 100 for the 10% HQ boost, and 50 for the extra 5% gathering to guarantee you get 3 HQ items on the last swing.

#9 Jan 15 2014 at 5:17 PM Rating: Good
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Viertel wrote:
iLVL doesn't have anything to do with it. Gathering/HQ rates are determined purely by character level (up to a point, I think it's 3-5 levels at most above or below) and the gathering stat. Nothing else influences it. Character level's also fairly minor in terms of changes since it's at most 1% a level difference.

Edited, Jan 15th 2014 4:42pm by Viertel


I think he meant the level of the item you're gathering affects success chance, not your gear iLevel.

LebargeX wrote:
There will be nodes coming up (level 30ish i think) that have a native +1 gathering opportunity if one of your stats is high enough. Strength iirc. This is a great reason to meld some cheapo materia in. Around the same time you start seeing +1 gathering nodes, you'll get an ability (300gp) that grants an extra swing. So, you'll hit once, drop it to 4 remaining, use the ability, gain one more swing, and wind up with 6 total attempts. This will allow you to chain up to #5....after chaing #4, you can pop another abillity (it will light up with a little dashed line box around it) that gives you 100% HQ.

Unspoiled nodes also have 6 hits, but with tons of perception I've only been able to get my native to 2% HQ. 1 hit to 'clear' them, and 5 swings to get stuff. The same logic applies. Clear, use ability, chain #4, use ability, 6th hit is 100% HQ.

Here's what I do for unspoileds if I'm feeling saucy: If you cap your gathering at 340, unspoiled items will be 95%. Get your GP to 580 with materia/gear, eat lentils & chestnuts. This will get you to 600gp. I 'clear', spend 300 to get the extra swing, spend 300 to get higher% HQ, and then cross my fingers and hammer away. This gives me a higher% chance to get HQ on the first swings and 100% on the last by using the special abilities. If you wind up missing a gather, you still have higher HQ% chance to each hit.

Alternatively, you can just spend 300 for the extra hit, 100 for the 10% HQ boost, and 50 for the extra 5% gathering to guarantee you get 3 HQ items on the last swing.


I've already hit some nodes that give you an extra whack if you have a certain stat high enough. A mining node in E. Thanalan was Int over a certain level, and a botany node near Quarrymill had one requiring Dex to be something ridiculous, like 78. I could meld Dex I materia into every slot and not reach that. I'm not even thinking about unspoiled nodes yet, and I'm not even sure how they work.


Edited, Jan 15th 2014 5:23pm by Bigdaddyjug
#10 Jan 15 2014 at 5:22 PM Rating: Good
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Oops, double post.

Edited, Jan 15th 2014 5:23pm by Bigdaddyjug
#11 Jan 15 2014 at 6:03 PM Rating: Decent
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Bigdaddyjug wrote:
Viertel wrote:
iLVL doesn't have anything to do with it. Gathering/HQ rates are determined purely by character level (up to a point, I think it's 3-5 levels at most above or below) and the gathering stat. Nothing else influences it. Character level's also fairly minor in terms of changes since it's at most 1% a level difference.

Edited, Jan 15th 2014 4:42pm by Viertel


I think he meant the level of the item you're gathering affects success chance, not your gear iLevel.

Yeah, your level vs the level of the item you are digging. It's more than 1% success rate per level though, it's at least 3 from what I remember. I don't think HQ is determined by your level though, just the level of the item you are digging and your perception.

I remember being capped for HQ rate every 5 levels, but success rate got down near 80% for the level 49-50 digs at 46.
#12 Jan 16 2014 at 8:42 AM Rating: Good
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As a level 23 botanist last ngiht, I was at 74% on level 24 Walnut Logs, and I have pretty decent gathering gear for my level. Sometimes the % chance at success doesn't make any sense. Last night, for example, when I was level 20 I was gathering some level 20 items and I had a 95% chance at success. When I hit 21, I switched to level 21 items and my succss chance dropped to 89%. When I got to 22, I had an 84% chance at success on the level 22 item, and when I got to 23 I was down to 79% chance on the level 23 items.

Edited, Jan 16th 2014 8:43am by Bigdaddyjug
#13 Jan 16 2014 at 12:31 PM Rating: Good
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Bigdaddyjug wrote:
As a level 23 botanist last ngiht, I was at 74% on level 24 Walnut Logs, and I have pretty decent gathering gear for my level. Sometimes the % chance at success doesn't make any sense. Last night, for example, when I was level 20 I was gathering some level 20 items and I had a 95% chance at success. When I hit 21, I switched to level 21 items and my succss chance dropped to 89%. When I got to 22, I had an 84% chance at success on the level 22 item, and when I got to 23 I was down to 79% chance on the level 23 items.

Edited, Jan 16th 2014 8:43am by Bigdaddyjug

I'm guessing that difficulty with successfully gathering items scales up with level then. You don't always upgrade gear with every level. It may be set up so that the increasing difficulty gets offset by increasing your Gathering skill through gear upgrades.

Crafting is quite a bit different from Gathering, but it's probably similar in this aspect. There are penalties and bonuses for progress from Synthesis actions that are based on the difference between your level and the recipe's level, but your Craftsmanship stat has a big impact on progress. If you never upgrade your gear and maintain the same amount of Craftsmanship skill and only do recipes that are the same as your level, you'll get the same amount of progress from synthesis every time. However, higher level recipes require more total progress to complete than lower level recipes. So in a sense, higher level recipes are more difficult than lower level ones, even if you stick to recipes that are the same level as your class.
#14 Jan 16 2014 at 3:29 PM Rating: Good
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Yes, but doesn't your Gathering stat naturally go up as you level? Having the success chance drop by 5% every level seems fairly excessive. I'll have to see what happens at level 30 because I have a nice set of gathering gear that I bought to help me power-level fishing that I can equip. When I equip that, my gathering stat should make a pretty big jump from what it was at level 29.
#15 Jan 16 2014 at 3:45 PM Rating: Good
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Bigdaddyjug wrote:
Yes, but doesn't your Gathering stat naturally go up as you level? Having the success chance drop by 5% every level seems fairly excessive. I'll have to see what happens at level 30 because I have a nice set of gathering gear that I bought to help me power-level fishing that I can equip. When I equip that, my gathering stat should make a pretty big jump from what it was at level 29.


Take off all your gathering gear except for your main hand, and then check it again after you level up. I'm pretty sure your native stats do not increase level to level. If they do, it's minimal.

I'm level 50 with capped gathering (340) and the level 3 carbonized matter on level 50 nodes is still 95%...
#16 Jan 16 2014 at 5:28 PM Rating: Good
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LebargeX wrote:
Bigdaddyjug wrote:
Yes, but doesn't your Gathering stat naturally go up as you level? Having the success chance drop by 5% every level seems fairly excessive. I'll have to see what happens at level 30 because I have a nice set of gathering gear that I bought to help me power-level fishing that I can equip. When I equip that, my gathering stat should make a pretty big jump from what it was at level 29.


Take off all your gathering gear except for your main hand, and then check it again after you level up. I'm pretty sure your native stats do not increase level to level. If they do, it's minimal.

I'm level 50 with capped gathering (340) and the level 3 carbonized matter on level 50 nodes is still 95%...


If that's the case then that's pretty stupid. They should have given DoL (and DoH) classes bonus stats as they level up and have one of the main stats each affect a single DoH or DoL stat. That would have given people some variety in how they gear out maxed crafters. Something like:

Str - Gathering
Dex - GP
Vit - CP
Int - Craftsmanship
Mnd - Perception
Pie - Control

Then, if you wanted, you could pump Str as you levelled to help raise your success chance, and you could use up all of your materia slots to raise Perception when you got to 50 to increase your HQ chance on those unspoiled nodes.

Edited, Jan 16th 2014 5:29pm by Bigdaddyjug
#17 Jan 16 2014 at 6:42 PM Rating: Excellent
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Bigdaddyjug wrote:
Yes, but doesn't your Gathering stat naturally go up as you level?

I doubt it. Craftmanship, Control and CP don't increase on their own as you level a DoH class. So I wouldn't expect Gathering, Perception or GP to increase on their own as you level either.
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