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The Newbie to Advanced Crafters HandbookFollow

#1 Sep 13 2005 at 3:36 PM Rating: Excellent
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Hello everyone. Here's a guide I put together in my spare time. Granted it doesn't quite hold the desired look I'd like, as I was attempting to write this in an E-book type format. During the transfer over, this is what we come up with.

Basicially this is a path that can take anyone into the advanced mind of an experienced crafter, and a few techniques as well. A large number of questions are answered here, but for now it's still a work in progress.



     The Newbie to Advanced Crafter's handbook  
                 A FF11 revelation


Inside you will find all the information that can take anyone from a complete newbie to an advanced mindset in no time.

Learn the secrets and advanced techniques of crafting like:
  • Tier levels and HQ statistics

  • How to fund your craft

  • How to find sub craft mystery levels

  • Elemental association, direction, time, day effects on synthing

  • Power leveling your craft - Is it for you?

  • How to buy from the auction house for the least listed price

  • How to sell on the auction house FAST, without killing the price history

  • Level 100 crafter - Is it really worth it?


  • Also included are the leading questions asked by most crafters starting out like:
  • Which craft is for me?

  • How much gil can I make?

  • What is desynthesis?

  • When can you obtain guild points?

  • What items do I skill up on?

  • How do I make gil?

  • How far will "XXXX" amount of gil get me?


  • And many other questions answered that are rarely thought about.

  • The HQ algorithm (opinions from an analytical mind)


  • You've heard about Japanese crafters HQing 50%, 75%, and 100% on some incredibly difficult items. Join in on the ideas and concepts of this highly desired activity.





                                 About the Author


    Mikesjustice is an avid follower of the Final Fantasy series, and has been since its first North American release in 1987.

    Obsessed with perfection, his only goal was complete domination of any game he played. With an analytical mind, perfection his drive, and a love for the series, he set forth in attempts to tackle the great online game Final Fantasy 11.

    Knowing this game ultimately could not be beat, his main goal was to understand and master the crafting system he had become solely addicted to.

    Unknowing what the future would have held, he now shares his opinions, ideas, and concepts with thousands of people around the world.

    Mikesjustice has spent over 16 months in the Final Fantasy online world. Among his accomplishments are:

  • Amassing countless tens of millions in gil
  • Having created several hundred crafting levels on his main character and mules
  • Creating well over several hundred million gil in item synthesis material
  • Personally created and has given away over 75 million+ gil to his community server.

  • He now wishes to explain his experiences, successes, finds, failures, tips and tactics. Through his time spent, you can acquire all the knowledge from his many sleepless nights, and endless crafting sessions.

    Everything he knows is at your disposal in this detailed guide.





                          Chapter 1 
                     What is Crafting?


    Crafting is a method in which gil is created, composed of combining items together in hopes of creating something profitable for sale or use.

    Crafting itself is broken down into 8 guilds, all which specialize in their own area.

  • Cooking - Masters at meal preparation, they synth the very much in demand foods we know and love. These foods allow stat boosts to enhance our game-play.

  • Bone crafting - Masters at using bone, shells, and other similar types of mob remains, used to create item and equipment of value.

  • Cloth crafting - This guild allows crafters to weave highly in demand equipment and materials used by the mage class and other crafters.

  • Leather crafting - Tanners use the hides and skins of a mob, to synth into material ingredients for later use. They also specialize in some very attractive equipment like amemet mantles and sniper rings.

  • Woodworking - Woodworkers specialize in arrow, furniture, and wood based weapon creation.


  • Alchemy - Alchemists deal with large volumes of consumable items. Highly in demand, and such a needed guild. Medicine items stem from this guild.

  • Blacksmithing - Weapons and Armor are a smith's calling. Able to forge metals into beautiful pieces of equipment, smithing is a highly desired craft.

  • Goldsmithing - What many people consider the Guild of Guilds. The most hardcore crafters choose to level this guild, as the profits are very rewarding, and the item synths are highly in demand.



  • Farming vs. Crafting - Why should I craft?

    In today's current economy, it's a well known fact that inflation has taken over in many areas.

    The benefits of crafting vs. farming change over the course of our characters career.

    Starting out, with a lower level character, it is quite possible to farm more gil/hour than it would be to craft. This is true due to inflation on the rise. However, as you continue to reinvest your gil into your crafting ventures, you will reach a point where your crafting gil/hr will exceed your farming gil/hr ratio.

    It's a long, addictive, and exciting road, but once you've arrived, that's where the real fun begins.


    Crafting Basics

    So you've decided crafting is for you, let's introduce a few basics for success.


    Which craft is right for me?

    This is an easy one, but the choice is yours alone. First, what are your goals with craft?

  • Will you level for consumption or use of your craft?
  • Will you level your craft mainly for profit?

  • Many people feel certain crafts pertain to certain jobs, while this might be true, it is by no means necessary.

    Some players will level up a craft to discount the items they can use, by created items at a cheaper price.

    The best recommendation in this situation is to start off with a consumables type guild, level that to 60, and then start piggybacking on to your other crafts. At that point, you will soon start to notice a craft which you enjoy, which you will wish to level further than 60.



    What does NQ and HQ stand for?

    NQ stands for normal quality (NQ) and HQ stands for high quality (HQ) of a particular item. Generally, most items of HQ nature, tend to sell for more, as they are more difficult to craft.

    There are slight variations of HQ, but they are none-the-less are HQ. In a consumable synth, should you HQ, there is a chance that you will obtain larger quantities of the result.

    In a non-consumable HQ, you will see visual signs of this marked with a +1 after the name. In some instances, there are items which have +2. The +2 is the high quality piece and the +1 is a normal quality. In this particular case, this is just an upgrade feature, generally a piece of equipment..


    Guild Support 101

    While crafting in your particular guild, you will notice npc's within. These helpful characters offer something called guild support, or advanced guild support. The strength in which they offer ranges from +1 upwards to +3. The +3 is a paid support while the others are free.

    Why would you need this?

    Every item you wish to make has a craft level cap, meaning once achieved, your current crafting level will skill no higher, for that item of choice.

    Support allows you to take your current craft level, and bridge this gap, thus narrowing it closer to the item cap. This will produce safer results with fewer fails. Advanced support is absolutely worth the price more often than not.


    What do I skill up on?

    After a guild has been chosen, the next order of business is what to skill upon.

    These sites are a highly recommended starting place.

    http://ffxi.allakhazam.com/dyn/guilds/index.html

    and

    http://ffxi.cannotlinkto/recipedb/guild.php


    What you will see here is a complete list of items related to your guild, which will allow you to skill upon until you reach level cap, by order of level cap. This will become your bible to crafting.

    Notice that each item within the list gives item skill-up cap, recipe, stats/effects of item, and any known location where you might obtain the item or its ingredients. This is a highly valuable addition to your crafting career.


    Guides

    Through these following links, you will see guides which show what other crafters have done, to reduce costs as much as possible. Note that all guides should be considered obsolete the moment printed, and that all items and prices vary server to server.

    Your best course of action is to double-check and verify everything on the guide you borrow. These are only ideas and should be treated as such until verified to work for your server.

    http://ffxi.allakhazam.com/forum.html?forum=24&mid=1115126760887739441&num=25

    http://www.killingifrit.com/forums.php?m=posts&q=16114


    Sites of interest

    This following sites are the life blood of your FF11 existence. These are incredibly great because they combine the minds of thousands upon thousands of people on to one website of knowledge.

    I encourage everyone to participate in the forums and browse the site to become more familiar with the game. Knowledge is power and these are the places to gather.

    http://ffxi.allakhazam.com/ - My personal favorite for forum discussion and countless topics of information. Navigate the trade's forums to become familiar with the minds of many crafters.

    http://www.killingifrit.com/index.php - A great site for quest and crafting information.

    http://ffxi.cannotlinkto/ - My favorite crafting site for recipe verification.

    http://mysterytour.web.infoseek.co.jp/ffxi/us/index.html - Another great site for recipe verification and information. This is a Japanese to American site, so this is one of the leading producers of accurate information, in my opinion. After all, the Japanese did have this game in their hands 2 years before us.

    http://www.titanictus.com/tools/guild/ - This is an incredible source for guild point items for the day. More on this further in the book.

    http://ffxi.lokyst.net/timer/crafttimer.html - This is an amazing tool found within the sites listed above. This is basically a beginner's best friend program. Much credit goes to the men who created the program itself, and the mastermind who thought of the equations and formulas as the bases of this program. More on this further in the book.

    http://www.killingifrit.com/forums.php?m=posts&q=71950 - This is probably the most beautiful crafting compass I've seen yet. This gives a benchmark as to where we might begin to speculate how crafting direction works, or not.

    http://img.photobucket.com/albums/v462/duuude007/compass_pic.gif - And another compass.




    Leading questions asked by beginning crafters

    Q: Which craft is right for me?
    A: See "What craft is right for me" section above. Only you can decide what's best for you.


    Q: How far will "X" gil get me in my guild?
    A: We don't know. Prices vary greatly server to server, that it would be impossible to gauge how far so much gil would go. Along with the randomness of the skill up factor, and the constant increase of inflation, it's impossible to give an accurate answer other than "millions" in general.


    Q: Can you make a "XXXXXXX" +1 for me?
    A: Yes and no. Items have a various degrees of difficultly to them, depending on which tier they break. Since tier determines our HQ probability, that would dictate our HQ percentage. Sometimes it's just easier to buy from the auction house.


    Q: What is desynthesis?
    A: Desynthesis is a reverse process of synthesis where you break apart an item, rather than construct an item using a lightning crystal. The same crafting methods and principles do not apply to desynth, as it is highly unstable.

    At best, we as crafters expect to see upwards of 40%-50% success whenever using this process. You will have to determine if it's cost effective to use this and which items to do so on.

    A great read up on this topic listed below.

    http://ffxi.allakhazam.com/forum.html?forum=24&mid=1079650451709653



    Q: Can I level more than one craft to 100?
    A: Unfortunately, not on one character. The way the system works is that you are allowed to level up every craft to 60. After 60, you have 40 master points which you can distribute any way you would like, among your crafts. As an example it might look like 80/80, 90/70, 70/70/80, or however you would like.

    You only course of action to take multiple guilds to 100 is to begin crafting on a mule character.


    Q: What's the best day or direction to craft on?
    A: Many people will say a number of things, but for the moment, let's keep this simple. Use the timer program mentioned above and let it do the work for you. Right now your trying to come into your own, to develop your knowledge in the crafting world.

    http://ffxi.lokyst.net/timer/crafttimer.html


    Q: When can I start to profit?
    A: Any time you would like. There are synths that are extremely low level which you can profit upon. All you need to do is look for cheap ingredients, check your auction house resale price, and if there is a profit, continue as planned.


    Q: How can I afford to skill up my craft?
    A: This question has a few different answers depending on your situation.

    If your job is of higher level, than most likely you can farm more effectively compared to a lower level craft. Do so until your crafting gil/hr ratio is higher than your farming gil/hr ratio.

    If you are just starting out, I would recommend this.

    Offset your crafting cost. Do this by setting goals and targets. Starting out is slow enough, so you should have a game plan.

    Keep skill up sessions and profit sessions separate.

    Day 1: Create 10,000g in salable materials.
    Day 2: Spend 10,000g skilling up your craft

    With repeated use and increased gil amounts used, you will skill up fairly decent. You could even create that same 10,000g in one day, and spend 10,000g in the same day, allowing you to skill your craft for a total zero loss. Rinse and repeat this offset cost method.

    Q: I don't know what to make - Can you help me?
    A: Yes I could, but that wouldn't teach you how to craft effectively. Your best method of education is from the links provided above. This will tell you which items to skill up upon, the item caps, and even where to find the ingredients. Applying simple math to ingredient costs will tell you whether the item is worth selling on auction house for profit.


    Q: Are sub-crafts important for HQ?
    A: Yes extremely important. If you break into a new tier with your main craft, but fail to do so with your sub-crafts, you will not see increased HQ's. You must level up all crafts associated to a synthesis, above tier to enjoy a more bountiful result of HQ's.


    Q: When can I start earning guild points? (gp)
    A: You can do this when you are a member of a guild, currently under contract with that guild, and have achieved the title of novice (level 28) or higher.

    You earn these gp's by trading in items of request each real life day, for a set amount of points. Since these are very costly, both in a gil state and a time demanding state, spend these wisely.


    Q: Should I purchase gil online to fund my crafting, or even my character?
    A: This is a personal preference. This act is highly looked down upon among many gamers, as it is considered a method of cheating.

    In regards to crafting, I say this. You can purchase some start up money, but you will run into problems very quickly.

    1. There is a possibility that purchased gil would be spent very quickly, causing a potential need to go back and buy more. Since it wasn't earned gil, there is little attachment to the pride of earning your own profits, thus throwing gil to the wind may occur. To some, crafting is an addiction. When coupled with online purchasing, the results can become dangerous.

    2. Advancing through, or power-leveling a craft is highly dangerous when starting out. You might find yourself at level 60, but with no understanding how to actually profit from the craft. At the moment, we need to concentrate on learning how to profit from our trade.

    3. Lastly, even with large amounts of purchased gil, you will fall short eventually. You will run out and find yourself in the same position as you started. It's best if you level up your craft from your own blood, sweat, tears, and sleepless nights.



                                       Chapter 2 
                 Advancing your mindset



    HQ tiers and probabilities


    Q: What is a tier?
    A: Tiers are what the crafting world considers advancement points towards HQ progression. Once a certain tier is broken, your HQ rate increases by a set percentage. The larger the tier broken, the more often you should see HQ's over time.

    Level over cap vs. item cap:

  • 0-10 results on average a 1-2% HQ rate over time
  • 11-30 results on average up to 10% HQ rate over time
  • 31-50 results on average up to 25%-30% HQ rate over time
  • 51+ results on average up to 50% HQ rate over time

  • Seeing this, your best course of action is to attempt to break the highest possible tier on your item of choice.

    There has been a recent discovery that Tier 11 is not a flat 10% HQ rate. It is neither 5% nor 10%, but both. The results you will see are item specific.

    For example, items like hauberks and triumph earrings will HQ at 5% on average, whereas haubergeons, phantom earrings, brigs, etc, will HQ at 10%.


    Does the law of averages work?

    Yes. If you notice at the end of each tier explanation, I specifically called out "Over Time" This is key because the larger your batch of synthesis materials, the more accurate the averages are to appear.

    This is no different than flipping a coin 100 times and averaging out 50/50 or very close. Probability and the law of averages are in your favor, more often than not. Should we flip that same coin only 2 times, we statistically should see 50/50, but it's very possible to see 100% heads or 100% tails. The larger the number of attempts, the more accurate the results.

    Your only decision is to decide if it makes financial sense to attempt the synthesis.


    Guild items vs. Special guild abilities

    Each guild offers up three guild pieces, which add an addition point of support to your total crafting skill.

    The question usually asked is what about the special abilities?

    My take on that is:

  • Unless your guild is cooking, looking for the "Raw fish handling" ability, or woodworking seeking "Lumberjack", I would disregard the rest across all guilds as my opinion.
  • Your need for the +1 support, first, will always outweigh the benefits of the abilities. One extra point of support may save you tens or hundreds of thousands of gil.
  • Most of the abilities simply do not provide enough items to craft with that allows the ability to become worthwhile.

  • My recommendation is gear over abilities. Considering it takes about 2-3 real life weeks to earn a 70,000 guild item, I would want the best value for my gil, I'm sure you would agree. Go back later and get the abilities.


    Guild gear myths

    Q: If you are 1 level from item cap, can you skill up even if using guild gear or support?
    A: Yes you can. Using any guild pieces or support, or even the combination of the two will allow you to skill up without penalty. You may notice slowed skill up rates, but that's about it.

    Some people my think "How is this so?" The skill up system completely disregards "Help" support in relation to the gap between your actual level and item cap.

    The major difference is that you will break less often. This is the desired method when skilling on items of high value. While not necessary to go overboard with support, a great idea is to use support to bridge gaps to 1 level under item cap, or at item cap on items of significant value. Better safe than sorry

    Q: What is the best level gap to skill up with?
    A: When all possible, 1-5 levels away from item cap. Your success ratio decrease greatly beyond 5 levels out.

    There is no difference in skill up rates whether you stand 1 level away from cap or 5 levels away from cap.

    I personally like to use a 1-3 level gap, as it provides much safer results.


    Moghouse enhancement - What's that?

    In relation to crafting, we would want to concentrate on furniture that lend support to the type of crystal synthesis we create the most.

    When using certain elemental furniture, we obtain a Mog house enhancement that will help us prevent losing materials on a failed synth. By adding more of the same element inside the Mog house, you can increase this from weak support all the way up to overwhelming support.

    When crafting very high valued items, breaks will occur. The enhancement can help prevent the loss of the highly valued ingredient, but significantly more often than not, it does not.



    Testing the sub-craft mystery level

    There is an allowable 15 levels out of cap option available to every crafter. Simply this means that within 15 levels of item cap, you can attempt a synthesis. However, most likely you will fail.

    How we know this is through self verifying. Grab a mule with 0 in any craft, and attempt to craft a level 15 item, and then attempt a level 16 item.

    To test the sub-craft level of an item, we can skill up our main to within 15 levels of main level cap. Now take your sub-craft and skill it up 1 level at a time. If you can not create the item, it will say it's beyond your ability. However IF you can, add your current craft level +15 and that is the level in which the sub-craft caps.

    Here is a link to a test I've run not looking for a sub-craft cap, but to determine whether an item could break into new tiers.

    http://ffxi.allakhazam.com/forum.html?forum=24&mid=1123380008186584482&num=20

    This link expands further on the tier 31 test to find the exact Haubergeon cloth sub-level.

    http://ffxi.allakhazam.com/forum.html?forum=24&mid=1127857504292988407&num=17

    Level 100 craft - Is it worth it?

    This is highly dependent upon your guild. Some guilds offer items within the 90's which can profit better than ringing in at 100 (100 +3 gear +3 support or 106)

    The keys to look for are:

    1. 106 - tier 11, tier 31, or tier 51. Do the items within these item caps contain a high value resale HQ item, worth attempting to create wealth from?
    2. IF the above is not true, what is the profitable synth within the guild? Can these be achieved with a mix of your main, and a boost to your sub-crafts?

    For example, we can look at one guild in particular - smithing.

    At 100, there really isn't any items that break into tier 11 or 31 that can create a mountain of wealth, more-so than if your level was in the 90's.

    However, in the 90's with support, guild gear, and a mix of sub-craft levels, you could HQ items of value you could not at 100. Remember HQ's are highly dependent upon sub-craft levels as well, where-as there is much more flexibility at 90 than at 100.

    This is not the case with all guilds however, some guilds make the gil at 100 or 106. Woodworking for example, attempting HQ staves. You can only break into tier 31 (25% HQ rate) when you reach 100+3+3.

    Look for the high level hidden gems that require sub-crafts, as sometimes it makes more financial sense to just HQ these over and over. Research my friends.

    For a specific example, here is a Hellfire +1 created 5 times with my level in the 90's. This would not be possible at level 100.

    http://www.killingifrit.com/forums.php?m=posts&q=60148


    The Tier 11 myth

    I receive large amounts of requests for items that reside in the tier 11 zone. With a 10% HQ rate, you can see these items are highly difficult to HQ.

    When discussed above, I mention that items average out over time, with larger batches proving more accurate than smaller batches.

    When attempting to make certain tier 11 items, I suggest running batches of 36. Not 12, perhaps 24, but definitely 36. While it's completely possible to not HQ in a 36 batch, it's much easier to not HQ a tier 11 item with a batch of 12.

    Look at your ingredients, and calculate whether it makes financial sense to do this. If the averages work in your favor, you could end up with 1-5 HQ for a 36 batch. I've gone 0/36 before, but it is pretty rare in all my experiences.

    See HQ theory at the end of the guide for further details.


    Max Sub-craft level

    When creating an item, more often than not, we run across sub-crafts. Looking into the sub-craft ingredients, you might come across items which cap higher than 60, and think how is this possible?

    In regards to your main, sub-crafts never cap higher than 60. Most, if not all ingredients cap at, or lower than their stand alone caps. Rarely, you may come across one item that caps up, but I have yet to run across one in my experiences.

    Now people might say "Well so and so guide says it caps at 60". Usually guides take best estimates based upon player submissions. They are prone to being incorrect at times. Looking at certain ingredients, you may notice items that can not be crafted, habu skin for example in leather craft. While it is impossible to know what the level is at, it's in your best interest to cap leather to 60.

    Some items, like barone's gear, use high level 80 gsmithing ingredients as a sub-craft. In this event, the item is completely disregarded or capped down to 60.

    You will never come across an item that requires higher than 60 to create as a sub-craft. If you choose to HQ, that is another story, as you would need to add the levels of tiers accordingly.


    Deleveling a Craft

    There are instances in a crafters career where someone may wish to delevel a craft, to skill up another.

    After 60 has been achieved in all craft levels participating, and we allocate our 40 master points among our crafts, should you allocate these points among 2 or more crafts above 60, this is how deleveling will work if you wish to do so.

    The deleveling system will not discriminate on which craft it delevels.

    For example, lets say you had the following craft levels:

    Cooking 90
    Smithing 62
    Leather 68

    If we wanted to skill our leather, but delevel our cooking, we face this problem. The system will skill up leather, however it will delevel either cooking or smithing randomly, as it does not discriminate against which it chooses to delevel.

    The only option to effectively skill leather the correct way is to use the guildmaster npc and reset your levels accordingly. Failure to do so results in uncontrolled delevel skills among any craft over 60.

    Have a game plan before you wish to do this.




                                       Chapter 3 
            Tactics, Hints, and Techniques


  • When purchasing from auction house, I recommend buying at 4,100 gil rather than 5,000 gil, 49,100g rather than 50,000g, or 2,901,000g rather than 3,000,000g. People like to sell for
    "XXX"+1 usually. Usually this causes most buyers to bump price 1,000 gil or to the next 10,000, or even 100,000g depending on item value.


  • When selling on auction house, I recommend selling at "XXX" +1 or "XXX" + 101g, 10,001 or 10,101g for example. More often than not, people will bump up to the nearest 1,000 or 10,000g depending on value. Not too many people will increment bid 100g or 1000g at a time because it's not worth the time.

  • Power level your craft when it makes sense. If it gets you to a point where you can recover all our gil that you lost, do so. Your time is valuable. Buy materials ahead of time and store them on mules so you always have materials available when you need them.

  • Use and know your websites, they are the lifeblood of your operation.

  • Document all your results, time, day, direction, job, what you wore, etc.

  • Mules are your friends. Invest in 40 water jugs, 200g each from Rabao. This will create 80 storage slots and leave 10 mh slots open for storage.

  • Each mule used to mule craft should take 25+ stacks of B. moss to Selbina to complete the fame quest. This opens ups all gobbiebag quests in Jeuno. Increase your inventory to 50-60 for fast guild leveling. The quest takes approx. 30-45 mins of trading items to npc.

  • Should you ever mule craft, your mule should have 90 storage slots (mentioned above) + your inventory space. IF you have gil, head to jeuno and purchase an airship pass. Increase your time value. Now your level 1 mule rides home in style.




  •                      Chapter 4 
           HQ theory - From an analytical mind



    (The views and opinions expressed are strictly of that nature, simply views and opinions. While experience and testing results have satisfied my taste, I leave any of the following information to be tested and confirmed by the community. To date there has been no verification of this, nor should I expect data to appear anytime soon. For the people that have figured this out, this remains under lock and key, unwilling to simply hand it away.)


    Have you ever wondered how certain players could almost HQ items at will? Obtain items so rare, that it would seem as if impossible to craft?

    Often times we wonder how certain individuals can amass so much wealth in one game. Have they done something different? Sure they did, they thought differently.

    In today's common way of thinking, we as crafters are too busy trying to decipher the HQ code, to easy to accept purposed ideas without any verification (I am guilty of this as well). Even after the release of this game 3+ years later, we have yet to figure out one independent factor within the HQ equation.

    But there was hope, there was a confirmation of a tier structure. A factor which absolutely contributed to the HQ code, more significantly than some would ever know.

    SE is very secretive in the way they have structured this crafting system. While there are indications of a star system, a chart which directs us to the correct direction, nothing has been independently confirmed as accurate or not.

    Instead of looking at what we don't know, lets look as what we do know. Since we can not crack any independent portion of the HQ code, lets try and find a way around it, a backdoor method.


    The random fail percentage

    This has been commonly accepted as 5%, where-as some have seen more or less, most would agree 5% is typical.

    The Tier structure

  • 0-10 results on average a 1-2% HQ rate over time
  • 11-30 results on average up to 10% HQ rate over time
  • 31-50 results on average up to 30% HQ rate over time
  • 51+ results on average up to 50% HQ rate over time

  • The overlooked elemental day breakdown

    We know that at any moment of any elemental day you can synth a piece, and a specific result will appear, correct? What are the chances that if you wait 5 seconds, 10 seconds, or even 2 game hours you still receive a synth result? The answer is always. You will always recieve one of 3 results any game minute you attempt a synth.

    There are 60 game minutes and 24 game hours in an elemental day. Result: 60x24 = 1440 synth results per elemental game day.

    Each elemental day contains, by tier:

    Tier 11: 144 HQ / 1224 NQ / 72 fail zones
    Tier 31: 360 HQ / 1008 NQ / 72 fail zones
    Tier 51: 720 HQ / 648 NQ / 72 fail zones

    What is a data table set?

    Each elemental day broken down according to how the HQ / NQ / Fail zones are arranged upon the table for that given day/item.


    Factors - What do we do with these?

    Day
    Time
    Moon
    Items worn
    Elemental aura
    Direction
    Etc
    Etc
    Etc

    Lets keep this as simple as we can.

    Moon percentage sets up our database table. The percentage is the key in the moon phase factor, to determine whether we can match tables again in the future.

    Every other factor mentioned or not, determines how the HQ / NQ/ Fails are arranged upon the table. Quite frankly, you want to control all factors you believe you can control, as we don't know exactly how many contribute to the table.

    My suggestion is to pick a day, pick a moon percentage, face "X" direction, wear ONLY your guild gear, change to a level 1 job or any job you will never ever level again, etc, and then document your results.

    Be very accurate with your game minutes (seconds) in which the synth is created, as that is your synthesis result.

    Now one week from the day, or any exact moon phases in the future, repeat the exact scenario you just laid out, as your table should be relatively similar.

    This HQ method is best used for a end level craft, as when you advance in rank, it is a possibility you can re-arrange your table yet again. Turn 90 degrees different, attempt with a different job, your bound for different results. Remember when we level up our jobs, statistically our characters change. We need to control EVERYTHING we can think of, because we don't know exactly what contributes and what doesn't.


    After your testing has taken place, you have some data gathered. With weekly testing, you should start noticing HQ zones to stand out. While it's not known as to why some zones HQ 100% and others more than average, but less than 100%, we try to locate the 100% zones. Again this could be because of a factor we haven?t controlled, something we failed to think about controlling.


    With tier 51 items, this is rather easy and cheap, tier 31 not too bad, but when you get into tier 11 or 0-10 end game items, it gets insanely costly, aside from all the test work involved.

    First, you need to get lucky and "Find" the HQ zone to attempt to repeat it. On a piece your 0-10 over cap, this could take a very long time. Then hope it's a 100% or high HQ percentage zone. This is why you don't see millions of cursed hauberks -1 all around, or the equivalent. It takes much time and much gil to test for items in tier 11 or less.

    Stamina is the key here.



    Closing

    A large portion of this guide is accumulated information I used throughout my crafting career. While everything has played a roll on the way to the end result, I felt it was good to gather all the links into one guide.

    More importantly are the advanced techniques mentioned, to allow our new crafting friends starting out an advantage some of use never had.

    I hope to revise this as time goes on, to cover more and more of the unknown should it arise, but as for now I hope this helps but a few.


    Mikesjustice
    Odin Server




    Credits

    This list will continue to grow longer and longer as I remember more and more names that jump out once again. Their selfless efforts, knowledge, and gathering of information has allowed many others to advance to great heights within the crafting world. For those not mentioned, many thanks for all your input as well, as we all contribute to a community that betters everyone's crafting careers.

    Thanks to:

    Eruntalon
    Divisortheory
    Popsi
    Mistresskat
    Purplenv
    Aurikan
    FacerX
    Lokyst






    Revision 1.0
    Information subject to change - All right reserved


    Edited, Mon Oct 10 15:46:39 2005 by mikesjusticee

    Edited, Jun 19th 2006 at 1:31pm EDT by mikesjusticee
    #2 Sep 13 2005 at 4:17 PM Rating: Decent
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    You've got another winner mike, good job!
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    #3 Sep 13 2005 at 4:19 PM Rating: Decent
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    Rate up and STICKY please!
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    #4 Sep 13 2005 at 4:48 PM Rating: Default
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    Personally I think current "directional theory" including the crafting timer, and anything else regarding which direction to face is a load of hogwash. A lot of people swear by it, and swear it "definitely works", but I've never seen more than 50-100 synths to back it up, which really is not enough to show anything. I do think it makes a difference, definitely. In fact I know it does. But I definitely think people should do their own rigorous testing and decide for themselves what works. And by rigorous testing, I don't mean doing 20 synths facging the supposed "skill up direction", getting 0.8 compared to yesterdays' 0.5, and then deciding with 100% confidence that the "skill up direction" theory is absolutely 100% true. Law of Averages works.

    A good guide by Mike, as usual, but whenever I see something telling a person which direction they should face for a particular result, I can't help but chime in, since I hate to see people blindly following a path which is not only unproven, but not even really tested.
    #5 Sep 13 2005 at 7:10 PM Rating: Good
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    Quote:
    Q: Should I purchase gil online to fund my crafting, or even my character?
    A: This is a personal preference. This act is highly looked down upon among many gamers, as it is considered a method of cheating.

    In regards to crafting, I say this. You can purchase some start up money, but you will run into problems very quickly.

    1. There is a possibility that purchased gil would be spent very quickly, causing a potential need to go back and buy more. Since it wasn?t earned gil, there is little attachment to the pride of earning your own profits, thus throwing gil to the wind may occur. To some, crafting is an addicting. When coupled with online purchasing, the results can become dangerous.

    2. Advancing through, or power-leveling a craft is highly dangerous when starting out. You might find yourself at level 60, but with no understanding how to actually profit from the craft. At the moment, we need to concentrate on learning how to profit from our trade.

    3. Lastly, even with large amounts of purchased gil, you will fall short eventually. You will run out and find yourself in the same position as you started. It?s best if you level up your craft from your own blood, sweat, tears, and sleepless nights.


    I think this was very well said. Instead of saying flat-out "NO!" You explained the various situations/outcomes and why it is a bad thing to do.

    And I agree- Sticky, please!
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    #6 Sep 13 2005 at 7:51 PM Rating: Decent
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    Wow, just wow, that was a great guide. It answered many of my questions, especially about the directions and moons, that was a very good link. STICKY THIS THREAD.
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    #7 Sep 13 2005 at 8:06 PM Rating: Excellent
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    Um, you just consolidated like 9 of my IE Explorer Favorites into one post.

    Thanks for taking the time to write all this out, this thread is definately worthy of its own sticky. Good job.

    Edited, Tue Sep 13 21:23:15 2005 by akirussan
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    #8 Sep 13 2005 at 11:10 PM Rating: Good
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    Seconded on the sticky etc. Thanks for this Mike, and further Rate-up.
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    #9 Sep 14 2005 at 1:00 AM Rating: Decent
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    Quote:
    Be very accurate with your game minutes (seconds) in which the synth is created, as that is your synthesis result.


    hmm. now...do you know whether the time frame consists of when the synth is FINISHED or whenthe synthesis is STARTED or...perhaps the entire time frame the synthesis takes.

    dont know how you would test that, but as for testing time it would still work.

    Quote:
    Personally I think current "directional theory" including the crafting timer, and anything else regarding which direction to face is a load of hogwash. A lot of people swear by it, and swear it "definitely works", but I've never seen more than 50-100 synths to back it up, which really is not enough to show anything. I do think it makes a difference, definitely. In fact I know it does. But I definitely think people should do their own rigorous testing and decide for themselves what works. And by rigorous testing, I don't mean doing 20 synths facging the supposed "skill up direction", getting 0.8 compared to yesterdays' 0.5, and then deciding with 100% confidence that the "skill up direction" theory is absolutely 100% true. Law of Averages works.


    i completely agree with devisor on that one. people can only guide one in a direction, but such guides shouldnt become facts. test your own synths, gather data, and come up with conclusions.

    -------

    oh and great work as usual mike.
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    #10 Sep 14 2005 at 1:05 AM Rating: Decent
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    Yea. The other day I asked someone to make a pair of Cursed Gloves for me. They said "should I face HQ direction or success direction?" and I responded with "face northwest please". I mean don't get me wrong, I don't blame that person for asking, it's "generally accepted" that HQ direction for Earth Crystal would be SW, and success direction would be South. But I have my own conclusions about what works. For me, I usually face NW when using an Earth Crystal and trying for HQ. And I'm 2/6 on Hauberk +1 now. Could be coincidence, but I also have a theory about how NW relates to earth. All I'm saying is, like the previous poster said, draw your own conclusions. -nothing- in this game is as simple as "if a then b". nothing.
    #11 Sep 14 2005 at 1:16 AM Rating: Default
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    Quote:
    # When purchasing from auction house, I recommend buying at 5,100 gil rather than 5,000 gil, 50,100g rather than 50,000g, or 3,001,000g rather than 3,000,000g. People like to sell for ?XXX?+1 usually. Usually this causes most buyers to bump price 1,000 gil or to the next 10,000, or even 100,000g depending on item value.


    So you're telling us to bid more for an item than it's listed as, forgive me for being presumptuous but wouldn't we be better off starting below the list price and working upwards until we get it right? I can't see any decent rationale behind bidding above the list price. Unless you like to waste money.

    Quote:
    # When selling on auction house, I recommend selling at ?XXX? +1 or ?XXX? + 101g. More often than not, people will bump up to the nearest 1,000 or 10,000g depending on value. Not too many people will increment bid 100g or 1000g at a time.


    Same goes here, if you want to move goods quickly I find that setting above the list price will only prolong the sale time and often result in items not selling at all. Selling BELOW the list price is a good way to move items. I think that theory only really applies when you are looking to increase the list price?

    Apart from that a great guide, pity about all the quote marks being turned into '?' though.
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    #12 Sep 14 2005 at 2:57 AM Rating: Decent
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    Mike great thread. Would rate you up to 6.00 if I could. Im currently lvl 77.5 Woodworking and am looking into 100+ crafting items I will be able to make when I get there and this will help me out a bunch.

    Please sticky this NOW!

    Laterz!
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    #13 Sep 14 2005 at 3:49 AM Rating: Decent
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    Great post. a lot of stuff stuck in to one place. Sticky!
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    #14 Sep 14 2005 at 4:25 AM Rating: Decent
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    Very good guide. You summed up everything that needed to be.

    /clap, rate-up, and thank you !
    #15 Sep 14 2005 at 6:39 AM Rating: Decent
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    /cheer

    This is great, thank you for your time invested and your generosity to share with us all of the things you have learned, again!

    ____________________________
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    #16 Sep 14 2005 at 9:02 AM Rating: Good
    Sticky Requested

    Hope it becomes one.
    #17 Sep 14 2005 at 10:05 AM Rating: Good
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    Great post Mikejusticee. :)

    I think you've given a nice introduction to crafting here. Let's just hope people read it. ;3

    A few corrections/suggestions:
    - In "Q: What?s the best day or direction to craft on?"
    The url to the timer is incorrect. It should be:
    http://ffxi.lokyst.net/timer/crafttimer.html

    - I can't seem to wrap my head around what you're saying in this sentence:
    Quote:

    We know that at any moment of any elemental day you can synth a piece, and a specific result appears, correct?

    By saying "specific result appears" you seem to be implying that the outcome will always be the same and I know this isn't necessarily true for all times.

    Quote:
    What are the chances that if you wait 5 seconds, 10 seconds, or even 2 game hours you still receive a synth result?

    This is the part that completely throws me. I'll always a receive a synth result no matter when I synth? I will always receive the result in 5 vanadiel minutes unless I'm severely lagged?

    I understand the experiment you set up in the remainder of this section, but I just can't figure out what you're trying to say in this paragraph. :x

    - Finally, another good source for crosschecking recipes is:
    http://www.ffrecipe.com/

    I find MysteryTour updates slowly and sometimes the Repository (my favourite source most of the time) can be a bit quick to fill in the blanks for skill limits.
    #18 Sep 14 2005 at 10:15 AM Rating: Decent
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    lokyst wrote:

    Quote:
    What are the chances that if you wait 5 seconds, 10 seconds, or even 2 game hours you still receive a synth result?

    This is the part that completely throws me. I'll always a receive a synth result no matter when I synth? I will always receive the result in 5 vanadiel minutes unless I'm severely lagged?

    I understand the experiment you set up in the remainder of this section, but I just can't figure out what you're trying to say in this paragraph. :x


    Pretty sure he means "what are the chances that if you had started the synth 5 or 10 seconds later, the result would be the same as if you hadn't?"
    #19 Sep 14 2005 at 10:25 AM Rating: Good
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    Quote:
    hmm. now...do you know whether the time frame consists of when the synth is FINISHED or when the synthesis is STARTED or...perhaps the entire time frame the synthesis takes.


    You don't, but you make some assumptions.

    The biggest one is that all synths take the same amount of time to complete or execute (server side) and any extension / shortening of the time we experience is just due to client lag.

    Big assumption but we have to start somewhere. :x

    But what this assumption lets us do is use the start time, or the time your client sends a message to the server that you are starting a synth, as a basis.

    For example, if the synth result is always calculated 5 seconds after the server receives the message from the client then recording the starting time and always starting at that same time is the same as always having the server always execute the calculation at the same time (5 seconds later).

    The second (less important) assumption is that it's the Vanadiel time that matters and not the earth time, because this gives you a bit more leeway for starting the synth at the same Vanadiel minute.

    -----------
    Edit to avoid getting spammy in Mike's post:
    Thanks, Divisortheory, that makes a bit more sense.

    Edited, Wed Sep 14 11:37:30 2005 by lokyst
    #20 Sep 14 2005 at 11:28 AM Rating: Good
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    Lol, by 5 seconds, 10 seconds, or even 2 hours later, I mean what are the chances you will get an HQ, NQ, or Fail result? 100% of the time.

    Sorry if that was not clarified. It would mean that each elemental day has 1440 possible outcomes of NQ/HQ/Fail possibilities, as you can never synth a piece an not obtain an outcome. =)

    I might have some time shortly to go back and clean up some of the misunderstandings, typo's, and "?".

    Work in progress, and thanks for the positive feedback as well.

    Edited, Wed Sep 14 12:34:48 2005 by mikesjusticee
    #21 Sep 14 2005 at 1:40 PM Rating: Decent
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    More impressive work from Mike. So much so that I felt compelled to register and post a reply. With regards leaving Smithing in the 90's, as opposed to 100, I had also felt this to be a better option. Mike doesn't publicise his actual craft levels, that I have seen, but I feel that 95 +-1 would be the limit of usefulness of Smithing. Beyong being able to break 100/101 to get 11 spread on Hauberk, and the evidently unneccessary 31 for Haubergeon, I see nothing of particular value. This could, of course, be my server's economy (Garuda) or my stupidity.

    With regards to synthing Adaman Ingots for skill, on Garuda ore runs from 80-100k regularly. The Ingots retail at 200-240k tops. I'll not make them to sell as Ingots, but to use in higher synths. For example, I received a total of 0.3 by making Cursed Sollerets, and the respective materials required.
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    #22 Sep 14 2005 at 4:11 PM Rating: Decent
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    Certainly you can at least find a compelling reason to get to 97 if you try hard enough :)

    Edited, Wed Sep 14 17:21:27 2005 by divisortheory
    #23 Sep 15 2005 at 10:40 AM Rating: Good
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    Edited to fix spelling problems caused by all the "?".

    Link fixed as well and clarified a few points of views accordingly.
    #24 Sep 15 2005 at 12:59 PM Rating: Decent
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    Another question for Mike, do you actually avoid making Adaman/Gem gear etc.? Without having 100, an "unfortunate" skill up in Smithing would reduce the heightened sub-craft level, right?
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    #25 Sep 15 2005 at 1:34 PM Rating: Good
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    In my situation, I usually decline to make anything higher than my smithing level unless it's for personal use. While I can reach 103 equipment w/supports, it just makes more financial sense not to take smithing to 100.

    With my level combo so percise, any .1 skill one way or another can effect 1 of few tier 11 synths I like to HQ. Given that, I would have to re-skill my sub, which is a pain.

    So looking at it like that, I would have to invest time to create the synth for someone, most likely running to bastok for an HQ crystal, re-skill my subcraft, then most likely lose a few gil just to re-skill it back. It's simply a losing position all around.

    This is why atm, I do pass on higher level items. As much as I don't mind helping others, I have to limit what help I can offer with what bounderies I've forced upon myself at this time.

    Overall, it all depends what you want out of the end of your craft. Atm on my server, I'm facing two problems.

    1.) Cursed gear sells once or twice a month. Statistically it would take about 10+ years to obtain Adaman gear -1. Idk just guessing.

    2.) You would have more chance at HQing gem gear, but the reward of doing so isn't as great as it is shooting for haub/hauberk +1, and a few other combinations.

    Looking at the numbers, it would take 100 attempts to averaged 1 HQ. With increasingly larger numbers of high end smithers cut-throating to sell first, expect to loss a lot of gil in the process. There are no profits on these pieces if selling NQ for a loss, and the only value here is signing a pair for yourself.

    So as you can see, from a personal investment standpoint, 100 smithing offers nothing of benefit to me. It's not a matter of whether I can get to 100, as 90-100 smithing on Odin was breakeven/profit the entire road. It's a matter whether you can step out of the norm and maximizing your worth potential.



    Edited, Thu Sep 15 14:48:10 2005 by mikesjusticee
    #26 Sep 15 2005 at 1:54 PM Rating: Good
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    This is a wonderful guide. The only time I furrowed my brow was at the part where you discussed "Should I buy gil." I agree with your discussion on this matter (that it won't help much, and may hurt), but I wish you somehow could have made clear that, even if gil-buying were a great practical boon, it is cheating, period. As the draft currently stands, in other words, some newer players may come away with the (mistaken) impression that master-crafters regard gil-buying as morally neutral, and *only* to be avoided because it isn't very helpful, rather than also because it is cheating.
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    #27 Sep 16 2005 at 11:33 AM Rating: Good
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    Well, I was logically trying to display how worthless it would be to purchase gil to fund a craft. Aside from a cheating stand point, it's pretty much the worst move you could make.

    If anyone really does want to give away RL money, just donate to charity and save yourself some time. At least the money would go to a good cause. :P
    #28 Sep 21 2005 at 8:53 AM Rating: Decent
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    I'm sorry if this is fairly obvious to some, but having just recently become part of the mikesjustice cult I probably missed it...

    but question to mikesjustice, what are you actual crafting levels on your main?
    #29 Sep 22 2005 at 12:24 AM Rating: Decent
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    Some additional infomation that would be useful:

    FFRecipe
    http://www.ffrecipe.com
    Great recipe site. Originally a Japanese site but a lot of it was translated. Highly recommended and it has a guild pattern too under Search > Guild Pattern. You can even run bazaars and it will tell you what NPCs you can buy some materials from.


    FFXI Log Parser
    http://www.frontiernet.net/~Spyle/FFXI/ffxi.html
    Not only will it record damage data, but it can record crafting data (on PC). It still needs some work to parse data properly to be able to determine HQs but it's will defintely aid in the cracking process. The submitted crafting data is available at http://ffxi.mmorpgparsers.com/craft/

    Edited, Thu Sep 22 01:30:59 2005 by Moreana
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    #30 Sep 23 2005 at 3:19 PM Rating: Good
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    Quote:
    but question to mikesjustice, what are you actual crafting levels on your main?


    My crafting levels are ever changing unfortunately. For the longest time I've held constant at 94+3 smithing.

    Just recently I've decided to push them to 98-99, possibly 100. I'm running some tests and evaluating whether 100 will benefit me or not.

    However, I have found an interesting event in my recent skill up sessions.

    It would seem that there is no discrimination between which sub-crafts are deleveled, regardless if one is higher than another.
    #31 Sep 26 2005 at 10:03 PM Rating: Decent
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    First, I'd like to say great guide and thanks.

    One thing that has me a bit confused is

    Quote:
    However, in the 90's with support, guild gear, and a mix of sub-craft levels, you could HQ items of value you could not at 100. Remember HQ's are highly dependent upon sub-craft levels as well, where-as there is much more flexibility at 90 than at 100.


    I don't understand how it could be possible at a lower level, but not at a higher level. Are you saying that tiers of a main level and sub level should be relative to one another? And if you move into a higher tier with you main, your sub should equal that?

    Also, in conjunction with this, are there differences in each tier? You mention the helfire+1 was possible in the 90's. Now if you were using support and gear, you may have been @ 11 over the cap? then, you mention that you would have worse results if you were at 100. Was this because there may be a scale in each tier, as you wouldn't have moved up a tier. Or, were you at 10+ cap, and you would have broken into a new tier?

    If this is the case, is the opposite true. If you move into a higher tier with you sub, will it offset your main?

    -Thanks in advance.
    #32 Sep 27 2005 at 5:34 AM Rating: Decent
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    Very nice guide, rate up, good work.
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    #33 Oct 02 2005 at 7:30 PM Rating: Decent
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    Well, as memory serves (too lazy to go look it up) the hellfire has a subcraft that can break a tier if you get the subcraft over 60. Therefore, you have a higher HQ rate by breaking both main and subcraft HQ tiers than merely getting higher on the main craft.
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    #34 Oct 06 2005 at 8:53 PM Rating: Decent
    Brilliant Just Brilliant this guy is a friggen Genious! ty so much
    #35 Oct 10 2005 at 12:53 PM Rating: Decent
    10 posts
    Hi Mike. I gotta say I did learn alot. I am going into Woodworking and it you're guide and all the links you gave out helps so much. I do have a few questions though. As I was reading over "Tier" I read everything you had on it at least 50 Times but I don't understand still Tier 11 32 51.. Can you please mabye or someone explain to me once more or in mabye an eaiser way to understand. Thanks Mike for all the information, sure does help alot.
    #36 Oct 10 2005 at 11:25 PM Rating: Good
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    There are thresholds to crafted items where at a certain point they become trivial, and the threat of breakage reaches a minimal state. These thresholds are commonly refered to as "caps" and are essential to understanding the tier system. Let's use an example to illustrate how it works:

    Stone arrowheads is a synth you can make in the goldsmithing guild. Once your skill reaches 2, you will cease to earn skill from this recipe. It will become trivial. However, you'll have no particular mastery of the synth until later. Mike is saying that between a skill level of 2 and 12, you'll have a HQ average of about 1-2%. Once your goldsmithing skill is between the range of 13-32, you'll begin seeing HQs more often. Mike suggests the rates will average to 10%. Between a skill level of 33-52 Mike states a HQ average of 30% is typical. And with a skill level of 53+, you'll HQ your stone arrowhead synths around 50% of the time.

    I hope this helps....
    #37 Oct 11 2005 at 1:11 AM Rating: Decent
    10 posts
    I understand it now Tedazio Thanks much. So basically say my Skill is 53 The lower level the synth like the Stone arrowheads i will have a very little cahnce of Failure while at the same time HQ percentage goes up becasue of the level I am at.. I will cease to gain skill levels but HQ more often and fail less? I hope Im right or know what I even am talking about. ˆˆ;
    #38 Oct 11 2005 at 1:12 AM Rating: Decent
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    Tadzio***** I spelt you name wrong. ^^
    #39 Oct 25 2005 at 8:37 AM Rating: Good
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    Awesome thread, hopefully this will prevent at least some of the common questions from being asked over and over.

    I had a question that was kinda related to something you wrote and didn't feel it warranted its own thread, so I thought I'd ask here.

    mikesjusticee wrote:
    Q: Can I level more than one craft to 100?
    A: Unfortunately, not on one character. The way the system works is that you are allowed to level up every craft to 60. After 60, you have 40 master points which you can distribute any way you would like, among your crafts. As an example it might look like 80/80, 90/70, 70/70/80, or however you would like.


    Can anyone elaborate on how exactly this works? I was specifically wondering if the system works in whole numbers or in fractions.

    For instance, say I have 80 cooking and 80 bone. I get .1 in bone, would this automatically bring cooking down to 79.9 (or even 70.0), or would it wait until I was 81 to delevel cooking? My guess is that it would bring me to 79.9, meaning that I could get back 80 cooking by getting another .1, but I wasn't sure.

    Thanks in advance for the help, I tried looking around but wasn't able to find the answer.
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    #40 Oct 31 2005 at 2:37 PM Rating: Good
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    Quote:
    Can anyone elaborate on how exactly this works? I was specifically wondering if the system works in whole numbers or in fractions.

    For instance, say I have 80 cooking and 80 bone. I get .1 in bone, would this automatically bring cooking down to 79.9 (or even 70.0), or would it wait until I was 81 to delevel cooking? My guess is that it would bring me to 79.9, meaning that I could get back 80 cooking by getting another .1, but I wasn't sure.

    Thanks in advance for the help, I tried looking around but wasn't able to find the answer.



    It will delevel your craft to the decimal. Your cooking would go to 79.9 and bone to 80.1.

    However as far as synthing, I'm very positive that all the system looks at are the whole numbers in relation to the synth itself and your over the cap gap.
    #41 Nov 01 2005 at 11:57 PM Rating: Decent
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    Newbie guide isnt exactly what i would call this. I mean i'm still sitting here stareing at the tier thing. what are you talking about? Is 0-10 1-2% mean out of 0-10 synths you should get 1-2% hq? if so i have to say that doesnt make much sense if your synthing something 5 lvls above your current lvl. i have never hq'd on something i was lvling on. Sorry but you are talking to a newbie here that has no idea what any of this means. is there an even clearer explaination for the NOOBs of us out there?

    Edited, Wed Nov 2 00:06:55 2005 by Skinman
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    #42 Nov 03 2005 at 7:11 PM Rating: Decent
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    You can use gear/support to bring your soft-level up to or above the level of the item that you're levelling on.
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    #43 Nov 07 2005 at 8:29 PM Rating: Decent
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    Wow! I had no idea how complex crafting was. I guess I'd better keep researching.
    #44 Nov 13 2005 at 10:26 PM Rating: Decent
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    Mike,

    A very nice guide. thankyou.

    In my most humble opinion, the variable results people get with respect to the directional element in crafting relate to the time of day.

    The day seems to have 8 periods of 3 hours each where a particular element is focussed. The day/hour change is most noticeable when moving from the TOD 21:00-23:59 Lightsday to 0:00-2:59 Darksday.

    I would welcome some insight into this unproven theory (ok for me it is a heretical belief :D) based on the database you have collected. For most of my crafting career I never recorded the TOD or direction.

    After a few dozen levels of cooking (my first craft) I noticed the directional element which at the time I was not sure about because I also used to stand facing a wall to reduce the CPU load on my machine.

    Once I started using the suspected directional element as a focus to get more skillups for my materials, I started finding those annoying anomolies.

    Long story short, I now claim there is a TOD element to at least: crafting and farming (i.e. drops of mobs). I have a strong suspicion that all H.E.L.M. and garden harvesting will also had a TOD element.

    I reliase that the common wisdom around indicates that the direction affects your changes of skillup or HQ however my experiences give me three types of directional effect:

    1) Help to make a synth work
    2) Help to make a HQ (or fail)
    3) Help to reduce the loss of items on a fail.

    In some cases, your direction will combine two of these.

    I think of the crafting engine slightly differently to the numericians. I tend to think about the men and women who would have sat down somewhere to design it. They pride themselves on being clever, innovative and have a sense of humour. The like to put fun "easter eggs" shall we say in as much of the game as their bosses will allow.

    It seems clear to me that they developed a scale of success and failure. Many guides correctly talk about NQ, HQ1, HQ2, HQ3 but they fail to see the simplicity of the failure system also. For failures, there is NF (Normal Failure) HF1, HF2, HF3.

    Interstingly, there are 8 levels of synth success ranging from an abysmal failure to a raging success. 8 is an FFXI magic number to me. We all know that sometimes when we fail, we only lose the crystal. Other times, we can fail a synth we are 30+ levels over and lose it all.

    Anyhow, by my reckoning, whether you succeed in a non capped synth or not, your chances of a skillup will not change. The raw gap between your level and the cap for the item is the only factor that seems to determine how much of a gain you get. The larger the gap, the bigger the gain. Congruently, the larger the gap, the less likely you are of getting a gain.

    The dev team would have wanted a way to make the game fun at all levels. Crafting is not something you have to do in the game. When I first started playing hardly anyone did it. I loved it from my very first flint soup! I also started gardening with my first 1000 gil ever (huge money when you are lvl 5 or less) going into a flower pot. Hmm tangent again.. anyhow the dev guys put mini games and puzzles into all of the things people like to do. Gardening is a whole game of dicovery on it's own just as crafting is. Well, at least in crafting we have a guild to help and teach us recipes.

    The fun crew that built the crafting engine ultimately had to turn their ideas into numbers. They had to tweak things and play test toi come up with the recipes and skill levels. Kudos for what they have done. I would enjoy FFXI if it was only text based and only crafting haha.

    In the ideas -> numbers stage they had to quantify the components of doing a synth as they saw them form a role playing perspective - into the mechanics of the game engine. These people LOVE their FF remember. They love their jobs (wouldn't you??) and they were as immersed in FFXI while it was in design as we are now in playing it.

    In a role playing sense, I can imagine the streams of elemental energy coming into everything in vana'diel - inclucing US! Our characters are of this world and so we are comprised of energy like every other thing in the game world. Why, if a beastman kills us I am sure he collects a crystal just as we do :)

    When you craft with say an earth crystal, you may choose to posion yourself so that the energy coming form the "Earth Star" is able to be concentrated upon your work. However, there is also energy from other directions hitting materials too. Perhaps some Wind energy is getting in there and playing havoc on your crafting...

    So perhaps you choose to face into the Wind... to "throw caution to the wind" in fact and challenge the elements to make your job harder. The extra effort you exert may amount to nothing more than a crumbled mass of failed materials...or it may produce that HQ result you had been hoping for.. nothing ventured nothing gained perhaps.

    In another scenario, you may choose to block the negative energy (the Wind since the example is an Earth synth) with your very own body and face the opposite direction to Wind. This happens to be Fire and in cases where you want to ensure success as much as possible, this is perhaps the best choice.



    Remember, I am relating my own throughts and experiences in the game to what I 'feel' the developers would have been doing. They would want a logical, plausible reason for the elemental direction to have an influence. Eastern culture has always been assosicated with energy flows and I think it would be highly UNLIKELY if some from of directional element was missing from FFXI in anything involving chance (except maybe for /random).

    After agreeing to the directional element and in keeping with very streamlined 'Eastern energy theory', the time of day would be another natural inclusion.

    I would go so far as to say that there originally were 7 elements but they wanted 8 to make certain game mechanics work better. I happen to think that Ice was added early on in designs to make the number 8. Another wild theory perhaps but anything to make for a good story :)


    Anyhow, it would have been a trivial mnatter in programming temrs to include the time of day into success calculations. Whether they did or not is something everyone ends up deciding for themselves once they think about it. Most of us don't need proof to try something new like this because if TOD was a "random" factor before then taking note of it when performing the same action over and over should be no big deal and may just be helpful.

    I have certainly heard of and even witnissed crafters popping out multiple +1's in a short period of time. I've then seen them stop, without moving or anything they then resume again for more +1's. Not all +1's but "more than seems normal".

    What I think is happening there is the player is waiting for the next optimal period in the day to continue crafting. Perhaps they are merely skipping the one undesireable time period.

    Some people, if they read this will probably feel sorry for me as I scurry around facing directions and waiting for time windows before crafting or what not :) I thank you for your concern but know please that I am happy in my little world whether it ends up being disproven or not. It's a fun game and obsessing over certain details is a form of fun for some people like me :)


    #45 Nov 21 2005 at 1:18 AM Rating: Decent
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    Not sure it can relate to Crafting but i made a Chart for Silk Thread drop rates In buburimu pennisula

    I found that SE sets a drop rate for each day/moon phase
    Note:was using 55THF to farm with rumored TH+ effects

    I noticed taht say there was a 12.5% drop rate

    Generally silks thread drop woudl look liek this
    drop
    nothing
    nothing
    nothing
    nothing
    nothing
    nothing
    nothing
    drop

    ususally i didnt get a drop until the rate went below 12.5% or lower
    Then the rate would go back up to a higher % and drop back down to 12.5% or lower

    The rate seemed to try to even itself out to the actual rate aroudn the end of the day.

    I was reading about the HQ time zones and thought that it might be the same as these drops rates that there is a %HQ that when reached goes up and stops to proceed back down untill it gets to lower the the HQ and then repeats

    Food for thought
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    #46 Nov 21 2005 at 12:06 PM Rating: Good
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    While I'm not one to accept concepts without some type of testing, I can give some incite to the topic mentioned above.

    It's been discussed before, and I've brought the idea up on another site as well, about a potential system check that forces HQ results when certain conditions are met, completely disregarding controlled factors.

    I believe this is to be true on certain pieces, but not specific pieces in general. As some know, and I've stated in the past, I've been able to predict my haubergeon HQ's down to a 2-4 window for my last 6-7 haubergeon HQ's (That's about 60-70 haubergeon synths), these among other pieces as well like clockwork. My last 3 haub +1's I've hit down to a 1/1 window, no lie. This by no means, means I can continue to do this, but with the 2-4 window pattern I see and know, it is possible. This pattern has recently been proven to work (specific for myself), regardless of set or controlled factors.

    When crafting larger batches (36-48 batches) of items, notice:

    1.) How materials "Lost" are compensated among your stacks. Over time they seem to be "Lost", distributed evenly among your material stacks, or very close. You see this the larger your batch.

    2.) How averages of HQ's are met over time, more-so with larger batches.


    If your one to believe in a dataset table as mentioned in this thread, I've called out potential averages.

    The idea about this post is "What if I hit NQ or Fail zone all the time?" I believe there to be some chance the system compensates for all these Fails and NQ's, and forces an HQ when needed, completely disregarding controlled factors.

    Now I've gone 3 HQ's in a row on haubergeons and I've gone 2-3 fails in a row on haubs, but I have yet to have one HQ - not to appear on average 1 in 10 synths. This is only one of few pieces I use as example.


    Has anyone synthed enough to notice that Fail zones appear on average 5-10%, 10% more-so among more valuable, higher tier pieces. With enough testing, these averages appear much more consistant with one another regardless of piece.

    With SE's system of failure, a system that forces you to fail 5-10% on average, why shouldn't SE force a system that makes sure you HQ once a certain condition met, after you've synthed however many items? You and I know that we would not continue synthing, should we never have a shot at HQ correct? SE has a system which enforces this to happen over time. This is how we know we will eventually HQ.

    Please don't misunderstand the concept behind this. I'm not saying that it's not possible to HQ "X" amount of times in a row or whatever. I'm saying, should you NQ or fail so many times in a row, the system compensates and forces an HQ due to your (bad luck, blah, blah, w/e). It makes sure the average is met! There it is.

    With that, meaning the more Fails and NQ zones you see, the closer you are statistically to HQ.


    There's a lot of pie in the sky speculation about what I mention, and there are people that have gone forever without HQ. Nothing mentioned above is absolute aside from myself predicting the window of HQ for myself.

    While this has been discussed, it by no means has been proven on a public standpoint to exist.

    Your best course of action is to notice, document, and test. You will see patterns, I promise you. No one including myself can tell you what works for yourself.

    All my knowledge came from reading topics, testing, and my own personal experiences. These ideas, concepts, and patterns come when you elevate yourself to the point where you've synthed through a large enough sample to know what seems right, what seems wrong, and notice which patterns appear for discussion and testing.


    #47 Nov 24 2005 at 1:50 PM Rating: Decent
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    Quote:
    First, I'd like to say great guide and thanks.

    One thing that has me a bit confused is

    Quote:However, in the 90's with support, guild gear, and a mix of sub-craft levels, you could HQ items of value you could not at 100. Remember HQ's are highly dependent upon sub-craft levels as well, where-as there is much more flexibility at 90 than at 100.



    I don't understand how it could be possible at a lower level, but not at a higher level. Are you saying that tiers of a main level and sub level should be relative to one another? And if you move into a higher tier with you main, your sub should equal that?

    Also, in conjunction with this, are there differences in each tier? You mention the helfire+1 was possible in the 90's. Now if you were using support and gear, you may have been @ 11 over the cap? then, you mention that you would have worse results if you were at 100. Was this because there may be a scale in each tier, as you wouldn't have moved up a tier. Or, were you at 10+ cap, and you would have broken into a new tier?

    If this is the case, is the opposite true. If you move into a higher tier with you sub, will it offset your main?



    This had me a bit confused too, but I think I understand it now:

    The point to having smithing less than maxed is so that you enter the first HQ tier with both smithing AND goldsmithing for the hellfire synth?
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    #48 Nov 30 2005 at 3:53 PM Rating: Decent
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    Will someone please more thoroughly explain the tier system? I have read every post in this thread and though the question has been asked several times it has not been thoroughly explained. At least, not in such a manner that I feel I have a full understanding of it.

    Thank-you very much for taking time to help those of us that are new to crafting.
    #49 Dec 03 2005 at 5:15 AM Rating: Decent
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    Quote:
    Q: What is the best level gap to skill up with?
    A: When all possible, 1-5 levels away from item cap. Your success ratio decrease greatly beyond 5 levels out.

    There is no difference in skill up rates whether you stand 1 level away from cap or 5 levels away from cap.

    I personally like to use a 1-3 level gap, as it provides much safer results.


    That's not always true. There are cases where it's cheaper to burn one cheap synth for 10 skill levels than to bridge with 2 or more expensive synths.

    One example is Woodworking. It's much cheaper to install some earth moghancement furniture, wait untill full moon/lightday, then get advanced assistance and do Beetle Arrow -> Fang Arrow -> Horn Arrow -> Scorpion Arrow then it is to make the very expensive and horrificly unprofitable elemental arrows as bridge synths. You will get a lot of blowups for the first 3 skill levels on each type of arrow, but you will also get a lot of .3 and .2 skillups for those first few levels and over the course of each synth you will make money overall. Unlike elemental arrows where you will loose huge amounts of money no matter what.
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    I thought of it first:

    http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
    #50 Dec 05 2005 at 5:18 PM Rating: Decent
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    Quote:
    Will someone please more thoroughly explain the tier system? I have read every post in this thread and though the question has been asked several times it has not been thoroughly explained. At least, not in such a manner that I feel I have a full understanding of it.




    It simply means HQ probability only increases when you reach a certain skill level above the recipes cap. If your crafting skill level is 1 to 10 levels above the cap you will typically HQ something like 2% of synths. But if you are 11 levels above the cap you break a so called tier. Now your HQ percentage will jump to roughly 10%. The 10% tier runs all the way to 30 levels above the cap. For example, a particular synth has a skill cap of 15 and two different people attempt this synth. Person A has a skill level of 26(11 above the cap) person B is a lv 43(28 above the cap.) Eventhough person B has a much higher skill level they both will average the same amount of HQs(10%)because they both fall within the 11-30 tier. But if person C comes along who is a lv 52(37 levels above cap) he/she would break the 31 tier and would average 30% HQ sucess. Finally anyone who exceeds lv 65(i.e. 66-100) will break the final tier which is 51 levels above the cap, all those people will average 50% HQ sucess.

    Hope that helps.



    Now to my question...

    I noticed it is suggested to try to remain 1-5 levels below the cap to skill up. Does this reffer to your actual skill level only? Or could a person be 8 levels below the cap, get advanced synth support and then be considered only 5 levels below the cap? thanks.
    #51 Dec 15 2005 at 12:26 AM Rating: Decent
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    I don't understand the 90 vs 100 skill thing, in terms of something being possible in the 90's, but not 100. How does having those 10 extra skill levels act as a detriment towards HQs? That doesn't make a lick of sense.
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