1
Forum Settings
       
« Previous 1 2
Reply To Thread

Announcing the Double Synthesis Skill Increase Campaign!Follow

#1 Aug 29 2014 at 3:26 AM Rating: Good
Darqflame's Peon
ZAM Administrator
****
6,096 posts
Screenshot

PlayOnline wrote:

Enjoy doubled synthesis skill gains for a limited time only!

Campaign Period
Friday, September 5, 2014 at 11:00 p.m. (PDT) to Saturday, September 6 at the same hour.


As the name implies, the rate of synthesis skill increase will be doubled for the duration of the campaign! Hone your crafting skills with synthesis kits and take advantage of the synthesis history feature!

http://www.playonline.com/ff11us/index.shtml
#2 Aug 29 2014 at 6:56 AM Rating: Good
**
820 posts
Lol only 24 hours? Sucks for people with jobs...(like me)

Edited, Aug 31st 2014 10:46am by Littlechaos
#3 Aug 29 2014 at 10:16 AM Rating: Good
*
112 posts
Weird time to do it too... that's 3pm JST as well.
I guess we can still get a Saturday in. For a chance at faster skill ups for all those crafts I've neglected I'm up for it since we don't have to farm for anything under 50
#4 Aug 29 2014 at 11:34 AM Rating: Good
****
9,526 posts
eh mebbe I'll take a bit of time out to level my crafts... probably not though.
#5 Aug 30 2014 at 4:46 PM Rating: Decent
**
478 posts
I hope they checked the moon phase during that time. It would be pretty stupid if that was during a full moon.
#6 Aug 31 2014 at 9:15 PM Rating: Good
**
445 posts
Elwynbelwyn wrote:
I hope they checked the moon phase during that time. It would be pretty stupid if that was during a full moon.


Are we sure about that?
#7 Aug 31 2014 at 9:50 PM Rating: Good
***
3,441 posts
TribalProphet wrote:
Elwynbelwyn wrote:
I hope they checked the moon phase during that time. It would be pretty stupid if that was during a full moon.


Are we sure about that?



^^
This.

You'd think that if the Moon Phase had the effect we think it does, or if it were in any way significant, then you'd think the developers would very much know and actually care. Why would they make a double skillup on a "bad" moon for it, if the moon actually did carry some significant effect to your crafting results?

And if the moon does have that kind of power, then you'd think they'd know enough to put the event on during a time the moon is favorable.

Whatever the moonphase is during the event (I really honestly don't care), then surely the moonphase is nowhere near the power of "Double The Skillup Rate" so you're still ahead either way.

Was Moonphase ever actually Proven, even?

Last I heard, the crafting compass was still doubted by many, but easy enough to use that I just did it just in case it does. Moonphase, however... I tend to not care about because I honestly cannot plan my activities around the moonphase.

Edited, Aug 31st 2014 11:51pm by Lyrailis
#8 Sep 01 2014 at 12:10 AM Rating: Decent
Scholar
****
4,639 posts
At this point in the game I don't know why they can't tell us how TH and crafting skillups work. They're pretty open about enmity now.
____________________________
Hume male, Zafire, Server: Sylph
50DNC, 50SMN, 50BRD, 50SAM, 50DRG, 50WHM, 52THF, 52COR, 52MNK, 58BST, 60WAR, 67PLD, 69PUP, 75RNG, 75SCH, 75BLM, 80NIN, 80DRK, 85BLU, 85RDM
Retired since February 2011.
All SJ's capped for LVL99!

#9 Sep 01 2014 at 11:16 AM Rating: Good
***
3,441 posts
Zafire wrote:
At this point in the game I don't know why they can't tell us how TH and crafting skillups work. They're pretty open about enmity now.


They did give us some info about treasure hunter?

Isn't it just a straight up "+x to drop chance"?
#10 Sep 05 2014 at 5:16 PM Rating: Decent
***
3,441 posts
So....

After a long crafting session, I can say that...

.......I hardly even noticed a difference whatsoever.

You'd think with DOUBLE chances, you'd NOTICE that. Nope. I noticed somewhat higher chances when I took one of my mules out to do Horns (Lv42? 44? ish? I forget). Then the Scorpion Arrowhead recipe after it was about the same as usual...

Then you get to taht Brick Wall that is Scorpion Rings/Scorpion Masks/Ladybug Rings.

Synth after synth after synth after synth after synth and you might get a 0.1 every 20 synths. Maybe. If you're lucky.

That's supposed to be "Double" Skillup Chance? lol. Darksday, 10+ synths in a row, on a recipe 6-8 levels above me, no skill. Okaaaay.

Meanwhile, my Alchemist, who was Lv91 got a level out of doing 26 Papillion synths (6 fails, 20 successes, 8 .1s and one .2).

Then, my Leatherworking Mule got from 53 to 59 on 12 stacks of tiger leather. Count em, that's ~144 synths for 60 skillups.

All of the above was done WITH Kitron Macaron up at all times, trying to hit the best day for skillups possible. ALL of the Tiger Leather was done during Lightsday.

"Double" Skillup chance? heh. Sure didn't seem like it, 'cept maybe those Papillions.
#11 Sep 05 2014 at 5:20 PM Rating: Excellent
Darqflame's Peon
ZAM Administrator
****
6,096 posts
Lyrailis wrote:
So....

After a long crafting session, I can say that...

.......I hardly even noticed a difference whatsoever.

"Double" Skillup chance? heh. Sure didn't seem like it, 'cept maybe those Papillions.

You do realize the event doesn't start for another four six hours?

Edit: Got edt mixed up with PDT.

Edited, Sep 5th 2014 7:49pm by Szabo
#12 Sep 05 2014 at 5:33 PM Rating: Good
***
3,441 posts
Szabo wrote:
Lyrailis wrote:
So....

After a long crafting session, I can say that...

.......I hardly even noticed a difference whatsoever.

"Double" Skillup chance? heh. Sure didn't seem like it, 'cept maybe those Papillions.

You do realize the event doesn't start for another four hours?


Eh? It said 11AM PDT, right?

Wait, PM? grrrrrrrrr.

You gotta be freaking kidding me.

/sigh.

Who starts an event 2AM in the morning? Especially when everything ELSE in a Vana'diel day revolves around 11AM PDT, they decided to start the event at 11PM....

Well that's just cute.

Edited, Sep 5th 2014 7:35pm by Lyrailis
#13 Sep 05 2014 at 8:33 PM Rating: Decent
Scholar
****
4,639 posts
Quote:
That's supposed to be "Double" Skillup Chance? lol. Darksday, 10+ synths in a row, on a recipe 6-8 levels above me, no skill. Okaaaay.


I was under the impression if you skillup on something wayyy too high for you, the skillup chance is less. I was trying to make Holy Waters with 39 Alchemy and I didn't get anything in three stacks of crystals. Then I switched to something else and got a skillup the first five attempts.

I mean I could be wrong.
____________________________
Hume male, Zafire, Server: Sylph
50DNC, 50SMN, 50BRD, 50SAM, 50DRG, 50WHM, 52THF, 52COR, 52MNK, 58BST, 60WAR, 67PLD, 69PUP, 75RNG, 75SCH, 75BLM, 80NIN, 80DRK, 85BLU, 85RDM
Retired since February 2011.
All SJ's capped for LVL99!

#14 Sep 06 2014 at 5:26 PM Rating: Good
***
3,441 posts
Zafire wrote:
Quote:
That's supposed to be "Double" Skillup Chance? lol. Darksday, 10+ synths in a row, on a recipe 6-8 levels above me, no skill. Okaaaay.


I was under the impression if you skillup on something wayyy too high for you, the skillup chance is less. I was trying to make Holy Waters with 39 Alchemy and I didn't get anything in three stacks of crystals. Then I switched to something else and got a skillup the first five attempts.

I mean I could be wrong.


I've always started new recipes at 8 levels under. With Guild Support and facing "Safe" Direction, you will see some breaks, but you should have at least 75% success rate with the occasional 3-4 breaks in a row. At 6 levels under, I usually switch to face HQ direction, then 5 levels under, no more guild support (you can break and still skillup and if you only lose some (or no) materials, that is better than making the item). 9 levels under is do-able, but you will see lots of breaks... and 10 levels under I try to avoid at all costs unless the materials are incredibly cheap and easy to come by.

Anyways, as an update...

Last night, I went out and got another 5 stacks of Scorpion Shells (thank God I noticed on ffxiclopedia that Crawler Hunters drop shells 100% of the time, something I can very much confirm) and we pooled the rest of our materials, and...

-Got two mules' Bonecraft to 60 using Scorp Rings/Masks
-Got two mules' Leathercraft to 60 and have mats to do another
-Got my alchemist from 92 to 97 with Papillions (barely)
-Got one mule's Cloth from 53 to 60 with Green Ribbons
-Got my Leatherworker mule from 52 to 64 using Tiger Leather, Hard Leather Rings, and White Mouton

And a few other things we did.

I'm surprised we managed to recover as we did, as we wasted a lot of materials yesterday. blah. Wound up making at least 300k from vendoring stuff (White Moutons at ~900 each, Catoblepas Leather at 770 each, Hard Leather Rings at 700 each, Moccasins at 2550 each, etc). That stuff really adds up fast!

EDIT: I am convinced that each recipe has a hidden "Base Skillup Chance" stat. If you take, for example, Papillions (Lv97 as mentioned above), I did several of those last night, and it was skilling a lot better than I had anticipated, on a day that was neutral to the crystal (non-Darksday with Light Crystal). Compare that to Scorpion Rings, which without the double skillup campaign, you're lucky you see a 0.1 every 10 synths. Those are only Lv60. Also, you can compare Green Ribbons which skill better than Scorpion Rings and are 61. Some recipes skill well, others don't. Also, Catoblepas Leather is lousy for skill (unless it is double skill campaign).

Otherwise, there's no reason why a Lv97 recipe should skill 3x as good as a Lv60 one, unless each specific recipe had a hidden skillup chance stat.

Edited, Sep 6th 2014 7:30pm by Lyrailis
#15 Sep 08 2014 at 1:16 PM Rating: Excellent
***
1,304 posts
Unfortunately, you probably just had a bad run of RNG. I have an average of 1/7 skillups all the way from 90 smithing to my current of 103.7. Sometimes I do 50-60 synths with no skillups, sometimes (like level 99) I do 8 skillups in 12 synths. My average though has been right at 1/7. I missed the double skillup weekend because I am kind of on a break from FFXI at the moment, but I'm sure I probably could have gotten my goldsmithing from 62 to 70 all the platinum ingots I have in my inventory atm.

To the above poster, skillup rates are pretty similar on successful synths 6-8 below cap and 5-1 below cap, the problem is you can't skill up on breaks when you are more than 5 away. I'm sad to say, I break a lot of syths if I am more than 5 away, even with synth support and +skill equipment and artificer's ring. If you are eyeballing it, it might seem like you are not skilling as much, but its mostly because of the breaks in between successful synths.

Important Public Service Announcement:
Directional "Skillup/HQ" crafting has been pretty much debunked for a long time. There has never been any definitive evidence to support the theory that the direction you face has any impact on your skillup nor your HQ rate.
#16 Sep 08 2014 at 5:26 PM Rating: Good
***
3,441 posts
See, that's the thing though.

I've done Five mules through the Scorpion Ring phase of Bonecraft, as there are bonecraft sub-crafts in their main crafts' lists.

The runs were pretty consistent with each other: You can craft and craft and craft and craft all day long and not get any skill on successes.

I'm not counting the breaks on 6 levels under, I know they don't skill. Once I get to 5 levels under, I can make 20+ rings in a row sometimes and not get a single 0.1. It has been pretty consistent across all the mules (except the latest one, that I did during the Campaign).

Here's some more data:

My Goldsmith: Lv51-53 doing Geodes: .1 almost every single synth, no food, no skillup campaign.

My Mule doing Green Ribbons (53-60) with Clothcraft: avg of 3-5 synths per .1, slowed down during the last level to an avg of 6 synths/.1

My Mule doing Papillions: As said above, .1 almost every synth 'cept for one "sticking point" where I did 6-7 in a row with no skill. This was before AND after the Skillup Campaign. In fact, the "dry spell" happened during the campaign. The last level (96-97) took 14 synths.

All of these are pretty consistent with each other: you skill an average of once per 5, sometimes slightly better sometimes slightly worse.

BUT.....

Scorpion Rings are different. Way different. Every single mule I've done, had serious trouble trying to get past this stupid recipe. Also, Hunter's Cotton and Catoblepas Leather as I mentioned above had the same problem. Ladybug Rings, too.

If you're trying to say that this is some sort of "unlucky streak", then why is it happening on the same recipe on four characters (the 5th doesn't count as it was during the campaign, but even then it took quite a few to finish him), when few other recipes (except for the 3 mentioned in the paragraph above this one) seems to do this?

Kinda seems coincidental that the "easy" recipes or ones that don't require very many materials end up being the ones that don't want to spit out skillups very well. Catoblepas Leather, Ladybug Rings, Scorpion Rings, to name a few examples of "easy" recipes. Someone above mentioned Holy Water. Can't get any cheaper than that, 10gil + crystal.

It would only make logical sense if they assigned a "base skillup chance" based upon how hard the materials are to collect for any given recipe, taking its level into consideration.

Edited, Sep 8th 2014 7:27pm by Lyrailis
#17 Sep 08 2014 at 8:32 PM Rating: Good
Lyrailis wrote:
It would only make logical sense if they assigned a "base skillup chance" based upon how hard the materials are to collect for any given recipe, taking its level into consideration.


The idea that SE had that good an idea what the real difficulty of getting materials would be violates my suspension of disbelief.

I only got about a dozen points of skill between several characters during the event, but any skillups are good skillups once you're in the 80s and 90s. I could probably have done more if I hadn't been at work most of the day... such a short window is really hard to take advantage of.

~sleepygirl
#18 Sep 08 2014 at 9:10 PM Rating: Good
***
3,441 posts
sleepygirl wrote:
Lyrailis wrote:
It would only make logical sense if they assigned a "base skillup chance" based upon how hard the materials are to collect for any given recipe, taking its level into consideration.


The idea that SE had that good an idea what the real difficulty of getting materials would be violates my suspension of disbelief.

I only got about a dozen points of skill between several characters during the event, but any skillups are good skillups once you're in the 80s and 90s. I could probably have done more if I hadn't been at work most of the day... such a short window is really hard to take advantage of.

~sleepygirl


Yeah I'd have to agree that a 24-hour window is kinda ridiculous. If someone has a 10 hour day, well... there goes half of it + maybe 8 hours for sleep.
#19 Sep 08 2014 at 10:29 PM Rating: Excellent
***
1,304 posts
sleepygirl wrote:
Lyrailis wrote:
It would only make logical sense if they assigned a "base skillup chance" based upon how hard the materials are to collect for any given recipe, taking its level into consideration.


The idea that SE had that good an idea what the real difficulty of getting materials would be violates my suspension of disbelief.

I only got about a dozen points of skill between several characters during the event, but any skillups are good skillups once you're in the 80s and 90s. I could probably have done more if I hadn't been at work most of the day... such a short window is really hard to take advantage of.

~sleepygirl


^^ This combined with the constant PS2 limitations excuses that the dev team always dropped lead me to a different logical conclusion. Global skillup rate instead of a per item skillup rate. It doesn't make sense with a game designed to be handled by the PS2 to have skillup rates determined on a per material or per item basis. Unless you have proof (non-anecdotal, since my holy water phase on alchemy contradicts/refutes yours) that there is a different system. Many people have amassed many spreadsheets of information and have reached different conclusions to yours.
#20 Sep 09 2014 at 1:24 AM Rating: Good
I might not be understanding you correctly, but... I'm really not sure what PS2 limitations would have to do with this, since things like success and skillups are determined server-side.
#21 Sep 09 2014 at 7:22 PM Rating: Good
***
3,441 posts
sleepygirl wrote:
I might not be understanding you correctly, but... I'm really not sure what PS2 limitations would have to do with this, since things like success and skillups are determined server-side.


^^
This.

It wouldn't make any sense whatsoever for them to calculate things like skillups client-side, because RAM hacks exist. Now, they can try to detect a program that reads/modifies a game's variables in its RAM (cheat engine, et. al.), but the rule of thumb is, for any game meant to be played online, it is best to perform all important calculations server-side to prevent that kind of stuff in the first place.
#22 Sep 09 2014 at 10:10 PM Rating: Good
Guru
Avatar
*****
11,159 posts
I have zero evidence to support it, but when my main was 100 and 60 in everything and then a couple mules with 100s, I do believe that certain synths had a higher skill up rate. Whether this is based on rarity of items, number of items used in the synth, or whatever, I dunno. Just felt too common to be a "RNG gonna RNG" thing. Oh wells.
____________________________
Violence good. Sexy bad. Yay America.
#23 Sep 09 2014 at 11:05 PM Rating: Good
***
3,441 posts
Seriha wrote:
I have zero evidence to support it, but when my main was 100 and 60 in everything and then a couple mules with 100s, I do believe that certain synths had a higher skill up rate. Whether this is based on rarity of items, number of items used in the synth, or whatever, I dunno. Just felt too common to be a "RNG gonna RNG" thing. Oh wells.


If there is such a thing as "skillup chance per recipe"... I do not think it is # of items. I've had severe problems with Scorpion Rings on every single mule doing bonecraft as aforementioned (also Ladybug Wings) .... but yet Green Ribbons were nowhere near as bad, and it is only a 1-item synth too.

Also, Geodes are ridiculously awesome skillup. My mule finished on Geodes, getting a 0.1 every single success save three -- 2 no-skill and one 0.2 on several different skillup sessions (I used the geodes as I got them). They are also easy-to-get single-item synths.

But then let's look at Hunter's Cotton, Catoblepas Leather, and White Mouton. Catoblepas Leather, I tried in 3 mules, one during the campaign. The two not in the campaign... used 40+ synths to gain a level and a half. The one IN the campaign required two stacks to get 1.6 which is.... yes... about double what the other two did. White Mouton wasn't quite as bad; I did it during the Campaign and it was a 0.1 almost every synth (with Kitron Macaron), but I did have this ridiculous no-skill streak of 12 in a row then it started doing 0.1s every synth again.

Hunter's Cotton.....I abandoned that recipe entirely because I'd make 12+ between skillups. Tried it on two different characters, both did the same thing. Apparently SE didn't want you farming easy-to-get Saruta Cotton to get to Lv60 clothcraft lol.

In fact, all the AF+1 materials seem like poor skillup choices.

Of course we don't have real evidence as nobody has thousands of characters to craft with, but when I see similar results on 2, 3, 4 characters on a few different recipes, and they are consistent with each other, well......

There's enough room to doubt/believe in such a thing.

Just like XIV's RNG system that nobody here on ZAM believes me with (I think it is simply bugged like Warframe's RNG was, or there are hidden variables they're not telling us about).

Earlier today, gathering Wizard Eggplants, 81% chance.

Node #1: Success, Success, Fail, Fail
Node #2: Fail, Fail, Fail, Fail
Node #3: Fail, Fail, Success, Success

What's the probability of 6 failures in a row at 81%? Very stinking small. But yet I see this kinda stuff very often (I've never seen 6 in a row at 81% though that's... a new kind of extreme). Or how about during that same session, 3 HQs in a row at 11% chance?

The streaks are just too ridiculous, too many "astronomically low chance probabilities" happening to just write it off as simple coincidence/freak randomness. If that kind of luck were real IRL, you'd be winning the powerball every other day. In fact, you have better odds at winning the powerball than you do getting a couple of these to happen in the same night.

You get a feel for the stuff after awhile, and the "skillup chance per recipe" thing is one of those things.

Edited, Sep 10th 2014 1:09am by Lyrailis
#24 Sep 10 2014 at 12:18 AM Rating: Good
Guru
Avatar
*****
11,159 posts
Fail streaks like that are pretty much why I say if something isn't 100%, Murphy will find a way to ***** you.

I could also ramble a bit on successful synths actually having unseen "EXP" values that could invisibly HQ (in tiers) on their own and eventually reduce when you're the same level or higher, but we only see the 0.1 or whatever when your roll over that particular numbers place. My sentiment on that is fueled largely by their recent adjustment of things like TP from 300 to 3000 or certain transparencies on item mods. So, yeah, something like a Scorpion Ring could be 100 Bonecraft EXP (with the silent HQs adding to that), while whatever else could be 200. But again, speculation. There's no easy way to test this other than someone willfully leveling down capped crafts and doing hundreds of each different possible recipe.
____________________________
Violence good. Sexy bad. Yay America.
#25 Sep 10 2014 at 6:29 AM Rating: Good
***
3,441 posts
Seriha wrote:
Fail streaks like that are pretty much why I say if something isn't 100%, Murphy will find a way to **** you.


Well, again, one ridiculous streak here-and-there? OK. Crap happens. That's fine. But, 2-3 every single day I play the game? Ehh...... I find that a harder pill to swallow.

Quote:
I could also ramble a bit on successful synths actually having unseen "EXP" values that could invisibly HQ (in tiers) on their own and eventually reduce when you're the same level or higher, but we only see the 0.1 or whatever when your roll over that particular numbers place. My sentiment on that is fueled largely by their recent adjustment of things like TP from 300 to 3000 or certain transparencies on item mods. So, yeah, something like a Scorpion Ring could be 100 Bonecraft EXP (with the silent HQs adding to that), while whatever else could be 200. But again, speculation. There's no easy way to test this other than someone willfully leveling down capped crafts and doing hundreds of each different possible recipe.


Yeah, there's just too many variables that they don't show us or even explain whatsoever. Speculate is all we can do, sadly. Either way, I'm glad I got that stupid crappy bonecraft done on all my crafting mules. That recipe has always been so horrible. Glad to have finally gotten done with the BS.

Kinda wish they'd revamp crafting, and make it an EXP-based system like FFXIV's. I'm not asking for FFXIV's minigame, just attach an XP value to everything you make, and display what XP you get so that you don't have to pray for skillups. Like... every level takes 100 and...

10 levels under: 25xp (but you almost always break, 0xp on failure)
9 levels under: 20xp (you can sometimes succeed, but usually break)
8 levels under: 18xp
7 levels under: 15xp
6 levels under: 12xp
1-5 levels under: 10xp, 5xp on failures

That way, a levelup takes a straight 10 synths no matter what you're doing if you're 5 levels under the cap. I really don't see why we need the crafts being so ridiculous to level up (esp with how few people are actually messing around with older crafting materials, other than this campaign.. I almost never see anybody crafting anything).

Would it really harm the game if we could get our crafting skills leveled up in a more reasonable fashion?
#26 Sep 10 2014 at 9:51 AM Rating: Excellent
Guru
Avatar
*****
11,159 posts
I wouldn't really be against modernizing the crafting game, but I think the bigger issue plaguing it is one that tends to affect most MMOs: Crafting has no endgame staying power. Why? Events give better gear, either directly through drops or token systems. Otherwise, you better pick a consumable market and hope for the best. XI may have had exceptions here and there throughout patch cycles, but I'd almost call those more accidents than intended.
____________________________
Violence good. Sexy bad. Yay America.
« Previous 1 2
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 782 All times are in CST
Anonymous Guests (782)