Shinzu Nocht Member replied

629 weeks ago

From BG's Crafting thread http://www.bluegartr.com/threads/117684-The-crafting-thread.
Let's get this party started.

Unless more sweeping changes are made, it looks like the crafting system is pretty well settled in. From what I can see, every serious crafter should have the following as a base (in approximate order of importance):

1) ALC50
ALC abilities took a huge nerf from P3->P4; Tricks of the Trade went from 45CP/proc to 20CP/proc, while Comfort Zone went from (IIRC) 58CP cost, 10CP regen/turn for 10 turns (42 net CP) to 66CP cost, 8CP regen/turn for 10 turns (14 CP net). This, combined with the increased cost to Observe (12->14CP), eliminated the CZ/Observe/TotT loop that basically gave unlimited turns.

That all being said, CP is still the straw that stirs the drink, and as long as you have a sizable CP base to work from, you can still milk those abilities for free CP. Even if ALC is not your main craft (i.e. everyone), it's a better 50sub than any other class, IMO.

2) CUL15 - Hasty Touch (quality synth, 100% efficiency, 50% success, cost: 10 durability/0 CP)
Hasty Touch greatly reduces the CP cost on quality synthing. Even if success rate is a problem, you can combo it with Steady Hand (22 CP, success+20% for five turns) and have the same efficiency/success as Basic Touch at less than 1/3rd the cost.

3) CRP15 - Rumination (converts Inner Quiet effect into CP)
Again, with CP all things are possible, and Rumination is a great action when you are getting a bad run of TotT procs and need extra CP for durability. (Plus, if you have CRP50 and get a bunch of excess CP, you can use Byregot's to convert Inner Quiet into a massive quality boost and re-pop Inner Quiet.) You're going to be using Inner Quiet on any quality-focused synth anyway (so cost vs. return is not totally relevant), but I believe Rumination break-even with Inner Quiet cost is 2 successful quality synths.

4) WVR15 - Careful Synthesis (increases progress, 90% efficiency, 100% success, cost: 10 durability/0 CP)
Careful Synthesis II is also nice if you want to get to WVR50, but at least one is key. Much like the +progress actions in 1.0, the ability to ride a synth to the absolute end while having a guaranteed finisher in your pocket is critical.

5) GSM15 - Manipulation (10 durability regen per turn for the next 3 turns, cost: 88CP)
Manipulation got a big buff from P3, where it was 5 durability/turn over 8 turns for 150 CP. It's now (barely) the cheapest durability restorer and slightly more cost efficient than Master's Mend. Master's Mend II is still a tiny bit more cost efficient on paper, but in practice the cost and return severely limit its usability.

Once you have those 5 actions, the rest of the 50s (except ARM, which appears to be useless) all seem to bring something to the table. For the most part, you can fine tune your particular strategy to the actions you have available.

Does the CUL50 ability just make it so your failed synth has a 90% chance of returning your mats, for free? Does it last for a certain number of turns?
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