Intermediate Crafting Guide

In the basic Crafting Guide, we introduce a basic crafting sequence for making basic material such as Ignots and Lumbers. Although it is easy to understand and use, it is not cost effective and has lower chance of making HQ materials. In this Intermediate Crafting Guide, we will introduce more complex sequence (21 steps) and associated macros. Please note that Level 50 skills will be discussed in the Advanced Crafting Guide.


Quality Progression

The Quality progression determines the chance of getting HQ items i.e. HQ%. It is important to know that the progression is not linear. Below is the progression chart for illustration purpose. At 50% quality progress, the HQ% is below 20%. The break-even point is about 70%. The basic crafting sequence I suggested earlier will consistently give you the average results. In order to craft HQ item, you will have to use HQ materials. How can we reach the break-even point with limited CP and durability? Let’s start from the very basic.

hq-progress

Crafting Basic

DoH Stats

DoH has two important stats: Craftsmanship and Control. Craftsmanship determines Synthesis progress. Control determines the Quality progress. The formula below is a rough estimate (credit: Sinbios from reddit):

Progress = ( 0.21 * Craftsmanship + 1.2 ) * ( 1 - 0.10 * Level Penalty)
Quality = ( 0.37 * Control + 32.6 ) * ( 1 - 0.05 * Level Penalty)

Level Penalty is the difference between item level and the character level if the item level is higher. The maximum penalty is 5. For example, a 2-Star gear will have item level 70. The penalty is 5 instead 20.

Crafting Point (CP)

DoH class starts with a base CP of 180. The CP does not increase as you level up. You can increase the CP by wearing accessories such as earring, rings, chokers and by melting materia to the gears. Using CP efficiently becomes the key to success. Let us review the our basic sequence:

  1. Inner Quiet (18 CP)
  2. Steady Hand (22 CP)
  3. Standard Touch (32 CP) X 3 (100% Success)
  4. Master’s Mend (92 CP)
  5. Standard Touch (32 CP) (100% Success)
  6. Ruminations (0 CP) : Recovers 39 CP
  7. Basic Touch (18 CP) X 2 (70% Success)
  8. Careful Synthesis (0 CP)

The total is 257 CP for this sequence. We use one Durability recovery skill (Master’s Mend) and one CP recovery skill (Ruminations). Although is is an expensive sequence, it demonstrated many important concepts: Inner Queit, Steady Hand, Quality Phase, Progression Phase, Durability Recovery and CP Recovery. We will analysis each topic in details:

Crafting Sequence

Durability Recovery

Each touch or synthesis action cost 10 durability. Basic material has 40 durability and other items have 60, 70 or 80 durability. Durability can be recovered using one of the skills below. Master’s Mend is first available and also the most expensive one among all Durability recovery skills.

Skill Durability Recovered CP Durability/CP Method
Master’s Mend (7) 30 92 0.326 Instant
Manipulation (GSM 15) 30 88 0.341 Over 3 steps
Waste Not (LTW 15) 20 56 0.357 Lost reduction over 4 steps
Master’s Mend II (25) 60 160 0.375 Instant

Master’s Mend II is the clear winner. However, we cannot use it for low durability (40) item. For low durability item, we can combine Manipulation and Waste Not to recover 50 durability.

Quality Phase

Quality Phase starts with Inner Quiet. The goal of Quality Phase is to improve the HQ%. Once Quality Phase is completed, we use Rumination to recover the CP built by the Inner Quiet and start the Progress Phase. Inner Quiet is the most important skill in crafting because:

  • When Inner Quiet (IQ) is in effect, each successful touch will gain extra Control bonus (around 10%) for the next touch action. This is called IQ Stack.
  • Depending on number of IQ stack, you can recover CP using Rumination (CRP 15). Rumination removes Inner Quiet effect as well.
IQ Stack

The following chart illustrates the effect of Inner Quiet assuming Quality increase is 100 for each successful touch. As you can see here, the more IQ stacks means the better quality. The basic sequence only has 4 IQ stack. The difference with or wihtout Inner Quiet is relatively small. The IQ stack has to reach 7 or 8.

iqstack

Touch Action

Each DoH class has 3 touch actions that cost CP: Basic, Standard and Advanced Touch. In addition, Cularian has Hasty Touch (CUL 15) that cost 0 CP.

Skill CP Efficiency Success
Basic Touch (5) 18 100% 70%
Standard Touch (18) 32 125% 80%
Advanced Touch (43) 48 150% 90%
Hasty Touch (CUL 15) 0 100% 50%

The Hasty Touch cost 0 CP with 50% success. Based on the description, it seems a gamble for many people. However, the success rate will be increased to 70% if it is used with Steady Hand, 80% with Steady Hand II (CUL 37). If we can used the CP saved from Standard Touch (128 CP in total) and build another quality phase, will we get better results?

Hasty Touch Sequence (Durability 40)

The answer is YES. We can have another quality phase and the new sequence will double the chance of getting HQ items.

  1. Inner Quiet (18 CP)
  2. Steady Hand (22 CP), Waste Not (56 CP)
  3. Hasty Touch (0 CP) X 4 (70% Success)
  4. Hasty Touch (0 CP 50% Success) The durability is 10 at this point.
  5. Manipulation (88 CP), Steady Hand (22 CP) and Waste Not (56 CP). By using this combination, you recover 30 durability and use only 20 durability. The net gain is 10 durability.
  6. Hasty Touch (0 CP) X 4 (70% Success)
  7. Quality Phase ends here. The durability is 20. We use Ruminations to recover CP for another Waste Not.
  8. Hasty Touch (0 CP) X 3 (50% Success)
  9. Careful Synthesis (0 CP)

The total CP required is 262 which is very basic for a Level 25 character. To compare the results for both sequences, we will assume the base quality is 100, IQ stack bonus is 10% and you can complete the synthesis using one Careful Synthesis.

In our basic sequence, it has 4 Standard Touches (100% Success with 125% Efficiency) and 2 Basic Touches (70% Success). It also has 4 IQ stacks. It will generate 450 quality output: 125 x 4 + 70 x 2 + 60 (IQ Bonus) = 450.

The Hasty Touch sequence has 8 Hasty Touches at 70% and 4 Hasty Touches at 50%. On average, it has 6 IQ stacks (150 bonus). It will generate 910 quality output: 70 * 8 + 50 * 4 + 150 (IQ Bonus) = 910.

Unlike basic sequence, the Hasty Touch sequence is purely based on statistical analysis. The average output is doubled. But on rare case when most of 70% touches fails, you will get lower output. You can improve the average output to 990 when Steady Hand II is available (CUL 37).

Material Condition

Material Condition is another important factor during Quality Phase. There are 4 conditions: Normal, Good, Excellent and Poor. It starts with Normal condition and then it will randomly get Normal, Good or Excellent. The Excellent condition is rare and always followed by Poor condition. The material condition does not affect Synthesis action. It does affect Touch action’s efficiency:

Condition Touch Modifier
Normal 100%
Good 150%
Excellent 400%
Poor 50%

As you can see here, Excellent condition gives 400% of your base quality increase. In many cases, it can increase the quality progression to 100% with one touch. If you perform the sequence manually (without Macro), you should simply replace the Hasty Touch with Standard or Basic Touch when you see the Excellent condition.

Synthesis Phase

The goal of quality phase is to achieve 100% HQ. Once the goal is reached, you can abort the Quality phase and start the Synthesis phase. Of course, you have to start the Synthesis phase when there is no CP left and durability is low (20).

CP Recovery

We start the Synthesis phase using Rumination (CRP 15). This allows us to perform Waste Not (LTW 15) and have more steps. The amount of CP recovered is based on the IQ stack built during Quality Phase (Maxed at 60 CP).

IQ Stack CP Recovered
1 15
2 24
3 32
4 39
5 45
6 50
7 54
8 57
9 59
10 60

In order to perform Waste Not, you will need 8 IQ stack or extra CPs. In fact, there is another CP Recovery skill: Tricks of the Trade (ALC 15). Tricks of the Trade gives you 20 CP when the material condition is good. More CP means more options. For example, you can apply Steady Hand before the last Waste Not or you can change Hasty Touch to Basic Touch. However, you should NOT use it when Steady Hand/Waste Hand is in effect as both actions only valid within certain steps. Below is the sequence with Tricks of the Trade:

  1. Inner Quiet (18 CP)
  2. Tricks of the Trade if condition is Good
  3. Steady Hand (22 CP), Waste Not (56 CP)
  4. Hasty Touch (0 CP) X 4
  5. Tricks of the Trade if condition is Good
  6. Hasty Touch (0 CP)
  7. Tricks of the Trade if condition is Good
  8. Manipulation (88 CP),
  9. Tricks of the Trade if condition is Good
  10. Steady Hand (22 CP) and Waste Not (56 CP)
  11. Hasty Touch (0 CP) X 4
  12. Tricks of the Trade if condition is Good
  13. Ruminations
  14. Tricks of the Trade if condition is Good
  15. Apply Steady Hand if CP is 78 or more.
  16. Waste Not.
  17. Hasty Touch (0 CP) X 3 or substitute Hasty Touch if more Synthesis is needed.
  18. Careful Synthesis or Basic Synthesis if Steady Hand is up
Synthesis Action

Each class has two synthesis actions: Basic and Standard Standard Synthesis. In addition, there are many cross-class synthesis actions. Most synthesis actions have 90% success rate except Careful Synthesis (WVR 15) and Rapid Synthesis (ARM 15).

Skill CP Efficiency Success
Basic Synthesis (1) 0 100% 90%
Standard Synthesis (31) 15 150% 90%
Careful Synthesis (WVR 15) 0 90% 100%
Elemental Synthesis (37) 0 200% 90%
Flawless Synthesis (GSM 37) 15 40 90%
Rapid Synthesis (ARM 15) 0 250% 50%

Careful Synthesis (WVR 15) can achieve 100% success with less progress. It allows you plan accordingly without worrying about the failure. Basic and Standard Synthesis should only be used when Steady Hand is up. Elemental Synthesis actions (e.g. Brand of Wind) are only applied to recipes with elemental affiliation. Flawless are useless actions in my opinion. As for Rapid Synthesis, it has its usefulness when crafting high-level difficult items.

Conclusion

Steady Hand and Hasty Touch combination is the most efficient way to improve quality. In this guide, we explain the theory behind the crafting sequence for item with Durability. For higher durability items and other scenarios, please refer to our complete Crafting Sequences.

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