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PostPosted: Tue Sep 04, 2018 10:24 pm 
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Joined: Mon Jul 23, 2018 11:27 pm
Posts: 25
A few items from the Chainmail set seem to not be desynthable. Only Iron mask/chain mittens desynths are ig. I think the only reason for the weird and spread out history of the recipes added is just because of it not being desynthed much. I doubt a level 24 item had a desyntheis recipe added later, or that only some parts were desynthable. Just as an example, the hands recipe history:

http://ffxiclopedia.wikia.com/wiki/Chai ... ldid=33667 April 2005 (desynthing possible)
http://ffxiclopedia.wikia.com/wiki/Chai ... ldid=56270 2006 (everything but the HQ3)
http://ffxiclopedia.wikia.com/wiki/Chai ... did=725104 November 2008(HQ3 added)


http://ffxiclopedia.wikia.com/wiki/Iron ... did=298124
2007

http://ffxiclopedia.wikia.com/wiki/Chainmail
First addition 2014

Chainmail
Lightning Crystal
Yield: (1 x Ram leather)?
HQ 1: 7 x Iron Ingot
HQ 2: 8 x Iron Ingot
HQ 3: 9 x Iron Ingot
Smithing 37, Leathercraft 2

http://ffxiclopedia.wikia.com/wiki/Chai ... did=722218
(note: I think the current version from 2014 is wrong, unless theres 4 teirs of HQ in retail now, this is from 2008)

Chain Hose
Lightning Crystal
Yield: 1 x Linen Thread
HQ 1: 2 x Ram Leather
HQ 2: 3 x Iron Ingot
HQ 3: 4 x Iron Ingot
Smithing 35, Leathercraft 7

http://ffxiclopedia.wikia.com/wiki/Greaves?oldid=878860
2009

Greaves
Lightning Crystal
Yield: 1 x Ram Leather
HQ 1: 1 x Iron Ingot
HQ 2: 2 x Iron Ingot
HQ 3: 3 x Iron Ingot
Smithing 33, Leathercraft 6


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PostPosted: Mon Sep 10, 2018 3:09 pm 
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Joined: Wed Mar 02, 2016 8:37 pm
Posts: 565
Dionysus wrote:
spark daggers cant be desynthed


Desynth information added in december of 2008, going with out of era: http://ffxiclopedia.wikia.com/wiki/Spar ... on=history

Dionysus wrote:
mega pumps can only be sold up to 9 at a time or theres some issue where every 10 becomes 1


This is more a bug than a missing recipe.


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PostPosted: Mon Sep 10, 2018 3:19 pm 
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Joined: Wed Mar 02, 2016 8:37 pm
Posts: 565
Storm wrote:
A few items from the Chainmail set seem to not be desynthable. Only Iron mask/chain mittens desynths are ig. I think the only reason for the weird and spread out history of the recipes added is just because of it not being desynthed much. I doubt a level 24 item had a desyntheis recipe added later, or that only some parts were desynthable. Just as an example, the hands recipe history:


A level 24 item having a desynth recipe of 7-9 iron ingots was most certainly added in 2014. The game was not that easy before then lol. Zam and ffxiAH.com still both have no desynth for these, ffxiclopedia actually adds them way out of era. SOE was pretty discriminate in what could be desynthed and what couldnt early on, so going with out of era on this considering the lack of evidence.


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PostPosted: Tue Sep 11, 2018 6:14 am 
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Joined: Mon Jul 23, 2018 11:27 pm
Posts: 25
I just want to note that you need 88 smithing and 53 leathercraft to hit T3.

Also desynths were their own category of synthesis in retail, lower success and higher material loss then other lightning/wind synths. Unless of course you did something like fill your moghouse with tarutaru stools for a strong mogenhancement:desynthesis. And their are many desynths that give valuable materials, from the subligar you can desynth thats 8mil for cashmere thread, to beastmen peices for iron/steel/darksteel/gold etc.

I would say ZAM and FFXIAH not having recipes is actually an argument for people just not desynthing it, or not telling anyone else when they did. The one ram leather in the recipe is from memory which is why it has a question mark, I have no way to confirm it, I quit in 2009.

https://www.ffxiah.com/player/Sylph/Stormstrife

Ah mining in Halvung, those were the days, when finally I stopped getting myself killed in Ifrit's Cauldron so I could die in new and exciting places.


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PostPosted: Tue Sep 11, 2018 6:32 pm 
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Joined: Mon Jul 23, 2018 11:27 pm
Posts: 25
I'm not sure what your implying but if you HQ 10/100(0/100 HQ3 0%) vs 50/100(4/100 HQ3 4%) your HQ3 rate is going to be different.

If you think your HQ3 rate out of 100 synths is going to be the same at T1 as T3 I don't know what to tell ya.


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PostPosted: Tue Sep 11, 2018 6:45 pm 
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Joined: Wed May 10, 2017 8:26 pm
Posts: 3780
I agree with dimitri about how HQ1/2/3 occur after it's been determined that your synth is HQ.

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PostPosted: Tue Sep 11, 2018 11:20 pm 
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Joined: Mon Jul 23, 2018 11:27 pm
Posts: 25
Do you both not understand what your saying? If you HQ 10/100 times, you have 10 chances to hit HQ2/3. If you HQ 50/100 times, you have 40 more chances to HQ2/3. I never said T2 has a HQ2 boost or that T3 has a HQ3 boost. But you will end up with more of course.

At 12/16 HQ1, 3/16 HQ2 and 1/16 HQ, at T1, you will do 10 HQ in 100 synths. 0.6% chance of HQ3
At 12/16 HQ1, 3/16 HQ2 and 1/16 HQ, at T2, you will do 30 HQ in 100 synths. 1.8ish% chance of HQ3
At 12/16 HQ1, 3/16 HQ2 and 1/16 HQ, at T3, you will do 50 HQ in 100 synths. 3.2ish% chance of HQ3

Are you serious? Do you both think you will end up with the same amount of HQ2/3 at T1 as T3 in 100 synths? Not in 100 HQ's, in 100 total synths.


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PostPosted: Wed Sep 12, 2018 12:53 am 
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Joined: Wed May 10, 2017 8:26 pm
Posts: 3780
Guess I misunderstood what you meant by

Quote:
if you HQ 10/100(0/100 HQ3 0%) vs 50/100(4/100 HQ3 4%) your HQ3 rate is going to be different.


I did indeed think that you meant that your rate of HQ3 relative to HQ1 would be different with 50 HQs than with 10 HQs. It just so happens that the numbers you chose (10/100, and 50/100, which are tier1 and tier3 rates) seemed to indicate that you meant that your rate of HQ3 would be higher per HQ, not per synth.

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