I'm getting my crafting classes up to 50 so I can unlock all the class class skills. Does anyone know any websites with good crafting rotations and explanations on why they should be used? I've seen pages with rotations, but I'd like to know WHY they use those specific abilities. There are so many crafting abilities and most of their descriptions are terrible. I'd like to know why something works and not just blindly follow it.
If you want to understand why, the simplest way to describe the process of crafting is "optimizing chances of producing a high quality item without breaking the production".
If you think of crafting as a turn-based battle system, then
Durability = the number of turns you have to complete the craft
Quality = the percent chance you can finish with a higher score
Progress = the hp bar, except you have to reach 100% instead of 0%
Ideally you want a high quality (HQ) item because 1) you get more exp from a craft if the quality is higher, and 2) the stats of an HQ item is better than a normal quality (NQ). Food with status buffs, potions with buffs, and equipment all have better stats in HQ form than NQ form. Equipment also has an unseen bonus of being able to spiritbond faster if HQ. For many job quests, an HQ turn in is also required, so for those cases you would have to craft an HQ item.
So what all those abilities boil down to are:
- Increase Quality: Using ____ Touch abilities increase Quality. What differs between them are % chance of success (Success Rate), how much Quality it will actually increase (Efficiency), and CP cost. In the beginning the Touch abilities all use 10 Durability per action, but at higher levels there are Touch abilities that use 5 Durability instead.
- Affect Durability: Since Durability is the 'amount of turns' you can have, then ideally you try to increase the number of turns you have to increase quality and also complete the craft. There are abilities that flat restore Durability, restore Durability in specific way, reduce Durability cost of actions for X number of actions, etc. These often play with another type of ability.
- Increase Progress: You need to hit the enemy for it to take hp damage. In turn, you have to actually make the item, not only increase its quality. ____ Synthesis abilities are roughly the same as Touch abilities: they cost 10 (or 5) Durability to use, they vary on Success, Efficiency, and CP cost. There are a few special abilities that use specific situations that may affect the order of your actions when crafting.
- Replenish CP: Most actions cost CP to do. Sometimes you need more CP.
- Status effect abilities: Some abilities can give you status effects that either last for X number of actions, such as Steady Hand which gives a flat 20% increase to Success for the next 5 actions. Other abilities allow you to 'build stacks' such as Inner Quiet, which used in conjunction with certain special abilities could boost quality farther than a Touch ability would. This is where reading tooltips is necessary.
- Special abilities: There are definitely some poop actions in this category that you basically never use. However, many special abilities are essential to crafting if you want to HQ, and they can be very, very useful. You'll have to read tooltips to understand why, because the why is evident if you understand the basics.
For example, if I have an 80 Durability craft, I can
- Start with [Muscle Memory] (CUL 54 ability) because, as the tooltip says:
Increases progress by 33%.
Success Rate: 100%
Available only on the first step.
- Since I don't have any buffs up ticking away, I use [Inner Quiet] because then I don't waste Durability or buffs on this action:
Grants a bonus to control with every increase in quality.
Bonus stacks up to 11 times.
- Now I use [Steady Hand II] so I have bonus 30% Success Rate on my next 5 actions. My goal would be to use quality-increasing actions (Touch abilities) so I can build the Inner Quiet stack to 9, maybe 10, and then expend it all on a quality boost ability.
At this point I've spent CP and my Durability should be 70/80.
The point is, we're not telling you to read tooltips just because. We're telling you to read tooltips because you'll actually learn the WHY that you want when you read tooltips and put everything together.