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Final Fantasy XI Discussion BoardDiscussion Boards -> General

Desynthesis

From: ThorOfCrafts
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Posted: 2005-04-28 11:59:35
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Upon my research with desynthesizing certain items, I came to find an understandably controversial perspective. As you get higher in a given craft, the success rate of NQ or HQ becomes significantly lower. I've only experimented with 2 out of 3 lightning Power in the Mog House, i.e., faint and powerful, and with strictly Desynthesis key item. Perhaps overpowering Power would overcome it or becomes a prerequisite for the desynthesizing process.

Another observation was that subcraft type items (items that require two crafts or more to desynth) tended to be the target of high craft-levelled desynth failure. Single craft type items seem to either decrease or increase slightly as one goes higher in craft level.

Any theories or advices to this perplexing experience?
From: Melphina
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Posted: 2005-05-03 00:45:05
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I too have noticed this very thing. I am a lvl 65.0 goldsmith and I can go to jeuno jewlery store and buy 10 mythril earrings. I tend to break 5-6 of them and get maybe 1 HQ sometimes. Then I see this guy standing next to me and he pops out 4 HQ2 in a row and gets 8 mythril ingots from 4 earrings. I'm like woah hes good. I ask him his lvl and his reply...... 45. My response is like WTF >.<
Ive encountered this on more than one occasion. People skilling up on them make more profit than I do and I'm 20 lvls above the cap. Sometimes I can't even desynth silver earrings well on watersday >.<. I know desynth is evil as to success but I seem to be getting WORSE as i lvl than better.

I have found that lower lvl goldsmiths often have significantly better desynth results in the jeuno shop than me. Take it as you will. Could be chance, could be bad luck. All I know is it sucks >.<
From: Dora from Pandy
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Posted: 2005-05-03 01:49:32
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I can imagine SE fixing desynthesis so higher level crafters can't monopolize certain recipes for profit. My question is on things like Quadav Backplates and other beast made items. Do those items suffer the same lessened chance of success the higher you are?
From: Cuer
Administrator

Posted: 2005-05-03 14:49:16
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I'm not much of a crafter myself, and deal even less with the mysteries of desynthesis. One of the main theories regarding this is that desynthing results get worse the farther away from the "cap" you are -- either higher or lower. This supposedly holds until your skills are far over (31+) the cap.

Whether or not that's true is hard to say; desynthing can be so insanely sporadic, whoever's doing it, that it's hard to get solid data. If S-E did wish to keep desynthing from being "too good" for high skilled crafters, though, it would make sense to set up the system like that.
From: ThorOfCrafts
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Posted: 2005-05-03 19:21:02
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I would like to thank all of you for your responses. So far, I had already fashioned my theory in one area of the desynthesizing process, unseen anywhere so far, into this perhaps helpful insight:

The Two Momentums: the Cap and the Beast.

The Cap: Desynthesis fails when beneath or above in substantial amount of a recipe cap, starting with 11+ and then 31+. It is best demonstrated with an image of a hill, the recipe cap being the zenith.

The Beast: Desynthesis succeeds when above in substantial amount of a recipe cap, starting with 11+ and then 31+. It is best demonstrated with an image of a diagonal, the recipe cap being the lower end. It functions much likewise that of regular synthesis; however, with an inherent failure percentage.

Recipe items of this particular category are beastman-made, i.e., Goblin mail, armor, masks. Experiments have acknowledged this theory partially through the nature of reasoning that beastman-made items have no functions other than to be desynthesized: they cannot function as materials in any said synthesis recipe, either. Their function therein is (almost) entirely singular and therefore of a different category--one almost akin to Synthesis.

It is a very weak theory and I welcome any feedbacks.

Zara.
-Odin
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