Architect Archive
Thread: 2 critical failures in a row
Zam is right. It has a lot more to do with the complexity of the item. Crafting complexity 8 items as a novice, you won't see as many crits. Crafting complexity 30+ harvesters, you will get more. That's just the nature of the business. If that bothers you, adjust your prices to recoup for the crits.
Lots of people have also spent countless hours trying to prove or disprove that the functionality rating on your tools helps or does not help. Personally, I don't care if it does or not. I have always and will always use the best tools available. Why? Because it really doesn't cost that much in the long run, and if it EVER saves just one of my heavy harvs from a crit, it was worth it. I may never be able to prove it helped, but I will still have my harv to show for it.
As for the macros, there are many opinions on the subject. The bottom line is this: just because you are able to dosomething does not make it a benefit of your profession. The devs giveth, and the devs taketh away. They overlooked the fact that crafters can bypass a crit using these commands. It will be fixed eventually. It is a bug. It's just a bug that works in our favor, so people call it an exploit. Does that make it wrong to use? That's a matter of personal opinion. But don't get angry when the devs take it away, because it was never intended to be there in the first place.
Ro'fl
Master Architect, Master Artisan
Kettemoor
Are you seriously failing HALF the time ? That is almost impossible to believe. I have been a Master Architect since maybe a month into the games release and I hardly ever fail. I have 14.9something tools and a 33crafting station. That doesn't seem to be affecting these failures that people report though as most people seem to have quallity tools. The only other thing I can think of that keeps me from failing is perhaps the quality of materials I use. I never bother with anything that doesn't have 900+ UT and DR. I also happened to notice the other day that malleability was affecting the chance of success in experimentation. 200,500, and 900 malleability resources were yielding entirely different percentages for experimentaion percentage on the exact same item with the 900 having the smallest percentage of risk. It could well be that resource statistics directly affect assembly.
I have read and also experienced that quality of resources used also effects crit rate.. if you are using garbage resources u will fail more often...
it could be mere coincidence.. but i have noticed the difference
I crit failed my very first PA hall, minutesafter making Master (a couple months ago, for my own PA).
I'm not sure how I'm still an Architect, because I THOUGHT that, amidst the howling, I cancelled those skills.