Comments (3)
It's not really "forcing" itself into situation 2, that's just the way the craft might end up with the resources it has left. Standard crafts will only use one BB, so it tries to get as much value out of it as possible so will put it off until it's able to finish the quality or the next action would normally run out of CP for it. This isn't a problem until you land in an awkward position where the next action has to be Master's Mend but using that will put you under the CP for BB.
The solution to this is not going to be an easy one since it will require more foresight from the solver beyond just the current step. It would really have to assess the current step and assume the next one, and if that one is a mend step just BB and finish the craft instead. Not sure how long it will take me to logic this out but I have been aware it's a flaw of the solver currently.
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If it's skipping GS/Byregots, it tells me your cutting it really fine with your CP since there's 2 conditions for the solver to use these.
- If it will finish the quality, it will check if the combo of GS & BB will complete the remainder of the quality and if so, carries out the combo.
- If you would run out of CP before using BB. The solver will pick a recommendation first and then do a follow-up check to see if using it will take you under the CP for BB, and if so will switch to using BB instead.
This second one is likely where your problem lies, since if the action would be Master's Mend, it has to use that or you'll fail, so if repairing takes you under BB CP range, it's unfortunately skipped.
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Solver seems like its forcing itself into situation #2 and in some cases never using BB. Rarely see it completing situation #1, appears to be aiming to use BB alone almost always (at least in simulations I checked). I'm surprised it would come up with solutions that are as inconsistent as I'd seen though in actual use.
For example I'd seen it use GS/BB in one synthesis, then the next just BB, then the next neither. It even would basic touch over BB with enough CP available to use and finish.
Gear wise I would not expect to have issues, as they're fairly easy to top quality with a static macro. Typically getting full quality even before GS/BB.
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Related Issues (20)
- [FEATURE REQUEST] Being able to add multiple quantity of a recipe to crafting list HOT 2
- BUG: wrong number with "remaining ingredients list" HOT 2
- I clicked ββCraftβ βbut it didn't work HOT 2
- BUG - Contextmenu resizing by its self HOT 1
- Solver not using new crafting abilities. HOT 1
- Can't enable Endurance mode HOT 4
- [Feature Request]: More convenient access to Craft Lists. HOT 1
- [Feature Request] Ingredient list submenu action: Copy item name HOT 1
- Feature Request: Add autoretainer integration to deposit crafting results
- Ingredients List issue HOT 2
- UI adds scrollbars in weird places at higher font scales
- Old actions in use in Solver HOT 1
- Feature Request: Option to "Craft All" in List Editor HOT 1
- Solver using trained perfection on trained eye recipes where it really isn't needed HOT 1
- Issue where after repairing/extracting materia/using consumables HQ mats aren't selected to continue craft
- Endurance mode consumable selector and Craft X times no longer display in v4.0.0.10 HOT 1
- option to disable automatic repair/materia/food, and instead pause?
- Ingredients List -> right click -> GatherBuddy Reborn support HOT 1
- [feat req]: Make Artisan enforce materia extraction/repairs when crafting via quick synthesis directly (endurance mode)
- Synthesis fails on easy crafts because of incorrect progress estimation HOT 1
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