Talk:Crafting

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Trivia bogus[edit]

Trivia section currently reads:

  • The tiered approach to crafting was designed to show measurable progress for the player and also restricts players from creating items beyond their level. Reference: Forum post

Problem: half of what this says it just plain false (players are not restricted from creating items beyond their level), and the other half is completely unsupported by the cited reference (which says the role of skills points was to give players a "sense of progression and achievement", but says nothing to about that being the reason for the tiered approach. --192.168.104.83 19:12, 8 September 2012 (UTC)

Should add a list of places that are in the field where you can craft[edit]

I was thinking of adding a section to crafting where it told you you could find crafting outposts so you wouldn't have to search all over the map or go to a city to get rid of stocked items you collected. Like for instance, i was in the map of Harathi Hinterlands and i have the whole map and never found a crafting outpost, so something like that would be beneficial to players looking for a place to get rid of loot and to craft.

Crafting#Crafting_disciplines 'Other' column is missing some things.[edit]

The Crafting#Crafting_disciplines 'Other' (end) column is missing (at very least) the utility nourishment that weaponsmiths can make: Weaponsmith#Consumable. I was not sure how to add this whilst keeping consistency with the generic nature of the rest of the table. I was thinking any of the following but couldn't decide what fit better: Utility, Nourishment, Utility Nourishment, or Sharpening Stones. A possible problem with that last one is that it seems to be a ranger skill Sharpening Stone. Bluestone 11:53, 17 September 2012 (UTC)

Likewise huntsmen have maintenance oils that fulfill a similar function. --Valshia 17:57, 19 September 2012 (UTC)
Added to table with links to the #Consumables section of the respective discipline pages for now. Can be updated if anyone makes separate articles for them in the future. —Dr Ishmael User Dr ishmael Diablo the chicken.png 19:22, 19 September 2012 (UTC)

Missing Huntsman Recipes (need thinking help)[edit]

Alright, so I'm 400 huntsman now, but I'm missing something key. I've not found a place on google that lists anything about it, and I've run out of ideas. Each inscription normally has 7 uses, one for each huntsman weapon. At 400, you use orichalcum imbued inscriptions. The problem? That each inscription has 14 recipes, and each weapon does too. each weapon/inscription combo has 2 possibilities. One take of course the usual weapon part 1, weapon part 2, inscription. The second takes those 3, and an item that i am completely clueless to. If anyone has any ideas, please please please let me know.

Items I can assure you it is not:

  • Globs of Ectoplasm
  • Obsidian Shard
  • Mystic Clover
  • Philosopher's Stones, Crystals, Mystic Coins, Mystic Forge Stones, Siege Master's Guides, or Bottles of Elonian Wine
  • Any food item
  • any jewel item
  • any regular crafting material
  • any fine crafting material
  • most rare crafting materials (specifically dust, and one of the lodestones.. but i dont remember which one)
  • other inscriptions

I'm at a completely loss. Any suggestions are appreciated, I really wanna know what this last set is. Juicearific ~talk 13:49, 19 September 2012 (UTC)


Crafting XP[edit]

I used the given formula, while accurate for the components the items crafted did not give as much XP as I thought it would.

Tailoring lvl 70, crafting components for shoulders gave 115, as per the formula posted.

Tailoring lvl 69, crafting shoulders gave only 724 XP while the formula dictates that it should be as much as 824.

  • xp_gain(N) = xp_req(N+1) * multiplier * (1.0 - (N - N_min) / span)
  • xp_req(70)=949
  • multiplier=1,4
  • N=69
  • N_min=50
  • span=50
  • 949*1,4*(1-(69-50)/50)=823,7

Rounded to two decimals that is 824, which is almost 100 more than the actual gain. I will start looking the issue deeper, just wanted to let you know that I found an error.

Tailoring lvl 70, crafting the same item as previously: Calculated gain: 805 Actual gain: 671 --Durkslaget 11:18, 23 September 2012 (UTC)

You made a mistake in your calculation. The span for items is 40 levels, not 50. For Tailoring lvl 70 it calculates 670.6 CXP, which is the value you note. The Tailoring 69 CXP is actually 26 points above the calculated one (698CXP) which means you got some bonus CXP. 79.244.122.242 18:10, 26 September 2012 (UTC)
Thank you very much for pointing that out, no wonder my calculations didn't make sense.--Durkslaget 20:19, 28 September 2012 (UTC)

Locations[edit]

There had been two links for Divinity's Reach under the Kryta heading. That seemed not only redundant, but possibly frustrating since there is no mention of the word "craft" on that page at all. The District Promenade is far more useful to those seeking Crafting info. Therefor, I have removed the solitary DR link, leaving the link that follows 'Promenade'. Gold Recluse 13:00, 4 October 2012 (UTC)

Crafting experience for (Master) crafting/discovery[edit]

hi all, I'm new in wiki sorry for errors and for my english. Growing as Tailor I'm starting to note CXP given in every craft I do. I have noticed that when crafting (Master) items you get double CXP comparing to the actual CXP formula.

Examples: assuming all following crafting done when at lvl 70 (values with actual formula at the start of the line)

CRAFTING:

  • [115] - Inscription (Master) gives 230
  • [115] - Shoulder (lvl50) gives 115

DISCOVER:

  • [671] - Epaulet with a tier2 inscript.(25) (recipe required 50) gives 671+ (671 or more bonus)
  • [671] - Gloves with a tier3(Master) inscript.(50) (recipe required 50) gives 1342 + (671 or more bonus)
  • [671] - Craft the previous epaulet (50) gives 671
  • [671] - Craft the previous gloves (50 Master) gives 1342

REFINING:

on refining "Master" material too (for example Artificier and Bronze Plated Dowel)

  • [57] - refine a Bronze Plated Dowel (50-Masterwork) gives 114


to note: bonus on discovery "Master" is calculated on base craft CXP not on doubled valueCorsivo

Discovery Master items formula (Bonus is 1.0 to 1.5)

  • (BaseCXP * 2) + (BaseCXP*Bonus)

All these data compared on youtube crafting videos for Armor and Weapon professions.

ATM No data gathered for jeweler and chef

ATM No data gathered for crafting/discovering "Rare" items

have fun all ciao --Cubiquo 10:56, 17 October 2012 (UTC)

Crafting Disciplines[edit]

Is there a reason why the crafting disciplines aren't account wide? I would think if you put the effort into a trade on one character, you should be able to pick it up on another, especially if you made a mistake in choosing a discipline on a character and maxed it. /doh Sardaukar User Sardaukar sig.png 15:48, 21 October 2012 (UTC)

Several reasons, certainly. Logically, each character is a different person, esp. since they are not necessarily the same species. Even if you build a family with all five characters having the same surname, one would not have the skills that another worked hard to hone. If you are a Doctor, is your nephew "able to pick up" your medical skills without any study and practice?
With eight trades and five free character slots, you can have all trades covered by just four characters. (When my Jeweler was CL300 and my lower-leveled characters needed jewelry, I had my 5th character take up Jewel craft so he would get the XP from the early crafting that would have gone to waste if my main jeweler did the work.)
It is hard to imagine what kind of "mistake" would be so horrible in crafting. At the very least, you gain XP from any crafting done and likely a bit more coin as well. Any character can change trades at any time without losing the skills gained in the abandoned trade. The cost of changing trades is negligible.
Hopefully, one would not "max out" in tailoring before one found that the products could not be used by their tailor/warrior. Gold Recluse 10:07, 22 October 2012 (UTC)
Let me explain. I started off with a ranger as my main and maxed huntsman and leatherworker. Needing weapons from the weaponsmiting discipline, I chose my warrior to do that, but also needing jewelry, I had my warrior pick up that discipline as well, not foreseeing playing with the warrior later. Now that my warrior has maxed both weaponsmithing and jeweler, I'm regretting having him as the jeweler and not as an armorsmith, since now I think I will be playing with the warrior class. So I’d like to be able to have the warrior take up armorsmithing and have another character pick up jeweler, but think it's strange that I would have to re-level the new jeweler. Since I maxed it, why can't I just pass it on to another character, even paying the fee to take it up? Forget the experience I would lose, I’d just like to make the switch.
The "family" reason really doesn't apply here since all your characters are you. I'm not maxing a crafting discipline and then letting someone else learn it on their account. Sardaukar User Sardaukar sig.png 23:38, 22 October 2012 (UTC)
I think they just choose to do it this way. There is no obvious need to make the professions account wide: you can log in with your other characters at any time to access their professions. Also, the bank and collections are shared between characters so that makes it very easy to access materials between characters and giving an item crafted with one character to another is also a breeze. Furthermore, not making the profession account-wide allows you to retrain a profession you already learned with another character, should you choose to do so for XP. I know some people are using the discovery mecanism and production to get quite a lot of XP on their 4th and 5th characters. They train 4 or 6 professions (2 at a time, obviously) to about journeyman level making a few 10k XPs in the process. On the other side, making the professions account wide wouldn't benefit much since you would need to switch profession anyway if you currently have leatherworking and cooking and want to access, say, weaponsmith. Unless you use the same two professions on all you characters, then you wouldn't need to switch. In short, it works quite well like it is right now, with no obvious benefits of make them account wide and actually some drawbacks! Myth0s 11:00, 27 November 2012 (UTC)
Sardaukar is absolutely right the lame "Family" reason doesnt make sense! Myth0s I disagree with you. The crafting professions should be account wide as most anything in this game. If i want to move my crafting professions around on my charcters I should be able to without have to waste all the time, money and materials to do so. It is about convenience, less stressful and enjoyable game play. Who care about the XP gain you can get it isn't worth the trouble and I dont believe people should be able to level their characters so easily in the first place. I believe their is only one reason A-Net did it this way and that was to create yet another item dump in the game. This is a poor place to do this as it creates strong negative emotions to those who this bothers. Make this account wide!Cinnamongod 11:30, 21 December 2012 (UTC)

Character experience[edit]

So, I leveled a character to 100 in two disciplines, and I only gained 2 levels, instead of the expected 5 (200 total crafting levels at 2.5% per level should equal 5). Does this mean that character experience % increases as the crafting level increases? --JonTheMon 01:26, 16 November 2012 (UTC)

Why do we have to craft unnecessary items?![edit]

You state in your page: "....allowing players to create items useful to their current level without being forced to also craft unnecessary items to do so." That statement is wrong. I assumed that a complete series of armor (helm, pauldron, coat, gloves, leggings, boots) would give enough points to reach a higher LVL with new armor possibilities. I give an example. At CXP 250 I create a set of darksteel armor. After creating a new helm, pauldron, coat, gloves, leggings and boots I arrive at CXP 266. ONLY 16 POINTS more!!! That means that I have to repeat the process or try other insignia for superfluous helms, coats... and whatever. I don't mind the crafting and farming for materials. But I don't like to craft unnecessary items... which can only be sold for a (very) small fraction of their production cost. Marga Light of Isis

Crafting Guides[edit]

I suggest pages be made to guide users through the crafting process of each discipline. Meaning, how many total materials it will take to discover every single item in a specific discipline. I took the liberty of doing so for Armorsmith Bronze and Iron recipes. Here's the link: User:Kristofferus/Crafting_Discovery_Guide/Armorsmith. It doesn't have pretty icons or graphs of pictures, all which I find unnecessary. It has the basics: total materials needed to discover every armor piece in each tier, including the insignia cost. The only iffy thing is that not everything is going to be available to craft from the get-go (like the insignia, for example). But the total numbers I've been using for myself so that I don't have to keep running back and for between the Trading Post and/or switching characters to farm nodes. Any thoughts? --Kristofferus 00:55, 28 November 2012 (UTC)

That doesn't seem like it would be very useful to the community at large. The important part of crafting is reaching rank 400 in the discipline; there's no point or reward to discovering every single recipe.
Your guide doesn't cover runes, was that intentional or a simple oversight? —Dr Ishmael User Dr ishmael Diablo the chicken.png 01:02, 28 November 2012 (UTC)
There are guides that provide the absolute minimum required to get to 400 for certain disciplines (according to a friend who used one to do so).--Relyk 01:10, 28 November 2012 (UTC)
I don't think we should have a "use this list" guide on the wiki:
  • There are many ways to reach r400.
  • Posting a specific list on a popular website impacts the prices (this happens every time someone posts a new list on Reddit)
  • There are many sites that do this already and will be more likely to update it, based on costs.
Instead, what might be marginally valuable is the what the OP suggested: the list of materials necessary to learn every discoverable recipe, since that isn't a matter of choice. (However, I am not sure the effort to put one together is worth its value.)
But what might be helpful to more players is to explain the type of process that is needed to max the disciplines, since the strategy is largely the same: discover-> make 24 more -> repeat until r350 or so. When possible (i.e. for everyone except chefs), substitute refinement. Choose mats based on what is cheap at the time. 75.36.178.190 01:25, 28 November 2012 (UTC)
Well, the reason I was looking for this myself was because I have 9 characters. I usually play a char until I hit 30 ish, and then start a new one. I decided each one will master one crafting discipline, and at least at the lower levels (and before I even begin crafting), I found myself making excel spreadsheets. It was a lot of work to put the two I have done together, but if I could post it online then someone else doesn't have to do the same. As for substituting, I compared prices. It was cheaper to make Bronze Ingots and Iron Ingots than buying them. And I often sell things and make some profit (usually mighty chest and leggings). I am aware that there are other guides and posts elsewhere, but just like we can't put stuff from the wiki on other sites, it wouldn't be right to take those and put them here also. And I'm not saying my way was the most efficient, by all means. I am a completionist and like having all the recipes discovered, but perhaps as a result of making these tables someone might come along and say "Hey, you onyl have to get X of this, and Y of that, and you'll max out your discipline." --Kristofferus 03:47, 28 November 2012 (UTC)

Most efficient way to craft?[edit]

Well, I'm at level 396 with Artificing and it's now a slow process since I choose to farm all my materials rather than buy them (but that's just me). But I'm asking myself the question, could I have performed my earlier crafting in a different manner to get me closer to or even at 400 with what recipes I have discovered to date? In other words, if previously I had created more CXP-earning duplicates BEFORE stepping up to the next discoverable recipes would I, in the end, have progressed further on the crafting levels? Or would the CXP earned from discovery have been less to compensate? Or vice-versa? Kirbett 16:58, 8 January 2013 (UTC)

crafting unnecessary items?[edit]

second line and it's terrible lie "Advancement in a discipline is designed to match the player's progression through the game, allowing players to create items useful to their current level without being forced to also craft unnecessary items to do so." I just started my second character. And I thought this was just problem of the first one (lack of resourcces etc.). It was really easy and fun to craft my first armor (simple) and later new one with insignias (I made boxes and refinements aswell). Until this point it was all fun, but now Iam just creating stuff for exps which I can only salvage or destroy. With my weaponsmith I am lvl 43 and only inscriptions gives me exps (seriously I dont need 50 of them). Of course my character has higher level so Iam in higher level zones, where are "higher lvl" materials - can't use those yet. So if I don't want to buy simple materials in auctions - do I have to farm lower zones like and idiot to make things I will destroy ? WHERE is the fun element ?

Chlupac 23:14, 19 January 2013 (UTC)

You are never in the position where only insignias give you experience. Are you using discovery? You are also not forced to salvage or destroy, selling them to a merchant is more profitable, and eventually some items will bring a small profit on the trading post. Manifold User Manifold Neptune.jpg 23:33, 19 January 2013 (UTC)

Level Gain[edit]

I tested this with Tailor, Jeweler (twice), Leatherworker, Armorsmith, Weaponsmith, and Chef. If you max the crafting discipline starting at level 2, without doing anything else, you will gain 13 levels (instead of the stated ten). (previously not logged in) --Kristofferus 06:34, 2 April 2013 (UTC)

Kristofferus gw121.jpgKristofferus gw122.jpg--Kristofferus 06:38, 2 April 2013 (UTC)
You, sir, have a hell of a lot of mats. But, I would say your case looks valid. —Jyavoc 06:41, 2 April 2013 (UTC)
Now do the 7 others and see if the number shrinks down to 7 at the last one --zeeZUser ZeeZ Sig.png (talk) 07:17, 2 April 2013 (UTC)
This is not unexpected - experience gain is accelerated below level 15, see the second table here. —Dr Ishmael User Dr ishmael Diablo the chicken.png 12:40, 2 April 2013 (UTC)
The reason I posted all this was because some trolls in Queensdale were "calling me out" on it, claiming that "according to the wiki the experience gained from crafting is percent-based and will not accelerate your level gain regardless of which level you begin crafting." Sorry for the low rest screenshot, I was playing on my laptop and it can only handle "Best Performance" -_-. As for the materials I had, I bought everything I needed off the Trading Post. Spent about 3.5g to buy everything I needed (bought it all at once, so I didn't have to run back and forth), and sold about 1g worth at the end. So overall, it just cost me 2.5g. As for the seven other professions, Zee, I don't know if you read but I've maxed 6 of the 8. Did you mean I should go and max every profession AGAIN on this char? --Kristofferus 15:58, 2 April 2013 (UTC)
Added a note about this. —Dr Ishmael User Dr ishmael Diablo the chicken.png 16:19, 2 April 2013 (UTC)

After the Ascended crafting patch, does leveling the 400-capped disciplines to 400 still yield 10 levels or have they been affected by the slower xp gain as well? 91.154.213.156 14:46, 12 September 2013 (UTC)

Nope, all disciplines use the same experience scale. —Dr Ishmael User Dr ishmael Diablo the chicken.png 16:19, 12 September 2013 (UTC)

Link not working[edit]

Link 4 in See Also doesn't work. Should it be updated or removed?

I am referring to:

The page was deleted for whatever reason. The article is a 2011 reference and is outdated, feel free to remove anything that is already in the game.--Relyk ~ talk < 19:26, 12 September 2013 (UTC)
The entire ArenaNet Blog disappeared upon GW2 release. No one knows why. —Dr Ishmael User Dr ishmael Diablo the chicken.png 20:09, 12 September 2013 (UTC)

Minor Rune of Clarification[edit]

So, some small clarification on the "based on experienced needed for the next level" bit of the crafting equation. As I originally read it, this would have had either of two options. The first is that it's based simply on the total experience needed to, for example, level from lvl 10 to lvl 11). The second option is that it sorta scales "inversely" with how CLOSE to that next level you are. So, for example, lets say you're lvl 300, and you need 500 xp to the next lvl. You can craft two 10 xp items. You craft the first one, and now the second item gives only, say, 8 xp. I've found this is NOT true (thankfully!), and that it is actually the first option that holds true. I've tried to put in some text to clarify this, but I'm not sure I did a good job with it. 64.134.69.20 18:02, 23 October 2013 (UTC)

Crafting XP 'type of item'[edit]

The Crafting#Crafting_experience section shows how the values used in the formula are different for different 'types' of item. These types are listed as:

- Refinement
- Part
- Item/Food
- Exotic Item

However, there are no clarifications on these definitions. For example, I would assume that a sigil/rune is an 'item' rather than a 'part' and thus an exotic sigil should be in the 'exotic item' group. However, this would give it a span of 250 and I have many exotic sigil recipes (req lvl 400 huntsman) that grant me no CXP at lvl 477 at all. Do upgrade components count as 'parts' rather than 'items'? Could we write some short clarifications as to what these four types mean? Cheers. --Combatter (talk) 21:03, 18 November 2013 (UTC)

Ascended Items[edit]

Does anyone know if you can discover ascended items, or are they only available from purchased recipes. Either way, I think it wants noting on this page if you can or can't. 86.20.65.68 08:40, 8 February 2014 (UTC)

You have to use a recipe sheet for both the inscription/insignia and the final item. —Dr Ishmael User Dr ishmael Diablo the chicken.png 15:19, 8 February 2014 (UTC)

Account or character?[edit]

Are crafts account bound or character specific? E.g. if I have, let's say, 418 tailor with some drop-only recipes and pick up tailoring on another character, will I need to re-learn all the levels and recipes for tailoring? User Rose Of Kali SIG.jpgRose Of Kali 04:55, 7 May 2014 (UTC)

Crafting levels and recipe unlocks are per character, so you'll need to level from scratch. (Not too bad at level 418 if you're using gw2crafts.net, though.) -- Dagger (talk) 10:48, 7 May 2014 (UTC)

Time Gating[edit]

Putting that table on this page is a bad fit. There's every likelihood that it will continue to grow, and this page is long enough already without it. —Dr Ishmael User Dr ishmael Diablo the chicken.png 04:31, 16 August 2014 (UTC)

Yup, I'm sticking it there for now before creating any new pages. Maybe a "List of time gated recipes" page to link to. Maybe simply a "time gate" page, but that may be confused with other daily activities.--Relyk ~ talk < 04:59, 16 August 2014 (UTC)
"list of time-gated recipes" ("time-gated" being the adjective) is good or even "time gating" and "time gating/recipes", so that one article describes the MMO-standard mechanic and the other is a manual or dynamic list. PS thanks for adding the time gated parm to the info box. Very handy.
In the meantime, I support Relyk's use of this article for including the info today; better to have it in the wiki some place immediately and work out the best place later.16:30, 16 August 2014 (UTC)
I would oppose making the page just simply "time gate" just because that could mean any number of things from dailys to monthly's ect. so list of time gated recipes or time gated recipes would be fine by me.-User Zesbeer sig.png Zesbeer 17:37, 16 August 2014 (UTC)
"that could mean any number of things from dailys to monthly's ect." I think that is exactly what we need, Zes - an overview of all things that are tied to the clock or the calendar. Although I personally hate the term "time gate" and would love it if we could come up with an alternative. —Dr Ishmael User Dr ishmael Diablo the chicken.png 18:11, 16 August 2014 (UTC)

New Ineffable Items[edit]

New irregularly-leveled insignias and inscriptions are now available to be crafted that produce abnormally strong exotic weapons and armor, but each with unique names (Radiance, Fury Unleashed, Teardrawer, etc.). There are a lot of items. I've started crafting some of them myself to get names, but given the amount of new items to be discovered, I will need assistance with documenting them all. I've started some early tables on my User page, please message me with new names as you find them. Dukeplatypus (talk) 04:23, 10 September 2014 (UTC)

Discovering Low-Level Item[edit]

According to the formula supplied in the main page, if your crafting level is more than span levels above the crafted item's required crafting level, than the result returns a negative value, and obviously you get zero crafting xp for crafting that item. However, you DO still obtain CXP when discovering that item. The formula does not account for this though. For example, I just discovered Giver's Noble Gloves. The item's required level is 375, and I am currently at Leatherworker 437. The item is rare. No critical xp was given. It gave me 5302 cxp. How was this number obtained?

xp_gain(N) = xp_req(N+1) * multiplier * (1.0 - (N - N_min) / span)
  • xp_req(438) = 24028
  • multiplier = 1.4
  • N = 437
  • N_min = 375
  • span = 40

Therefore:

xp_gain(N) = 24028 * 1.4 * (1.0 - ((437-375)/40))
xp_gain(N) = -18501.56

With a bonus of 325%, this makes an even bigger negative number. So, how is cxp calculated for discovery of a low level item, as in this situation? ~Mervil User Mervil Sig.png 18:55, 15 April 2015 (UTC)

Probably the discovery "bonus" is given as a separate packet of CXP, and it's calculated based on the item's required rating instead of your current rating. —Dr Ishmael User Dr ishmael Diablo the chicken.png 19:27, 15 April 2015 (UTC)

Extra CXP for crafting in WvW?[edit]

The crafting wiki page states, "A constant crafting experience bonus will be granted to the player if crafting is performed in the WvW borderlands area of their own server regardless of score." This appears to be referring to some kind of arbitrary bonus above what is already given as part of the Artisan bonus from Power of the Mists. What is this bonus? What is the source of this information? ~Mervil User Mervil Sig.png 18:59, 15 April 2015 (UTC)

Looking through the page's history, that was added last October by an anonymous editor. It's likely that this editor simply did not know about the Artisan bonus or did not understand how different bonuses work. —Dr Ishmael User Dr ishmael Diablo the chicken.png 19:31, 15 April 2015 (UTC)

More than 2 professions at a time...[edit]

Strangely, I went on my Ranger to find that I could become a huntsman and an artificer in addition to jeweler and leatherworker without needing to swap professions. Basically, right now, I am 4 professions at the same time. I went looking to see why, to see if Anet had posted anything about this, but I couldn't find anything. Thought you guys should know. 50.99.248.225 18:02, 30 April 2015 (UTC)

My new character can only do two. Perhaps you purchased an Additional Crafting License? -Chieftain AlexUser Chieftain Alex sig.png 23:43, 30 April 2015 (UTC)

Time required to craft[edit]

So, made a quick rough test with rawhide leather squares, because a quick rough test. Anyways, on this page it says: "each item queued will craft in half the time of the previous item." Welll, you guessed it, it's false. Quick test shows these crafting times: (after 7th it seems to be the same) (these are raw numbers, but due to inaccuracy I'd say +-0.02 secs... Or more. Data with 100 FPS, but game was 90ish)

  • 1st: ~2 secs
  • 2nd: ~1.4 secs
  • 3rd: ~1 sec
  • 4th: ~0.72 secs
  • 5th: ~0.52 secs
  • 6th: ~0.36 secs
  • 7th: ~0.31 secs

Like I said, rough. Maybe can improve these results. Or somebody with good enough PC to get it to like 200fps and also record it at that much. Sutgon (talk) 13:00, 23 May 2016 (UTC)

Discoverable?[edit]

Is there a list of discoverable recipes? Daddicus (talk) 23:41, 18 March 2017 (UTC)

You can look at this sandbox, and modify the discipline that you're interested in using the preview. G R E E N E R 03:04, 20 March 2017 (UTC)
Am I allowed to do that? (Modify your sandbox page?) I don't want to mess things up. The preceding unsigned comment was added by Daddicus (talk) at 04:10, 20 March 2017‎ (UTC).
Just click on the link, then Edit at the top. You can plug in the different disciplines where I have put Chef. Then you can press Preview to see them listed. If you press Save, it also won't matter. I also just added the crafting level necessary. G R E E N E R 05:12, 20 March 2017 (UTC)
Thank you very much! That worked perfectly. Daddicus (talk) 05:22, 20 March 2017 (UTC)
You can do these queries directly from Special:Ask, btw. -- Dagger (talk) 18:04, 20 March 2017 (UTC)
Thanks Dagger! I normally just use a sandbox when I'm expecting queries to give < 500 responses. I should have looked at the other disciplines, some of which go beyond that number.
Daddicus, if you're curious about which properties you can search by, go to a page like Blueberry Pie and click "Browse properties" on the left-hand side to see what's available.
NB: I typed all the above and forgot that the recipe was a subobject. You can click on the eye icon beside "Blueberry Pie#recipe1" to bring you to the recipe's property page. G R E E N E R 02:05, 22 March 2017 (UTC)

Feedback 2018/02/14[edit]

Magic Find Boost.png Item Booster is its own effect that stacks with Crafting Critical Chance Boost (fifty percent).png +50% Crafting Critical Chance Boost, and all sources that apply it should be moved to a new section in the table under Crafting experience modifiers. --— Cronos 04:40, 15 February 2018 (UTC)

Rune and sigil recipes out of date on each discipline's page[edit]

The November 13, 2018 patch has changed all of the rune and sigil recipes. Most of the disciplines' pages have lists of rune and sigil recipes which are now out of date. --Evilsofa (talk) 17:11, 14 November 2018 (UTC)

Feedback 2019/05/15[edit]

This list does not include Dragon Doll Parts in the time-gated section. I'm not experienced in Wiki editing so I'll hope someone wants to add the info! --73.109.58.211 05:38, 16 May 2019 (UTC)

I don't think any of the Gift of Aurene recipes are time-gated per day. Some of the recipes use t7 materials which themselves are time gate (e.g. Spool of Silk Weaving Thread in Gossamer Stuffing), but this wouldn't be marked as gated. -Chieftain AlexUser Chieftain Alex sig.png 06:05, 16 May 2019 (UTC)