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Andra
#1 Posted : Friday, December 17, 2010 3:03:44 PM(UTC)
Andra


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So, SE did it again and put a fatgiue-system in one of their online games. They introduced it in FFXI for fishing and now they put it into FFXIV as well for all the gathering classes. So it seems. That there is a fatigue system, that's for sure. But what exactly it is, how it works, no on seems to know for sure. At least, i can't remember reading anything about that on any of the official statements on Loadstone.

So... what's your experience for the system? When does it kick in? When does it reset? And is there a way to trick the system and kinda avoid the fatigue?

As for me... it seems the fatigue seems to kick in after around one hour of constant gathering (as botanist). I make around 10k Job-EXP per hour, depending, how far the trees are and how much my skill-up-bonus skill kicks in (currently R36 botanist).

After 10k Job-EXP, or around 1h of gathering, the system kicks in. Suddenly, totally out of the blue, i'm almost unable to gather anything. For the harvesting spots i get "you were unable to gather anything" 80% of the trys. For the logging points i start with less durability and, most of the time, if i hit the wood, the bar drains completely with just one try, leaving me with a message like "your chop damaged xxx".

At the start, when the fatigue just kicked in, i'm still able to gather items here and there. But you can see drop your success-rate extremly after each fully cleared spot. Some time later, you won't get anything anymore. Just if you've luck and hit the right spot with your very first try. And that's pretty rare most of the time, at least, for me.

So you're kinda forced to quit for the time. Take your gathered stuff to the city, craft it into something else, put it up for sale, sell the crap to the NPC, share your stuff with LS members who need it. And after that? Skill a craft, go fighting or switch your gathering class.

I really would like to know when the fatigue for one gathering class resets after it activated for that specific class. Is it 1hour, 2 hours? Did someone test that already? It must be at least something under 8 hours, because when i gather, the fatgiue activates, i go to sleep and after 8h i'm back InGame, the fatigue is gone. So it must be something between 1m and 8 hours. RollEyes
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Truvy
#2 Posted : Tuesday, January 18, 2011 10:03:47 AM(UTC)
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I realized this hasn't had an answer.

I don't know the exact times of when it kicks in or when it wears off but here are my experiences with it.

As far as when it kicks in, i can sit in one spot and fish for about an hour before i notice i start geting the "insta fails" after getting a bite. While i do get SP for this, its 1/2 of the amount as you would if you suceeded in bringing it.

There seems to be levels to this too, similar to surplus. There comes a time when you can't reel anything in and go about 1/100 for catches.

Now interestingly, there doesn't seem to be a 'timer' for it wearing off...the second i stop fishing, and wait a bit, say....10 mins, i can then return to fishing and fish for 10 mins before it starts up again.

If this theory holds, then all that's left to do is to find out the timing of it...from starting to X (no fat period) and from Initial Fat - Total Fat. Since you can't go beyond Total Fat, the time from Initial to Total would then become the amount of time you would need to wait to be back at refreshed.

Total Refresh -> Initial Fat = A

Initial Fat -> Total Fat = B

I'm not sure if you just need to wait [B] to become totally refreshed, or if you need to wait [B] + [A] to become totally refreshed.

EXAMPLE:


12:00 Totally refreshed
(Gathering)
1:00 Initial Fat Begins (you start getting insta fails)
(Gathering)
2:00 Total Fat Begins (You insta fail everything (1/100))

Now in the above example, 2 hours passed from totally refreshed to Total Fatigue. Its possible that if you just wait 1 hour (stop gathering and switch class <--- I think you have to switch to have the timer start) to become totally refreshed again...but it might take the full 2.

In other words: Fatigue I believe resets at a 1:1 ratio.

Testing of course in in order...but i think this is a good place to start :D
Truvy
#3 Posted : Thursday, February 17, 2011 8:52:06 AM(UTC)
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*Update*

After a few half-hearted tests of this system (Haven't been doing a ton of gathering lately with the 'behest-fest' going on)

I did manage to confirm that Gathering Fatigue is NOT a 1:1 ratio for replenishment.

Furthermore, it now appears that hitting the 'wall' is more based on [X] number of sucessful gathers over [Y] period of time. Not sure on the exact ratio of that but i hope to track that next week and hit the wall on all three gathering classes to see if they are consistant.

Its also possible that it is [X] number of sucessful gathers IN set refresh time. This leads to a recent theory that gahtering fatigue resets based on some set time interval (12-16-24 hours) (moon cycles anyone?). In other word, using simple examples:

Lets say the gathering period is 24 hours. It starts at midnight 0:00. You start gathering at 9:00 hours and hit the 'wall' at 11:00 hours (getting [X] of sucessful gathers). You then would have to wait 13 hours (11:00 to 0:00) before the fatigue totally refreshed. (waiting a little and going back to it inside of that 'wait period' will let you gather again for a few attempts, but you'll hit the wall again quick).

Now, I hardly believe there is a Global refresh timer for all gathering fatigue. Likely, it uses a system similar to Surplus, but instead of being weekly its daily. But I DO believe, like surplus, its player (and class) specific.

In order to test this i propose to do the following:

PLAN A:
=======
On Monday of next week (waiting over the weekend for everything to completly reset) Begin gathering in 1 class (likely botany) and track my sucessful gathers. Noting the time i started and the time I hit 'the wall'. I'll also note total SP gained and all resources gathered.

On Tuesday that following day, I'll begin gathering that same class again, 24 hours AFTER I initially hit the 'wall' and track the identical data.

IF the data appears the same (ie. Similar number of sucessful gathering actions before hitting the wall) Then it tends to suggest that:

1) Gathering Fatigue IS based on total number of sucessful actions.

and

2) Gathering Fatigue DOES fully reset in "At Least" under 24 hours.

Should that prove to be the case with Plan A, then I will continue on Wednesday with Mining, and followup part 2 on Thursday to double check. Then I can also compare the 2 classes and see if there are similar quantiies of sucessful gathering actions that lead to Fatigue.

IF (big if) this proves to be the case, I'll publish the results (will do so anyways) and standarzie my 'theory'. I'll then look to follow that up with a new test setup that tries shorter wait periods to see if Fatigue Reset is less than 24 hours.

I'll keep you all posted.

Edited by user Thursday, February 17, 2011 8:54:49 AM(UTC)  | Reason: Not specified

Chevalier
#4 Posted : Thursday, February 17, 2011 12:11:02 PM(UTC)
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It might reset with the leve reset. You may want to keep track of the leve resets when you do this as well. Those are every 36 hours, right?

Edited by user Thursday, February 17, 2011 12:11:54 PM(UTC)  | Reason: Not specified

Truvy
#5 Posted : Thursday, February 17, 2011 1:21:47 PM(UTC)
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Yes indeed, its one of the theories that have been suggested so I'll be watching that. It 'feels' like its sooner than that. SO should this test (plan A) prove to NOT work...then a greater than 24 hour period likely exists and leve reset might just be it.
Truvy
#6 Posted : Friday, February 18, 2011 3:38:00 PM(UTC)
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*UPDATE*

Ok so the official PLAN A is still set for Monday, but I happened to need some fish and knew it was at full reset. Last night I did the following:

8pm PST till 12pm PST

I stopped at 225 sucessful catches (not total fish, just reel ins). For the first 2 and a half hours (little more) it was smooth sailing, then, i hit the fatigue. The magic number 'seems' to be at 200. Literally at like fish 198 i hit the fatigue wall. Went from total sucess rate to near total failure. I took the next hour and a half to get 25 more reel ins over the course of 120 bites. (so 95 insta fails once i got a bite, and 25 reel ins...thats 20%)

I will go back and fish again in a few hours (as leve's reset at 4) to check if my fatigue has gone away. At least we can either rule out Leve Reset as the global gathering fatigue reset, or perhaps keep it alive.

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ITRfaithful on 2/18/2011(UTC), Chevalier on 2/18/2011(UTC)
Andra
#7 Posted : Saturday, February 19, 2011 6:09:30 AM(UTC)
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It's good that someone takes this serious because i'm really not suited for stuff like that. :D

What i can say is that i hit fatgiue with Botanist pretty fast. That might be because of the fact, that i can get alot of item at once with just a single hatchet-chop.

For example: Sometime i harvest up to 7 flax from a field or 5 yew logs at once from a grade 5 yew tree in Coerthas.

With those big numbers, you would hit the item-fatigue pretty fast.

I also remember, in FFXI, the system worked exactly the same way!

You could dig up 100 items with Chocobo Digging, per day! The system reset at JP midgnight. For fishing i think it was around 200 fish. Then you wern't able to catch anything anymore. Just items. Like Rusty Subligar! Tongue

JP midnight might be something you want to keep in mind...

I will go mining after dinner and will make a tally sheet for the items i get.

What confused me the last days was a friend of mine telling me that he was fishing for 3h and didn't hit the fatgiue system at all. While for me, as mainly botanist, i hit fatigue at around 1h. That seemed pretty strange to me. But if it proofs to be true that we've a item-fatgiue-system, then it could make sense.

A botanist might be able to get 200 items in 1h while a fisher would take more time to reel in 200 fish. Makes sense to me. Though that has to be proven first. Be back later with more info on mining.
tragicnate
#8 Posted : Monday, February 21, 2011 4:42:57 PM(UTC)
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I don't know if it is different for botany. I am starting to collect data so I can contribute to the examination of the gathering fatigue system. My misses dramatically increased after about 150 successful gather.

First 132 harvest attempts I had a 27% miss rate.
Next 139 harvest attempts I had a 47% miss rate.

There was a point where the attempts where failing a lot. However, it is a pain in the butt to get the proper logs to be able to figure out exactly when that happen.

It was 20 extra failed attempts for hour 2. I did not have the foresight tor realize when those extra failed attempts started happening. I suppose the next time I go out and gather Ill have this in mind and try to figure it out.
Truvy
#9 Posted : Tuesday, February 22, 2011 10:19:59 AM(UTC)
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Ok just a quick update for everyone on this. As i prior mentioned I had done a small test ahead of Plan A with fishing, but due to some RL stuff I wasn't able to get back on to follow it up in a short time frame.

Then Monday's Maintainance made it so I couldn't start.

SO..

Tonight I will be doing Plan A with fishing. (Going to see if the 200 sucessful catches still holds.) I will be doing it at sometime in the evening (likely around 6PM PST) and should finisih/hit fatigue around 8 to 8:30. Since Leve's reset tomorrow morning at 4am, I will sometime in the morning POST reset log in and see if fatigue reset. IF SO, then there is some SOLID evidence that Leve reset time works for Gathering Fatigue. (as it would have been only 8 hours or so since i hit it and that's a very short window).

If it does NOT reset. (ie i can gather say 50-75 times before re-hitting the wall) then i shall wait till 9pm and try again. (Giving a little over 24 hours since I orginally hit the wall) and see if it reset. If it DOES, then that's good evidence that its a 24 hour reset from when your orginally hit the wall.

If it does NOT reset. (ie i can gather say 50-75 times before re-hitting the wall) then i shall wait till 9AM the following day (Thursday) and see if it reset. If so, then this is a good indication that the timer is either 36 hours from initially hitting the wall, longer than that if it doesn't reset, or possibly some other factor not yet considered.

I'll let you all know how it goes.


As to the others who have hit the fatigue wall with other gathering classes i'm curious. When you hit the wall, had you gathered at all with that class prior to 36 hour before? Its likely this is cumulative and say 50 gathers on monday morning followed by 150 gathers on Tuesday morning (assuming a greater than 24 hour reset period not-leve linked) would have given the perception of only 150 to hit the wall and not the 200 total within the period. I believe it IS cumulative as others in various forums and in LS chats have indicated that after a days worth of doing leves and some light gathering (maybe 50-60 gathers in all) that they settled in for a serious grind only to find they hit fatigue shortly after 125-150 etc sucesses later.
tragicnate
#10 Posted : Tuesday, February 22, 2011 9:02:47 PM(UTC)
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It should of been a full two days between my gatherings when I collected my first set of data. Ill be sure to do no gathering between my first set and my second. Im interested to see if during my first hour of gathering will have the same miss rate. I will also be taking note of exactly how many successful gather attempts there where during the second hour before I went beyond what would be considered the normal fail rate. It is kind of odd trying to figure this out with harvesting since there is always instant fail probability.
Truvy
#11 Posted : Tuesday, February 22, 2011 10:48:40 PM(UTC)
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Code:
============================
| PLAN A: Phase 1 |
| Testing Begins |
============================


DATE: 02/22/11 Tuesday
TIME: 5:30pm to 8:30pm (PST)

LOCATION: Grade 5 waters of the Coerthas River south of Riversmeet.
DEPTH: -1
BAIT: Wildfowl Fly

Truvy's Setup:

MAIN: Yew Fishing Rod
SUB_: Steel Gig +1
BODY: Leather Jerkin
BELT: Dodoskin Field Belt
HAND: Fingerless Leather Gloves (ochre)
LEGS: Dodoskin Culottes
FEET: Canvas Gaiters (blue)
HEAD: Fishing Hat (blue)

TOTAL DISPLAYED STATS:

STR: 85
VIT: 92
DEX: 90
INT: 80
MND: 85
PIE: 88

GATHER: 110
OUTPUT: 76
PERCEP: 76

From 5:30 to 8:30 I made 167 sucessful reel ins. Right after 8:30 (8:31) I hit fatigue and begain instantly failing on my jigs. Bite rate was unaffected, only the sucess at jigging. I continued for 30 more mins and out of 20 bites only reeled in 2, the other 18 were lost due to 'instant fail' upon a jig (Sometimes the first jig, sometimes the 2nd jig...both with PLEANTY (about 50%) remainder left on the bar).

In all I caught:

15x Crayfish
8x Crayfish +1
2x Crayfish +2
1x Crayfish +3

47x Crimson Crayfish
7x Crimson Crayfish +2

49x Velodyna Carp
13x Velodyna Carp +1
7x Velodyna Carp +2
2x Velodyna Carp +3

46x Yugr'am Salmon
26x Yugr'am Salmon +1
7x Yugr'am Salmon +2
2x Yugr'am Salmon +3

36x Northern Pike
10x Northern Pike +1
5x Northern Pike +2
2x Northern Pike +3

For a grand total of: 285 fish caught (not counting the 2 caught post fatigue).

NOTES:
All in all a fairly predictable outcome to phase 1 of plan A. I was a little susprised that my total sucesses were not closer to 200 (as in prior non-fully-documented attempts). However, the 'time' is a curious factor. 3 hours down to the last min before Fatigue hit. Possibly just a coincidence, but documented anyways. (I believe 'time' spent gathering is possibly a non-factor as there are pauses between attempts and such...some reels take longer than others. However, they could always be runing the timer so to speak while you are in "Active Gathering Mode"...line in the water. In which case, a side study would be to drop line, fish up 1 thing, then sit there for 2 hours and start back up and see if you were close to fatigue or not....another time.)

About my setup, i know its not UBER gear, but its cheap and easy to repair and keep in good condition so fewer variables are at play.

Be back tomorrow morning (after the 4am PST leve reset to test if _that_ causes a total reset for fatigue). See you soon.

Edited by user Wednesday, February 23, 2011 9:01:35 AM(UTC)  | Reason: Not specified

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Chevalier on 2/23/2011(UTC)
Truvy
#12 Posted : Wednesday, February 23, 2011 8:09:21 AM(UTC)
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Code:
============================
| PLAN A: Phase 2 |
| Testing Continues |
============================


DATE: 02/23/11 Wednesday
TIME: 5:30am - 7:20am (PST)
LOCATION: Grade 5 waters of the Coerthas River south of Riversmeet.
DEPTH: -1
BAIT: Wildfowl Fly

Begining today at 5:30am I was able to fish for just under 2 hours (1 hour 10 mins shorter than last night at full reset) and had 88 sucessful reel ins before I hit the fatigue wall. I attempted 10 additional casts, bites and reels to confirm it was fatigue. Sure enough 10 for 10 were Instant Fails on the Jigs.

In all I caught:

8x Crayfish
3x Crayfish +1
1x Crayfish +3

40x Crimson Crayfish
11x Crimson Crayfish +1
2x Crimson Crayfish +2
2x Crimson Crayfish +3

28x Velodyna Carp
1x Velodyna Carp +1
3x Velodyna Carp +2

32x Yugr'am Salmon
3x Yugr'am Salmon +1
4x Yugr'am Salmon +2
1x Yugr'am Salmon +3

22x Northern Pike
6x Northern Pike +1
1x Northern Pike +3

For a grand total of: 168 fish caught

NOTES:
From phase 2 results we can extrapolate the following:

* Leve reset does NOT fully reset Gathering Fatigue.
* The passage of time does partially refresh your fatigue.

In speaking about time here are a few numbers from these 2 phases so far:

* I began fishing at 5:30pm for phase 1, I began fishing at 5:30am for phase 2. The passage of 12 hours from Start to Start. 12 hours seems to have 'refreshed' about 1/2 of my fishing fatigue (88 vs. 167) with a slight variance.

* From the end of Phase 1 (8:30pm) [NOTE: I _DID_ chance class and gain skill in it post phase 1 and didn't not return to fishing class till start of phase 2]. to the Begining of Phase 2 (5:30am) was the passage of 9 hours. (See previous bullet point for refresh amount).

So now phase 3 will begin around 6pm tonight (giving a full 24 hours from the END of the initial Phase 1). That's just over 10 hours from the end of Phase 2. I've a few thoughts on these reset rates and a few numbers to toss out some theory:

A) If we go from [START] to [START] (12 hours) from the above results, then it seems like a 'full refresh' would be on a 24 hour timer from your initial Sucess. Seeing as how 12 hours granted 1/2 refresh.

B) If we go from [END] to [START] (9 hours) from the above results, then it seem like a 'full refresh' would be on a 18 hour timer from your final Sucess of your initial session. Seeing as how 9 hours granted 1/2 refresh.

C) Refresh could be scaled (ie. Each hour/min grants a fixed % of refresh). In all honestly, this is likely the case (as I doubt it's tiered in a stair step fashion...ie. you get 20 attempts for every hour you wait etc. Its more likely based on mins and that you recover 1 sucess on some unit of time.)

When calculating on a scaled approach, we then have a LOT of factors to consider. This would be a very complex and difficult calculation to do as during (in phase 1) gathering time is passing to the tune of several hours. This would mean that you would be depletating from your avilable pool of sucesses while at the same time refreshing said pool. IF this does prove to be the case, we _could_ then reason fairly surely that DEPLETION is FASTER than REGENERATION (Since ovbiously we hit a wall).

Going from [START] to [START] using the scaled calculations we would need to extrapolate the correct ration of sucesses_added_to_pool over the set_period_of_time.

The mathmatics required to do this escape me for the moment (its right there at the front of my mind, but I need to doodle on some paper to try and get it right to solve for them). So i'll update this later when i have some numbers for review.

UNTIL that time, lets just hope there is a 'hard reset' that happens after X amount of time (rendering the scaled calculations not _as_ important but easier for most gatherer's to plan their day by. I get the feeling most people if given the choice of:

A) Once you hit fatigue, you need to wait <X period of time> before you can fully gather again.

B) From your BASE availabe sucesses (capped) at full refresh, you regain 1 sucess over <X period of time>.

I think most people would just like to know A) (easier to plan your day in Eorzea around for sure).

Edited by user Wednesday, February 23, 2011 10:08:38 AM(UTC)  | Reason: Not specified

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Chevalier on 2/23/2011(UTC)
Truvy
#13 Posted : Thursday, February 24, 2011 8:11:21 AM(UTC)
Truvy


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Code:
============================
| PLAN A: Phase 3 |
| 24 hours Later |
============================


DATE: 02/23/11 Wednesday
TIME: 9:00pm - 12:00am (PST)
LOCATION: Grade 5 waters of the Coerthas River south of Riversmeet.
DEPTH: -1
BAIT: Wildfowl Fly

Begining at 9:00pm I was able to fish for just at 3 hours. I was able to make 164 sucessful reel ins before fatigue hit. This is consistant with the amount achieved in Phase 1 at Full Fatigue Refresh. Overall I think this should give me some numbers to play with and some additional things to test.

In all I caught:

18x Crayfish
1x Crayfish +1
3x Crayfish +2
6x Crayfish +3

58x Crimson Crayfish
13x Crimson Crayfish +1
10x Crimson Crayfish +2
3x Crimson Crayfish +3

15x Velodyna Carp
2x Velodyna Carp +1
3x Velodyna Carp +2
2x Velodyna Carp +3

48x Yugr'am Salmon
31x Yugr'am Salmon +1
1x Yugr'am Salmon +2

41x Northern Pike
9x Northern Pike +1
4x Northern Pike +2
4x Northern Pike +3

For a grand total of: 272 fish caught

NOTES:

Well this is a very similar outcome to phase one to be sure. 164 vs 167, 272 fish vs 285 fish, and both at 3 hours. Now comes time to do a little math, cruch the numbers and present some theories. Please look for further posts to break down my theories on this. At the moment I have a few. My current "Main" theory is that the passage of a set period of time ADDS 1 availabe sucessful gather to your 'pool'. I'll look to try and figure what that might be :D
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Truvy
#14 Posted : Thursday, February 24, 2011 11:11:36 AM(UTC)
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========================================
FATIGUE - Thoeries from Results of Tests
========================================

Lets begin with a few terms for clarification as they will be used during my attempts to explain my results and extrapolate some theories.

[CAP]
The full completly fatigue-refreshed number of sucessful gathering actions you can complete before hitting fatigue.

[FAT]
Fatigue. The 'wall' gatherers hit when doing extensive gathering over long periods of time. The depletion of the available actions in the players pool to 0, resulting in high likelyhood of instant failue during gathering.

[POOL]
The players current number of available sucessful gathering actions remaining to them.


At the moment, there are a lot of unknowns still left in this process. Not everything is 'clean cut' nor fully understood. One set of data from 1 extended test does not prove anything. Please believe, I do NOT think that the theories I present in this post are 100% the truth. However, it is what MY information tells me, and I hope further discussion and testing sessions will aid in further figuring out the exact nature of this game mechanic. (As it sits, my luck will be that the next "Ask the Dev's" will clearly explain this system rendering my tests a little pointless...but at least then we'd have an answer and that's all I'm looking for :D)

==================
THE NUMBERS
==================

Phase 1:
[CAP] + 3hours = 167 Sucesses
5:30pm to 8:30pm Day 1


Phase 2:
9hours + 2hours = 88 Sucesses
5:30am to 7:20pm Day 2


Phase 3:
Over 13 hours from Last Fatigue = 164 Sucesses
Over 24 hours from Initial Fatigue passed.
9:00pm to 12:00am Day 2


==================
THEORIES
==================

THEORY 1: The Scaled Rgeneration

Taking the near identical numbers from Phase 1 and Phase 3, AND ASSUMING that to totally refresh your [CAP] 12 hours needs to pass from your LAST [FAT]. If that proves to be the case, then:

* [CAP] = 132 Sucessful Gathers
* Every hour you regain 11 Gathers to your [POOL]

This can be seen by doing the following:

165 Sucesses (averaged/rounded from Phase 1 and Phase 2) / 15 hours (12 hours + 3 Active hours spent Gathering) = 11. That means 33 were added to the [POOL] during the testing. 165 - 33 = 132 [CAP].

[CAP] = 132 is also proved (assuming prior assumptions are true) by seeing that in Phase 1, over 48 hours had passed before I started, and that in phase 3, over 13 hours had passed since last hitting [FAT] (an hour over the 12) and it didn't increase over that.

PROBLEMS W/ THEORY:

Plainly put, Phase 2. In keeping with my math, it would stand to reason that in the 9 hours that passed + the 2 spend gathering (11) that I should have had 121 sucessful gathers. I only got 88 before hitting [FAT] (a difference of 33). [SIDE NOTE: see how this stupid '11' and multiple/division of it cloud the issue? ;p ]

This is pretty much the reason why I 'debunk' this current theory. While the numbers work out to be 'close', about the only things I can 'safely' conclude from all of this are:

* If there is a 'regeneration' to your [POOL], then to reach full [CAP] at least 12 hours needs to pass (Possibly 13...since there _was_ 13.5 hours passing from end of phase 2 to begining of phase 3 AND there was over 13.5 hours that had passed before the begining of Phase 1)

* If there is a 'HARD' refresh (ie. Regardless of 'passive' time-lapse [POOL] regeneration once X amount of time has passes irl you will be granded FULL [CAP]) then it is likely 24 hours from when you INITIALLY began using from your [POOL] from fully rested. Tested would be needed to verify (LOT OF WORK) as to difinitivly prove this, you'd need to:

- Start gather (say Noon) and hit [FAT].
- Periodically throughout the day (ever 2 hours or so) re-hit [FAT] (should only take a little while).
- Then a little after Noon on the 2nd day, see if you are at full [CAP] or just a little from passive regeneration.


THEORY 2: Non-linear Regeneration

They theory for this combines elements from Theory 1, but also accounts for the discrepency for Phase 2. In that, perhaps regeneration is 'expotential' rather than 'linear'. Theory 1 tries to find a fixed amount re-added to your [POOL] over a period of time. This theory suggests that perhaps some undetermined scale of ever increasing amount of attempts gets added to your [POOL] starting off slow, then getting larger the longer you are away from it.

EXAMPLE:

Phase 2- Was away for 9 hours before I began. Over 2 hours (11 in total) I got 88 attempts. Some non-linear scale granded me this.

Phase 3- Was away for 13 hours before I begab. Over 3 hours (16 in total) i got my prior established [CAP] amount + whatever was added to my [POOL] while activly gathering.

In phase 2, since a shorter period of time passed, I was given a smaller about into my [POOL]...somthing along the lines of 1 ever 15 mins for a while, then 2, then 3 etc. (NOTE: NOT real time/amounts, just pretend).

In phase 3, since I waited longer, i was able to surpass the prior amount and reach [CAP] since the expotential increase continued, helping me reach said [CAP] faster.

If this actually is the case (I believe highly likely), then the ability to solve for that expotential increase is beyond my mathmatic skills (NOTE: I could do the math, I just don't have any good formulas that seem to solve for it OR i don't have the right data to compile it) but is likely not very important.


FINAL THOUGHTS FOR NOW:

As a grinder of all gatherer/crafter/DoW, I tend to like to plan my days (cause i'm crazy i'm sure) around what i DONT have in Surplus at the moment (don't like loosing SP cause I want to grind it out). I would wager most gatherer's arn't too concerned (once they've hit [FAT]) how many they can get back if they wait X amount of time. Rather, more along the lines of "How long do i have to wait before I am back to full [CAP]?".

At the moment, I believe full [CAP] happens at atleast 12 hours since you hit [FAT] (regardless of what method is used to calculate this).

I encourage all gatherers though to please test this to some capacity. On a gathering class that you _know_ is at full [CAP] (hasn't been touched in a while), get out there and hit [FAT]. Wait 12-13 hours and do it again. Then compare the Sucessful Actions (# of items) and see if they are the same. If so, then BOOM...for now, we have our reset period.

Edited by user Thursday, February 24, 2011 11:12:12 AM(UTC)  | Reason: Not specified

tragicnate
#15 Posted : Saturday, February 26, 2011 4:09:39 AM(UTC)
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I am going to start gathering data for botany for fatigue. At first I gathered data for harvesting but that probably is not so useful for trying to flesh out fatigue since you will always have a chance to fail with off hand. I am going to take note of how many gathers (success and failures) I had before my first instant fail. Are there any other notable things i should be on the look out for?
tragicnate
#16 Posted : Saturday, February 26, 2011 6:47:25 AM(UTC)
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So for my first set of data without much harvesting.
My first auto fail was on attempt 139.
I had 6 failed attempts and 132 successes.
Total items gathered, 387.
Time spent gathering, 1 hour 36 minutes.
Andra
#17 Posted : Sunday, February 27, 2011 4:26:45 PM(UTC)
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That's what i got an Thursday the 24. February. That was really really exhausting and i think i'll never do that again. But here's my data:

That's a harvesting-cycle. Main-Target: Raven-black Dyer's Moss. (For skilling my Alchemist). Sub-Target: Yew Log (for money), Flax (for our Weavers). So i cycled between 3 grass-fields and 1 Yew Tree.

FatgiueAnalysis

Edited by user Monday, February 28, 2011 5:01:04 AM(UTC)  | Reason: Not specified

tragicnate
#18 Posted : Monday, February 28, 2011 1:41:46 PM(UTC)
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It would seem for botany the magic number for when fatigue kicks in is somewhere between 130-140 successful gathers.
Truvy
#19 Posted : Monday, February 28, 2011 2:27:02 PM(UTC)
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without diving into the data and depleting my BOT to fatigue levels, i would wager that is about correct due to the fact that you seem to be getting that many sucesses faster. 1.5 hours compared to 3 hours with fishing. Therefore, there is 1.5 hours fewer of 'passive [POOL] regeneration'.
tragicnate
#20 Posted : Monday, February 28, 2011 3:40:20 PM(UTC)
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I'm going to be testing mining shortly see if the magic number is the same. Also, I am thinking about testing the refresh time of the pool. From my last gather how much time do you think I should wait before I go test again for fatigue? Think the suggestion of 2 hours will hold? What if I just get lucky and don't hit a instant fail for awhile?

Also, I am not sure if this has been mentioned anywhere. While in fatigue if you don't get a instant fail then you get X amount of less swings to gather the item. Items that I use to get 4 swings at got lowered down to 3 swing when first hitting fatigue and then down to 2 swings about 35ish gathers later. I am assuming the probability of instant fail also increases in this fashion. By how much I am not sure. I also harvest so that was throwing off my numbers. So for mining I am going to do off hand gathering.
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