Barriers to Entry
When deciding to pick up the hammer, loom, or any other crafting main hand, you must to be aware of what effort you’ll have to put in before you can start getting reasonable returns. This is a simplified explanation of barriers to entry, which is an important economic concept that determines pricing and production. Put simply, barriers to entry is the idea that you can’t pick up a level one crafter and make a high quality Rakshasa Ring of Fending. In real life, barriers to entry prevent people from easily entering a market, and by existing, they protect the revenues and profits of the existing firms in that market. I’ll be going over the major barriers to entry for crafters, and why they’re important to consider when deciding to craft.
The first, and probably largest barrier to entry involved in crafting is level. The current level cap in Final Fantasy XIV is 70, and this also holds true for all crafting and gathering jobs. Because you can’t level crafters using dungeons or other instances, you have to rely on levequests and intense grinding. (There’s a really good guide for leveling crafters here.) However, the level of your crafter isn’t the only level you have to worry about, since you also need to have a disciple of war or magic at 70. If you haven’t progressed through the main story, you won’t be able to accept your crafting/gathering job quests, and it will be extremely difficult to procure materials from later areas. In addition to this, if your crafting job of choice isn’t at max level, you won’t be able to access the high level recipes needed to compete and profit in the crafting market.
The second large barrier to entry is gear. Procuring the best gear is extremely important for crafters, even more so than for disciples of war and magic. Gaps in gear for the battle jobs can be made up for in skill, but crafters need to be best in slot if they want to be able to produce high quality goods. Gear provides an extremely high proportion of Craftsmanship (Stat that determines progress), Control (Stat that determines chance to high quality), and CP (Mana for crafters). These three stats are more important for crafting than skill, though a bad crafter won’t be able to utilize them properly. The three main crafter stats are a large and literal barrier to entry for creating individual goods, especially starred crafts that require a specific amount of each stat and a different rotation to make.
One of the most overlooked barriers to entry of high level crafting is the cross class skill system. This involves using skills from other crafters that can only be obtained via leveling them. In order to execute a proper rotation, you need to level the respective crafters to obtain extremely important skills, like Piece by Piece, Byregot’s Blessing, and many more. Below I’ve included an image of the most standardized cross-class skills. It’s very important to factor in this time sink, and it’s highly recommended that even after this you should level all your crafters to max, since not every rotation at max levels uses the same skills, and what’s ‘optimal’ is very subject to change. Rumination, for example, is widely seen as an in-optimal skill, but has been widely used in recent endgame rotations.
In conclusion, it’s important to factor in the amount of investment you’re going to be putting in when deciding whether or not to craft. Consider all of the above, and any other foreseeable costs when deciding to not only pick up crafting, but investing in anything overall.
Sources:
https://www.investopedia.com/terms/b/barrierstoentry.asp
https://ffxiv.consolegameswiki.com/wiki/Crafting
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