PSA on crafting experience scrolls/elixirs/shirts/pants etc. and long processing times.

Did a test run last weekend of when you need to use experience-boosting scrolls / elixirs / whatever during a process.

What we expected: You need the experience scroll active when you pick up the materials at a processing station, because that is when we get experience.

What we found out: the game snapshots the experience you will earn when you hit "start" on your processing, not just when you are picking up the item when the experience appears.

-----------

1 common Basalt mold without any buffs. 97 exp (Miraleth had a crafting buff, but still valid for testing)

1 common Basalt mold started without scroll of experience, and then once item was completed, using the scroll before picking up item: 97 exp

1 common Basalt mold started and ended with scroll active: 106 exp

1 common Basalt mold started with the scroll active, logged out to lose the buff, and then picked up the item with no buff on: 106 exp.

Edit: Its possible due to "rarity increase" and "time reduction" elixirs/items/scrolls/whatever that this is why they chose to implement all buffs at the start rather than the end, as time reduction would have had to be made done at a separate time (start) then the other things (end/pickup) if they did it the other way around; instead choosing to do all buffs active upon start.