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Yugl
12-22-2011, 04:31 AM
Created at the request of someone from another thread. Obvious topic is obvious.

Byrthnoth
12-22-2011, 04:33 AM
Everyone who reads this, please remember that you don't need some kind of special permission to post here. Just do it.

Byrthnoth
12-22-2011, 07:43 AM
Etoile Tiara +2 (Enhances Trance) : Increases Trance duration by 20 seconds.

Etoile Casaque +2 (Enhances No Foot Rise) : Gives 5 TP per No Foot Rise level when you use NFR.

Etoile Bangles +2 (Enhances Fan Dance) : 5/5 Fan Dance = 100 damage from 1000 needles without taking a hit. 300 damage after taking 2 hits, etc. I don't think it affects physical damage reduction potency necessarily. 8 hits (floored potency) = 750 damage from 1000 Needles. So it raises the floor by 1% per merit level.

Etoile Tights +2 (Enhances Saber Dance) : 5/5 Saber Dance gives +5% to the base Saber Dance DA rate when worn, similar to the -5% minimum Fan Dance PDT of Etoile Bangles +2.

Here is the proof:
http://images.bluegartr.com/bucket/gallery/681bef0ba28eb5df02e8067283404652.jpg

Etoile Shoes +2 (Enhances Closed Position) : Does not appear to add Acc. 299 Acc vs. a 307 Evasion Hpemde gives a 71% hit rate (N=2000). It also does not add critical hit rate (13% predicted and observed). I cannot directly know whether or not it adds attack because positional modifications aren't reflected in the gear menu, but I think there is a pretty good chance that this enhancement is not worthwhile.

shaggnix
12-22-2011, 07:52 AM
this is not personal experience, but from the neo-dynamis thread


Just tested the War. Mufflers.. add 15 seconds to the duration of mighty strikes.... 33% increase is pretty nice. Should be able to get at least an extra WS in there.


Finished the augment on THF hands ......... She said it just added 10s to PD.

Byrthnoth
12-22-2011, 08:20 AM
Warrior's Calligae +2 : Same Berserk enhancement as the NQ (goes away when removed).

Enhances Tomahawk testing against a pot in Abyssea - Grauberg. :: Tomahawk 1/5
No Tomahawk : 277 Flash Nova
Normal Tomahawk : 346 Flash Nova
Enhanced Tomahawk : 350 Flash Nova

Tomahawk allegedly reduces special damage reductions (like -50% magic damage taken) by 25%. So the math goes:
277*2 = 554
544*(.5 + .5*.25) = 346 (Okay, works out)
350/555 = .63063... uglynumber 1
351/554 = .63357... uglynumber 2

The real number is between uglynumber 1 and uglynumber 2. It is less than a 27% Tomahawk but more than a 26% tomahawk. A number like 34/128 works (compared to 32/128 for normal Tomahawk).


Testing 2 :: Tomahawk 5/5
Brewed Herculean Slash (no dINT component)
Enhanced Tomahawk : 12733
No Tomahawk : 9760
19520 = no special defense
12733/19521 = .652...
12734/19520 = .652...
39/128 fits

But why doesn't it scale nicely?

Byrthnoth
12-22-2011, 09:19 AM
With 2/5 Dia III, Orphannus and I could not see any change in Dia III's defense down or DoT effect with Duelist's Chapeau +2. Its duration was also fairly short (no timestamp), so I'm betting it's not that.
With 5/5 Slow II and no hat, Reraise = 77 seconds
With 5/5 Slow II, hat, and a net MND +1, Reraise = 77 seconds

I am not sure what these pieces are doing.

SargentRemora
12-22-2011, 12:03 PM
Summoner's Horn +2 adds 30 seconds to Astral Flow duration, doing tests on the rest in a few.

Foldypaws
12-22-2011, 12:06 PM
Did you test @ 1/5 Fan Dance to make sure it's not just adding a flat 5% to the floor?

(Though I guess most of the others seem to be scaling by # of merits, so there's that)

SargentRemora
12-22-2011, 12:25 PM
atm, Summoner's Doublet isn't showing any changes in MP cost for group 2 merits when equipped, nor is any change apparent when using a BP.

muhn
12-22-2011, 01:04 PM
Enhances EES adds about 20% damage. Without legs I did 3368 with legs I did 4131.

diasetsu
12-22-2011, 03:45 PM
Monk Relic+2

Melee Crown +2 Enhances Penance reduces a mobs TP gain from -25% to -35% @5/5. So looks like an additional 2%/merit as shown by nivlakian's testing.

Melee Cyclas +2 Regen bumped from +1 to +2/tick. Enhances Formless Strikes grants an additional 2%dmg, so 1 merit = 62% of normal melee hits, 5merits = 90%. Additionally each merit adds 6secs to duration. Tested with 1 merit(3mins 6secs) to 5merits(3mins 30secs).

Melee Gloves +2 Enhances Invigorate Increases Regen effect by 2hp/tic for each merit. Enhances Chakra III increases modifier from .6 to .8 x VIT. Already widely known but figured I'd throw it in anyway. Also now remove plague status.

Melee Hose +2 Enhances Hundred Fists increases duration from 45secs to 60secs.

Melee Gaiters +2 Enhances Mantra effect increases HP% increase from 4%/merit to 6%/merit. Went from 12% @ 3 merits to 18%, and 20% @ 5merits to 30%. Increases Counter attack adds 10dmg to counters. Didn't notice an increase to Counterstance's counter rate, appears to be the same.

Tachi
12-22-2011, 08:31 PM
Summoner Relic +2

Summoner's Horn +2 :
Enhances Astral Flow = Astral Flow duration +30 seconds. No damage bonus.

Summoner's Doublet +2 :
Reduces Sp. Blood Pact MP cost = 8 MP saved (182 -> 174).

Summoner's Bracers +2 :
Inc. Sp. Blood Pact magic burst dmg. = MAB+8 on MB

Summoner's Spats +2 :
Shortens magic recast time for elemental avatars = Spirit spell recast timer -5 (no change)

Summoner's Pigaches +2 :
MAGICAL critical hit rate +5% = MAB+10
Increases Sp. Blood Pact crit. dmg. = MAB+14 (4 more MAB)

urat
12-22-2011, 10:23 PM
Etoile Bangles +2 (Enhances Fan Dance) : 5/5 Fan Dance = 100 damage from 1000 needles without taking a hit. 300 damage after taking 2 hits, etc. I don't think it affects physical damage reduction potency necessarily. 8 hits (floored potency) = 750 damage from 1000 Needles. So it raises the floor by 1% per merit level.

Etoile Tights +2 (Enhances Saber Dance) : 5/5 Saber Dance gives +5% to the base Saber Dance DA rate when worn, similar to the -5% minimum Fan Dance PDT of Etoile Bangles +2.

Is this just when you use the ability or do you need to keep them on with FD/SD up and they add their bonuses while on? If so then head is meh I guess, hands would be decentish WSing hands for when SD is up. If you can just macro them in when you pop the ability though then that's sweet.

Foldypaws
12-22-2011, 10:28 PM
Is this just when you use the ability or do you need to keep them on with FD/SD up and they add their bonuses while on? If so then head is meh I guess, hands would be decentish WSing hands for when SD is up. If you can just macro them in when you pop the ability though then that's sweet.

Saber Dance is on the pants. Which also have 4% haste. They're totally worth TPing in even if you need to keep them on.

(Though I *think* you can do better if you don't need to.)

SargentRemora
12-22-2011, 11:31 PM
Summoner's Pigaches +2 :
MAGICAL critical hit rate +5% = MAB+10
Increases Sp. Blood Pact crit. dmg. = MAB+14 (4 more MAB)

Thanks for the info. I knew more Attack and Crit Rate was too good to be true, why the fuck did I waste my time augmentting those. Least Hands are OK till Hadean/Goliard +5

Alkimi
12-23-2011, 08:59 AM
Refresh from Cleric's Briault +2 is 2/tick. Still no idea what enhanced Benediction does, doesn't remove weakness which would have been nice.

Edit: Enhances 'Meikyo Shisui' on SAM feet cuts WS cost down to 75 TP.

Masamune
12-23-2011, 11:52 AM
For all those "Enhances JAx" where JAx has a duration, noone tested if the enhancement goes away when desequipped after use of the JA ? (except Byrth with Warrior feet+2)

IMHO this should be 1st thing to test before figuring what the enhancement does...

nivlakian
12-23-2011, 11:57 AM
Refresh from Cleric's Briault +2 is 2/tick.

Is the enhanced regen improved?

Masamune
12-23-2011, 12:11 PM
Found this :

Head - Increases damage bonus by 10%. Presumably also enhances accuracy bonus by 10, but not testing that.
Body - Adds an additional 25 TP to Enchainment.
Hands - Increase duration of Azure Lore by 10 seconds.
Legs - Unnoticeable effect.
Feet - Increases buff duration by 25%.
Then:

I'm assuming that they only need to be equipped during the activation of the ability and not the whole duration (right?).
...answered with:

Yes

... so that confirms even more the need to test if need or not to keep the piece equipped, given some of those enhancements are quite nice.

...and then found also this :

Enchainment is a trait, not a Job Ability. The TP bonus is applied when the spell is cast, not when the JA is used. Swapping it in only for Chain Affinity will not work.

...sound confusing compared to 1st post...

Neisan
12-23-2011, 12:38 PM
Seems uniform, since the others are based on Job Abilities they only need to be equipped then the ability is activated, but the two based on Traits have to remain equipped (body), or have an unnoticeable effect (legs).

Alkimi
12-23-2011, 09:02 PM
Refresh from Cleric's Briault +2 is 2/tick. Still no idea what enhanced Benediction does, doesn't remove weakness which would have been nice.

Edit: Enhances 'Meikyo Shisui' on SAM feet cuts WS cost down to 75 TP.

Just to clarify, you have to keep the feet equipped to get the reduced TP cost during Meikyo Shisui. If you switch feet then weapon skills still cost 100 TP.

Regen potency is 7/tick for Regen (+2), 15/tick for Regen II (+3), 25/tick for Regen III (+5), 37/tick for Regen IV (+7). So an improvement over NQ/+1.

Edit: Enhances Protectra V effect on +2 feet gives an extra +2 defence per merit. Lame!

Lishje
12-24-2011, 02:58 AM
Does anyone know of a good way to test casting time? At the moment I just finished upgrading my Koga kyahan +2 with "Reduces elem. ninjutsu III casting time" and by human eye I can't seem to discern the difference between having them on and not having them on.

Either they're glitched, or the difference is so small its not noticeable by eyeballing, lol. :san nukes fire off at 80% with and without them on.

This was tested with both my 5/5 Hyoton san and my other 1/5 :San spells

Kincard
12-25-2011, 08:46 AM
Does anyone know of a good way to test casting time? At the moment I just finished upgrading my Koga kyahan +2 with "Reduces elem. ninjutsu III casting time" and by human eye I can't seem to discern the difference between having them on and not having them on.

Either they're glitched, or the difference is so small its not noticeable by eyeballing, lol. :san nukes fire off at 80% with and without them on.

This was tested with both my 5/5 Hyoton san and my other 1/5 :San spells

From what I can tell, those things are glitched, just like the Koga Hatsuburi augment is. I've posted about it on OF, hopefully it'll get passed along.

I have not tested these myself, but this is info I have gathered from JP sources:

Assassin's Bonnet +2: Enhances Aura Steal allows the dispel/steal of 2 effects instead of 1.
Assassin's Vest +2: The crit damage bonus is 3%.

Cleric's Pantaloons +2: -1/256 MDT per merit to Shellra V.

Sorcerer's Potato +2: +3% AMII damage per merit.
Sorcerer's Coat +2: Refresh +2 (Big surprise), Manafont +30s.
Sorcerer's Gloves +2: -4% AMII cast time per merit.
Sorcerer's Sabots +2: -4% AMII spell cost per merit.
(So if I'm not mistaken a fully-merited AMII with the hat will be somewhere around the strength of Aero V, with slightly lower MP cost if you have the boots. With the gloves they'll cast a bit faster as well. It's too bad the boots have pretty meh stats though)

Abyss Cuirass +2: BW +10s.

Bard's Justaucorps +2: Troubadour +20s.

Commodore Culottes +2: Snake Eye has a chance of having 0 recast.

Byrthnoth
12-25-2011, 08:49 PM
Edit: Derp, re-read your post. I guess these will be general questions then.

* How did you measure the reduction in ancient magic cast time?
* Is Troubadour actually 4 seconds per merit level?

Lishje
12-26-2011, 01:14 AM
Oh, wow. seriously? well I hope it gets fixed then, because I was really looking forward to the head augment :< :nekosulk:

Ophannus
12-27-2011, 01:50 AM
Wyrm Armet +2: Boosts Healing Breath potency modifier from +66% to +95%, boosts elemental breath by an extra 5%. The Deep Breathing Enhancement is tough to test but is a definite improvement.

Wyrm Mail +2: Adds 20 seconds to Spirit Surge.

Wyrm Finger Gauntlets +2: Adds an additional -1% Defense Down to "Angon" per merit for a total of -25% Defense Down when fully merited.

Wyrm Brais +2: Increased enmity loss from 66%(+1 Brais) to 75%. The strafe bonus is unknown, believed to add increased m.acc but no other special bonuses or effects were obvious.

Wyrm Greaves +2: Lengthens the duration of buffs transferred to the Wyvern via Empathy+Spirit Link by 5% per merit for a total of +25% duration to transferred buffs with 5/5 Empathy. Note the +25% bonus is additive to whatever the remaining duration of the buff(s) that are on you are before being transferred.


Testing RDM pieces, the bonuses to Phalanx,Slow II and Dia 2 do not enhance potency but seem to enhance duration only, going to presume the same is to be said for Paralyze II and Blind II as well. Disappointing but keeping in line with SE's style of buffing RDM's melee capability via Fast Cast and increasing duration of spells thereby decreasing the time spent recasting buffs/debuffs(hence Saboteur, Composure,AF3+2 etc)

Byrthnoth
12-27-2011, 09:41 AM
Wyrm Brais +2: Increased enmity loss from 66%(+1 Brais) to 75%. The strafe bonus is unknown, believed to add increased m.acc but no other special bonuses or effects were obvious.

So you tested the +1 Brais to be -66% enmity loss? We had been previously assuming they were the same as the NQ, I thinik. Previously the progression for High Jump was supposedly:
DRG Main: -50%
DRG Sub: -30%
DRG Main with AF2 (or AF2+1) pants: -60%

Ophannus
12-27-2011, 11:13 AM
I'll run the test again but I'm pretty sure it is. Also the JP text file for the AF2+2 lists the brais as "Enhances High Jump II" and I didn't notice any bonus TP or damage.

Byrthnoth
12-27-2011, 11:16 AM
Well, I wasn't doubting that the enmity suppression has increased. I was just wondering what AF2 NQ/+1 were originally.

spider123
12-28-2011, 08:37 PM
Devotion Augment on Cleric's Cap +2:

HP at time of test: 1380 - Devotion Merits@3
Expected result: 345 (25% HP)
With Cleric's Cap +2: 448

Increased merits to 5/5 Devotion: 517 Devotion with Cap+2.

Not a math expert, so someone else can figure out the bonus percentage.

dasva
12-28-2011, 08:45 PM
Looks like an additional 2.5% per merit. Not bad really

Taint
12-29-2011, 11:52 AM
Finished Abyss Feet+2a this morning, whats the best way to test aug Desperate Blows? I was thinking off dropping my merits to 4/5 and see if its still capped.

Martel
12-29-2011, 12:56 PM
The MP conversion rate of the Valor Surcoat +2's "Augments Cover" effect looks to be 30%. As opposed to the NQ's 20%

InsaniacTHF
12-29-2011, 01:32 PM
Cor Head - Winning streak - +6s per level
Cor Hands - Fold - Chance to remove 2 busts - 10/10 at 5/5 so likely 20% per level
Cor Body - Loaded deck - Chance to restore 3 JAs instead of 1 - 4/5 at 5/5. 0/3 at level 1/5. Seems to have the same chance of not restoring abilities if there are less than 4 JAs waiting on recast.
Cor Legs - Snake eye - Occasionally reduces Snake Eyes recast to 0. Worked 12/30 times at 5/5.
Cor Feet - Wild card - NFC

Byrthnoth
12-29-2011, 03:04 PM
COR legs were reported to give Snake Eye a certain chance of having no recast.

Wild Card enhancement on feet is unknown and probably hard to figure out. I'd bet it just eliminates one of the shitty roll options, but how many times would you have to use a 2-hour to figure it out?

Foldypaws
12-29-2011, 03:56 PM
COR legs were reported to give Snake Eye a certain chance of having no recast.

Wild Card enhancement on feet is unknown and probably hard to figure out. I'd bet it just eliminates one of the shitty roll options, but how many times would you have to use a 2-hour to figure it out?

20 times without seeing a 1 would indicate it's 97% likely that 1s can't happen.

Given that you can reset your two hour just by talking to the GM moogle, and you can use Wild Card right outside the MH, I bet you could get the test done in 15 minutes or less.

Coolbeans
12-29-2011, 04:14 PM
Since I haven't seen it posted anywhere Sam hands +2 give a extra tick to meditate.

InsaniacTHF
12-29-2011, 04:30 PM
I believe I got everything but a 1 in about 10 tries. I'll hop on after I eat double check since I'm already geared up for the test. I'll look into snake eye as well.

EDIT: Snake eye confirmed. Hit a 1 on my 9th Wild Card. Still no clue what it does. It doesn't push whatever you roll to the next tier. It doesn't eliminate any numbers. It doesn't seem to affect current rolls in any way. In 20 or so tries it's recast was never lower than 2 hours. It's possible whatever it does requires a party member to test.

Foldypaws
12-29-2011, 05:36 PM
My current guess is it might let rolls other than V VI reset 2 hours. (Which would require another party member to test, yeah, since you can never reset Wild Card)

InsaniacTHF
12-29-2011, 06:29 PM
THF head - Aura Steal - Occ steal 2 buffs instead of 1. 7/7 at 5/5 so probably 20% per level.
THF Body - Ambush - Don't care.
THF Hands - Perfect Dodge - Increases Duration by 10s
THF Legs - Feint - Increases Evasion Down - Unknown amount per level
THF Feet - Assassin's Charge - NFC

Tachi
12-30-2011, 02:10 AM
Corrections on my previous post.


Summoner Relic +2

Summoner's Horn +2 :
Enhances Astral Flow = Astral Flow duration +30 seconds. No damage bonus.

Summoner's Doublet +2 :
Reduces Sp. Blood Pact MP cost = 8 MP saved (182 -> 174).

Summoner's Bracers +2 :
Inc. Sp. Blood Pact magic burst dmg. = MAB+8 on MB

Summoner's Spats +2 :
Shortens magic recast time for elemental avatars = Spirit spell recast timer -5 (no change)

Summoner's Pigaches +2 :
MAGICAL critical hit rate +5% = MAB+10
Increases Sp. Blood Pact crit. dmg. = MAB+14 (4 more MAB)

Summoner's Doublet +2 :
Reduces Sp. Blood Pact MP cost =
174 MP (-8) if BP 1/5
145 MP (-37) if BP 5/5 (my Perp Cost was 0, no Auto-Refresh or Blood Boon proc)

Summoner's Bracers +2 :
Inc. Sp. Blood Pact magic burst dmg. =
MAB+8 on MB if BP 1/5
MAB+40 on MB if BP 5/5 (same as wearing Nirvana 90/Eidolon Pendant/Tiresia's Cape/Caller's Sash)

Summoner's Pigaches +2 :
Increases Sp. Blood Pact crit. dmg. =
MAB+14 (+4 MAB) if BP 1/5
MAB+30 (+20 MAB) if BP 5/5 (same as wearing Nirvana 85)

Hercule
12-30-2011, 07:46 AM
Finished Abyss Feet+2a this morning, whats the best way to test aug Desperate Blows? I was thinking off dropping my merits to 4/5 and see if its still capped.

Cool, i cant wait anymore to know what this part do to Desperate blows :nekoquestion:

Noticed nothing like an attack bonus, STP bonus, accuracy bonus or something like that?

Colenzo
12-30-2011, 07:51 AM
Finished Abyss Feet+2a this morning, whats the best way to test aug Desperate Blows? I was thinking off dropping my merits to 4/5 and see if its still capped.

i think somebody a while back was testing the cap on marches by using fraps and seeing how many more swings they were getting per a set amount of frames

Raelia
12-30-2011, 11:38 AM
Bugs me to think somebody would count frames between swings. If anything count the frames between your TP going up from the swing.

Or count how many swings in three minutes with a relatively fast weapon, switching a grip to dump TP as needed to keep counting. Should be 40 vs 45 swings with 528 delay and capped gear haste if it bumped Desperate Blows to 6% per merit and raised JA haste cap by 5%, but this I doubt.

Since it says Desperate Blows instead of Last Resort I think it's safe to assume there's no Attack or Defense silliness, but that doesn't rule out accuracy. Quick test is to put yourself just below the 'low evasion' check threshold and pop it.

Also some hits with/without on level 1 mobs could reveal something I think would be really interesting but fairly low possibility, but more likely than raising or breaking the JA haste cap.

InsaniacTHF
12-30-2011, 11:52 AM
I checked for Acc last night. No dice. Also checked for Magic haste, Att, Def, and DA/TA. Even less dice.

Taint
12-31-2011, 09:06 AM
I checked for Acc last night. No dice. Also checked for Magic haste, Att, Def, and DA/TA. Even less dice.


Definitely nothing obvious. My next check is to drop to 4/5 DB and see if it still hits the 25% cap.

Jem
12-31-2011, 09:13 AM
I mentioned it elsewhere and I highly doubt it is this but has anyone checked to see if it makes Desperate Blows active without Last Resort up? Although that would have been really noticeable when testing so guessing it doesn't do that.

Taint
12-31-2011, 09:14 AM
I mentioned it elsewhere and I highly doubt it is this but has anyone checked to see if it makes Desperate Blows active without Last Resort up?


I can check when I get home....pretty sure I would have noticed that though, but wasn't looking for it.

Hercule
12-31-2011, 09:54 AM
I mentioned it elsewhere and I highly doubt it is this but has anyone checked to see if it makes Desperate Blows active without Last Resort up? Although that would have been really noticeable when testing so guessing it doesn't do that.

If it is this, it should be fucking amazing lol +25% JA haste full time feet, and you still can cap you 26% gear haste easy with theses feet equiped :nekoeyes:
Cant beleive,

I have 16k~ exp left (forget to use the exp ring -_- 25 exp per mob on 6 man group) on thoses feet cant wait to try it lol
I should try duo or solo for more exp + the exp ring it should be fast on DC mobs i guess.
Annyone got a special tips to get dyna exp faster on DRK?

InsaniacTHF
12-31-2011, 01:26 PM
It was definitely not up before I used Last Resort but I didn't check to see if it maybe extended the duration past when last resort wore off which could be the case. It would probably be 5 seconds per level which would mean you could keep desperate blows up 84% of the time with max LR recast merits. Totally worth looking into but I doubt that's what it is.

dasva
12-31-2011, 02:02 PM
Increase ws dmg? Allows it to go past the ja haste cap without adding more than what it already did?

nivlakian
12-31-2011, 03:20 PM
Melee Crown +2 Enhances Penance reduces a mobs TP gain from -30% to -45% @5/5. 3/5 reducd -39%, so looks like an additional 3%/merit. I know all the wiki info is 25% for regular penance, but it is definitely -30%, which is what I always had it at from tests when it came out. Didn't know wiki's numbers were listed at -25%. 10hits w/out chi gave colibri 35tp, with penance no crown gave 25tp, -25% would be 27tp.


I am not sure you took into account dAGI when you did your tests.

BRD/WHM with Treat staff II (356 delay, base 9.2tp/hit, 12.2tp/hit to mob)
Casted stoneskin and AGI song (swift/quick etude) on self with seiryu's kote to ensure capped dAGI.
Used Carrion Crows in West Sarutubaruta (S) and Virelai > pettp after 10 hits

10 hits = 61tp (50% of base as expected)
10 hits with 5/5 penance effect on = 45tp (25% less)
10 hits with 5/5 penance and (aug) Melee Crown +2 = 39tp (35% less)

It seems more likely the enhancement is +2% per merit in this case and the base for penance is actually 25% as originally thought.


Edit:
To further elaborate, in the original given test, he gives 35tp in 10 hits which is 3.5tp/hit given.
3.5 * (1 - 0.3) = 2.45, game should truncate this after the tenths place to 2.4
2.4 x 10 = 24 whereas 25tp is reported.

3.5 * (1 - 0.25) = 2.62, game should truncate this after the tenths place to 2.6
Neither of these fit the information given and suggest that dAGI may have changed between mobs to cause a 0.1tp difference per strike.


In my test:
61tp after 10 hit is 6.1tp/hit.
6.1 * (1 - 0.25) = 4.575, game should treat this as 4.5
4.5 x 10 = 45tp after 10 strikes as reported

6.1 * (1 - 0.35) = 3.965, game should treat this as 3.9
3.9 x 10 = 39tp after 10 strikes as reported.

Kirschy
12-31-2011, 03:42 PM
Bugs me to think somebody would count frames between swings. If anything count the frames between your TP going up from the swing.

Or count how many swings in three minutes with a relatively fast weapon, switching a grip to dump TP as needed to keep counting. Should be 40 vs 45 swings with 528 delay and capped gear haste if it bumped Desperate Blows to 6% per merit and raised JA haste cap by 5%, but this I doubt.

Since it says Desperate Blows instead of Last Resort I think it's safe to assume there's no Attack or Defense silliness, but that doesn't rule out accuracy. Quick test is to put yourself just below the 'low evasion' check threshold and pop it.

Also some hits with/without on level 1 mobs could reveal something I think would be really interesting but fairly low possibility, but more likely than raising or breaking the JA haste cap.

Counting the frames between the start of two attacks and the frames between two TP gains should come out to be the same. While there are a few different animations that can be used each time you attack, and each vary in length/duration, when the attack animation starts is not subject to that kind of variation. I've done a lot of testing with attack delay/counting frames, and overall it's very consistent, but it doesn't provide the kind of accuracy you get with damage calculation or spell recasts. I often only use 10-20 attack rounds and it never varies by more than ~1% which should be fine for testing Desperate Blows stuffs.

I'm very interested in the Desperate Blows augment myself. I think Raelia is probably right and it's something like an acc boost. Could also be delay-% effect too. Hopefully it's not just straight JA Haste+, since 5/5 merits already caps us :x. (I would take an extra 5% in magic/eq haste without too many complaints though.)

Nameless
12-31-2011, 07:39 PM
I would bet my money on that it increases what each merit point does to it, and in the end you can cap it with 4/5 merits.

nivlakian
12-31-2011, 08:13 PM
Regarding desperate blows, should test crit rate perhaps.

Ophannus
01-01-2012, 01:45 PM
Test if Desperate Blows adds "Fast Cast" or a chance at Quick Magic. Kind of fits along the theme of 'speeding up attacks' since it normally speeds up melee, perhaps the boots let you sped up your magic?

calinz
01-01-2012, 02:00 PM
Corrections on my previous post.
Summoner's Doublet +2 :
Reduces Sp. Blood Pact MP cost =
174 MP (-8) if BP 1/5
145 MP (-37) if BP 5/5 (my Perp Cost was 0, no Auto-Refresh or Blood Boon proc)

Summoner's Bracers +2 :
Inc. Sp. Blood Pact magic burst dmg. =
MAB+8 on MB if BP 1/5
MAB+40 on MB if BP 5/5 (same as wearing Nirvana 90/Eidolon Pendant/Tiresia's Cape/Caller's Sash)

Summoner's Pigaches +2 :
Increases Sp. Blood Pact crit. dmg. =
MAB+14 (+4 MAB) if BP 1/5
MAB+30 (+20 MAB) if BP 5/5 (same as wearing Nirvana 85)

Hmm, so basically the AF2+2 set is only good for macroing in your 5/5 merit BP. And thus it does not affect the physical lv70 BPs? Therefore, the Blood Boon set bonus from AF3+2 would still win on all BPs that are not 5/5 or Astral Flow?

Martel
01-02-2012, 08:55 AM
Valor Surcoat +2's 'Enhances "Fealty" effect' adds 20 seconds to duration at 5/5 Fealty merits.

I don't know if the bonus varies by merits, but I'm not on the test server and I don't wanna redo my merits to find out.

diasetsu
01-02-2012, 10:48 AM
Ahhhh stupid dAGI, yeah i forgot about that part being in the enemy tp formula now. Thanks for redoing that test, now I just feel dumb lol.

Foldypaws
01-02-2012, 02:40 PM
Valor Surcoat +2's 'Enhances "Fealty" effect' adds 20 seconds to duration at 5/5 Fealty merits.

I don't know if the bonus varies by merits, but I'm not on the test server and I don't wanna redo my merits to find out.

I think every single one of them so far where it's been tested has varied with the number of merits, so it's probably 4 seconds per merit.

Raelia
01-02-2012, 02:56 PM
Test if Desperate Blows adds "Fast Cast" or a chance at Quick Magic. Kind of fits along the theme of 'speeding up attacks' since it normally speeds up melee, perhaps the boots let you sped up your magic?

Somebody would have noticed fast cast since they already asked if Desperate Blows only affects melee, implying they tried to measure the JA Haste with recasts.

I would also bet money, in different words anyway, that SE is retarded and increased the per-merit without increasing JA haste cap. Except that if you 4/5 it for 1% extra haste per you only get 24% haste and an extra category point to spend on... Muted Soul?

SargentRemora
01-02-2012, 08:34 PM
Hmm, so basically the AF2+2 set is only good for macroing in your 5/5 merit BP. And thus it does not affect the physical lv70 BPs? Therefore, the Blood Boon set bonus from AF3+2 would still win on all BPs that are not 5/5 or Astral Flow?

Personally wouldn't use the set bonus from AF3+2 for anything, Mix and Match will nearly always win unless you have nothing else to use in those slots (see: hands slot unless you have H.Hands). Saying that, I wouldn't use the full AF2+2 set for anything other then BP timers and even then it's now overkill.

InsaniacTHF
01-03-2012, 01:36 PM
Somebody would have noticed fast cast since they already asked if Desperate Blows only affects melee, implying they tried to measure the JA Haste with recasts.

I would also bet money, in different words anyway, that SE is retarded and increased the per-merit without increasing JA haste cap. Except that if you 4/5 it for 1% extra haste per you only get 24% haste and an extra category point to spend on... Muted Soul?

Right. I tested for magic haste using dread spikes recast and it was the full 3 minutes so that rules out fast cast as well.

Byrthnoth
01-03-2012, 07:21 PM
Here are the ones we still don't know about:
Warrior's Lorica +2 (http://wiki.bluegartr.com/bg/Warrior%27s_Lorica_%2B2)
Warrior's Cuisses +2 (http://wiki.bluegartr.com/bg/Warrior%27s_Cuisses_%2B2)
Sorcerer's Tonban +2 (http://wiki.bluegartr.com/bg/Sorcerer%27s_Tonban_%2B2)
Assassin's Vest +2 (http://wiki.bluegartr.com/bg/Assassin%27s_Vest_%2B2)
Assassin's Culottes +2 (http://wiki.bluegartr.com/bg/Assassin%27s_Culottes_%2B2)
Assassin's Poulaines +2 (http://wiki.bluegartr.com/bg/Assassin%27s_Poulaines_%2B2)
Valor Coronet +2 (http://wiki.bluegartr.com/bg/Valor_Coronet_%2B2)
Valor Leggings +2 (http://wiki.bluegartr.com/bg/Valor_Leggings_%2B2)
Abyss Burgeonet +2 (http://wiki.bluegartr.com/bg/Abyss_Burgeonet_%2B2)
Abyss Gauntlets +2 (http://wiki.bluegartr.com/bg/Abyss_Gauntlets_%2B2)
Abyss Flanchard +2 (http://wiki.bluegartr.com/bg/Abyss_Flanchard_%2B2)
Abyss Sollerets +2 (http://wiki.bluegartr.com/bg/Abyss_Sollerets_%2B2)
Monster Gaiters +2 (http://wiki.bluegartr.com/bg/Monster_Gaiters_%2B2)
Bard's Roundlet +2 (http://wiki.bluegartr.com/bg/Bard%27s_Roundlet_%2B2)
Bard's Cuffs +2 (http://wiki.bluegartr.com/bg/Bard%27s_Cuffs_%2B2)
Scout's Bracers +2 (http://wiki.bluegartr.com/bg/Scout%27s_Bracers_%2B2)
Scout's Socks +2 (http://wiki.bluegartr.com/bg/Scout%27s_Socks_%2B2)
Saotome Kabuto +2 (http://wiki.bluegartr.com/bg/Saotome_Kabuto_%2B2)
Koga Hatsuburi +2 (http://wiki.bluegartr.com/bg/Koga_Hatsuburi_%2B2) (Broken?)
Koga Chainmail +2 (http://wiki.bluegartr.com/bg/Koga_Chainmail_%2B2) (Works as they said?)
Koga Tekko +2 (http://wiki.bluegartr.com/bg/Koga_Tekko_%2B2) (One report said that this allowed NTE to work with Futae. Is that it?)
Koga Hakama +2 (http://wiki.bluegartr.com/bg/Koga_Hakama_%2B2)
Koga Kyahan +2 (http://wiki.bluegartr.com/bg/Koga_Kyahan_%2B2) (Broken?)
Wyrm Armet +2 (http://wiki.bluegartr.com/bg/Wyrm_Armet_%2B2)
Summoner's Spats +2 (http://wiki.bluegartr.com/bg/Summoner%27s_Spats_%2B2)
Mirage Shalwar +2 (http://wiki.bluegartr.com/bg/Mirage_Shalwar_%2B2) (Should be important, yet not obvious so probably unimportant)
Commodore Culottes +2 (http://wiki.bluegartr.com/bg/Commodore_Culottes_%2B2)
Commodore Bottes +2 (http://wiki.bluegartr.com/bg/Commodore_Bottes_%2B2) (Did I miss something about these two?)
Pantin Taj +2 (http://wiki.bluegartr.com/bg/Pantin_Taj_%2B2) (Should be important, yet it is non-obvious so it is probably unimportant)
Pantin Tobe +2 (http://wiki.bluegartr.com/bg/Pantin_Tobe_%2B2)
Pantin Dastanas +2 (http://wiki.bluegartr.com/bg/Pantin_Dastanas_%2B2)
Pantin Churidars +2 (http://wiki.bluegartr.com/bg/Pantin_Churidars_%2B2)
Etoile Toe Shoes +2 (http://wiki.bluegartr.com/bg/Etoile_Toe_Shoes_%2B2)
Argute Mortarboard +2 (http://wiki.bluegartr.com/bg/Argute_Mortarboard_%2B2)
Argute Bracers +2 (http://wiki.bluegartr.com/bg/Argute_Bracers_%2B2)
Argute Pants +2 (http://wiki.bluegartr.com/bg/Argute_Pants_%2B2)

Some of them look easy to test, some of them look important to test, and some of them look nigh impossible to test.

InsaniacTHF
01-04-2012, 01:47 AM
You should add the commodore frac to the list because I derped and forgot that it has enhances random deal on it and the 3 JA restore I'm sure comes from that. So I'm not sure exactly what the loaded deck enhancement does. Maybe more restore accuracy on the 2nd and 3rd JAs? I'll look into it tomorrow.

I tested the feint enhancement on THF feet to be increased evasion down but couldn't get an exact amount since I tossed most of my gear on the test server.

I'm sure the ambush enhancment is more acc but it would be just terrible to test since the bonus isn't reflected in /check as far as I know.

Kincard
01-04-2012, 03:02 AM
Duelist's Tabard+2: Fast Cast is now 12 instead of 10, Chainspell +20s.

Raelia
01-04-2012, 09:54 AM
Current Known Issues (Jan. 4)
Jan. 4, 2012 07:25 [PST] From: FINAL FANTASY XI

Following the version update that took place on Dec. 15, 2011, the issue listed below has been confirmed. Investigation and recovery work is currently underway. We ask for your patience in this matter until the issue is addressed.

[Issue details]

- An issue wherein the augment “Enhances Overwhelm effect” on the item “Saotome Domaru +2” grants players higher TP than intended when using a multi-hit weapon skill.

We apologize for any inconvenience this may cause and thank you for your understanding.
I guess that tells us what that does, I guess nobody noticed it was +2 TP per hit.

Taint
01-04-2012, 10:15 AM
Right. I tested for magic haste using dread spikes recast and it was the full 3 minutes so that rules out fast cast as well.

I spent an hour swinging with +2a feet on last night. Nothing to report. Safe to say its an enhancement per merit but still capped by 25% JA cap.

Raelia
01-04-2012, 10:17 AM
I spent an hour swinging with +2a feet on last night. Nothing to report. Safe to say its an enhancement per merit but still capped by 25% JA cap.
If so, called it. (http://ffxi.allakhazam.com/forum.html?forum=10&mid=1321443578154823416#6)

Hercule
01-04-2012, 10:33 AM
I spent an hour swinging with +2a feet on last night. Nothing to report. Safe to say its an enhancement per merit but still capped by 25% JA cap.

Just an idea to try,
Did anyone tried if Desperate Blows could work with a 1 hand weapon with these feet?

Cream Soda
01-04-2012, 10:43 AM
I guess that tells us what that does, I guess nobody noticed it was +2 TP per hit.

The initial testing, I heard it was 2tp/merit for 10tp extra.

Was that tested with a single hit ws?

if not, I'm gonna be pissed I just dropped 2.5m in hopes, lol. Got it since I don't have a rose strap to be able to keep a better xhit w/ top haste, that 10 tp/ws would have been able to do that lol

Kirschy
01-04-2012, 12:47 PM
I spent an hour swinging with +2a feet on last night. Nothing to report. Safe to say its an enhancement per merit but still capped by 25% JA cap.

I'm thankful for the testing, but I don't think it's safe to say it's a ja haste augment without testing 4/5 merits, and showing above 20% ja haste.

Raelia
01-05-2012, 06:49 AM
The initial testing, I heard it was 2tp/merit for 10tp extra.

Was that tested with a single hit ws?

if not, I'm gonna be pissed I just dropped 2.5m in hopes, lol. Got it since I don't have a rose strap to be able to keep a better xhit w/ top haste, that 10 tp/ws would have been able to do that lol

Apparently: 76 TP returns on Stardiver.

Makes me wonder if you could squeeze a little more STP and Misers Roll it for 100 TP...

Ophannus
01-05-2012, 10:08 AM
Penta Nerf deja vu lol.
I think it would be an awesomly powerful and ironic idea if DRG's new meritable 2hr gave us a massive Conserve TP/Store TP so that we get huge returns on Weapon Skills for 45-60 seconds that harkens back to the pre-penta nerf days. Imagine getting 60-80% TP back from Stardiver for 60 seconds? Think it would be more useful than spirit surge.

Hercule
01-09-2012, 06:04 AM
I finished the Abyss Cuirass +2 Augmented yesterday, just wanted to say that you can switch to another body just after using blood weapon and the +10 sec stay active

Kirschy
01-09-2012, 09:58 PM
Finished my Abyss Sollerets +2 tonight. (I've been slacking, I know.... Just ridiculously busy lately.) Ruled out JA Haste (for 2H or 1H), WS DMG+, Crit Dmg+

JA Haste test:

Naked except staff + boots.
Desperate Blows merits @ 4/5
Recorded 10 attack frames

Base: 1788 frames (Avg: 5.96s per attack round)
LR: 1438 frames (Avg: 4.77s per attack round)
LR + Hasso: 1356 frames (Avg: 4.52s attack round)

That follows the predicted pattern, so it doesn't appear to give any extra JA Haste.

Crit Attack Bonus was tested by firing Ranged Attacks outside Bastok /w and w/o LR up... no damage difference.

WS DMG+ was tested by using Infernal Scythe /w and w/o LR up... no damage difference.

Tested LR using a 1H weapon, but no delay difference.

Any ideas, feel free to PM or leave em around. I'll try to get more testing done later.

Ophannus
01-10-2012, 10:06 AM
Other ideas for LR:

- Buffs Occult Accumen
- Gives a passive Scarlet Delirium/Afflatus Misery-like effect or Lower HP=enhanced damage
- +Accuracy
- +Magic Accuracy
- Quick magic
- Conserve TP
- Reduced Enmity
- Chance to absorb physical damage
- Reduces the target's TP directly with each hit or like a Penance-TP accumulation redux effect.
- Chance to intimidate during LR.
- Double/Triple/Quadruple Attacks
- Counter

dasva
01-10-2012, 07:24 PM
Could try just parsing with it and without it under uncapped acc/att/fstr/Ddex/etc conditions over a long period of time and see if it even has any effect in your dps at all to kinda help cover several things at once

Kanachan
01-13-2012, 03:21 PM
Fallout from testing the new stuff from today.

Saotome Haidate +2
Enhance "Shikikoyo"
Retain 10% of the TP you give someone per merit, they still get full TP.

Test Data
1 Merit 180 TP -> 108 TP, 300 TP -> 120 TP
5 Merits 180 TP -> 140 TP, 300 TP -> 200 TP

Cleric's Mitts +2
Enhance "Martyr V"
10% Boost per merit, still eats 25% of user's HP.

Test Data (MNK/RDM to bottom out HP, WHM 1000 HP)
No feet 500
1 Merit 550 HP
5 Merits 750 HP

Taint
01-14-2012, 12:37 PM
Other ideas for LR:

- Buffs Occult Accumen
- Gives a passive Scarlet Delirium/Afflatus Misery-like effect or Lower HP=enhanced damage
- +Accuracy
- +Magic Accuracy
- Quick magic
- Conserve TP
- Reduced Enmity
- Chance to absorb physical damage
- Reduces the target's TP directly with each hit or like a Penance-TP accumulation redux effect.
- Chance to intimidate during LR.
- Double/Triple/Quadruple Attacks
- Counter


Definitely not counter, DA/TA/QA or intimidate. Its probably increased parry rate knowing SE.

Slycer
01-15-2012, 12:23 AM
I only tested at 5 merit upgrades, but Slow II duration bonus was 45 seconds on Dls. Chapeau +2. So 9 seconds per merit level assuming it works like everything else (base duration is 3 minutes). Didn't check if/how it stacks with Saboteur yet.

Neptuna
01-16-2012, 11:11 AM
It appears the Saotome Domaru +2 isn't 2tp return for each merit, rather it's 1tp return per merit, per hit of the ws.

For both Shoha and Kaiten I get an 18% TP return (18.9 and 18.2, respectively, when I was wearing the Domaru before I completed the exp trial), however with the overwhelm bonus, Shoha was returning 28% TP, Kaiten only 23%.

Tested using Penta Thrust with a Pitchfork (10.2tp return) and 75 Store TP (No Body equipped). All 5 hits landing was giving me 24.6tp return (17.8+1.7+1.7+1.7+1.7). When I equipped the body, I was getting 50.7%tp return (82 store tp now; 18.5+1.8+1.8+1.8+1.8+25). To further verify, on my 4/5 hits landing for penta, my tp return was 43.9% (18.5+1.8+1.8+1.8+20)

EDIT: Ooops! Just read the SE notice on page 4, what a buzzkill. Disregard the post :/

Yugl
01-17-2012, 12:13 AM
Roughly (1/45) off recast when using Argute+2 feet. That makes (2/45) for FC, as an estimate. Lame FC is lame.

Edit: Probably 5%, I just realized. Still lame.

Kirschy
01-22-2012, 06:34 PM
Tested a few additional ideas on DRK AF2+2 feet, and crossed them off the list. Still have no idea what it does:

-Does not change spell casting time.
-Does not change spell recast time.
-Does not change sTP.
-Does not change Occult Acumen.
-Does not change subtle blow.

Zirael
01-29-2012, 08:05 AM
JP friend said all AF2+2 augment specs were revealed in some JP magazine, so here goes for few you guys were interested in:

Benediction: -50 enmity
Wild Card: reroll if you get 1-2 (always rerolls, not only a chance according to him)
Mijin Gakure: damage+50% (lol)
Desperate Blows: Subtle Blow +3 /per merit
Assimilation: Macc/Matk+2 /per merit
Blind II: +5s duration /per merit
Paralyze II: +5% duration /per merit
Feint: -10EVA /per merit (mmhhh...)
Ambush: +1% Triple attack when behind mob /per merit

Any other ones you guys wanted know? Magazine title was Dengeki Playstation, from what I gather.

Byrthnoth
01-29-2012, 08:08 AM
Here are the ones we still don't know about:
Warrior's Lorica +2 (http://wiki.bluegartr.com/bg/Warrior%27s_Lorica_%2B2)
Warrior's Cuisses +2 (http://wiki.bluegartr.com/bg/Warrior%27s_Cuisses_%2B2)
Sorcerer's Tonban +2 (http://wiki.bluegartr.com/bg/Sorcerer%27s_Tonban_%2B2)
Assassin's Vest +2 (http://wiki.bluegartr.com/bg/Assassin%27s_Vest_%2B2)
Assassin's Culottes +2 (http://wiki.bluegartr.com/bg/Assassin%27s_Culottes_%2B2)
Assassin's Poulaines +2 (http://wiki.bluegartr.com/bg/Assassin%27s_Poulaines_%2B2)
Valor Coronet +2 (http://wiki.bluegartr.com/bg/Valor_Coronet_%2B2)
Valor Leggings +2 (http://wiki.bluegartr.com/bg/Valor_Leggings_%2B2)
Abyss Burgeonet +2 (http://wiki.bluegartr.com/bg/Abyss_Burgeonet_%2B2)
Abyss Gauntlets +2 (http://wiki.bluegartr.com/bg/Abyss_Gauntlets_%2B2)
Abyss Flanchard +2 (http://wiki.bluegartr.com/bg/Abyss_Flanchard_%2B2)
Abyss Sollerets +2 (http://wiki.bluegartr.com/bg/Abyss_Sollerets_%2B2)
Monster Gaiters +2 (http://wiki.bluegartr.com/bg/Monster_Gaiters_%2B2)
Bard's Roundlet +2 (http://wiki.bluegartr.com/bg/Bard%27s_Roundlet_%2B2)
Bard's Cuffs +2 (http://wiki.bluegartr.com/bg/Bard%27s_Cuffs_%2B2)
Scout's Bracers +2 (http://wiki.bluegartr.com/bg/Scout%27s_Bracers_%2B2)
Scout's Socks +2 (http://wiki.bluegartr.com/bg/Scout%27s_Socks_%2B2)
Saotome Kabuto +2 (http://wiki.bluegartr.com/bg/Saotome_Kabuto_%2B2)
Koga Hatsuburi +2 (http://wiki.bluegartr.com/bg/Koga_Hatsuburi_%2B2) (Broken?)
Koga Chainmail +2 (http://wiki.bluegartr.com/bg/Koga_Chainmail_%2B2) (Works as they said?)
Koga Tekko +2 (http://wiki.bluegartr.com/bg/Koga_Tekko_%2B2) (One report said that this allowed NTE to work with Futae. Is that it?)
Koga Hakama +2 (http://wiki.bluegartr.com/bg/Koga_Hakama_%2B2)
Koga Kyahan +2 (http://wiki.bluegartr.com/bg/Koga_Kyahan_%2B2) (Broken?)
Wyrm Armet +2 (http://wiki.bluegartr.com/bg/Wyrm_Armet_%2B2)
Summoner's Spats +2 (http://wiki.bluegartr.com/bg/Summoner%27s_Spats_%2B2)
Mirage Shalwar +2 (http://wiki.bluegartr.com/bg/Mirage_Shalwar_%2B2) (Should be important, yet not obvious so probably unimportant)
Commodore Culottes +2 (http://wiki.bluegartr.com/bg/Commodore_Culottes_%2B2)
Commodore Bottes +2 (http://wiki.bluegartr.com/bg/Commodore_Bottes_%2B2) (Did I miss something about these two?)
Pantin Taj +2 (http://wiki.bluegartr.com/bg/Pantin_Taj_%2B2) (Should be important, yet it is non-obvious so it is probably unimportant)
Pantin Tobe +2 (http://wiki.bluegartr.com/bg/Pantin_Tobe_%2B2)
Pantin Dastanas +2 (http://wiki.bluegartr.com/bg/Pantin_Dastanas_%2B2)
Pantin Churidars +2 (http://wiki.bluegartr.com/bg/Pantin_Churidars_%2B2)
Etoile Toe Shoes +2 (http://wiki.bluegartr.com/bg/Etoile_Toe_Shoes_%2B2)
Argute Mortarboard +2 (http://wiki.bluegartr.com/bg/Argute_Mortarboard_%2B2)
Argute Bracers +2 (http://wiki.bluegartr.com/bg/Argute_Bracers_%2B2)
Argute Pants +2 (http://wiki.bluegartr.com/bg/Argute_Pants_%2B2)

Some of them look easy to test, some of them look important to test, and some of them look nigh impossible to test.

This was my list of ones that we don't know yet (except for the ones you just gave us). I'm personally interested in DNC Feet +2. Blue Mages would probably love to know what Mirage Shalwar +2s are doing.

I figure we can verify some of the easier ones that the magazine says and then accept all of them as legitimate.

PS. I would swear Kirschy specifically tested for Subtle Blow on Desperate Blows and didn't find it.

Karbuncle
01-29-2012, 08:56 AM
5% Extra Triple Attack when Behind a mob? Hmmmm......

Shame even with Voidwatch mobs rarely stay facing one direction >.<

Zirael
01-29-2012, 09:11 AM
This was my list of ones that we don't know yet (except for the ones you just gave us). I'm personally interested in DNC Feet +2. Blue Mages would probably love to know what Mirage Shalwar +2s are doing.

I figure we can verify some of the easier ones that the magazine says and then accept all of them as legitimate.

PS. I would swear Kirschy specifically tested for Subtle Blow on Desperate Blows and didn't find it.
I know, results are just above my post.
Working on translation now, I'll post also original JP text for everything.

Foldypaws
01-29-2012, 09:29 AM
I could have sworn people had tested magic nukes with BLU Pants +2 and not seen a damage increase, which would rule out MAB.

Zirael
01-29-2012, 10:05 AM
This was my list of ones that we don't know yet (except for the ones you just gave us). I'm personally interested in DNC Feet +2. Blue Mages would probably love to know what Mirage Shalwar +2s are doing.

I figure we can verify some of the easier ones that the magazine says and then accept all of them as legitimate.

PS. I would swear Kirschy specifically tested for Subtle Blow on Desperate Blows and didn't find it.
Here goes, credit to Claritin for slaving out with translations:


サベッジリ:TPボーナス+4
アグレシブエイム:アグレッサー中 AGI+3
マイティストライク:効果時間+15秒
ウォリアーチャージ:クリティカル +1%
トマホーク:特殊防御ダウン+1%
発剄:ストアTP-2
無想無念:効果時間+6秒
練気:リジェネ回復量+2
百烈拳:効果時間+15秒
マントラ:HPmax+2%
デヴォーション:回復量+10%
女神の祝福:敵対心-50
マーター:回復量+10%
シェルラV:魔法防御力1段階アップ
プロテアV:防御力+2
古代魔法IIダメージアップ:ダメージ 量+3%
魔力の泉:効果時間+20秒
古代魔法II詠唱時間短縮:詠唱時間-4%
古代魔法II魔法命中率アップ:魔法命 中率+2
古代魔法II消費MP軽減:消費MP-4%
連続魔:効果時間+20秒
ファランクスII:効果時間+8秒
バイオIII ブラインII:バイオIII+8秒、ブラインI I+5秒
パライズII:効果時間+5%
オーラスティール:2つディスペル。 率+20%
アンブッシュ:背後からの攻撃時ト プルアタック率+1%
絶対回避:効果時間+10秒
フェイント:回避ダウン効果+10
アサシンチャージ:クリティカル率+1 %
アイアンウィル:ランパート中、フ ストキャスト+3%
フィールティ:効果時間+4秒
シバルリー:MP変換量ボーナス+5%
インビンシブル:効果時間+10秒
ガーディアン:センチネル効果時間+2 秒
ダークシール:暗黒魔法の効果時間+1 0%
ブラッドウェポン:効果時間+10秒
ディアボリクアイ:効果時間+6秒
ミューテッドソウル:暗黒中、残心+3 %
デスペレートブロー:ラストリゾー 中、モクシャ+3
インスティクト:効果時間+4秒
フェラルハウル:効果時間+1秒
ビーストアフニティ:レベル上限+1
使い魔:魅了時間+10分、ヘイスト+10%
ビーストヒーラー:リジェネ+1
魔物のシルベント:敵対心2%緩和
トルバドゥール:効果時間+4秒
冒険者のダージュ:敵対心-2
ソウルボイス:効果時間+30秒
ナイチンゲール:効果時間+4秒
リサイクル:リサイクル発動時、ス アTP+10
スナップショット:ダブルショット +1%
フラッシーショット:距離補正緩和+2 0%
イーグルアイ:ダメージ+25%
ステルスショット:敵対心-5
意気衝天:残心命中時、クリティカ 率+1%
正正堂堂:正面からのWS時セーブTP+1
峰打ち:悪疫効果時間+20%
士気昂揚:士気昂揚にセーブTP+10%
明鏡止水:WS消費TPが75に
遁術参ダメージアップ:ダメージア プ+5%
散華:飛攻+20
忍具の知識:忍具の知識発動時、魔 命中率+5
微塵がくれ:ダメージ+50%
遁術参詠唱時間短縮:詠唱時間-5%
ディープブリージング:ブレス効果+1 0%
竜剣:効果時間+20秒
アンゴン:防御力ダウン+1%
ストレイフ:ブレスにセーブTP+5%
エンパシー:効果時間+10%
アストラルフロウ:効果時間+30秒
特修履行消費MP軽減:消費MP-4%
特修履行MBダメージアップ:MBダメー ;6%
特修履行命中アップ:魔法命中+5
特修履行魔法クリティカルヒットダ ージアップ:魔法クリティカルダメ ジ+4%
コンバージェンス:魔法攻撃力&魔法命中率+2
エンチェーンメント:TPボーナス+5
アジュールロー:効果時間+10秒
アシミレーション:魔法系青魔法ク ティカル率+3%
ディフュージョン:範囲化した青魔 の効果時間+5%
ウィニングストリーク:効果時間+6秒
ローデッドデッキ:ミス確率-10% ※段階強化なし
フォールド:バストを2つ同時消去。 動率+20%
スネークアイ:スネークアイが時々 キャストなし。発動率+4%
ワイルドカード:内部的に1~2が出た 時、もう一度振り直し
最適化:オートマトンのクリティカ ダメージ+1%、魔法クリティカルダメ ジ+2%
オーバードライヴ:効果時間+20秒
微調整:オートマトンのクリティカ 率+1%、魔法クリティカル率+1%
腹話術:入れ替えた敵対心の高いほ にプラス、低いほうにマイナス。敵 心±5%
黒衣チェンジ:入れ替えたHP量+50
トランス:効果時間+20秒
ノーフットライズ:ノーフットライ 時、TP+5
扇の舞い:減衰下限値+1%
剣の舞い:減衰下限値+1%
C・ポジション:正面にいる場合、ス アTP+3
不惜身命&一心精進:天候補正による命中率ア プの確率+15%
大悟徹底:魔法スキル+2
天衣無縫&無憂無風:天候補正による回復アッ &ダメージアップの確率+15%
連環計:効果時間+30秒
陣頭指揮:ステータスアップ+1 Warrio r's Lorica +2 Agressive aim: AGI+3 with agressor up
Warrior's Cuisses +2 Warrior’s charge: Crit rate +1% /merit
Sorcerer's Tonban +2 AM2: +2Macc /merit
Assassin's Vest +2 Ambush: +1% Triple Attack when behind mob /merit
Assassin's Culottes +2 Feint: -10EVA /merit
Assassin's Poulaines +2 Assassin's Charge: +1% crit rate /merit
Valor Coronet +2 Iron Will: While rampart up, Fast cast 3%/merit
Valor Leggings +2 Guardian: Sentinel time +2s/merit
Abyss Burgeonet +2 Dark Seal: Dark magic effect time +10%/merit
Abyss Gauntlets +2 Diabolic Eye time +6s/merit
Abyss Flanchard +2 Muted Soul: +3% Zanshin while Souleater up /merit
Abyss Sollerets +2 Desperate Blows/Last resort: Subtle Blow +3/merit
Monster Gaiters +2 Beast Healer: Reward Regen+1/merit
Bard's Roundlet +2 Sirvente enmity-+2%/merit
Bard's Cuffs +2 Dirge enmity- 2%/merit
Scout's Bracers +2 Flashy Shot: distance modifier relaxed by 20%/merit (lesser penalty, I supose?)
Scout's Socks +2 Stealth Shot: enmity-5/merit
Saotome Kabuto +2 Shikoten: when Zanshin happens Crit rate+1%/merit
Koga Hatsuburi +2 (Broken?) –San spell damage +5%/merit
Koga Chainmail +2 (Works as they said?) Sange: Ratk+20/merit
Koga Tekko +2 (One report said that this allowed NTE to work with Futae. Is that it?) NTE: when NTE proc, Macc+5%/merit (lol)
Koga Hakama +2 Mijin Gakure damage +50% (wish it was here for Kirin NIN Mijin Gakure rotation...)
Koga Kyahan +2 (Broken?) cast time -5%/merit
Wyrm Armet +2 Deep Breathing: effect +10%
Summoner's Spats +2 Acc+5/merit
Mirage Shalwar +2 (Should be important, yet not obvious so probably unimportant) Magic Crit rate (for magical spells, seems) +3%/merit (huh? didn’t know blu nukes can crit)
Commodore Culottes +2 Snake Eye has no recast +4%/merit
Commodore Bottes +2 (Did I miss something about these two?) Wild Card: when 1-2, rerolls, but there will be no repeated animation for this, rerolls 1 time
Pantin Taj +2 (Should be important, yet it is non-obvious so it is probably unimportant) Optimization: automaton crit damage +1%, magic crit damage +2%/merit
Pantin Tobe +2 Overdrive duration +20s
Pantin Dastanas +2 Fine Tuning: automaton crit rate +1%, magic crit rate +1%/merit (pups got kinda shafted with their augments...)
Pantin Churidars +2 Ventriloquy: enmity+ for higher enmity holder, enmity- for lower enmity holder when swapping enmity, 5% each/merit
Etoile Toe Shoes +2 Closed Position: sTP +3/merit
Argute Mortarboard +2 Altruism/Focalisation: (literally as friend told me: ) make rate up to weather midify acc+, +15% rate/merit (spell element same as weather gets +15% Macc/merit?)
Argute Bracers +2 Tranquility/Equanimity: (again, literally what he said: ) make rate up with weather modify cure+ damage+ +15%/merit
Argute Pants +2 Tabula Rasa +30s

Zirael
01-29-2012, 10:12 AM
I could have sworn people had tested magic nukes with BLU Pants +2 and not seen a damage increase, which would rule out MAB.
Friend might've been talking about different piece in LSchat probably. Originally I wrote: Assimilation: Macc/Matk+2 /per merit, but when I asked him to go through each piece Byrth requested, he said it was: Mirage Shalwar +2 (Should be important, yet not obvious so probably unimportant) Magic Crit rate (for magical spells, seems) +3%/merit (huh? didn’t know blu nukes can crit).
Lost in translation etc, etc. Friend isn't much into game mechanic technicalities.
I've posted original JP text, so someone fluent here can have a better look.

Kirschy
01-29-2012, 01:24 PM
I must have screwed up my subtle blow testing. (Maybe I did not cap AGI on the mobs I used?)

I re-tested on weaker mobs, and it seems subtle blow is the right answer.

Tested as DRK/BST, used Last Resort, casted Stone, charmed the mob, and did <pettp> to find 4% TP.
Tried again w/o LR and it was 5%. Subtle Blow is def the augment on feet.
(Sorry about screwing that test up.)

Byrthnoth
01-29-2012, 01:34 PM
I have also knocked off some of the easier ones to confirm (WAR body, PLD head/feet, SCH legs, PUP body) and found they're legit.

I'd like to accept the whole list. Object within about the next 20 minutes or hold your peace!

Edit: I re-tested NIN AF3+2 Head. It does exactly what is described above. +25% damage with a 5/5 San spell.

Taim Meich
01-29-2012, 02:11 PM
Argute Bracers +2 Tranquility/Equanimity: (again, literally what he said: ) make rate up with weather modify cure+ damage+ +15%/merit

Does this mean cure potency and mab? because if it is (highly doubtful) those hands are absolutely overpowered.

Byrthnoth
01-29-2012, 03:02 PM
I think it may be talking about the frequency of the weather effects without an Obi? I just tested them at 5/5 with Hailstorm/Hyorin Obi and saw no changes in damage at all.

Colenzo
01-29-2012, 03:08 PM
what does the improvment on the +2 hat do for the augments phantom roll effect?

Byrthnoth
01-29-2012, 03:32 PM
I think it may be talking about the frequency of the weather effects without an Obi? I just tested them at 5/5 with Hailstorm/Hyorin Obi and saw no changes in damage at all.

It is this. I'm 20/20 on weather bonus with Equilanimity and Hailstorm up, no Obi.

This tells us a few things:
* Weather Bonus is likely a base 25% rate, which I think is lower than we assumed.
* Weather Bonus actually probably does grant a native MAcc bonus.

Byrthnoth
01-29-2012, 03:44 PM
I didn't, but I assumed SE wouldn't over-cap us. You're welcomed to test if you want.

NynJa
01-29-2012, 03:45 PM
what does the improvment on the +2 hat do for the augments phantom roll effect?

presumably same as NQ: chance ofjob bonus if job isnt in pt. Judging by how certain % based stuff went up on +2, the proc rate may have gone up as well?

Colenzo
01-29-2012, 04:03 PM
what a pain in the ass that would be to test

NynJa
01-29-2012, 04:08 PM
Not really...Hit up an 11, then keep cycling buffs that are readily visible alone:
Chaos Roll (attack bonus)
Evoker's Roll (how much MP being restored)
Dancer's Roll (regen effect)

I'm pretty sure 100 phantom rolls would be sufficient to see the proc rate of the bonus since its likely it would be 50/66/75 if anything

Colenzo
01-29-2012, 08:27 PM
I'll get it one of these days and test it... I just need some gil.

NynJa
01-29-2012, 11:07 PM
do it on test server?

NynJa
01-29-2012, 11:25 PM
thf boots+2


Enhances Assassin's Charge effect by giving it +1% Critical Hit Rate per merit level.
Am I the only one thinking how stupid this is? Chances are if you're using it, you're going to either use it for a stacked rudra or stacked mercy...which means crit hit rate is moot, considering it'll already crit, and the extra hits are unable to crit.

dasva
01-29-2012, 11:26 PM
For thfs without relic/empyrean? Though really doing the math if you are forcing crit with rudra's/mercy the vast majority of the dmg was on the first hit anyways so could and probably better to just use it without ws if those the only ones you using

Byrthnoth
01-30-2012, 12:42 AM
A lot of the augments we didn't know about are moot.

Critical Hit Rate +1% per Ikishoten merit on Zanshin attacks... on a head with 0% Haste? Okay, SE.
Store TP +3% per Closed Position merit on feet without Haste, considering AF3+2 feet have 4% Haste and 8 STP? Okay, SE.
Forcing weather bonus on Scholar? Thanks, SE. Now I don't have to git dem obis.
Zanshin +3% per merit with Souleater up? Okay, SE.
Subtle Blow +3 per merit with Last Resort up, on feet that don't have any Haste? Okay, SE.

By comparison, the Thief feet look positively sensible.

Slycer
01-30-2012, 12:45 AM
Re: Scout's Jerkin +2
This is on BG Wiki:
Adds "Enhances 'Snapshot' effect" via Magian Trial 5005 Enhances Snapshot effect by a further 2% per merit level.

That never made sense to me since the base is 2% per merit level and most augments come nowhere near doubling the original merit effectiveness (10% snapshot on one piece of gear would be pretty insane). And based on the JP post it's completely wrong anyway.

JP post says Snapshot: Double Shot Rate +1%

Not a google translate, it's an easy translation if you know katakana. Pretty clear that each merit in Snapshot should add a 1% Double Shot chance. Super easy to test if this is true, just see if you get double shots without double shot up, should happen 5% of the time with 5 merits in Snapshot. Nifty. I'll try it out tomorrow maybe (already have augmented Jerkin on normal server). Gonna go through and check out some of the others too tomorrow to see if there was anything else we got wrong.

Byrthnoth
01-30-2012, 03:42 AM
Argute Mortarboard +2 Altruism/Focalisation: (literally as friend told me: ) make rate up to weather midify acc+, +15% rate/merit (spell element same as weather gets +15% Macc/merit?)

NA players claimed that this JA used to give a chance to only spend 1 charge on Altruism/Focalization. Is it changing then, I guess? Can anyone confirm how it works now?

Foldypaws
01-30-2012, 09:57 AM
NA players claimed that this JA used to give a chance to only spend 1 charge on Altruism/Focalization. Is it changing then, I guess? Can anyone confirm how it works now?

Well, they changed those strategems to only be 1 charge inherently, so I imagine that's when they changed it.

Taim Meich
01-30-2012, 10:19 AM
The change occured just a few days ago... And the magazine is pretty recent, too. Did they have time to change the magazine info to the correct one? It could be, specially if they had the stratagem changes planned for a while, but it could also have been a mistake of whoever tested the effect.

Slycer
01-30-2012, 10:57 AM
I just finished the a complete translation of the magazine.

All of the stuff that isn't for 2-hour abilities is PER MERIT upgrade, so multiply the boost by the number of merit upgrades you have.

Unique/previously unknown information highlighted.

Savagery: TP Bonus +4
Aggressive Aim: During Aggressor, AGI+3
Mighty Strikes: Duration +15s
Warrior's Charge: Crit Rate +1%
Tomahawk: Special Defenses down 1%

Penance: Enemy Store TP -2
Formless Strikes: Duration +6s
Invigorate: Increased regen +2/tick
Hundred Fists: Duration +15s
Mantra: Max HP +2%

Devotion: +10% MP recovery
Benediction: Enmity-50
Martyr: +10% HP recovery
Shellra V: Magic Defense +1 level
Protectra V: Defense +2

AM2 Damage: +3% damage
Manafont: Duration +20s
AM2 Casting Time: -4% cast time
AM2 Magic Accuracy: +2 magic accuracy
AM2 MP cost: -4% MP cost

Dia III/Slow II: (Missing Info, but we know this is duration)
Chainspell: Duration +20s
Phalanx II: Duration +8s
Bio III/Blind II: Bio III duration +8s, Blind II duration +5s
Paralyze II: Duration +5%

Aura Steal: Chance of dispelling 2 buffs +20%
Ambush: Triple Attack Rate+1% when attacking from behind
Perfect Dodge: Duration +10s
Feint: Evasion Down +10
Assassin's Charge: Crit Rate +1%

Iron Will: Fast Cast +3 while Rampart is active
Fealty: Duration +4s
Chivalry: 5% bonus conversion to MP
Invincible: Duration +10s
Guardian: Sentinel duration +2s

Dark Seal: Dark Magic duration +10%
Blood Weapon: Duration +10s
Diabolic Eye: Duration +6s
Muted Soul: Souleater active, Zanshin +3%
Desperate Blows: Last Resort active, Subtle Blow +3

Killer Instinct: Duration +4s
Feral Howl: Duration +1s
Beast Affinity: Pet Level +1
Familiar: Duration +10 minutes, Pet Haste +10%
Beast Healer: Pet Regen +1

Foe Sirvente: Enmity Loss Reduction +2%
Troubadour: Duration +4s
Adventurer's Dirge: Enmity-2
Soul Voice: Duration +30s
Nightingale: Duration +4s

Recycle: When ammo is conserved, Store TP+10
Snapshot: Double Shot Rate +1%
Flashy Shot: Distance Correction Reduced by 20%
Eagle Eye Shot: Damage +25%
Stealth Shot: Enmity-5

Ikishoten: Zanshin attack crit rate +1%
Overwhelm: Weapon Skill face-to-face with enemy: Save TP+1
Blade Bash: Plague duration +20%
Shikikoyo: Keep 10% of gifted TP
Meikyo Shisui: Weapon Skills consume 75 TP

Increase ele ninjutsu III damage: Damage +5%
Sange: Ranged Attack +20
Ninja Tool Expertise: On Proc: Magic Accuracy+5
Mijin Gakure: Damage +50%
Reduce ele ninjutsu III casting time: Casting Time -5%

Deep Breathing: Wyvern Breath effect +10%
Spirit Surge: Duration +20s
Angon: Defense Down +1%
Strafe: Breath Save TP +5%
Empathy: Duration +10%

Astral Flow: Duration +30s
Reduces sp. blood pact MP cost: MP cost -4%
Inc. sp. blood pact magic burst dmg: Magic Burst Damage+6%
Inc. sp. blood pact accuracy: Magic accuracy+5
Inc. sp. blood pact crit. dmg.: Magic crit damage +4%

Convergence: Magic Accuracy +2, Magic Attack +2
Enchainment: TP Bonus +5
Azure Lore: Duration +10s
Assimilation: Blue magic crit rate +3%
Diffusion: AoE'd blue magic Duration +5%

Winning Streak: Roll duration +6s
Loaded Deck: Miss chance -10%
Fold: Chance to remove both rolls/busts +20%
Snake Eye: Chance of zero recast +4%
Wild Card: One invisible re-roll if 1 or 2 is the first result

Optimization: Automaton Crit Damage +1%, Magic Crit Damage +2%
Overdrive: Duration +20s
Fine Tuning: Automaton Crit Rate +1%, Magic Crit Rate +1%
Ventriloquy: On enmity swap, +5% to enmity gained/lost
Role Reversal: On HP swap, +50 HP to swapped amount

Trance: Duration +20s
No Foot Rise: No Foot Rise gives TP+5
Fan Dance: Minimum PDT reduction +1%
Saber Dance: Minimum DA rate +1%
Closed Position: Face-to-face with enemy, Store TP +3

Altruism/Focalization: Magic of element matching weather, magic accuracy+15
Enlightenment: All magic skills +2
Tranquility/Equanimity: Magic of element matching weather, +15% chance of weather potency effect
Tabula Rasa: Duration +30s
Stormsurge: Attribute increase +1

Slycer
01-30-2012, 02:48 PM
Also, I don't think this thread really belongs in mathy parts section anymore (not sure that it ever did).

Nightfyre
01-30-2012, 03:37 PM
Assimilation: Blue magic crit rate +3%
Wait, what?

Colenzo
01-30-2012, 03:39 PM
do it on test server?

i dont have the mini-expansions ;( so i cant

Byrthnoth
01-30-2012, 05:05 PM
If moving this thread kills all my reference links on bgwiki, I WILL RAIN FIRE AND DEATH UPON EVERYONE.

Also, I will update those new augments before I head to bed. Thanks, Slycer!

PS. Nevermind, double thanks, Slycer!

Nightfyre
01-30-2012, 05:08 PM
Wait, what?

Alright, followup on this... as far as I can tell it's literally just mcrit, which means the legs are useless. It doesn't allow physical spells to crit but I had an mcrit proc with Death Ray while wearing no mcrit gear. It's possible that it enhances Quadrastrike's crit rate under CA/Efflux but I'm not inclined to test that at the moment.

Slycer
01-30-2012, 10:27 PM
If moving this thread kills all my reference links on bgwiki, I WILL RAIN FIRE AND DEATH UPON EVERYONE.

ok never mind! leave it here! (although I think URL is by thread, not by category)

Slycer
01-30-2012, 10:28 PM
Just confirmed that Scout's Jerkin +2 snapshot enhancement is indeed Double Shot rate. And it's full time Double Shot rate, I just Double Shotted without the JA active. 1% Double Shot rate per Snapshot merit, according to the translation. I nearly lost hope when I finally got the first proc on the 33rd shot, lulz.

Motenten
01-30-2012, 11:59 PM
Thief TA+Dmg effect test

Single-wield fire Thokcha (d47)

Thf/Dnc

Atma:
Apocalypse
Alpha&Omega
Stout Arm

Zone: Konschtat

Gear:
Thokcha//Thew
Ganesha/Calcitrant/Merman/Aesir
Mirke/AF3+2/Rajas/Excelsis
Nifty/Cuchulain/Tumblers/Relic+2

0% DA
Minimal AF3 to prevent set proc

TA: 10% trait+merits, 15% Apoc, 10% A&O, 3% relic+2 feet = 38%

Total Str with cruor/atma: 201 (should be capped fStr on anything here)

Total base damage: 47 + 13 = 60

Total att: 794

Food: Yellow Curry Bun (75 att and 5 str)

Total att: 872


Should be capped on normal mobs in Vision zones

Target: funguar



Expected:
Min norm: 93.926
Max norm: 149.1

Min crit: 178.98
Max crit: 215.46



Min Norm Max Norm Min Crit Max Crit
Expected 93 149 178 215
Singles 95 148 180 215
Triples 95 151 183 218


Max norm and crit implies a bonus of at least 2%.
Min norm implies a bonus of at most 3%, but very probably 2%.

1103 total attacks

Allowing for frequency dispositions, almost certainly +2% damage on triple attacks.

Foldypaws
01-31-2012, 12:10 AM
weren't there some dats that said +3% crit damage though?

Motenten
01-31-2012, 01:09 AM
Crit rate is the augment bonus on Assassin's Charge. I was testing the base effect of [Increases "Triple Attack" damage].

Byrthnoth
01-31-2012, 01:12 AM
I'm pretty sure he was thinking of this (http://wiki.bluegartr.com/bg/Assassin%27s_Vest_%2B2).

Foldypaws
01-31-2012, 01:36 AM
I'm pretty sure he was thinking of this (http://wiki.bluegartr.com/bg/Assassin%27s_Vest_%2B2).

Derp. I meant "weren't the shoes dat mined as being +3% TA damage" (Not that they couldn't have changed. Athos' Hat changed it's fast cast from 3% from dat mine to 2% on the real server)

Raelia
01-31-2012, 01:53 AM
I had the sneakiest feeling that DRK feet were subtle blow earlier today, just because it would be really fucking stupid. I hate being right.

Slycer
01-31-2012, 04:20 PM
Strafe: Breath Save TP +5%

I'm confused about this one. That's the exact translation. My guess is that when your wyvern is alive and uses a breath when you use a WS, you get Save TP +5 per merit level on the weapon skill. That's just a guess, though, can anyone confirm? Sounds pretty good if that's actually what it does.

Byrthnoth
01-31-2012, 04:53 PM
Wyverns have TP. I interpret it to mean that the wyvern is left with (Strafe Level)*5 TP after it uses an elemental breath.

Foldypaws
01-31-2012, 07:02 PM
Wyverns have TP. I interpret it to mean that the wyvern is left with (Strafe Level)*5 TP after it uses an elemental breath.

This. I should actually test whether it will give your wyvern 25 TP if she starts from 0.

Ophannus
02-01-2012, 10:07 PM
Odd because there's no TP return on elemental breaths or healing breaths.

Byrthnoth
02-03-2012, 01:28 AM
Not really an augment, but DNC AF2+2 feet get additional Step Accuracy over the NQ.

Hit rate: 5592/10047 = 55.65 +/- .97%
Step Rate: 1120/1620 = 69.13 +/- 2.25%

There is obviously room for error, but assuming the most likely outcomes it appears AF2+2 feet give about 15 Step Accuracy.

(69-56)*2-10 = 16

Ophannus
02-03-2012, 09:37 AM
Gonna test Wyrm Mail +2 later and see if the Wyvern benefits from other traits they didn't previously get or if they get higher tiers of it since I think most AF2+2 have enhancments stronger than the NQ, perhaps the HQ gives increased attributes(HP/STR/VIT) etc or something else.

Foldypaws
02-03-2012, 11:14 AM
Gonna test Wyrm Mail +2 later and see if the Wyvern benefits from other traits they didn't previously get or if they get higher tiers of it since I think most AF2+2 have enhancments stronger than the NQ, perhaps the HQ gives increased attributes(HP/STR/VIT) etc or something else.

In the dat mods where you could actually see which gear had higher tiers (e.g. Hat said "Enhances Breaths II") the body didn't say anything different re: traits, so I wouldn't expect anything.

Ophannus
02-03-2012, 07:00 PM
It didn't say Adds Refresh II for RDM chapeau or Enhances Fast Cast II for the RDM body either.

Foldypaws
02-03-2012, 07:21 PM
It didn't say Adds Refresh II for RDM chapeau or Enhances Fast Cast II for the RDM body either.

Pretty sure you're wrong on the RDM body, but you're right about the hat, so yeah.

Ophannus
02-03-2012, 08:38 PM
Body was confirmed to be +12% FC.

Khamsin
02-03-2012, 10:35 PM
Altruism/Focalization: Magic of element matching weather, magic accuracy+15

It didn't also list the free stratagem use? With 5/5 merits, the AF2+2 should make it free (cost 1 less, i.e. 0 charges post-update), right?

grevenilvec75
02-04-2012, 11:50 AM
It didn't also list the free stratagem use? With 5/5 merits, the AF2+2 should make it free (cost 1 less, i.e. 0 charges post-update), right?

No way that's ever going to happen.

They must have changed them when they reduced them all down to 1 charge.

Yugl
02-04-2012, 11:54 AM
Body was confirmed to be +12% FC.

He's talking about the listing of the stats I believe.

Raelia
02-07-2012, 10:20 AM
Dark Seal: Dark Magic duration +10%

This is interesting. BGWiki says Absorb spells, but if this includes Dread Spikes and Drain II then 5/5 Dark Seal is now rule #2 of DRK Group 2 once you have +2aug head. Can anyone say otherwise on this affecting Dread Spikes and Drain II?

Yugl
02-09-2012, 01:09 AM
Moved DRK stuff to the Relic Discussion section in advanced. Left the question of duration on other dark magic here for someone to answer. Are all other effects done or are there lingering details needed?

Slycer
02-09-2012, 10:06 AM
Just to confirm, ダークシール(Dark Seal):暗黒魔法の(dark magic's)効果(effect)時間(duration)+10%(+10%).

Does not specify absorb spells. Just confirming the translation, this doesn't mean that it isn't exclusively for absorb spells, someone needs to test.

Masamune
02-10-2012, 07:06 AM
I'm wondering what is the true effect of "Enhances Reward III" on Monster Jackcoat +2...

I discovered it doesnot even remove blind or slow...

Is it broken or is it enhancing something else?

Byrthnoth
02-10-2012, 07:08 AM
Falkirk showed the opposite result in the Alla BST testing thread. He could remove everything with it, but he could also remove everything with the NQ relic and AF1 bodies. They may have messed it up and temporarily disabled it.

Here (http://ffxi.allakhazam.com/forum.html?forum=262&mid=1298635397162868956&h=50&p=4#160)is his testing.

Ophannus
02-10-2012, 08:32 AM
Probably boosts the regen effect?

dasva
02-10-2012, 08:51 AM
Supposedly that's what feet do. Also it's augments reward. Weird never knew it told you in chat log it worked lol. I guess I'll look tomrorow

Kirschy
02-10-2012, 05:09 PM
Tested the AF2+2 helm. Dark Seal /w 5/5 merits didn't increase duration on Drain II HP Bonus. It still lasted 60 seconds. However Dark Seal + Dread Spikes did last ~90 seconds. I only did one cast of each real quick, but it looks Drain II HP Bonus is separate from Dread Spikes/Absorb.

Lv99 Mythic looks to be +50% bonus to absorb spells as expected~

I'll do better testing later.

Raelia
02-11-2012, 02:19 AM
Tested the AF2+2 helm. Dark Seal /w 5/5 merits didn't increase duration on Drain II HP Bonus. It still lasted 60 seconds. However Dark Seal + Dread Spikes did last ~90 seconds. I only did one cast of each real quick, but it looks Drain II HP Bonus is separate from Dread Spikes/Absorb.

Yeah I was kinda 'eeeh' on it affecting Drain II since it's sort of a secondary effect of the spell and conditional to exceeding your max HP with it, but that's great news for Dread Spikes.

What about Bio II duration then? And just to be silly and complete, /SCH Klimaform which is apparently DMS?

Also, can you just pop DS with +2aug on and switch to a DMS head, or do you have to precast in the +2aug too (which you should be anyway for the black magic -casttime), or is it horrifying and you have to fully cast in +2aug?

Masamune
02-11-2012, 02:36 PM
Probably boosts the regen effect?

How to test this ? i didnot see anything about it on the allak link Byrth gave :s

Byrthnoth
02-11-2012, 05:38 PM
The Alla guys test regen effect using two people in Ballista. One is BLU, the other is BST. You use Reward on your pet and then Voracious Trunk the regen effect onto the BLU.

Raelia
02-11-2012, 07:50 PM
The Alla guys test regen effect using two people in Ballista. One is BLU, the other is BST. You use Reward on your pet and then Voracious Trunk the regen effect onto the BLU.

Absorb-Attri would work nicely too if you can't find a BLU with voracious trunk.

dasva
02-11-2012, 09:53 PM
Or a thf with aura steal

Ophannus
02-12-2012, 07:14 PM
So slightly unrelated but how about that book that was released in Japan that details all the hidden effects and properties of various equipment included AF3 stuff? Would love to know what Lancer's Cuissots+2 and SCH body+2 do to their respective abilities. Did anyone translate it yet?

cdgreg
02-12-2012, 08:21 PM
So slightly unrelated but how about that book that was released in Japan that details all the hidden effects and properties of various equipment included AF3 stuff? Would love to know what Lancer's Cuissots+2 and SCH body+2 do to their respective abilities. Did anyone translate it yet?

Is this the book that's like $32 and all in JP? If we have someone who will dedicate themselves to translating the book into English I will seriously consider buying it, or BG can buy it with some of their fundraisings!

Ophannus
02-12-2012, 08:31 PM
When the first version came out, ElmerThePointy translated a lot of it and we found some cool hidden effects on items never before noticed as well as the deciphering of equipment with various ambiguous "Enhances X effect" that wasn't known before like Drachen Greaves giving +10% Attack to Jump or Z Scythe having Dark Affinity on it.

Kirschy
02-14-2012, 09:59 PM
Re-tested to verify, but augment on helm does indeed extend Dread Spikes to 90 seconds. I still find it close to useless, but I'm sure some others want it~

http://img855.imageshack.us/img855/1121/augmentss1.png

http://img848.imageshack.us/img848/8664/augmentss2.png

Best I could manage since I don't use Windower on Test Server

Motenten
02-17-2012, 04:25 PM
Counterstance test (encompasses JA, Melee Gaiters/+1, and Melee Gaiters +2)

99 mnk/dnc with 5 Counter merits.

Vere//Thew
Ocel+1/Wiglen/Brutal/Aesir
Temple/Melee+2/Dark6%/Pagu
Atheling/Black/Tantra+2/Creek

Target: Orapodium
Kept between 1 and 4 mandies hitting me; never allowed attacks from sides or back.

Atma: Apoc, Mounted Champion, Perfect Attendance
Cruor buffs: HP only (after first two fights)

Test 1: No Melee Gaiters used for Counterstance
Note: 14 hits landed when Counterstance dropped and I didn't notice.



Melee Damage Taken
Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
Motenten 32318 94.32 % 481/1187 26/92 66.91 3 96/121 111.00 0.62 %

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter % Intimidate Intimidate %
Motenten 694 41.14 % 0 0.00 % 497 50.82 % 0 0.00 %


Corrected values: 497 counters out of (497 + 481 - 14) = 964 non-evaded attacks, 51.56%
Confidence interval: 48.40% - 54.70%

Given that we know that accuracy affects counter rate, we can be fairly sure that this is not simply a 50% counter rate. Accounting for accuracy, this is most like a 55% counter rate * 95% = 52.25% effective counter rate.

Given 5 Counter merits, it appears that Counterstance provides a 50% counter rate on its own, and thus 55% with the merits. (Assuming that Counter merits add directly to the Counterstance counter rate; not tested.)


Test 2: Melee Gaiters +1 macro'd in only for JA use. If there's an increase in counter rate, don't need to test wearing them fulltime.

4 hits got through without Counterstance up



Melee Damage Taken
Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
Motenten 27482 93.19 % 408/1374 13/88 67.07 3 101/110 106.67 0.74 %

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter % Intimidate Intimidate %
Motenten 779 43.23 % 0 0.00 % 601 59.56 % 0 0.00 %


Corrected values: 601 counters out of (601 + 408 - 4) = 1005 non-evaded attacks, 59.80%
Confidence interval: 56.74% - 62.79%


Conclusion 1: Gaiters do not have to be worn fulltime to gain the counter bonus. The high end of the confidence range without using the feet is below the low end of the range while using the feet, so it's clear that the bonus was applied.


Factoring accuracy out of the confidence interval range, the raw counter rate should be between 59.73% and 66.09%, which means both 60% (+5%) and 65% (+10%) are possible as the bonus on Melee Gaiters. Another 1000 samples should narrow the confidence interval enough to identify which is the actual value.


Test 2b: Continuing the above parse for another 1000 samples.

Additional corrections:
12 (+4 from first set) hits and 4 counters when counterstance dropped
25 hits when lost target and disengaged (took time to reengage, so a fair number of hits got through; happened twice)
3 counters from accidental PC activation



Melee Damage Taken
Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
Motenten 58038 94.27 % 875/2896 13/88 65.99 8 88/114 103.63 0.91 %

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter % Intimidate Intimidate %
Motenten 1705 44.74 % 0 0.00 % 1204 57.91 % 0 0.00 %


Counters: 1204 - 4 - 3 = 1197
Hits: 875 - 41 = 834

Counter rate: 1197 / (1197+834) = 58.94%
Confidence interval: 56.78% - 61.06%
Factor out 95% acc:
Confidence interval: 59.77% - 64.27%


From this we can exclude +10%. +5% is still possible, but it's at the very edge of the confidence interval range. Best guess is that it's actually +7% or +8%. The observed rate divided by 95% accuracy gives 62.04% as the nominal total counter rate, which would be +7% compared to not using Melee Gaiters. The first 1000 hits gave a value that would result in 62.95% nominal counter rate, or +8%.




Upgraded Melee Gaiters to +2 for third test.


18 hits without counterstance
8 hits disengaged



Melee Damage Taken
Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
Motenten 48867 89.71 % 733/2777 29/89 66.38 6 89/111 101.50 0.82 %

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter % Intimidate Intimidate %
Motenten 1494 42.19 % 0 0.00 % 1288 63.73 % 0 0.00 %


Hits: 733 - 26 = 707
Counters: 1288
Counter rate: 64.56%
CI: 62.44% - 66.63%
CI/95%: 65.73% - 70.14%

There's definitely an increase. The upper bound of the confidence interval for the +1 test is below the lower bound for this test.

Am guessing the nominal counter rate is between 67% and 69%. Given that the +1 test indicated a value that was likely between 61% and 63%, it could be an additional 4% to 6% (and possibly up to 8%, but that seems quite unlikely).

It's rather difficult to pin down with this sample size (and I'm not up for the massive test that would be necessary to really nail the values), but given the patterns seen in other relic+2 gear I'm going to guess that the Melee Gaiters/Melee Gaiters +1 have an 8% enhancement, and that the Melee Gaiters +2 have a 12% enhancement.



Minor implications:

Counterstance w/Melee Gaiters +2, 5 Merits and level 99 Spharai would reach the counter rate cap of 80%.

Ophannus
02-19-2012, 07:58 PM
Would love to see some testing on Spikes with RDM AF2+2 legs to see:

1) If unlike the base NQ AF2, do we need to keep the legs on to maintain the bonus.

2) Is the specific bonus to each spike spell enhanced?)Blade=damage/Ice=more potent para/Shock=higher% at stun proc.

pancakesandsex
09-08-2012, 02:28 PM
Do the AF2+2 thf pants have to be equipped for the JA use AND the initial hit, or just the JA for the feint bonus to work?

Kincard
09-09-2012, 02:40 PM
Oh right, Assassin's Culottes +2. BGWiki says they might have Steal+6 on them, but they don't. Whoever made that edit must've been looking at the Enmity+6, which is present on the English version of the item. Don't know about the Feint augment- either way the pants really arn't worth getting.

pancakesandsex
09-10-2012, 01:02 PM
Oh right, Assassin's Culottes +2. BGWiki says they might have Steal+6 on them, but they don't. Whoever made that edit must've been looking at the Enmity+6, which is present on the English version of the item. Don't know about the Feint augment- either way the pants really arn't worth getting.

Well it's too late for that, it's already done and upgraded. I'm not super sure how I'd go about testing that though.

Kincard
09-15-2012, 07:53 AM
Eh, wasn't trying to say you shouldn't have gotten them, I just think it's not worth the trouble myself (XPing in Dynamis is the worst). I guess they're okay Mercy Stroke legs if you don't have Whirlwind Dirs or Thaumas, dunno what else you'd use them for though.

I imagine the easiest way to test them is to find something that would still con high evasion near the beginning of the feint effect (Or maybe towards the end? Would have to time it), and then drop to low/neutral evasion if you have the augment in effect. -50 more evasion should be enough so that you don't have to be really precise with the timing. I'm not sure that's actually possible though, I recall someone using level 0 staff on a 90 monster and having it drop to low evasion from high evasion before.

Ophannus
09-29-2012, 09:47 PM
Any update on this??


Quote Originally Posted by Ophannus View Post
So slightly unrelated but how about that book that was released in Japan that details all the hidden effects and properties of various equipment included AF3 stuff? Would love to know what Lancer's Cuissots+2 and SCH body+2 do to their respective abilities. Did anyone translate it yet?

Is this the book that's like $32 and all in JP? If we have someone who will dedicate themselves to translating the book into English I will seriously consider buying it, or BG can buy it with some of their fundraisings!

Slycer
10-01-2012, 01:11 PM
Well, I just checked the JP wiki for those two items and there's really no new info there. For Savant's Gown +2 they just refer to the cryptic Twitter post that SE made a long time back saying that it has something to do with enmity. They don't have information on what is enhanced about Soul Jump either, but they suggest that it seems to be a damage enhancement.

Are you sure this info was published in a JP book? I feel like it'd be on the JP wiki if it was.

Martel
10-01-2012, 04:08 PM
If the lancer legs soul jump enhancement is damage related, then it'd pretty much have to be some form of atk bonus. There have been sooo many low lvl mob/atk capped test already, any kinda of direct dmg increase would have been noticed(the crit dmg+ on the legs being a separate matter.) Plus atk tests are a pain in the ass.

Personally, I hope it's something else. <,<;;

Ophannus
10-01-2012, 07:41 PM
All I have are anecdotes of me engaging a mob in Abyssea dropping a 5k Drakesbane then doing Soul Jump and then a THF doing a 2k Evisceration and pulling hate off me, also times where I've done a WS then Soul Jump and the mob turns to my Wyvern, kinda sorta feel like it sheds hate like High Jump with the pants on, but dunno.

Byrthnoth
11-17-2012, 07:56 PM
To continue from here (http://www.bluegartr.com/threads/108199-Random-Facts-Thread-Other?p=5480291&viewfull=1#post5480291), WAR AF2+2 is slightly better than thought before.
* AF2+2 feet give an extra 10 seconds to Berserk when worn for activation
* AF2+2 body gives an extra 10 seconds to Aggressor when worn for activation

They can both be removed after activation. DRK AF2+2 feet do not receive a similar bonus for Last Resort.

Kincard
11-17-2012, 08:11 PM
I already had the boots for betterer Tomahawk, but...10 seconds? Iunno, that's such a weird number to add to a 3-minute JA, given that even some of the 2HRs got longer duration boosts. You'd think it'd be at least 20. Oh well, still nice I guess.