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  1. #201
    BG Content
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    I would expect these are also all random augments like Resist stats:
    Evasion, Attack, Magic Evasion, Ranged Attack, Ranged Accuracy, Misc base stats like CHR

    If there's a reason to keep track of them, it's because different pieces may have different caps for them. For instance, Zenith Pumps seem to get 3-4 resist while Zenith Slacks gets 1-4. Probably just sample size though.

    At the moment, I fill them all in. I might move them all to a "Generic Possible Augments" on the main Tatters page though, if we become sufficiently convinced that's how it works.

  2. #202
    Chewzer
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    Quote Originally Posted by Slycer View Post
    Besides scholar, I don't really think any of those jobs benefit from an enh+11 staff. Beneficus ftw.
    Pretty much this. To be honest, I made it because I forgot that RDM couldn't use Kirin's Pole. Oops.

    I'll probably redo it with enfeebling skill instead, which would make it a great mix of accuracy and potency for slow/para similar to Alkalourps.

  3. #203
    Sho
    Sho is offline
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Sho Ryuuken
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    Thwacked a perfectly aligned synth until I got a "straighter silhouette" message, and this popped out:

    http://img94.imageshack.us/img94/432...0527111631.png

    and the message:

    http://img222.imageshack.us/img222/4...0527105559.png

    Lesser augments were

    1) +1 Resist Bind, +2% WS dmg
    2) +3 Resist Gravity, +2% WS dmg
    3) DEX+2

  4. #204
    Sea Torques
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    am i being wooshed or does thwaking before you end it really do something? brb thwaking my furnace

  5. #205
    Sho
    Sho is offline
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    I read here that some other dude got the thwacking info from a JP on his server for better augments, so I went with it, since I've gotten that random message months ago. Gonna buy more tatters and try again soon anyways, the Zunari Kabuto sample size is hella slim anyways.

  6. #206
    Sea Torques
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    yay maybe my 5/5 thwaking will acually be of use now. Thanks for info. gonna test it out later.

  7. #207
    Cerberus
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    Alistrianna Galanodel
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    Hyperion

    I've heard that message improves your HQ rate slightly, but I usually can't get it before the furnace starts leaking or durability runs out. The sky augments have a decent HQ rate anyway, so I don't try for it. Would be nice to know if that contributes towards receiving a better HQ result though. If it did, it might be worth that extra bit of time.

  8. #208
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    Okay, done with Shura, Zenith, Martial, Hadean, and Adaman (and their HQs).

    Going through them, so far it looks like each piece has the "HQ" forced augment and ~4 other augments with high probability. Then there are other stats with low probability. The "other" stats appear to be generic and common across all armor types, though generic stats can be one of the "unique augments" for the piece as well. For instance, the Shura Kabuto gets a lot of DEX and Attack augments, which would be examples of Generic augments on any other piece.

    On the wiki, I'm trying to keep the high probability augments towards the top. I would love it if you guys would update it as you find new augments. It's not very complicated, and works off that Template that Septimus made. Keys are:
    1) Click "Edit" on the whole page instead of "Edit" on the section that you want to edit, then scroll down to the augment section. The Template gives the option to edit, but it really shouldn't, shows nonsense when you do, and probably won't in the future.
    2) Format is:
    Code:
    {{Augment Table
    |AugmentItem=Shura Zunari Kabuto
    |Insert Augment Table Line=
    {{Augment Table Line|'''[[Weapon Skill Damage]]'''|1|3}}
    {{Augment Table Line|[[Skillchain Damage]]|1%|2%}}
    {{Augment Table Line|[[Resist Gravity]]|3|}}
    etc.
    }}
    * Vertical lines " | " denote divisions between elements in the template.
    * Basic format is "{{Augment Table Line|Stat Name|Min Value|Max Value|}}"
    * If you don't have a range, just don't enter a second value (like Resist Gravity above).
    * '''Something''' makes it bold. I'm using this to show the HQ Augments right now.
    * [[ ]] denotes a link to somewhere else on wiki. This is case sensitive.
    * Copy and Paste are your best friends. You edit something on the NQ? Just Copy/Paste that part of the table onto the HQ page. You need a new line? Copy/Paste an old one. Makes the formatting much easier and more consistent.

    I will probably finish sticking in all the basic tables this afternoon for your editing convenience.

  9. #209
    Salvage Bans
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    Quote Originally Posted by Michelob View Post
    If you had one of those shiny new Tefnut Wands that I got yesterday then you can still cap cure potency without cure staff and in effect be gaining +10 MND, +5 Healing magic and -8% cure cast time in exchange for 2% cure potency (assuming you can get +5% on shield) which could be made up a number of ways, like Fylgja or Orison Earring.
    You should already be using fylgia and orison, and you only hit 49% potency with the staff. If you managed a perfect shield, you are losing 2% potency (that you can't get back elsewhere) to gain 7 mnd and 5 skill. You forgot 3 mnd on grip, and cure cast time you get regardless of what you finish your cast in (assuming it is uncapped now and will actually do anything).

  10. #210
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    Slycer Ilerion
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    Quote Originally Posted by Byrthnoth View Post
    I would expect these are also all random augments like Resist stats:
    Evasion, Attack, Magic Evasion, Ranged Attack, Ranged Accuracy, Misc base stats like CHR
    Based on some of the patterns we've seen, I suspect some of these like evasion and magic evasion wind up in the "more common" augment pool as opposed to the "super random long list" one for certain pieces of armor. Base stats as well, as on Byakko's Haidate, for example (VIT/AGI/MND with high frequency, others with much lower frequency).

  11. #211
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    Quote Originally Posted by Slycer View Post
    Based on some of the patterns we've seen, I suspect some of these like evasion and magic evasion wind up in the "more common" augment pool as opposed to the "super random long list" one for certain pieces of armor. Base stats as well, as on Byakko's Haidate, for example (VIT/AGI/MND with high frequency, others with much lower frequency).
    Yeah, for sure. And things like INT, MND, and CHR on Valkyrie's Coat. It's really coming down quite nicely to 1 Force HQ + 4 Additional high-probability Augments on everything that we have high sample size for.

    What do you think about the differences between Crimson and Blood Finger Gauntlets? Blood has higher caps everywhere, but people that get Blood are more likely to synergize their shit until they get perfect results.

  12. #212
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    I think the problem is that the difference, if there is one, between augments on NQ and HQ gear is that it doesn't really show up except on the upper end of HQ3s. You'd need a decent amount of HQ3 results on both NQ and HQ gear to really see the difference. For example, I did 8 synths on Crimson (NQ) hands, only one result was HQ3, which was Snapshot+2 and some other crap. Definitely can't conclude anything from that, because we've also seen Snapshot+2 as the low end of the range on HQ3 of Blood hands.

    If I had to pick one set of results as the most persuasive, I'd say the Adaman/Armada Hauberk is the one to point to. We've repeatedly seen HQ3 with DA+1/DA+2 on Adaman, have not yet seen DA+3 on Adaman, and have seen DA+3 multiple times on Armada. As far as the other stats go (Subtle Blow, Store TP, etc.), I never really kept track, but I suspect the ranges would get bumped up by ~1 as well.

  13. #213
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    Quote Originally Posted by Byrthnoth View Post
    It's really coming down quite nicely to 1 Force HQ + 4 Additional high-probability Augments on everything that we have high sample size for.
    Just went through most of the larger result pools, and it looks absolutely right. This will help significantly in cleaning up the total lists of augments and finalizing the pools, since we know we will only be looking for four additional unique augments, beyond the one that's always on HQ.

    Also, as far as ranges go on the "random pool" of augments, I think it's pretty consistent across everything. The elemental resists always seem to be in the 1-9 range, the debuff resists always seem to be in the 1-4 range, base stats always seem to be 1-3/1-4 range, attack/acc/r.atk/r.acc in the 1-6 range, etc. I'm going to pool all the non-unique results together and see what I come up with for ranges on NQ, HQ1, HQ2, and HQ3 to try to nail that down.

  14. #214
    Chewzer
    Guest

    WTF at that 'straighter silhouette' thing. I've never even heard of that until now, and I've been doing Synergy since it came out.

    I've been noticing that it's insanely easy to HQ1 95% of my synths just by matching elements perfectly (and running away from the furnace if it's ugly), then getting other elements as close to 0 as possible. I've been lowering impurities with the hopes that it increases chances of HQ2 and 3.

  15. #215
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    So I went through some of the random augments, and came up with this list:

    Resist Fire, Earth, Water, Wind, Thunder, Ice, Light, Darkness: NQ (1-8 ), HQ3 (1-9)
    Resist Blind, Bind, Sleep, Slow, Stun, Silence, Gravity, Virus, Paralyze, Poison: (1-5)
    MAB/M.acc/Atk./Acc/R.atk/R.acc- NQ (1-?), (1-8 )
    Eva./M.eva- HQ3 (1-4)
    STR/DEX/INT/MND/CHR/VIT/AGI- NQ (1-3) HQ3 (1-4)

    On NQ, the "resist" augments are far, far more common than the atk/acc/evasion/stat augments, which seem to almost never happen. Other than that, I saw no noticeable difference between the possible ranges on NQ and HQ (e.g. I've seen Resist Poison +5 on an NQ and never saw any resist debuff go as high as 5 on HQ3). It seems like the frequency of the augments shifts towards stats as you go up in the HQ tiers, with HQ3 having about a 50/50 bias of choosing stats (bottom three lines above) vs. resist stuff (top two lines).

    This leads to some interesting, albeit incredibly rare possibilities. I'm thinking of stuff like Zenith Mitts+1 with INT+5 (high HQ aug) and MAB+8 (random set), etc. Granted you're talking about lottery-style chances, but still...


    So what are we thinking in general in terms of how the augments are selected? I'm thinking, just by feeling without actually counting anything out, it's about a 50/50 chance that your augment comes from either the "1 in 4" pool specific for that piece of armor, or the huge random pool above. This would cause each of the augments in the huge random pool to individually be far less common than the ones in the "1 in 4" pool for that piece.

    Based on this information, I'm planning on clearing out the original post to just show the four augments (plus HQ augment) for each piece. I've already added the full list of "random" augments to the top of the post. I will personally save the full list in case some new information arises later that changes our thoughts on some of this.

  16. #216
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    Quote Originally Posted by Slycer View Post
    So what are we thinking in general in terms of how the augments are selected? I'm thinking, just by feeling without actually counting anything out, it's about a 50/50 chance that your augment comes from either the "1 in 4" pool specific for that piece of armor, or the huge random pool above. This would cause each of the augments in the huge random pool to individually be far less common than the ones in the "1 in 4" pool for that piece.

    Based on this information, I'm planning on clearing out the original post to just show the four augments (plus HQ augment) for each piece. I've already added the full list of "random" augments to the top of the post. I will personally save the full list in case some new information arises later that changes our thoughts on some of this.
    This is almost exactly what I was going to propose. It looks like a 50/50 shot at "1 in 4" or "random augment" and then the random augment pool is so large that there are many attractive combinations that may just not happen. I'd guess that the following stats are the caps for each slot based on the FoV system's 75 caps:
    Head/Legs/Feet/Hands - 4 Stat
    Body - 6 Stat

    The HP/MP augments from this system are too sparse to really tell, but they look like they might follow the FoV 70-75 caps too. If you're interested, I compiled almost the entire first two or three augment threads into an excel sheet.


    Also, I'd vote for being inclusive rather than exclusive when it comes to listing augments. Like, if we aren't sure which the "1 in 4" augments are, we could just include more. We have no real proof that a resist stat can't be one of the four, but I agree that it's unlikely.

    Edits
    How does the page look now? https://www.bg-wiki.com/bg/Tatter_and_Scrap_Synergy
    Do you think MAB and stuff can really go up to 8? In the FoV pages, MAB was generally capped at 2 on head/body/hands/legs/feet equipment.

  17. #217
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    I don't really know if the MAB can go up to 8 on everything. I saw a Byakko's Axe with MAB of 8. That may have been a specific augment for Axe and not from the random pool. I also saw something with MAB+7 (I forget what, but it's in the original post), and someone posted that they got Blood Cuisses with MAB+6 (pool of 4 for cuisses seems to be MDB, M.eva, VIT, and Eva.). Maybe they typo'ed and it was MDB, I don't remember where the original info was from.

    I have to admit, all of this stuff gets me incredibly excited for the potential of future augments on Salvage sets (or Nyzul...Dynamis...Limbus... sets or whatever else). I'm amazingly surprised that so few people are actually getting in on this when so many of the pieces can be the best in their slots for many situations (e.g. there's typically like 5 people in the entire Tu'Lia region when I search it, even with 3,000+ people on the server). Granted those augments might be a totally different method, but still, I want a reason to wear some of that gear that took ages to get again, heh.

    Also, related to this, it's definitely possible for the augment to come from the random pool and 'stack' with the original gear stats. I've seen Haidate with DEX+4, for a total of DEX+19. So while 8 may be unlikely for Zenith Mitts, it definitely seems possible that you could end up with something that's better than even Goetia+2 (even though it would be incredibly rare).

  18. #218
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    Haste +1/Spell Interruption Rate -5% on Genbu's Kabuto.

    PS. I now have 17 Phantasmal Tatters. Someone save me!

    Also yeah, I don't think original gear stats have any influence on the possible Random augments (unlike FoV).

  19. #219
    Fishing Guru
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    If you buy into the thwacking thing then make yourself a pair of these: http://wiki.ffxiclopedia.org/wiki/Fisherman%27s_Cuffs
    precision thwack ftw. They certainly help for skill ups I'll say that much

  20. #220
    A. Body
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    Started writing down my attempts again. Doing mostly Earthen stuff, I have yet to get a HQ3 on Thunder or Light days, could be placebo but my sample size is over 50 now on those days.

    Mhands NQ (ice day)
    H2 acc2 counter1
    H1 resist stun 3 counter1
    H1 acc2 Counter1
    H3 acc4 counter2 wind5

    Armada Legs (ice day)
    H1 STR2 conserveTP5
    H3 STR7 INT3
    H3 STR10 INT3 Emn-4

    Armada Hands (Thunder day)
    H1 AGI4 Haste1
    H1 AGI1 haste2
    H1 CHR4 haste2
    H1 CHR4 haste1
    H1 DEX5 Haste2
    NQ AGI1
    H2 VIT1 haste1
    H2 Att5 Haste1
    H1 Dex5 haste1
    H2 CHR1 haste1
    H2 Resist stun3 Haste2
    H1 VIT4 Haste1
    H1 VIT4 haste3
    NQ water7
    H1 VIT3 haste1
    H1 AGI4 haste1
    NQ earth3

    I'll keep posting more, the haste3 on the HQ1 is pretty promising. haste+4-5 should be possible on a HQ3.

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