Picked up 3 Hadean tatters today. Kept the 2nd pair of boots since I rarely use the clogs now except for divine magic on my WHM. Used my last tatter on body out of interest even tho its on the Moogle for life now. Not too bad for 20k per tatter.
![]()
Depending on the amount of Singing skill those clogs could get, they could easily become the best new BRD feet for debuffs.
Edit: Also found this info on FFXIAH.com for Shura Kote +1
HQ augment is counter +1~3 (unsure if this is max, saw no higher but '3' several times from any HQ)
Other augments
Fire resist: 4
Evasion: 4~8
Enemy crit rate: -1~3%
Spell interruption rate: -1~5%
AGI: +3~7
Posted on the random question thread but didn't get a response, so I'll try here:
How do ppl get HQ1-3 off synergy? What I know is perfect alignment, impurity 0%, whacking furnace(not sure), I have done the 1st two and all I seem to get is HQ1.
Any hints/clues to getting HQ2/3? Thanks.
I've updated the original post with new synergy results in here and elsewhere, and I've also reduced as many of the lists as I can to the main four augments. For several of them with limited results (or ones where the four augments were unclear because one from the random pool popped up more than once), I just left the results list as they were.
@ccf, How many synths are you talking about that you only got HQ1s? As far as I can tell, it's just luck. From what I've heard, impurity doesn't have much, if anything, to do with it (even though I initially thought it might), and the thwacking thing also sounds like superstition to me, but people have varied reports of success with that (that being said, I have no idea what the "straighter silhouette" business is if it's not related to HQs). I've also heard people trying to get as close to zero as possible on the non-required elements, but I think that may also just be superstition as I've gotten HQ3s off synths when the non-required elements were above 15/below -15, and I've gotten NQs off synths where only one was off by 1.
If you're doing it right, regardless of any of the above, the majority of your synths (80%+) should be HQs, and the majority of your HQs will be HQ1s (probably at least half of them). HQ2s and HQ3s will probably be a total of maybe 30-40% of your synths, so if you only did 10 synths or so there's a decent chance you wouldn't see any HQ2/HQ3.
^ sounds dead on.
I was a huge 0 impurities believer for HQ but that ended up being superstition. HQ tiers seem super random just like normal crafting.
like slycer said, its just luck. out of 70 shura head synths, all with perfect balance, i had like 8 HQ3 total, and maybe 10-12 HQ2
I think they meant rate, yeah. I got rid of the damage one in the original post when I updated it with the lists of four where I could since it was pretty clearly Subtle Blow, Evasion, Ninja Tool Expertise, and Critical Hit Rate. I kept the huge old list as a separate file, with all the resists and everything, but I don't think it's really of much/any value anymore with the conclusions we came to about the random pool.
Honestly, none of the things you can "level up" in synergy mean very much for the augment synths because they are so simple. Fewell Feeding probably saves a little time with increased rate of "elemental surges," but that's about it. Those things matter a lot more if you are trying to hit perfect alignment on the more difficult synths which require three or more elements. Even with those skills leveled up, on the hardest synths you may still need to fail 50+ times just to get the alignments perfect once.
Okay, so we have the following hypotheses that I'm not sure we've reached a conclusion on, so I haven't added them to wiki:
1) Nothing affects HQ rate but your Synergy skill. Any completed synthesis with the same skill difference has the same odds of HQ.
2a) HQ3 increases the Forced augment maximum by 1.
2b) This occurs specifically on HQ Abjurations.
If anyone is unconvinced about items 2a/b and happens to be a Synergist on Lakshmi, I'd buy up/make a shitton of Wyrmal Tatters if you want to blow a night trying to find the caps on Blood and Crimson Cuisses. ...you just can't tell anyone that he's the one with Blood.
Couple of things. First, are we certain that the augment value bonus for starting with HQ gear exclusively applies to the forced augment? For the most part, I'd agree, but we had some results, like the Cure Potency+4% Zenith Pumps+1 that you said you saw, which don't fit. Could just be that we haven't seen it yet on the NQ, I don't know.
Other thing, I read what you wrote (quoted) as "HQ3 increases the forced augment max by 1 on HQ abjurations." I think HQ3 increases the forced augment max by 1 compared to HQ1/HQ2, and additionally, starting with HQ gear increases the forced augment max by 1, possibly only on the HQ3, but maybe on lower tiers as well. Also, it may be not just the max, but the whole range of forced augments that gets shifted up by 1. Has anyone seen an HQ3 Armada Hauberk with DA+1? I think I've only seen 2/3, and I know I've seen DA+1 on Adaman Hauberk HQ3.
81 more shura heads. Nothing new at all except for a couple weird HQ3 results with 2 random augments instead of common pool stuff and 1 HQ3 with just one extra augment. I was hoping to see some nice random augments but aside form a CHR +1 I never saw anything but elemental resistances and random resist status effects. Either way, I'm done messing with this unless I can get my hands on a +1 head.
This supports the idea that higher HQ, especially HQ3, biases the "random augment" pool towards stats vs. resist stuff. I hadn't posted this earlier, but I put together a spreadsheet where I compared 50 HQ1s with random augments to 50 HQ3s with random augments (i.e. not from the pool of four for that piece). Over 90% of the random augments on the HQ1s were "resist" effects (3/50 were stats). Approximately 50% of the random augments on the HQ3s were stats (other half being resist stuff).
Regarding one of your other remarks, if you remember, what was the extra augment on the HQ3 on which you only got one augment outside the guaranteed one (and how much of that augment was it)? I had an idea about that, but I need a few more data points to confirm.
it was just Skillchain dmg +2%
Edit: I wrote down all of my results for each HQ tier, but didn't post them since nothing was higher than anything I had before.
NQ x 13
HQ1 x 37
HQ2 x 18
HQ3 x 13
I think "nothing" is also part of the random pool. In the early augment thread, there was a picture of an augment someone had done in Xarcabard where they literally got no augments. The only thing different about the item they traded was the "Augmented" tag. It's just a very low probability occurrence because the random pool is so large.
I did find some evidence that you might be able to influence your finished result getting a random augment. I did this with 10 shura heads just to see what the results might have been. First, I added a ton of fire. No particular reason for fire other than it was the first element on the list. Then I would try to get perfect balance on the target element and end it. HQ rate didn't seem to be affect but I noticed I usually got a random augment instead of a common pool augment. 7 out of 10 of the synths got elemental resistance or a resist trait. Has anyone else ever noticed this when ending it with large quantities of another element added?
If the change is truly 50/50 of whether the augment comes from the random pool or the pool of four specific to that piece of armor, 7 out of 10 one way or the other isn't particularly unlikely. Plus, if the results were mostly low tier (NQ/HQ1), it's also to be expected, based on what we assumed earlier, that the majority, if not all, of the "random" augments would be elemental resistance or debuff resistance.
That's not to say you aren't onto something, I have a bunch of Aquarian tatters I'm sitting on, so I might try something like this at some point. If nothing else, you've shown that there probably isn't any significant effect on HQ rate by aligning (or misaligning) the elements that are unrelated to the synth (if there was some effect, I'd think massively throwing the unrelated numbers off would cause mostly NQ results).