mab on dalmatica go at least to 5 just made one with it
mab on dalmatica go at least to 5 just made one with it
Here's 27 results on Zenith Mitts:
Short version:
NQ:
conserve mp(2), enmity-(2)
HQ1:
int(1-3), enmity-(3-4), magic burst damage(3-7%), resist blind(3), resist virus(3), resist paralyze(2), <thunder symbol>+(7), pet:macc(3), conserve mp(2)
HQ2:
int(2-3), enmity-(2-4), conserve mp(1), pet:macc(3-4)
HQ3:
int(3-5), enmity-(4-5), resist stun(3), pet:macc(3-4)
Long version:
Spoiler: show
Thanks for the results on those Zenith Mitts. I'm a little disappointed with those -- because of Eradico Mitts and Goetia Gloves they're pretty much useless without the magic burst damage random augment, and arguably they're useless even with the magic burst damage augment since no one really sets up skillchains anymore. Granted with 5 INT and 7% magic burst damage they are amazing for magic bursts.
Have there been any differences found between HQ and NQ pieces? Like, are the caps for Z-mitts +1 different than the caps for Z-mitts?
I've been tracking that and I have yet to see anything noticeable. There would be so much overlap between ranges that it would be difficult to notice without a huge pool of data for one piece (and the pieces with the largest pools of data... i.e. Haidate, Osode, etc., are the ones that are just NQ straight drops). I'm almost certain of some caps from what I've seen (like INT+5 on HQ3 Zenith Mitts, for example), so if someone gets INT+6 on HQ3 Zenith Mitts +1 that would almost be a confirmation. Still too early to tell, I think, and for the most part I've been keeping results separate on HQ and NQ.
Just posting to say I've had str+3 on heca feet with a HQ 2
Also, anyone tried heca harness yet? Never seen any tatters in bazaars for the past few days to try
The one Heca Harness result I've seen is the one I have posted in the original post -- DEX+6, Conserve TP+5.
Huge amount of results after doing some sky today -- spoilered below, will add to original post. These were all ended with perfect alignment/0% impurity, so this should be somewhat reflective of the overall HQ rate.
NQ: 16 (23%)
HQ1: 36 (51%)
HQ2: 11 (15%)
HQ3: 8 (11%)
Total: 71
Spoiler: show
Are you 80 synergy Slycer?
I did a few Suzaku's sune-ate for a friend. Haste, fast cast and pet: magic evasion seemed pretty common on the HQ. The pair he kept had Haste 2%, Fast Cast +4%, Pet: Magic evasion +3. I didn't bother to check what HQ result it was.
more M.Feet augments:
Haste+1 (NQ)
Accuracy+2 (NQ)
Attack+3 Regen+1 (HQ1)
Just did 17 Aquarian tatters with Zenith pumps
NQ results - Cure potency +2%, Cure casting time -5%
HQ1 results - Summoning magic skill +1~2 and one of the following: Pet Magic attack bonus +1~3, Healing magic +1~3, Cure casting time -2%
HQ2 results - Summoning magic skill +2~3 and one of the following: MP +14, Thunder resist +4, Cure casting time -3%, Pet magic attack bonus +1
HQ3 results - Summoning magic skill +3~4 and one of and sometimes two of the following: Cure potency +2%, Healing magic skill +3, Pet magic attack bonus +2~3
I originally started out in hopes of getting Cure potency to have feet to pair with Augurs gloves, but instead I walked away with Summoning magic skill +4 and Pet: Magic attack +3!
Q_Q I was hoping cure potency would be the guaranteed augment on pumps. Guess you'd need to get a really lucky HQ3 to get both cure potency and cure spellcast on them.
@Bling, those results are a combination of results from me and one other person (we split up to do the synergy and it still took literally almost 4 hours to finish all 70 of those with perfect alignments) -- my synergy is 71 and theirs is 80. I don't know (and I've never really known) how much your synergy skill affects HQ rate directly. It definitely has a huge impact on the success of the actions you take on the furnace and the chance of it exploding after adding fewell at higher pressures, so it has a direct impact on your ability to line stuff up perfectly. Even then, I don't know if that's related to the actual level of your synergy, the amount you've leveled up specific synergy skills, or both.
adaman hauberk
hq2: hp+18, str+4
hq3: stp+5, Mp+14
zenith pumps, there is definitely cure potency on these. ::edit noted above, it's a pain in the ass to get a higher potency::
hq1: cure potency+1%
hq2: cure potency+1%, summoning magic skill+2-3, Cure Spellcasting time -4%-6%
hq3: resist paralyze+3, Summoning Magic skill+4, Cure Spellcasting time -6%
Added the crazy hax Valk Trews someone posted with MAB+4/BP Delay-3/Pet Atk/R.atk+7. MAB+9 with the base stats @_@
Just got Zenith Crown with MAB+3 Magic crit rate +3 and Enhancing magic skill +6
Heca gloves +1 w/ crit damage +3, sword skill +4, dagger skill +4 HQ3
Shura Haidate +1 w/ agi +6, STP +5, dual wield +4 HQ3
Also saw enmity (2-4), racc (4-6) on haidates.
I'm starting to think the range of the augments isn't HQ tier dependent. I've seen just as high of numbers on HQ1 vs. HQ3. The HQ tier just seems to add an additional augment when you go higher.
Did a few Martial tatters between kaiser feet/legs and koenig body:
Kaiser Feet:
HQ3 - Acc +6, Evasion +6, Regen +2
Kaiser Legs:
HQ2 - Magic damage -3%, Magic Evasion +2
HQ1 - Magic damage -4%, MP +21
Koenig body:
HQ1 - Conserve MP +3, Physical damage -2%