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  1. #61
    RIDE ARMOR
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    mab on dalmatica go at least to 5 just made one with it

  2. #62
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    Quote Originally Posted by Bling View Post
    Has anyone seen a difference between the quality of an augment vs NQ or HQ? Like can heca feet augment on STR hit a higher value on HQ vs NQ or are they the same between the two?
    Heca Feet cannot get STR on NQ because STR is the HQ-guaranteed augment. The values definitely go up from HQ1 to HQ3 (check out the first post). All the values I've seen on HQ1 were in the 1-2 range, and the values I've seen on HQ3 were 3-4.

  3. #63
    New Merits
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    Aumaan Prime
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    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


    ponz augs
    100 conserve mp+2
    100 enmity-2

    110 int+1, enm-3
    110 int+1, magic burst damage+5%
    110 int+1, magic burst damage+7%
    110 int+2, resist blind+3
    110 int+2, magic burst damage+3%
    110 int+3, resist virus+3
    110 int+2, <thunder symbol>+7
    110 int+2, pet:macc+3
    110 int+2, resist paralyze+2
    110 int+1, conserve mp+2
    110 int+1, magic burst damage +5%
    110 int+2, conserve mp+2
    110 int+1, enm-4

    120 int+2, enm-4
    120 int+2, conserve mp+1
    120 int+2, pet:macc+3
    120 int+2, conserve mp+1
    120 int+3, pet:macc+3
    120 int+2, enm-2
    120 int+3, pet:macc+4

    130 int+3, resist stun+3, pet:macc+4
    130 int+3, enm-5, pet:macc+4
    130 int+3, magic burst damage+5%, pet:macc+4
    130 int+4, enm-5
    130 int+5, enm-4, pet:macc+3

  4. #64
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    Slycer Ilerion
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    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.

  5. #65
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    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?

  6. #66
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    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.

  7. #67

    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

  8. #68
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    The one Heca Harness result I've seen is the one I have posted in the original post -- DEX+6, Conserve TP+5.

  9. #69
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    Quote Originally Posted by Slycer View Post
    Heca Feet cannot get STR on NQ because STR is the HQ-guaranteed augment. The values definitely go up from HQ1 to HQ3 (check out the first post). All the values I've seen on HQ1 were in the 1-2 range, and the values I've seen on HQ3 were 3-4.
    I meant heca leggings +1 vs NQ on max STR as an example.

  10. #70
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    Slycer Ilerion
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    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
    Byakko's Haidate
    HQ1: STP+3, Resist Slow +2
    HQ2: STP+2, MND+5
    HQ1: STP+2, MND+4
    HQ1: STP+3, MND+3
    HQ1: STP+1, VIT+5
    HQ1: STP+1, AGI+2
    NQ: VIT+2
    NQ: MND+1
    NQ: AGI+4
    HQ1: STP+1, AGI+5
    HQ1: STP+1, Resist Sleep+4
    HQ2: STP+3, Resist Stun +2
    NQ: Water Resist+6
    HQ2: STP+?, Resist Gravity+1
    HQ2: STP+2, AGI+4
    NQ: Resist Stun +3
    HQ1: Store TP+1, Resist Virus+3
    NQ: Crit Hit Damage+2%
    HQ1: Store TP+3, VIT+2
    HQ2: Store TP+2, AGI+4
    NQ: AGI+3
    HQ1: Store TP+2, Crit Hit Dmg+3%

    Heca Legs +1
    HQ3 Crit Hit Rate+2, Pet: Acc/R.acc+3
    HQ1: Crit Hit Rate+1, Resist Stun +4
    NQ: Accuracy+3
    HQ3: Crit Hite rate+4, Eva+3, Subtle Blow+3
    HQ1: Crit Rate+2, Acc+6
    HQ1: Crit Rate+1, Acc+5
    HQ1: Crit Rate+2, Pet Acc/R.acc+3


    Heca Feet +1
    HQ2: STR+2, Polearm Skill+4
    NQ: Attack+2
    HQ3: STR+2, INT+1, Great Axe+4
    HQ1: STR+1, Polearm Skill +2
    HQ2: STR+2, Polearm Skill +2
    HQ1: STR+1, Polearm Skill +3
    HQ1: STR+1, Great Axe+2
    HQ2: STR+3, Attack+4
    HQ1: STR+2, Great Axe+2
    HQ1: STR+1, Great Axe+2

    Crimson Fng. Gnt
    NQ: Water Resist+5
    HQ1: Snapshot+1, MND+2
    HQ3: Snapshot+2, MND+5, Earth Resist+3
    HQ1: Snapshot+1, Subtle Blow+3
    HQ2: Snapshot+1, MND+5
    HQ1: Snapshot+1, Earth Resist+1
    HQ1: Snapshot+2, Enmity-1
    NQ: Subtle Blow+2

    Seiryu's Kote
    HQ1: Store TP+4, Evasion+4
    HQ1: Store TP+1, Attack+4
    HQ3: Store TP+4, Attack+4, Evasion+5
    HQ1: Store TP+1, Crit Hit Rate+2
    HQ1: Store TP+1, Evasion+2
    HQ3: Store TP+4, Accuracy+3, Evasion+5
    NQ: Accuracy+3
    HQ1: Store TP+1, Evasion+2
    NQ: Attack+3
    HQ3: Store TP+5, Attack+3, Crit Hit Rate+2
    HQ1: Store TP+1, Evasion+4
    HQ1: Store TP+2, Evasion+3
    HQ1: Store TP+1, Evasion+3
    HQ2: Store TP+2, Evasion+5
    HQ1: Store TP+2, Attack+2
    HQ1: Store TP+1, Attack+2
    HQ3: Store TP+3, Accuracy+5
    HQ1: Store TP+1, Accuracy+3
    NQ: Accuracy+3

    Genbu's Shield
    HQ1: Cure Potency+2%, MP+18
    HQ1: Cure Potency+2%, Cure Spellcast-5%
    NQ: Magic Accuracy+2
    NQ: MP+4
    HQ2: Cure Potency+3%, Magic Accuracy+3

  11. #71
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    Are you 80 synergy Slycer?

  12. #72
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    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.

  13. #73
    Relic Weapons
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    more M.Feet augments:
    Haste+1 (NQ)
    Accuracy+2 (NQ)
    Attack+3 Regen+1 (HQ1)

  14. #74
    Cerberus
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    Alistrianna Galanodel
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    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!

  15. #75
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    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.

  16. #76
    Silent Oil body rubs
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    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%

  17. #77
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    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 @_@

  18. #78
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    Just got Zenith Crown with MAB+3 Magic crit rate +3 and Enhancing magic skill +6

  19. #79
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    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.

  20. #80
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    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%

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