I got 10 enfeebling magic skill on a kirin pole with seiryu's scrap, HQ3. Kinda looks like each scrap must have a skill you can get.
I got this on a HQ2 (120 cinder), which is quite a bit higher than listed in the OP:
Spoiler: show
Also, on a previous synth, I got STR+5 with a HQ1.
fuck cure staff
Got some weird stuff on armadaberk today.
Hq3 rngacc+4 da3
Hq3 matk+2 da3
I kept da3 subtleblow5 resist poison2
Still seeking stp3+ da3
P. Abj gear may have some pretty good potential augments. Makes me a little sad I tossed my uncursed P. Abj. set (minus the body) back when I needed the room and they didn't have any storage options. Anyone do anything with the feet/head/hands at this point? After seeing the legs, I'm very curious.
If, in theory, I procured 10 P.Tatters for 15k each. How much should I resell them for?
Okay, going to hit you with a few questions before I head to bed.
1) First off, how is this?: https://www.bg-wiki.com/bg/Tatter_and_Scrap_Synergy Do I lie anywhere? Should I add something?
2) Secondly, how is this?: https://www.bg-wiki.com/bg/Byrth_/_Sandbox . Pic links wouldn't be broken on the real page.
3) What synergy level are these synths (Adept, Novice, etc.)?
4) No Craft other than Synergy is required for these, right?
Gawd damn!!!:
Spoiler: show
Synergy 80, HQ3 (130 cinder)
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.
Your pages look good. One thing that might not be entirely true on your page is the HQ1, 2 , 3 being linked to low, med, high potency augments. It seems like the higher tiers limit the augment to the upper range, but you can still get high potency on a HQ1.
Scraps and feet tatters are recruit. The rest of the tatters, weapons (and shield), and shoe augments are initiate. Hand, leg, head augments are novice. Body augments and god armor is apprentice.
Crafting skills are not required.
Awesome, thanks. I'm going to try to add the Zenith set this morning, then I'll probably work on the others when I get home from work.
Just eyeballing the Zenith set, it looks like there are some generic set-wide Augments (Resist stats, misc STR/MND/whatever, Attack, etc.) that can show up on any piece, while there are maybe ~4 augments per piece that can't be seen on all the other parts of the set. Our sample size is insufficient to conclude this really, but is anyone else getting this feeling?
I think a lot of the resist stuff is possible on all armor, like resist poison or wind element seems to show up on anything. When you weed that junk out though, there do seem to be specific sets of augments per piece. Like heca hands seem to get 1handed skill + augments (sword, dagger, axe) and the heca feet get the 2hander skills (gaxe, polearm, scythe).
Stat + augments seem to be different though from my observations. Like when I was doing my togi, I got one random +2 chr like with the random resist stuff but then like half my shura haidate had agi+ on them. So maybe the stat + can happen at a random rate just like the resist stuff, but they also can be one of the major augments on a specific item.
But yea, it does seem like there are a handful of augments that have a 'major' chance to show up that are item specific or unique and then there are the ones with a 'minor' chance that are generic.
Besides scholar, I don't really think any of those jobs benefit from an enh+11 staff. Beneficus ftw. Also scholar had Fay Staff before, i think that went up to 7 or 8 enhancing?
@Resist stuff, I was thinking of getting rid of all the resist numbers since they are just clutter and almost every piece seems to get them anyway like you said.