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  1. #221
    Cerberus
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    Quote Originally Posted by Chewzer View Post
    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.
    You have probably never seen it because you need to Thwack the furnace when it is not in danger of exploding. I'm not even sure if you can get the message when it is leaking, although that could be easily tested. Sho's screenshot seems to indicate that it might affect your HQ result if you receive it after the image takes form or it could be coincidence. I've gotten that message when the image wasn't formed and it never seemed to do anything.

  2. #222
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    Genbu's Kabuto has to go over 3 PDT, because I got 3 PDT on one of my HQ2s. I did like 40 of them, will upload pics when later.

  3. #223
    Cerberus
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    I dunno if it showing as 3% on HQ2 tier means anything. You can get DA +2 on HQ2 of the NQ adaberk yet the HQ3 still cant seem to get DA +3 on NQ.

  4. #224
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    Quote Originally Posted by Haborym View Post
    Genbu's Kabuto has to go over 3 PDT, because I got 3 PDT on one of my HQ2s. I did like 40 of them, will upload pics when later.
    Not pictures, but this is the full list of augments I got today.

    Suzaku's Sune-Ate
    Spoiler: show
    NQ
    Pet: Mag. Evasion +1-2
    Mag.Def.Bns. +1
    Resist Bind +4

    HQ1
    Haste +1
    Fast Cast +3

    HQ2
    Haste +1
    Resist Sleep +3


    Genbu's Kabuto
    Spoiler: show
    NQ
    Resist Virus +4
    Lighting +7
    Spell Interruption Rate Down 1-2%
    Resist Stun +2
    Phys. dmg. taken -2%
    Subtle Blow +1
    Resist Gravity +1

    HQ1
    Haste +1-2
    Resist Stun +3
    Phys. dmg. taken 1-2%
    Spell interruption rate down 2%
    MP+27
    Subtle Blow +3

    HQ2
    Dex +1
    Haste +2-3
    Phys. dmg. taken -1-3%
    Spell interruption rate down 3-6%


    Genbu's Shield
    Spoiler: show
    NQ
    Resist Stun +4

    HQ1
    Cure potency +1-2%
    Cure spellcasting time -7%
    Mag. Acc. +3

    HQ2
    HP+23
    Cure potency +3%

    HQ3
    MP+22
    Cure potency +5%
    Cure spellcasting time -4%

  5. #225
    Cerberus
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    I just got done with 60 attempts at Shura zunari kabuto. I wrote down the results of all of the attempts and I'll post them later after I wake up. 60 attempts, 10 NQ's, 36 HQ1's, 9 HQ2's, 5 HQ3's and not one single Weaponskill dmg. 2% result ; ; All 60 attempts occured on Lightsday and Darksday during Full Moon (95~100%)

    Edit: Also, I tried Thwacking to get that message after achieving perfect/near perfect balance on just about every attempt. I wasn't able to get the message consistently without leaks occuring or running out of durability before I could get the message.

  6. #226
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    Shura Zunari Kabuto
    Spoiler: show
    HQ1 - Attack +3, Weaponskill dmg +1%
    HQ1 - Weaponskill dmg. +1%, Conserve TP +3
    HQ1 - Fire resist +1, Weaponskill dmg +1%
    HQ2 - Dark resist +6, Weaponskill dmg +1%
    NQ - Dex +3
    HQ1 - Attack +4, Weaponskill dmg +1%
    HQ1 - Dex +1, Weaponskill dmg +1%
    NQ - Fire resist +1
    HQ1 - Attack +4, Weaponskill dmg +1%
    HQ1 - Resist Virus +2, Weaponskill dmg +1%
    NQ - Dark resist +7
    HQ1 - Resist Gravity +4, Weaponskill dmg +1%
    NQ - Skillchain dmg. +1%
    HQ1 - Weaponskill dmg +1%, Conserve TP +3
    HQ3 - Attack +3, Weaponskill dmg +1%, Skillchain dmg +2%
    HQ1 - Attack +5, Weaponskill dmg +1%
    HQ1 - Earth resist +5, Weaponskill dmg +1%
    HQ1 - Ranged accuracy +1, Weaponskill dmg +1%
    HQ1 - Weaponskill dmg +1%, Skillchain dmg +1%
    NQ - Resist Poison (seems i forgot to write down the value but I believe it was +1)
    NQ - Conserve TP +1
    HQ1 - Attack +2, Weaponskill dmg +1%
    HQ1 - Weaponskill dmg +1%, Conserve TP +4
    HQ3 - Weaponskill dmg +1%, Conserve TP +3, Skillchain dmg +2%
    HQ3 - Attack +6, Weaponskill dmg +1%, Conserve TP +5
    NQ - Conserve TP +3
    HQ1 - Weaponskill dmg +1%, Conserve TP +3
    HQ1 - Weaponskill dmg +1%, Resist Slow +2
    HQ1 - Attack +5, Weaponskill dmg +1%
    HQ2 - Dex +3, Weaponskill dmg +1%
    HQ1 - Weaponskill dmg +1%, Skillchain dmg +1%
    HQ2 - Dex +4, Weaponskill dmg +1%
    HQ1 - Dex +1, Weaponskill dmg +1%
    HQ3 - Dex +4, Weaponskill dmg +1%, Skillchain dmg +2%
    HQ1 - Attack +5, Weaponskill dmg +1%
    HQ2 - Attack +6, Weaponskill dmg +1%
    HQ2 - Weaponskill dmg +1%, Conserve TP +5
    HQ1 - Resist Paralyze +4, Weaponskill dmg +1%
    HQ1 - Resist Sleep +3, Weaponskill dmg +1%
    HQ2 - Attack +2, Weaponskill dmg +1%
    HQ1 - Weaponskill dmg +1%, Conserve TP +1
    HQ1 - Weaponskill dmg +1%, Skillchain dmg +1%
    HQ1 - Attack +2, Weaponskill dmg +1%
    NQ - Dex +3
    HQ1 - Weaponskill dmg +1%, Conserve TP +2
    HQ1 - Dex +2, Weaponskill dmg +1%
    HQ1 - Water resist +6, Weaponskill dmg +1%
    HQ1 - Ice resist +6, Weaponskill dmg +1%
    HQ1 - Dex +3, Weaponskill dmg +1%
    HQ1 - Attack +4, Weaponskill dmg +1%
    HQ1 - Attack +4, Weaponskill dmg +1%
    NQ - Resist Virus +1
    HQ1 - Dex +1, Weaponskill dmg +1%
    HQ2 - Weaponskill dmg +1%, Conserve TP +2
    HQ1 - Attack +3, Weaponskill dmg +1%
    HQ2 - Resist Blind +2, Weaponskill dmg +1%
    HQ2 - Weaponskill dmg +1%, Skillchain dmg +2%
    HQ1 - Weaponskill dmg +1%, Conserve TP +2
    HQ3 - Attack +5, Weaponskill dmg +1%, Skillchain dmg +2%
    HQ1 - Weaponskill dmg +1%, Conserve TP +2


    Looking back through the thread someone else had tried to augment this piece as well and couldn't get higher than 1% on Weaponskill dmg. These 60 synths might be further proof that HQ cursed gear can get +1 more than the NQ.

  7. #227
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    I further agree with HQs having better augments as I got this last night.


    I have a decent sample size of attempts that I will get around to posting at some point. Out of 11 HQ3s that's the only one that had DMG+3%.

  8. #228
    Cerberus
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    Alistrianna Galanodel
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    WTF!

  9. #229
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    I'd throw some weight behind that conclusion as well. Specifically, I think the forced augment has a cap that's 1 higher on the HQs. The "one in four" group appears to be the same. We need a higher sample size to say for sure, but the Kabuto synths above hit every reported value cap at least once except for the WS damage+3%.

    DA +2 cap on NQ Ada Hauberks, WS damage+2% on NQ Shura Kabuto, Fast Cast 1-3 (low N) vs. Fast Cast 1-5 on W.legs, etc.

    Has anyone noticed max Forced Augment potency on anything less than HQ3?

  10. #230
    Cerberus
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    Alistrianna Galanodel
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    If the HQ head can get 3%, that should mean the NQ can get 2%, but I should have seen that at least once out of 60 attempts =/

  11. #231
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    Quote Originally Posted by Alistrianna View Post
    If the HQ head can get 3%, that should mean the NQ can get 2%, but I should have seen that at least once out of 60 attempts =/
    Not necessarily. If it can only occur on HQ3, then you only had 5 attempts.

  12. #232
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    Fair enough.

  13. #233
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    Quote Originally Posted by Byrthnoth View Post
    Has anyone noticed max Forced Augment potency on anything less than HQ3?
    I wanna say I noticed it on Dalmatica (NQ). It was one of the first pieces I attempted to augment the day the servers came back up after the update. I used 22 tatters on it and never saw potency above 1% for Occasionally quickens spellcasting and I had an HQ3 result with MAB +4, Pet MDB and OQS +1. Most of the other results were HQ1/2's with MAB 1-4, VIT, Pet MDB and just OQS +1.

  14. #234
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    Okay, so it's possible to get less than the max augment potency on an HQ3, but is it possible to get the max augment potency on an HQ 1 or 2?

    Also, I've started adding the god drop augments to bgwiki. It has made me a believer in Stryker's augment options list, though I'm not certain MEva and stuff can't go up to 8 as well. There was a Genbu's Shield reported with MAB+7 on it and Cure Potency/Cure Casting Time/HP/MP/Magic Accuracy are very obviously its five special augments. Similar situation with Byakko's Axe (MAB+8), but less convincing other-4 augments.

    This leads to an interesting conundrum, as it means that you can pull from the Random pool and get Attack+8, while the "1 in 4" pool may cap at Attack +6 (like on Shura Zunari Kabuto).

  15. #235
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    Alistrianna Galanodel
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    Just finished 12 synths with Suzaku's Scythe.

    Spoiler: show
    HQ1 - Dmg:+18, int +3
    HQ2 - Dmg:+24, Int +1
    NQ - Str +1
    HQ1 - Dmg:+21, Attack +4 (Think this is new)
    HQ2 - Dmg:+20, Str +4
    HQ1 - Dmg:+19, Haste +1
    HQ1 - Dmg:+23, Int +2
    NQ - Resist gravity +1
    HQ2 - Dmg:+23, Mnd +3
    HQ2 - Dmg:+22, Int +4
    NQ - Earth resist +6
    NQ - Int +1


    Edit: Just finished 10 more NQ Shura head synths on Lightningsday and this time the results from HQ3's yielded 2% all the way!

    Spoiler: show
    HQ1 - Attack +3, Weaponskill dmg. +1%
    HQ3 - Dex +2, Attack +3, Weaponskill dmg. +2%
    HQ3 - Attack +5, Weaponskill dmg. +2%, Conserve TP +4
    HQ1 - Dex +2, Weaponskill dmg. +1%
    HQ2 - Earth resist +5, Weaponskill dmg. +1%
    HQ3 - Attack +6, Weaponskill dmg. +2%, Conserve TP +3
    HQ1 - Dex +2, Weaponskill dmg. +1%
    HQ2 - Weaponskill dmg. +1%, Skillchain dmg. +2%
    HQ1 - Weaponskill dmg. +1%, Conserve TP +3
    HQ1 - Weaponskill dmg. +1%, Conserve TP +4

  16. #236
    An exploitable mess of a card game
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    Blood greaves with BLU Skill+4 sTP3. I assume that means there is a difference between HQ and NQ caps since the OP only shows BLU Skill+3 for HQ3?

  17. #237
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    Quote Originally Posted by Yugl View Post
    Blood greaves with BLU Skill+4 sTP3. I assume that means there is a difference between HQ and NQ caps since the OP only shows BLU Skill+3 for HQ3?
    Even on HQ3, results vary. Also, the extra Shura Head synths are a good confirmation for sure.

  18. #238
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    Those HQ3 results made me happy enough. I don't have to decide wether or not to use my Anwig for DNC anymore lol.

  19. #239
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    Quote Originally Posted by Byrthnoth View Post
    Has anyone noticed max Forced Augment potency on anything less than HQ3?
    I got a 4 fast cast on a koenig shaller from an HQ1. I haven't seen many of those posted but it seems to be the highest so far.

  20. #240
    Sea Torques
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    Just got Blood Cuisses with "Mag.Atk.Bns." +5, "Fast Cast" +2. HQ1 only (110 Cinder)

    I can provide a pic if you want, but it'd require some Photobucket Origami...

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