Looked at the main list too, so have some info you can update for the Shura head for min/max values for some of the tiers.
NQ - Attack +1~4, Dex +1~3. Conserve TP +2
HQ1 - Attack +2~5. Dex +1~4. Conserve TP +1~4
HQ2 - Dex 1~4,
HQ3 - Attack 1~6
Looked at the main list too, so have some info you can update for the Shura head for min/max values for some of the tiers.
NQ - Attack +1~4, Dex +1~3. Conserve TP +2
HQ1 - Attack +2~5. Dex +1~4. Conserve TP +1~4
HQ2 - Dex 1~4,
HQ3 - Attack 1~6
Random Augment Distribution (random augments referring to augments which are not forced by HQ and not part of the four stat pool specific for a piece of armor):
NQ:
45/48 = Resist Stuff (94%)
3/48 = Non-Resist Stuff (6%)
HQ1:
82/104 = Resist Stuff (79%)
22/104 = Non-Resist Stuff (21%)
HQ2:
20/24 = Resist Stuff (83%)
4/24 = Non-Resist Stuff (17%)
HQ3:
36/76 = Resist Stuff (47%)
40/76 = Non-Resist Stuff (53%)
It's pretty clear that there's a jump from NQ to HQ1 and up to HQ3. I'm not sure if HQ2 has the same rate as HQ1 or higher of choosing a stat augment vs. a resist augment - the sample size is fairly small relative to the others. By the way, INT+5 was reported at some point on a Valkyrie Breastplate HQ3, as well as on a HQ1 Byakko's Haidate, so the stats (STR/VIT/INT/etc.) may all go up to 5.
Edit: Also, I forgot to include HP/MP when I put together the initial pool of "random" augments. I've seen MP show up in at least 5 cases as a random augment. Never seen it happen with HP, but I assume it's possible with the same ranges as MP, so I edited that into the first post.
I can't say I've experienced a 50/50 split on stats for randoms on the HQ3's.
Attack +4, Resist Blind +2, WSD +2%
Resist Sleep +2, Resist Virus +1, WSD +2%
Resist Blind +4, WSD +2%, cTP +4
Dex +4, Resist Stun +4, WSD +1%
Light +7, Resist Silence +3, WSD +1%
Edit: These were from my last 81 synths. Now that I think about it these are also the first HQ3's I've ever gotten with random stuff on them.
Here's the full list of HQ3 "random" results that were part of my basis (spoilered, un-formatted):
Spoiler: show
For comparison, here's the NQ list:
Spoiler: show
And I guess just for completeness, the HQ1...
Spoiler: show
...and HQ2 list:
Spoiler: show
I think the next project is to go through augments and see if the chance of getting one from "random pool" or "one in four" pool is truly 50/50 and if it changes with HQ tier or is constant. May work on that later or tomorrow... probably should have done it at the same time I compiled this info, would have been a lot faster, heh.
First HQ3 of valk trews netted MAB +2, Elem skill +5, Agi +2. While elem skill was nice bonus, doesn't mean a thing with less 3 MAB.....
A few results on Genbu's Shield that are outside the current ranges in the first post, just so those 18 sealchunks weren't completely wasted:
NQ: HP+6, cure spellcasting time-3%
HQ1: HP+20
HQ2: HP+25
I'm pretty sure it (almost) does, and he was just only including the augments that were outside of our known ranges. Also, this means the max HP has been confirmed on HQ2s (at least for Scrap synths).
Yeah, that was just the previously unreported individual augments, not complete synergy results. As far as number of augments goes, I come up one short occasionally- not super rare, but not often. 5%, maybe? "None" is probably just one of the results available in the general pool for the RNG to choose. This time one of my four HQ3s only had two augments, the other 17 were "full". (Come to think of it, I can only remember coming up short on HQ3s, not on anything that generates 1 or 2 max. Insufficient sample size blah blah.)
I'm fairly certain it only happens on HQ3 (having one fewer augment than max amount). Either that or it's a significantly higher chance on HQ3. I've never seen it happen on HQ1/HQ2 and I've had many, many more HQ1/HQ2 results total than HQ3. In the hundreds, so I'd think it would have happened by now, especially considering I've seen it happen at least 5 times on HQ3s.
So, how does this sound for a progression?:
NQ - Lowest probability of 1-in-4 (~10%), Lowest range for 1-in-4, no forced augment
HQ1 - Higher probability of 1-in-4 (~20%), Medium potency for 1-in-4 (NQ ~+1), Forced augment minimum potency
HQ2 - Equal or Higher probability of 1-in-4 (~20-30%), Higher potency for 1-in-4 (Cap ~+1 on some stats it looks like), Forced augment potency medium
HQ3 - Highest probability of 1-in-4 (~50%), Highest potency for 1-in-4 (possibly cap +1 again), Forced augment potency maximum (range +1 on HQ armors)
We have the lowest sample size for HQ2 additional augments, which is possibly why we can't really distinguish them from HQ1s at the moment. I would say in general they have a trend towards higher 1-in-4 augments than the HQ1s though.
I don't think we're talking about the same thing. The 5-10%, 20%, 50% progression I have in my notes above is the percentage of results in the data pool that I looked at that fell within the "non-resist" stats (i.e. anything not a resist element or debuff) for that piece of armor for NQ, HQ1, and HQ3s respectively (raw data in post 264). The remaining 90, 80, 50% of the "random" augments for NQ, HQ1, HQ3 are the "resist" augments. Has nothing to do with the "1-in-4" pool which I haven't looked at yet but planned to today. All I did was compile a long list of results, weed out all "1-in-4" augments, and then take a look at what was left. For example, that raw data above wouldn't include INT results on Zenith Mitts, or AGI results on Byakko's Haidate. Has someone separately gone and confirmed that there is also a progression in terms of whether you get a "random" augment or a "1-in-4" augment with the HQ tiers? That's what I planned on doing today.
Ah, okay. I thought that was the 1-4 vs. not stat.
I'm terribly sorry if this is already common knowledge, but I did my best to read as much of this thread as possible and didn't find anything like this but I wanted to post that the highest PDT you could get on Koenig Cuirass is 5%.
HQ3
Conserve MP+4
-5% PDT
Spell Interruption Rate Down 4%
I don't think I can post pics yet as I don't meet the minimum requirements to do so but here's a link anyways !
h ttp://i56.tinypic.com/11jlvgk.png
So here's the other set of results that I said I would go through. For these, I tended to ignore times when people post just one result, because more often than not they're just posting their best result. I included a lot of the larger samples we had along this thread and elsewhere, so this does include a lot of data.
NQ:
101 total augments
38 random
63 1-in-4 (62.4%)
HQ1:
266 total augments
73 random
193 1-in-4 (72.6%)
HQ2:
93 total augments
24 random
69 1-in-4 (74.2%)
HQ3:
181 total augments (also, 7 pieces out of 94 with only one augment)
37 random
144 1-in-4 (79.6%, without counting the empty augment slot)
So the percentage chance of getting an augment from the "1-in-4" pool (as opposed to the "random" pool) does seem to scale up mildly as you go up in tier, but it's likely over 50% even at NQ level.
I'm actually thinking that the "none" happens when the piece tries to reselect the same augment that was already applied. They definitely don't stack or else we would have seen some crazy numbers with double normal values by now, so I'm thinking it just causes a no-result. The probability of this happening would align with the frequencies we've seen of HQ3s getting one augment. If it's truly an 80% chance that the augment comes from 1-in-4 pool (see results above), assuming even distribution would be 20% chance of each augment, so the chance of the same augment getting selected twice would be 4%, and it looks like most people agree that the chance of only getting 2 augments on HQ3 is 10% or lower. This would also explain why we never see a no-result on NQ, HQ1, or HQ2.
So is there anything else about the way this works that we still know we don't know? I think the main points that we discovered which weren't immediately apparent are:
- Each piece has one HQ-exclusive/guaranteed augment
- Maximum value of HQ-exclusive augment increases with HQ tier and additionally by starting with +1 version of armor
- Each piece has four other augments which appear most frequently in any tier result (60-80% of the time), with increasing maximums as result tier increases
- There is a large random pool which every piece has in common (other 20-40% of the time)
- Selection of stats from the random pool is influenced significantly by synergy success, with elemental and debuff resistance being more common on the NQ end and other statistics (attack, INT, evasion, etc.) being more common towards HQ3.
I've had one or two people ask me questions like really what is the value of this since all that this really boils down to in the end is that you need HQ3 to get the best results which is intuitively apparent from the beginning without any detailed analysis. I think there is definitely value in collecting this information, though. Non-augmented abjuration gear, even HQ, is by-and-large useless compared to other gear in the game. However, once you apply some of these augments they become competitive, situationally better, or, in some cases, outright better than even Empyrean+2 possiblities. You can no longer legimitately be looking for "best" gear options without considering augmented abjuration gear, and there is no basis by which to compare abjuration gear to other options without having lists that show the possible augments and highest values for each. Crafting of cursed gear could once again become significantly profitable, sky and Einherjar could once again become end-game activities with relevant rewards, etc. It just depends on whether people care or not. Outside a select few, however, it kind of sadly seems that most people don't care. Which I suppose is fine, I'll take sky for myself tyvm. Would be nice to churn up some Einherjar interest again though, needs more Hadean tatters.
Added those Dalmaticas.
Went back to JP wiki and pulled a bunch of new items which have also been added into the first post:
Shadow/Valk Clogs - Enfeebling Magic Skill for sure & Magic Atk. Bonus likely (1-in-4)
Shadow/Valk Cuishes - Haste (HQ-forced), STR/AGI as other possibilities (maybe 1-in-4)
Shadow/Valk Cuffs - Magic Attack Bonus likely, Spell Interruption Rate (1-in-4 or HQ-forced, TBD)
Kaiser Schuhs - Up to 3/tick regen on HQ3 (HQ-forced)
Koenig/Kaiser Handshuhs - MP/Accuracy/Enmity+/Shield Skill as 1-in-4
Hecatomb Cap +1 - Up to 4 Double Attack on HQ3 (HQ-forced), STR/CHR/VIT/Attack as 1-in-4
Armada Mufflers - Up to 4 haste (HQ-forced)
Zenith Mitts +1 - Up to 6 INT on HQ3 (HQ-forced)
Zenith Mitts/+1 - Up to 10% magic burst damage on HQ3 (O_O)
Zenith Slacks - Wind Instrument Skill (1-in-4)
Koenig Cuirass - Up to 2/tick refresh (1-in-4)
Edit: Does any useful conversation happen on the Square-Enix forums? I went over to the discussion thread with a bunch of people crapping on the synergy augment system calling it "difficult," "gimmicky," citing "lackluster" augments, etc., that ended with a billion word post from some guy claiming to have done augments for "hundreds" (wtf?) of people and that his HQ rate is beyond what many think possible (wtf?) and that he can HQ3 "almost perfectly" (wtf?), implying that he knows some secret methods to get HQs, and then his only suggestion to the dev team, which was the only point of his post because the other 90% of it was worthless "I know something you don't know" bullshit with no informational value, was to let him use his synergy furnace in dungeons so that people can come to him when he's doing Grounds of Valor.
And let's not forget the guy in the middle who thinks Haste is the be-all end-all of all statistics in the game and can't wrap his mind around the fact that it's possible to cap haste without DRK+2 body and use Adaberk instead. I see a couple of names I recognize from here trying to fight the good fight in there, but so much of it seems to fall on deaf ears.