So I got 20 Hadean tatters (set me back 3m total). Results:
NQ:
dark magic +3
enfeebling magic +4
resist bind +2
resist slow +1
HQ1
singing +1/dark magic +3
singing +1/dark magic +4
singing +1/enfeebling magic +3
singing +1/mp +11
singing +2/divine magic +3
singing +3/dark magic +4
singing +3/resist stun +2
singing +3/mp +11
HQ2
singing +2
singing +2/dark magic +2
singing +2/divine magic +2
HQ3
singing +3/acc +3/ice resist +2
singing +3/divine magic +3/agi +1
singing +3/divine magic +5/mp +25
singing +4/agi +3/lightning resist +3
singing +4/dark magic +5/enfeebling magic +6
I settled on that one, although I was hoping for singing +5.
http://i15.photobucket.com/albums/a3...ogsaugment.jpg
Thoooooose are pretty awesome.
Playing around with Efeet, hoping to get some nice BST boots. Here were my results.
NQ: Pet: "Subtle Blow" +3
NQ: Pet: "Subtle Blow" +3
HQ2: Pet: DEF+5, Pet: Haste+2
NQ: Pet: DEF+2
NQ: Pet: "Subtle Blow" +3
NQ: Pet: "Subtle Blow" +3
So yeah, my augs sucked.Even with perfect alignment, sufficient skill, and straighter silhouette. Still, I'm thinking Pet: Haste is the forced HQ augment, since I didn't get Call Beast Delay- on mine.
How high was your skill when you say "sufficient"? But yeah, I've had bad streaks like that as well. Just chalk it up to research, since you just finished off the augment pool for E.Feet by confirming Pet: Subtle Blow as the missing one. :D
Here's a list of the common and/or HQ augments we're still either completely missing or need confirmation on:
Byakko's Axe: Common Augment (DEX/VIT/Crit Rate/???)
Seiryu's Sword: 2 Common Augments (DW/Acc/???/???)
Kirin's Osode/Seiryu Scrap: Common Augment (Acc/Atk/Eva/???)
Adaman Celata: Common Augment (M.acc/cMP/hMP/???)
Adaman Breeches: Common Augment (INT/cTP/Enm-/???)
Shadow Hat: 2 Common Augments (String/Ele/???/???)
Shadow Cuffs: HQ Augment and Common Augments
Koenig Schuhs: Confirmation of Evasion as Common (or propose alternate)
Shadow Gauntlets: HQ Augment and Common Augments
Shadow Cuishes: Common Augments (Dark/STR??/AGI??/???)
Crimson Greaves: Common Augments (Acc/sTP/DEX??/???)
Everything else is done, so unless something is flat-out wrong, these should be the only missing pieces to the whole puzzle that is (was?) synergy augments.
If anyone on Lakshmi has the Shadow pieces in questions and knows a synergist, I'd be willing to toss a few Hadean/Phantasmal scraps towards figuring this out. I think I have about 10 of each now.
Wow, didn't know ya never got info on shura feet. Common augments are VIT, STR, AGI up to 5 on HQ3, DA up to 3 on HQ3, and HQ augment is Kick Attack rate up to 4 on HQ3.
Awesome, thanks!
Here's the BG Wiki page which shows the missing augments and those that need verification:
https://www.bg-wiki.com/bg/Tatter_and_Scrap_Synergy
Just occurred to me that I actually know someone on Lakshmi with Valkyrie's Cuffs (I made them, lol). Maybe I'll see if I can get him to burn up my Hadean scraps. I think he's a synergist.
Also, once we get a few more of these I can go through and edit the individual pages with the caps and stuff if you want, Slycer. I got behind on it because we were still collecting a lot of information, but after we figure out what piece gets what it should be pretty easy to modify the pages.
I'm wondering if we should just put the ranges on the main tatter/scrap synergy page and just reference over to it from the individual armor pages. Would make it way easier to update/maintain, I think, but it's already kind of info overload. Either way, I'm not sure how we should do it... just show the overall cap at HQ3, or show the individual caps for each tier, or what. In one of your earlier posts you proposed that the caps on each tier are dependent on the overall cap at HQ3 (for example, if something caps at 5 on HQ3, it caps on 4 at HQ2, 3 at HQ1, or whatever), and I think this is generally the case, so if your formula fits, perhaps we just need to show HQ3 caps for NQ and HQ base armor (which is what I think you've already been doing on the individual pages).
We do have a little info on Shadow Cuffs, btw, the one set of augments I saw was Spell Interruption Rate and MAB, so Spell Interrupt has to be one of them and MAB might be another, and one of those is the HQ augment.
Gonna go see if I can find some Martial Tatters to check Koenig legs now. Irony being that I did like 20 synths of them before, I just can't remember what on earth I got on them. Will edit results in when done.
EDIT
HQ3: MP +25, MDT -4%, M. Eva +4
HQ1: R. Acc +4, MDT -1%
HQ1: MDT -1%, Healing Magic +2
NQ: Earth resist +3
HQ1: MDT -1%, Divine Magic +4
NQ: Wind resist +2
NQ: Divine magic +1
HQ1: Resist Stun +3, MDT -1%
Inconclusive but probably divine. Both divine and r. acc ring a bell so couldn't say between them. Brb more tatters >_>
HQ3: Resist Paralyze +3, MDT-2%, Healing Magic +3
NQ: M. Evasion +2
HQ1: MP +21, MDT -1%
HQ1: MDT -2%, Healing Magic +3
HQ1: MDT -2%, Healing Magic +3
HQ1: MDT -1%, Divine Magic +2
Looks like Divine. I'm going to bed now but may get more time to test tomorrow if needed.m
Divine magic (or any other stat not in the "random" pool) only has to show up once to prove that it's a common augment. Thanks for the testing~
I finally got myself a Shura +1 head and augmented the crap out of it just now. Definately noticed a difference in the maximum values on both the forced augment and common augments across all HQ tiers, including any NQ result.
NQ - Attack +1~6, Dex +1~4, Conserve TP +1~5, Skillchain dmg +1~???
HQ1 - Weaponskill dmg +1~2, Attack +1~6, Conserve TP +1~5, Dex +1~5, Skillchain dmg +1~???
HQ2 - Weaponskill dmg +1~2, Attack +1~7, Conserve TP +1~6, Dex +1~5, Skillchain dmg +1~???
HQ3 Waponskill dmg +1~3, Attack +1~7, Conserve TP +1~6, Dex +1~5, Skillchain dmg +1~???
The above is just the compiled results of my 80 attempts. Skillchain dmg rarely showed up as an augment.
Hate you, I have spent near 280 D.Tatters on my Shura+1 and haven't seen WS DMG+3% yet, and have yet to get attack on WS DMG+2% ._.
Did 16 Z.pumps in an attempt to get Pet: mab +4 or higher. Didn't exactly get what I was after =/
Spoiler: show
Still trying to get higher than pet:mab +3 on my z.pumps to no avail =/. End up with the stats below though =)
Summoning Magic Skill +4
"Cure" Potency +3%
Pet:"Magic Attack Bonus" +3
Just got AGI+2 M. Acc +5 on a Blood Mask HQ1.
shura kote +1
HQ1: counter+3, enemy crit hit rate -3
HQ3: atk+3, eva+9, counter +3
HQ1: counter+2, earth resist+1
HQ3: wind resist+2, water resist+3, counter+3
HQ2: dex+1, counter+2
HQ3: eva+10, counter+2, spell inter. 5%
HQ1: counter+2, spell inter. 4%
HQ1: agi+6, counter+1
HQ1: mab+2, counter+3
HQ1: earth resist+6, counter+2
HQ2: water resist+2, counter+1
HQ1: counter+1, resist slow+2
kept the 2nd one
I've noticed a few stats not listed on here at least that I've skimmed thru or saw on front page. Got 4 MAB on a friends wlegs. And well just got this
http://img692.imageshack.us/img692/9...704213558r.png