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  1. #421
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    Quote Originally Posted by dasva View Post
    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 (pic)
    The MAB augments can be on anything. There is a chance of a random augment, and a small chance that random augment will be MAB.

  2. #422
    Ridill
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    Anything you say? I'd assume something refresh is probably out but is there an actual complied list of all the "anythings" it could be or is it actually anything?

  3. #423
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    It's anything, the odds are just low: https://www.bg-wiki.com/bg/Tatter_an...m_Augment_Pool

  4. #424
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    Didn't say they could be anything. I said they can be on anything. The augments in the random pool (link to those augments provided in the post above mine) can be on any of the gear.

  5. #425
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    I see. Is that list really accurate in values? I mean I seriously doubt say MAB can have the same range as well pretty much everything in the "other stats" category. I mean I'm all for having some hands with 14 mab and 5 int on them but somehow I don't think SE is that nice even if it would take a million tries

  6. #426
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    Where are you getting 14MAB from? <.<;

  7. #427
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    Well the list of random augments says you can get 8.. zenith +1 have 6 presto.

    Gotta admit that would be pretty rediculous on some lvl 70ish hands lol

  8. #428
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    Ah you were giving a specific piece of equipment. That would indeed be pretty hot. Statistically it'll take forever to get that though.

  9. #429
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    The higher values of the random pool augments, in my experience, tend to be on the HQ2/3 synths. At the same time, the chance of seeing a random pool augment vs. one of the 1/4 augments deteriorates. You probably will only see MAB +8 on a HQ3, and seeing MAB at all as a random augment is very uncommon. Seeing a HQ3 is also not so great of odds, probably about the same as hitting a HQ on a T1 synth. The sheer amount of attempts you're gonna need to hit a significant value *AT ALL* of MAB on Zenith Mitts is probably closer to the 1000s than it is to the 100s.

  10. #430
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    Well I said millions so yay that beats expectations

  11. #431
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    Unrelated to prior discussion, anyone have any information as to what the unique non-HQ-forced augment is on Kirin's Osode with a Seiryu's Scrap? Very curious to find out, would be willing to augment for someone if they have materials on Leviathan, or transversely would be willing to accept some Seiryu seals/scrap donations to test out if anyone is interested.

  12. #432
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    I did some tests earlier in the thread regarding this. Granted sample was small (approx. 50-100 each of NQ through HQ3), but the results showed that when an augment is chosen from the random pool, there is a VERY strong bias towards that augment being a resistance on the lower quality tiers.

    I just found the post (#262 in this thread), here was the info. The totals below show the number of "random augments" I looked at. So, for example, out of the 48 random NQ augments I looked at, 45 of them were resistances. Note that the higher HQ tiers had NO effect on the range of the augment for the random augments, but had a definite and obvious effect on the selection of random augments. The chance of getting a random augment in general in each augment slot also seems to go down in general from 40-45% on NQ to 20-25% on HQ3.


    RANDOM AUGMENTS:

    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%)


    Assuming these hold true, the chances of getting, say, MAB+8 on Zenith Mitts+1, assuming even distribution of non-resist augments and even distribution within the range, and making some other general assumptions, would be P(HQ3) * P(getting random aug on HQ3) * P(getting non-resist random aug) * P(getting MAB as random aug) * P(getting 8 MAB) = 0.15 * 0.5 * 0.5 * 1/17 * 1/8 = 0.18%, worse than 1/3500. If we factor in lower HQ tiers, maybe something like 1/2500-1/3000. To me, though, this is actually one of the coolest things about the augment system -- you can go in looking for something in particular that you know has a decent chance of showing up, and you might end up totally surprised by some completely random possibility which by chance is something truly amazing and essentially one-of-a-kind. I got a taste of this with an INT+3 augment on Zenith Crown+1 HQ3. Sadly the MAB value was only 4 (max is 5), and granted the INT could theoretically go up to 5, but I was still really happy with the result and kept it as MAB+5 alone would not be better than this and the chances of me getting INT again mixed with high MAB values are in that 1/3000 or worse range.

    And yeah, I'm interested in the Seiryu Scrap augment on Kirin's Osode as well, I'm surprised it hasn't popped up yet. I'd hope it's something ranged attack related. Also, the acc/atk/evasion common augments on some of the Osodes were not based on much data (some only based on two occurrences), but it seemed logical enough that they shared the augments considering they popped up more than once on each kind of scrap augment. I'd still be open to disproving that, though.

  13. #433
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    That being said has 8mab every happened or is it just lumped in that category with other stuff that can hit 8 because it doesn't fit in another?

  14. #434
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    I'll admit I haven't read the whole thread... but I saw the original post had very little information on Shadow Cuffs. I happen to own a pair of Shadow cuffs and had 18 Hadean Tatters laying around, so I went to town. I'm actually pretty pleased with my final result, which is MATB+5, Conserve MP+2, Resist Virus+2 (on top of the base stats of INT+5, MACC+3, Enmity-1).

    Here is a compilation of my results:
    NQ
    One of:
    Pet: Magic Attack Bonus (1), Random Pool

    HQ1
    Magic Attack Bonus (1-3)
    and one of the following:
    Conserve MP (1-3), Spell Interruption Rate (3-4), Pet: Magic Attack Bonus (1), Random Pool

    HQ2
    Magic Attack Bonus (2-3)
    and one of the following:
    Conserve MP (1), Spell Interruption Rate (6), Pet: Magic Attack Bonus (?), Random Pool

    HQ3
    Magic Attack Bonus (5)
    and two of the following:
    Conserve MP (2), Spell Interruption Rate (?), Pet: Magic Attack Bonus (?), Random Pool

  15. #435
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    Quote Originally Posted by Mirya View Post
    I'll admit I haven't read the whole thread... but I saw the original post had very little information on Shadow Cuffs. I happen to own a pair of Shadow cuffs and had 18 Hadean Tatters laying around, so I went to town. I'm actually pretty pleased with my final result, which is MATB+5, Conserve MP+2, Resist Virus+2 (on top of the base stats of INT+5, MACC+3, Enmity-1).

    Here is a compilation of my results:
    NQ
    One of:
    Pet: Magic Attack Bonus (1), Random Pool

    HQ1
    Magic Attack Bonus (1-3)
    and one of the following:
    Conserve MP (1-3), Spell Interruption Rate (3-4), Pet: Magic Attack Bonus (1), Random Pool

    HQ2
    Magic Attack Bonus (2-3)
    and one of the following:
    Conserve MP (1), Spell Interruption Rate (6), Pet: Magic Attack Bonus (?), Random Pool

    HQ3
    Magic Attack Bonus (5)
    and two of the following:
    Conserve MP (2), Spell Interruption Rate (?), Pet: Magic Attack Bonus (?), Random Pool
    You have any of your raw data from that? Seeing only 3 out of the 4 common augments. Perhaps you were getting an augment you attributed to being random that is actually a common augment? Though I have noticed (at least on some pieces) that certain augments in the common pool are more rare than others (haste on Kaiser feet, physical damage reduction on Kirin's Osode w/Genbu Scrap, enemy critical hit rate on koenig helm).

    Also, as a side note, I did quite a few Kaiser feet going for 3 regen on them, and can confirm evasion as a common augment on them; noting it as such on the wiki page.

  16. #436
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    To add to the info:

    About 30 Valk. Breastplate Synths:

    About 3-4 HQ3s, highest TA so far is 2.

    Everything else lines up with the numbers listed on the first page.

    The only difference is:

    Got Acc+9 on a HQ1, so not sure the actual accuracy cap per HQ tier.

  17. #437
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    Quote Originally Posted by Narse View Post
    You have any of your raw data from that? Seeing only 3 out of the 4 common augments. Perhaps you were getting an augment you attributed to being random that is actually a common augment?
    Would be cool if it was something rare like Refresh. But yeah, I'm thinking maybe you attributed it to something that's also in the common pool, like maybe MP or something?

    As far as gear augments go, MAB+8 has been seen on Byakko's Axe (though there's no actual confirmation that MAB isn't one of the common augments for Byakko's Axe...), and MAB+6 has been seen on Blood Cuisses, which is definitely not a common augment for Blood Cuisses.

  18. #438
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    Quote Originally Posted by Narse View Post
    You have any of your raw data from that?
    Yup, I do! Here is is:

    NQ
    Resist Bind +1
    Pet: Magic Attack Bonus +1

    HQ1
    Magic Attack Bonus+2 MP+7
    Magic Attack Bonus+1 Conserve MP+2
    Magic Attack Bonus+2 Ice resist+5
    Magic Attack Bonus+1 Conserve MP+1
    Magic Attack Bonus+2 Spell Interruption Rate 4%
    Magic Attack Bonus+1 Spell Interruption Rate 4%
    Magic Attack Bonus+1 Earth resist +4
    Magic Attack Bonus+1 Spell Interruption Rate 3%
    Magic Attack Bonus+2 Conserve MP+3
    Magic Attack Bonus+3 Pet: Magic Attack Bonus+1
    Magic Attack Bonus+3 MP+13
    Magic Attack Bonus+2 Conserve MP+2

    HQ2
    Magic Attack Bonus+3 Spell Interruption Rate 6%
    Magic Attack Bonus+3 Resist Slow+1
    Magic Attack Bonus+2 Conserve MP+1

    HQ3
    Magic Attack Bonus+5 Conserve MP+2 Resist Virus+2

    The stuff I attributed to the common pool was Resist Bind, MP, Ice resist, and earth resist. As you can see, the Pet:MATB was a really rare augment. We'll be doing Odin again on Friday. If I nab another Hadean Abj to tatter, I'll try some more synergies and post results. The hands are actually pretty good for my crappy, Morri-less RDM.

  19. #439
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    Looks like MP as fourth common, highly unlikely that you'd have MP show up as a random augment twice on HQ1. Thanks for getting these results out... I wonder if the MAB goes even higher? I guess it would go to 6 on Valkyrie Cuffs if 5 was the cap on Shadow. Those would be neat for RDM, but still destroyed by Goetia+2 for BLM.

    Anyway, here's what we're still missing now:

    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 Gauntlets: HQ Augment and Common Augments
    Shadow Cuishes: Common Augments (Dark/STR??/AGI??/???)
    Crimson Greaves: Common Augments (Acc/sTP/DEX??/???)

  20. #440
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    Bah, I had hoped for Elemental Skill as a common augment, but yeah, I guess MP makes sense. As I get more tatters I'll try to see if the MATB cap is higher than 5. The depressing thing is that HQ3 was my first synergy... following by 17 disappointments.

    I wanted to mess around with some Blood Greaves to make some Blue Magic skill feet. Just need some Wyrmal tatters. I'll post results when I get them so we can nail down the other common augments.

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