http://www.gwcdn.com/albums/images/4...6df1002a13.jpg
Confirming Summoning skill can reach +6 on NQ Zenith Pumps. Why the fuck did the MAB on those have to be so low? >.>
http://www.gwcdn.com/albums/images/4...6df1002a13.jpg
Confirming Summoning skill can reach +6 on NQ Zenith Pumps. Why the fuck did the MAB on those have to be so low? >.>
Haven't seen any pics or confirmation, but can MAB augment on NQ w legs? Cuz I'm gimp and don't have the HQ's. Wanna make sure I'm not wasting tatters trying for at least MAB +5, I've seen +6 on HQ so assumed +5 at most for NQ.
Still want them then, cuz it'll be the best leg slot for QD if I can get MAB augment.
Oh I know. Just the odds of hitting anything MAB is really low let alone a high amount. Good luck
im about 1/40 ish on heca legs+1 and right now i got +7 acc +3 crit +4 evasion
while this pretty awesome for evisceration it don't do anything for rudras
what u think? keep trying for the magical dex mod that dont exist? goddam nep tatters kinda pricey![]()
For Kaiser Handschuhs you can get 6 enmity and 3 counter with HQ130.
Got a -5 Enmity augment on a HQ2 of Armada Breeches, and a Pet: 12 Attack/R. Attack on Valk. Trews HQ3.
I don't understand some of the terms in this thread, could someone summarize?
My synergy skill is 67, have been doing augments for ls peeps.
How do you tell a HQ3? What is a 'forced' augment?
I'm confused.
You can tell HQs by how much crap you get from completing.
Forced augment is the stat you will always get if you HQ
1- Do whatever you can to cap your synergy skill (to 80 or as close as you can get with crafts available to you), the effects will be noticeable on your results. Your overall HQ rate ("smooth synergizing!") should be around 80-85%. If it's consistently much lower than that you're either not ending with proper alignments or your skill is to blame.
2- Your other questions are all answered and explained rather clearly in the first post, but I'll just copy the text here:
"On the armor augments, you can determine the synergy tier by the amount of cinder you get at the end relative to NQ. NQ is 100 cinder, HQ1 is 110 (+10%), HQ2 is 120 (+20%), and HQ3 is 130 (+30%)"
"Each piece has a piece-specific pool of four possible stats and one HQ-guaranteed augment which only and always appears in some amount on any tier HQ result."
The "forced" augment is the "HQ-guaranteed" augment -- i.e. it is forced to appear whenever you get an HQ. There are a lot of other nuances to the synergy augment system which are all explained in that first post and on the Tatter and Scrap Synergy page on BG Wiki. Suffice it to say that you always want an HQ3 because not only does it increase the potential ranges of the augments to their maximum values, but it also opens up a slot for a third augment. In general, the augments are actually a whole lot less random than they may seem at first.
https://www.bg-wiki.com/bg/Tatter_and_Scrap_Synergy
Let me know if you have any more specific questions.
Slycer, thanks for what you just posted. I was unaware the first post had continued to get updated, that isn't aways the case.
Exactly what I was looking for.
I probably know the answer, but I'm going to ask it anyway... I've been having terrible HQ rates on my Armada Hauberk and I'm wondering if maybe there is something I'm not doing. The best I've got is STP+5, DA+1 and I got that on HQ2 and 1; none of my HQ3s have even had STP on them and I burned through a good 60+ tatters, only HQ3'd ~8 of them, if that. So the question is, how are you guys doing it if your HQ rates are at least somewhat better than mine. I've tried a bunch of different ways with not reducing the Thunder, reducing the Thunder as best I can, letting the Earth leak to exactly 45, etc. Just curious what's been everyones experience with it.
Edit: My skill is 80 for the record.
8/60 sounds about average for HQ3 rate, I've never had my HQ3 rate consistently over ~15%. Breakdown should be something like 50% HQ1, 20% HQ2, 10-15% HQ3, rest NQ.
My guess of 8 was probably a bit high; I think it was more like 5. Either way, what I was doing before was ending at +/- 3. Following cd's method of +/- 1 only, it took another 14 tatters for this: (Spoilered for huge)
Spoiler: show
Very nice, congrats! I'd have to say that even at 75-ish tatters, you were pretty lucky to get that set of augments (max DA and max sTP).
Has it been determine yet if you can get max of a common augment on NQ abj? Kinda wanted to do something janky and use HQ for 1 thing and NQ for another since I figured it would probably be cheaper in the end then trying to get capped on 2 different stats at once...
Well, we know that Store TP+6 is only possible on Armadaberk, with Store TP+5 being the cap for Adaberk. I would guess that the Common augments all get max+1 on the NQ version.