I think he's referring to the fact that it resets once the effect duration is complete. Additional -ja spells don't increase the duration, they just add to the multiplier until the original duration ends (60~90 seconds depending on Goetia Chausses +2). And yeah, it's only -ja spells and Comet which are enhanced, but all spells of the same element get the bonus while it's active. For example, Firaja makes all fire-spells do 5% more damage until the effect ends (then another Firaja would make them all do +10%, then +15%, etc.).
Details: https://www.bg-wiki.com/bg/Category:Cumulative_Magic
That being said, I think the original poster understood this, so I'm not really sure. Either way, in the time that you spend casting Aeroja, you could have casted Aero (1) 4-5 times, so I'm not really sure that the damage boost you get from it is worth it. Could be mathed out pretty easily. Even if it was worth it, there are so many other issues like the survivability of a BLM party, its usefulness in events where you're killing more than one thing (at least one of which is likely resistant to magic), etc.
Just saw a guy with +3 snapshot on Iuitl gaiters.
But then there's also the theory that higher tier stones unlock stronger augments (those listed in the second group, from the NPC?) or make them reasonably "possible" compared to NQ.
Despite the sheer amount of NQ stones used so far, some augments have never been seen on NQ stones yet, isn't that right?
At this point, only a small handful. It's possible the ones with wider ranges can appear on NQ/+1/+2 but the ones with very small ranges (DA/Crit rate) either only appear on +1/+2 or only very rarely appear on NQ. Part of the problem is that we have two kinds of bias going on, too. People tend to throw +1/+2 stones on the things they want DA/crit rate for, and, at the same time, a lot of posts here (and elsewhere) only report good augments that people stuck with.
Well, I know that I've thrown ~20-25 NQ and +1 stones at my Cizin pieces, and gotten zero double attack augments, while all three +2 stones I've used have given Double attack. It's obvious that the stones do not have equal chances to get each type of augment, even if they're all possible on all stones (which i'm unconvinced about).
Put together page for Skirmish Weapon augments on wiki, incorporated all data here and from some other places:
https://www.bg-wiki.com/bg/Category:Skirmish_Weapon
I'm like 95% sure that all melee weapons have the same pool of augments (STR, DEX, VIT, AGI, Attack, Accuracy, DA, Crit, MDB), but I didn't put every stat for every weapon just yet. Is that what the NPC says for every weapon? (I'll check myself when I get home later if no one else does first.)
Hagondes hat, NQ stone, MAB+18/pdt-2
Hagondes legs, +1 stone, pdt-4
Hagondes feet, NQ stone, 15mab/pdt-2
There's a pic on FFXIAH of someone getting a 29 MAB and 3% PDT on Hagondes pants. http://www.ffxiah.com/screenshots/72371
Edit with link.
Sword DMG:+ can go as low as +4 with a HQ1 Stone. I've experienced this and my keyboard will never be the same (Considering i got a DMG:+5 STR+3 Augment with an NQ Stone, then traded an HQ Stone and got DMG:+4...).
Also, Looks like these weapons, like the armor, are pretty Copy > Paste, no unique or interesting buffs whatsoever. really rather annoying... Also seems the limits are set for everything (Has anyone reported More than 2 Double or 2 Crit rate on any weapon armor?). Overall the weapons for most of the jobs are rather disappointing, but at least the armor is good.
3 more +2 stones
Otronif Mask
MDB+1 PDT+3
PDT+3 crit+2
Otronif Boots
PDT+4 crit+1
this is getting really lame
Hagondes Pants
NQ Stones:
Pdt- 1~2%
Pet MAB 1~6% (hoping this goes higher)
Threw 15 NQ stones at it, gonna try more later
I have PET:MAB+10 on my HAgondes Pants from an NQ Stone so it does go higher.
As far as i can tell, You get
1 Of:
PDT
0-1 Of:
Other augments.
So no hope of Macc/Matk Augment on the same peice.
Although the npcs provide a list of possible augments. I'm curious if certain augments block out another (as in one or the other).
Like on the healer head it says you can have cure casting time- and cure potency+, but i've never seen both out of several nq and +1 augments (I've yet to try +2). I'm just wondering if certain augments can't be paired.
Used a few +2's on sword+1. Gotten up to +12 dmg.
Don't think any "Avatar Perp - X" has been seen on any weapon other than Uffrat+1, so far? There has to be some exception with the unique buffs thing.
Meh, I wouldn't be so negative. It's not fantastic, but some are pretty nice, others are clearly worse but usually still the next best option after Delve ones.Overall the weapons for most of the jobs are rather disappointing
It's good to catch up, for people who don't do delve or just don't want to spend 30k Plasm.
When you have a gazilion of plasm stuff to buy still and you don't do megaboss runs, 30k Plasm for a weapon on a job you rarely use may seem as a big number.
For those people (I'm unable to quantify wether they're a small number or a big one) these weapons are all gonna be nice options.
I compiled a list 1 or 2 pages ago, which is obviously full of mistakes, but nobody bothered to update it or correct it :'(
See? I'm slightly disappointed here instead.but at least the armor is good.
For melee there are a couple of really nice augments (which will require insane amounts of luck/grind...) but overall they're mostly situational upgrades/sidegrades compared to R15 Delve gear or megaboss drops.
Plus there are more than 3 sets, which means you'll be able to share the same pieces among less jobs, which means you might not be able to completely replace your previous pieces, which means... inventory space! Damn it
I can say I'm pretty happy with the mage stuff, aside from the same "jobs distribution" thing mentioned above, I've seen quite a lot of interesting mage pieces. I deffo do want a few for my SMN at least.