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Thread: Skirmish 2: Equipment     submit to reddit submit to twitter

  1. #161
    Ridill
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    Yeah the npc lists the ranged weapons having the same augments and all the melee ones except the staffs as having the exact same stats available... seems off to me

    Also getting same list for cizin as otronif. Also no pet stats on Iuitl and I swear there is... maybe HQ stones allow more stuff?

  2. #162
    Impossiblu
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    Looks like maybe the first set of possible augment stats are the "common" pool and the ones after the ellipses would fall under the "rare-ish" pool?


    Anyone have a +1 sword that they can get the augment pool for?

  3. #163
    Ridill
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    You don't need the item to check from the npc. And the pools of every weapon except ranged and staffs were the same from the npc

  4. #164
    HABS SUCK!!!!!
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    Quote Originally Posted by dasva View Post
    You don't need the item to check from the npc. And the pools of every weapon except ranged and staffs were the same from the npc
    Yeah I found it, I said I got mixed up because page 1's final option was "Previous Page" so I thought it was only listing original skirmish weapons.

  5. #165
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    Here's a bunch more results on random items with NQ stones, to fill out some ranges or distribution odds:

    lehbrailg+1:
    dmg+9 int+1 mab+10
    dmg+1
    dmg+3 macc+8
    dmg+9
    dmg+1
    dmg+3 int+4 macc+3
    dmg+3
    dmg+1 mnd+5
    dmg+3 int+8
    dmg+4 mnd+8
    dmg+2 int+1 mab+6
    dmg+4 chr+4 macc+13
    dmg+2 mab+3

    hagondes hat:
    pdt-2 macc+13
    pdt-2 petmacc+2
    pdt-1 petmab+6
    pdt-1
    pdt-1
    pdt-1 petmab+1
    pdt-2 petmab+3

    hagondes pants:
    pdt-2
    pdt-2
    pdt-1 macc+19
    pdt-1
    pdt-1
    pdt-1

    gendewitha feet:
    pdt-1
    pdt-1
    pdt-2
    pdt-2

    cizin hands:
    pdt-1
    pdt-1
    pdt-1 acc+2
    pdt-1 atk+3
    pdt-1
    pdt-1
    pdt-1
    pdt-1 acc+1
    pdt-2 atk+1
    pdt-2 acc+2

    cizin legs:
    pdt-1
    pdt-1 acc+3
    pdt-1
    pdt-1 atk+1
    pdt-1
    pdt-1 atk+2

  6. #166
    Hydra
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    got gendewitha hands with pdt-2 and song recast-3 from stone+1

  7. #167
    Ridill
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    Quote Originally Posted by NynJa View Post
    Yeah I found it, I said I got mixed up because page 1's final option was "Previous Page" so I thought it was only listing original skirmish weapons.
    Was referring to proths comment since he was asking if someone had a swd to check

  8. #168
    The Syrup To Waffles's Waffle
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    Quote Originally Posted by Fake View Post
    How many +2 stones did you burn through? I've done some 20 +1 stones on hands and not seen DA at all yet (bunch of acc and attack). Is it possible certain augments, such as DA on otronif, only happen with +2 stones or has someone gotten DA with a +1.
    That was ~22 +2 stones.

  9. #169
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    Just did 20 uffrat+1 trades, all Nq stone. Only ever got dmg, chr, pet:macc and pet:matt.

    Not a single other of the listed stats an all of them in the +4~+5 range, with 3 of them htting +8 and +10.

    Got +10 pet:matt atm.

    Seems the tier of your stone might needed for certain stats, cause I never got any other stats except those 2.

  10. #170
    Ayn
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    How many +2 stones did you burn through? I've done some 20 +1 stones on hands and not seen DA at all yet (bunch of acc and attack). Is it possible certain augments, such as DA on otronif, only happen with +2 stones or has someone gotten DA with a +1
    Got DA +1 with a +1 stone.

    DA +1 and PDT -4%, specifically, on Otronif boots.

  11. #171
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    hagondes pants: matb +20 phy dmg -1 on a NQ stone

  12. #172
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    Got -5 perp cost on my uffrat+1 first try with a +1 stone.

    Im really leaning towards certain stone tiers unlock certain stats. 0/30 on perp cost for NQ, only got pet:matt / pet: macc, and first try with +1 stone is perp cost.

    Now I start rolling my hagondes body for perp cost.

  13. #173
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    Quote Originally Posted by Slycer View Post
    The sad thing is that their "fix" for magic damage made BLM even more useless than it was before, since there's essentially no reason to ever cast the highest tier nukes now.

    Also, re:equipment, the Gendewitha set definitely has far fewer possible augments than the Hagondes set. The only things I ever saw were song recast, song spellcast, cure spellcast, and cure potency. Hagondes has all those pet stats, plus m.acc, mab, enm-, etc.
    I've seen fastcast on both mage sets.

    BLM has access to a terrific way to increase mdmg that the other magical DD can't come close to; Cumulative magic dmg. Just assuming someone was willing to try an alliance composition of 6 BLM, a few melee to tank and skillchain, and -ja spells are prioritized as being cast every 20-30 seconds, and one person is designated to cast with goetia chausses +2, you'll eventually have a multiplier of 190-220+% in addition to weather/day effects. Suddenly my aero 1 for 1.5k is doing 3300 in addition to MBing light 1-2 times per sc from DDs. I've not tried a controlled test to see if there's a cap on cumulative magic or not. GEO would each do Indi- Focus, and share duty of Geo- Malaise, Geo - Languor. 2 BRD rotating ballads, marches, etudes, wind carol(set bonus), Adventurer's Dirge(^&@# you- this is my post and I want it now), 1 SCH for animus minuo aoe perpetuanced, RDM for Refresh II, 2 COR for quick draw and Scholar's, Evoker's, Wizard's, last roll is Warlock's or Caster's depending on meva, . 4 remaining alliance slots are 3 melee that can do light or darkness with optimal ws, 1 buyer. 3 Melee total means that SCH and RDM are sufficient for curing, (light weather means c4 will be doing just as much as c5/6.

    I'm well aware of the problems this would create with enemies that build resistance to magical/physical damage, and as always loltaru.

  14. #174
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    A big thanks to Slycer for the BGwiki page on Skirmish Armor.
    I hope someone else will find the time to do something similar for the new +1 Skirmish Weapons as well.

    Going forward, since someone else asked it a few pages ago and I've not still seen any reply, anybody mind to correct me in this Delve-Skirmish comparison?

    H2H: S >= D
    GKT: S < D ?
    KAT: S >= D
    DAG: S < D
    AXE: S < D
    CLU: ???
    STA: S > D
    SMN: S > D
    POL: S > D
    GSW: S > D ?
    GAX: S <= D
    SCY: ???
    GUN: S < D ?
    BOW: S < D ?


    Bit torn on Katana, depends on the max +Damage you can get from augments, either way it seems like a nice alternative to Kiji, or you could always mainhand a Kanna+1 and offhand a Kiji.
    Axe could be good if there were some cool/unique Pet augments but I doubt there are any. With Brethren and Hunaphu out I don't see this winning.
    Dagger seem far behind but for some jobs (BRD!) it's the only option since they can't equip Aphotic.

    What can be said for most weapons though, even those which I judged to be inferior to their D counterpart, is that they can likely be a cheaper and easier to obtain inferior alternative, which might still be good enough for people who don't have a lot of plasm and wanna gear a secondary job etc.
    I mean, aside from expensive crafted weapons, these skirmish +1 should still be the second best after Delve ones, even when they're worse.

  15. #175
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    Quote Originally Posted by Warusha View Post
    I've seen fastcast on both mage sets.

    BLM has access to a terrific way to increase mdmg that the other magical DD can't come close to; Cumulative magic dmg. Just assuming someone was willing to try an alliance composition of 6 BLM, a few melee to tank and skillchain, and -ja spells are prioritized as being cast every 20-30 seconds, and one person is designated to cast with goetia chausses +2, you'll eventually have a multiplier of 190-220+% in addition to weather/day effects. Suddenly my aero 1 for 1.5k is doing 3300 in addition to MBing light 1-2 times per sc from DDs. I've not tried a controlled test to see if there's a cap on cumulative magic or not. GEO would each do Indi- Focus, and share duty of Geo- Malaise, Geo - Languor. 2 BRD rotating ballads, marches, etudes, wind carol(set bonus), Adventurer's Dirge(^&@# you- this is my post and I want it now), 1 SCH for animus minuo aoe perpetuanced, RDM for Refresh II, 2 COR for quick draw and Scholar's, Evoker's, Wizard's, last roll is Warlock's or Caster's depending on meva, . 4 remaining alliance slots are 3 melee that can do light or darkness with optimal ws, 1 buyer. 3 Melee total means that SCH and RDM are sufficient for curing, (light weather means c4 will be doing just as much as c5/6.

    I'm well aware of the problems this would create with enemies that build resistance to magical/physical damage, and as always loltaru.
    That's not how Enhances Cumulative Magic Damage works.

  16. #176
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    Few more results, only a few interesting, but just in case someone's thinking about looking at odds of different things turning up or something...

    hagondes hat:
    nq: pdt-1 mab+6
    nq: pdt-2 mab+13
    +1: pdt-1 enm-5
    +1: pdt-2

    hagondes pants:
    nq: pdt-2
    +1: pdt-1 enm-3
    +2: pdt-4 magic burst damage +8%

    hagondes shoes:
    nq: pdt-1
    nq: pdt-1
    nq: pdt-1 macc+1
    nq: pdt-1
    nq: pdt-1
    nq: pdt-1
    nq: pdt-2 petmacc+4
    nq: pdt-1
    nq: pdt-2
    nq: pdt-2 petmacc+1
    nq: pdt-1 mab+14

    cizin hands:
    nq: pdt-1

    lehbrailg+1:
    +2: dmg+20 mnd+5 macc+20

    qatsunoci+1:
    +1: dmg+20 dex+3 acc+4
    +1: dmg+11 agi+2 acc+9
    +1: dmg+21 vit+4 atk+6

  17. #177
    Nidhogg
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    Quote Originally Posted by finalwolf View Post
    hagondes pants: matb +20 phy dmg -1 on a NQ stone
    GDI. Feel like a tool with my +23 MAB from a +2 stone. XD Highest I've seen reported for MAB is +26 on head, anyone seen anything higher in any slot?

  18. #178
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    Hagondes Sabots:

    NQ Stones:

    Pdt -1
    Pdt -2
    MAB +8
    Pet MAB +1
    Pet MACC +1~10

    Tested about 20 NQ stones so far. Currently sitting on Pdt -2% and Pet MACC +10, not too shabby to pair with the native Pet MAB +25

  19. #179
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    It seems for the most part that +1 is basically just the top part of NQ augment ranges and the bottom part of +2 augment ranges, with a more likely chance of an augment happening. NQ augment ranges almost always start from really poor values and range up to rather good values. +1, for the most part, just eliminates the crap values. My guess at examples for a full range of stats would be something like:

    NQ: 1~20
    +1: 15~23
    +2: 20~27

  20. #180
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    I'm happy with maxxing NQ augs until I can acquire enough HQ1/2 stones for testing, hopefully the armor sets get updated on the main page with all of the findings here. A couple friends said their NQ augs were pretty on par with +1/+2 augs with the occasional exception. I hope this brings the price down for HQ1/HQ2. On my server, NQ is 20k, HQ1 is 180k and HQ2 is 1.2M lol

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