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Thread: AF Upgrades     submit to reddit submit to twitter

  1. #341
    Nidhogg
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    I just soloed a bunch of Worm's Turn as SCH/RUN on Normal Mode. Go in fully buffed barstone,stoneskin,phalanx,Regen V, 2x Ignis and Pfug+Manifestation+Focalization and immedietly cast Sleep II centered on Franz. He'll draw you in and if sleep resists on him he'll bind you but with Pfug it should resist, if not Enlightment+Erase. Quickly run 20' away and 2hr+Kaustra+Helix+Modus him. Switch to Flabra x2. He should die in like 3-4 ticks. Then just sit at 21 and pick off each worm 1 by 1. They won't even ever nuke you or touch you even after they wake up. Should helix one while nuking another to speed things up, worms have low HP, one Tier1 Blizzard for 1.1k dmg took off 6-10% HP per cast. Alternatively you can do this as /RDM or /BLM but the /RUN is for the added safety at the beginning because the first run I went on my sleeps resisted and I was drawn in and bound and hit with 10+ Stone IV/Stonega III's (albeit for 30-300 dmg, i survived in red HP). 0/3 on Dosis Tathlum. I bet SMN can solo this even easier.

  2. #342
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    Quote Originally Posted by Byrthnoth View Post
    I scanned this thread, FFXIAH item pages, etc. and updated BG wiki's item pages. This information is still missing:

    THF hands - Trick Attack AGI bonus
    THF body - Hide duration bonus
    PLD feet - Holy Circle duration/potency bonus
    PLD head - Cover bonus - Is it the same?
    BST feet - Reward potency bonus
    BST body - Reward status removal
    BST head - Tame rate
    RNG legs - Sharpshot effect
    RNG hands - Barrage confirmation and Shadowbind duration increase
    RNG head - Rapid Shot rate
    SAM feet - Zanshin rate
    SAM hands - Confirm the effect on rice balls doesn't change (can you take it off?) and verify what the Hasso enhancement is. Currently looks like nothing.
    SAM head - Warding Circle tests
    DRG feet - Jump attack bonus?
    DRG legs - High Jump attack bonus, if that's what it's doing?
    DRG head - Spirit Link enhancement
    BLU feet - Chain Affinity enhancement
    BLU legs - Burst Affinity enhancement
    BLU hands - Increases magic learning?
    BLU head - Monster affinity enhancement
    COR head - Quick Draw damage enhancement
    PUP feet - Repair enhancement (how many debuffs?)
    PUP legs - Automaton cure potency, increase in max MP
    PUP hands - +Stat/maneuver, Overload threshold increase
    PUP body - HP/MP increase
    SCH hands - Final test to determine haste/fast cast values
    DNC legs - Skillchain Bonus

    I italicized the stuff that's unknown for the NQ AF and thus would probably be hard to test. I did not scan FFXIAH job threads, just the item pages, so some of this information might already be available.
    BLU feet are +20 to base damage

    COR QD is +5 to base damage (worthless atm)

  3. #343
    Nidhogg
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    If AF109=Empyrean+1 and AF119=Empyrean+2, then we may be in for a lot of disappointment for most of the pieces. Even the bonuses that Empyrean+1 gave were pretty sweet, the +2 enhancment to those JAs/Spells were icing. The Emp+1 to Emp+2 jump was usually double(the bonuses provided by the +1 were half that of the +2 piece) but following that same paradigm, some pieces will be pretty sweet(BLU Feet) and most others will be crap. The pattern only holds for the JA/Spell bonuses not the +stats or attributes.

  4. #344
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    Quote Originally Posted by Ophannus View Post
    I just soloed a bunch of Worm's Turn as SCH/RUN on Normal Mode.
    Dont bother doing normal. An armor piece is 100% on difficult. You just tossin SKC away on normal.

  5. #345
    Nidhogg
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    Not sure if I can solo difficult, never tried but I know with SKC20 the jump from Normal to Difficult is substantial. Mobs on Difficult may resist my nukes or have way more HP. Sometimes I barely survive by the skin of my teeth from the onslaught of 15+ Stone nukes on me and thats when they get hugely resisted from Barstone/Shell V/Flabra x2/Valliance so I think Difficult might either kill me or time me out, but I'll try later. The hardest part is just killing Franz fast so he stops drawing you in.

  6. #346
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    Or just bring people with you? No reason to waste orbs just for the sake of soloing.

  7. #347
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    Quote Originally Posted by Darkmagi View Post
    Or just bring people with you? No reason to waste orbs just for the sake of soloing.
    Nah bro, the reason to do it is cuz its cool to do what 6 failures cannot.

  8. #348
    Impossiblu
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    Figure this is a better place to post these things than the math section.

    Academic mortarboard - +2/tic Sublimation conversion
    Academic gown - +18 Elemental/Enfeebling/Dark magic skills w/ Dart Arts, 2/tic Refresh
    Academic bracers - +5% Fast Cast
    Academic pants - +18 Healing/Enhancing/Divine magic skills w/ Light Arts
    Academic loafers - -8% casting time for spells matching the current Arts
    Maxixi tiara - +15 Step accuracy , +40s Samba duration
    Maxixi bangles - +15 Step accuracy
    Maxixi tights - +10% Skillchain damage
    Maxixi toeshoes - +35% Jig duration
    Foire dastanas - Unchanged from normal ones
    Foire churidars - +10% Cure potency
    Foire babouches - Causes repair to remove one abnormal status effect
    Laksamana hat - Unchanged from normal one
    Laksamana frac - Recycle +15%
    Laksamana bottes - Quick draw base damage +10
    Assimilator Bazubands - +11% chance to learn blue magic
    Assimilator Shalwar - +10 magical base damage w/ Burst Affinity
    Assimilator Charuqs - +20 physical base damage w/ Chain Affinity
    Convoker's doublet - Blood pact damage +11%
    Convoker's spats - Avatar accuracy +20
    Convoker's pigaches - Avatar evasion +20, Blood pact damage +5%
    Vishap armet - Spirit link recovery amount +12
    Vishap mail - Jump TP +3, Wyvern regen +3
    Vishap finger gauntlets - Jump TP +3, Wyvern accuracy +12
    Vishap brais - High Jump enmity effect becomes -75%, Ancient circle +2% dragon killer +50% duration
    Vishap greaves - Jump attack +20%
    Hachiya chainmail - Dual wield +7%
    Hachiya hakama - Dual wield +3%
    Wakido kabuto - Warding Circle +2% demon killer +50% duration, Meditate effect +4 seconds
    Wakido kote - Hasso haste +1%
    Wakido sune-ate - Zanshin +3%
    Orion beret - Rapid shot +12%
    Orion jerkin - Camouflage duration +100%
    Orion bracers - Barrage shots +1, Shadowbind duration +12%
    Orion braccae - Sharpshot +12 ranged accuracy
    Orion socks - Scavenge +7% ammo recovery rate
    Brioso slippers - Song duration +10%
    Totemic helm - +25% Tame success rate
    Totemic jackcoat - +20% Reward potency and removes slow/weight/paralyze/blind/poison/silence
    Totemic trousers - +1% to all killer effects, -15s Reward recast
    Totemic gaiters - +30% Reward potency
    Ignominy burgeonet - Souleater effect +2%
    Ignominy sollerets - Arcane Circle +2% arcana killer +50% duration
    Reverence circlet - Cover duration +7s
    Reverence leggings - Holy circle +2% undead killer +50% duration
    Pillager bonnet - +3% critical hit damage
    Pillager vest - +100% Hide duration, +5% critical hit damage
    Pillager armlets - +15% AGI bonus on Trick attack, +2% critical hit damage
    Pillager culottes - +3% critical hit damage
    Pillager poulaines - +52% flee duration
    Atrophy chapeau - Fast cast +11%
    Atrophy gloves - Enhancing magic duration +15%
    Theophany pantaloons - Regen duration +15s, +15% chance of removing doom with cursna
    Anchorite crown - +15 accuracy from Focus
    Anchorite cyclas - +60% chakra potency
    Anchorite gloves - +19/256 boost attack
    Anchorite gaiters - +65 kick damage, +15 evasion from Dodge
    Pummeler mask - +12s Aggressor duration and reduces evasion penalty to -15
    Pummeler lorica - +12s Berserk duration
    Pummeler mufflers - +15% Retaliation damage

  9. #349
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    Quote Originally Posted by Darkmagi View Post
    Or just bring people with you? No reason to waste orbs just for the sake of soloing.
    Bring 2 others an do your orb drop. Aegis pld can sit and eat nukes all day long, once you kill off flanz, you dont get drawn in anymore. If you kaustra shit they should just melt. Im due for a run, ill try and parse hp.

  10. #350
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    Quote Originally Posted by Prothescar View Post
    Hachiya hakama - Dual wield +3%
    Earlier tests showed this at 5% i thought.

  11. #351
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    Earlier tests showed 5% but honestly 3% for the 109 and 5% for the 119 sounds more likely to me, at least at a hunch.
    Just like I'm betting on 10% for 119 Body.

    Very nice compilation of data Prothescar btw, thank you!

  12. #352
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    I merely translated it over from the jpwiki; they got all of the data from a magazine. JPs get all the cool stuff

  13. #353
    Nidhogg
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    Most enhancements of the new af are 1-3% more compared to af+1. Magus hands were probably 10%, drachen armet was spirit link +10 so wow it got +2 more hp. Not even power or base potency just literally heals +12 more as if that matters when it heals 1.6k+ to wyvern. The circle bonuses are the same bonuses that nq af gave (+2% potency and 50% duration) so that's unchanged too. The pieces that provide new bonuses are decent whereas the pieces that have the same bonuses but upgraded are kinda lackluster. Btw nobody ever quantified sharpshot's bonus from ranger af before. Since this gives +12 can probably extrapolate that nq gives +10

  14. #354
    Chram
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    Quote Originally Posted by NynJa View Post
    Quote Originally Posted by Prothescar
    Hachiya hakama - Dual wield +3%
    Earlier tests showed this at 5% i thought.
    I looked at the earlier test; it was poorly done.

    All it shows is that total DW brought the delay on a warp cudgel (264 native delay) down to between 156 and 167 delay, to generate 4.8 TP per hit, since 5 Store TP was exactly enough to raise that to 5.0 TP per hit. That means it adds somewhere between 2% and 5% DW. Not terribly informative, though 3% DW is a perfectly valid match for the test.

  15. #355
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    The Laksamana bottes doesn't fit with our proved testimonials that say +5.

  16. #356
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    Quote Originally Posted by Seha View Post
    The Laksamana bottes doesn't fit with our proved testimonials that say +5.


    SE made a mistake? Lol.

  17. #357
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    No, it depends how you calculate it: https://www.bg-wiki.com/bg/Laksamana%27s_Bottes

    If you distribute the 2x multiplier, they're +10 base damage.

    I dislike information without testing, but I also don't want to go out and test all these things. I'll try to get them on the wiki today.

  18. #358
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    So the Wakido Helm is supposed to give +4 seconds meditate? That's like what, one additional tick? How come nobody noticed that? And how come nobody noticed the additional duration? Or the +1% Haste on Gloves?
    I completely trust the data Protescar posted, it comes from an official jp magazine, it's likely that like in the past they received info directly from SE.

    The problem here is that if we can consider the tests done so far reliable then maybe those 2 items (and others?) are "broken" and not working as intended and SE will have to patch them?

  19. #359
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    I think the wakaido kabuto is +4 seconds but that's referring to the base af/af+1 myochin kabuto effect. Drk helm 109 doesnt enhance souleater any further than the nq but the list says +2% which is what nq helm gives. Some of the af attributes on that Jp list merely state the unchanged bonuses carried over from Af/af+1. The telltale sign is that l the pieces that enhance killer effects say +2% effect and +50% duration. The thing is the nq af piece gave that bonus so likely some of the reformed armors do not enhance bonuses further but the list just states the carried over ja enhancement. The cool thing is it tells us the base af effect likely magus hands nq were +10% learning effect if the retorted are +11 for example

  20. #360
    Ridill
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    As far as the gloves ja haste is a bit harder to test/notice. Especially something as small as 1%

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