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  1. #321
    Ridill
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    Quote Originally Posted by NynJa View Post
    Its worse for those with the VW abjus. Atleast all of the sky/kings ones can be t1, the same cant be said for all of the VW ones.
    Are you sure. The highest main craft lvl for them is 110 and I don't remember any testing on the subjob crafts for them. Though back in the day some crafts were boned from not having torques

  2. #322
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    Im pretty sure all bodies are t1 with gp item from subcraft. IE haubert with cloth glasses and gold torque.

  3. #323
    Nidhogg
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    Sath, you're still playing Xi? wut!

  4. #324
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    Quote Originally Posted by dasva View Post
    Are you sure. The highest main craft lvl for them is 110 and I don't remember any testing on the subjob crafts for them. Though back in the day some crafts were boned from not having torques
    Forgot they added all torques now...if you were fortunate enough to get one (spent all day in Den with kupower active, nothing). Material availability still strongly favors kings/sky though.

  5. #325
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    Quote Originally Posted by NynJa View Post
    Its worse for those with the VW abjus. Atleast all of the sky/kings ones can be t1, the same cant be said for all of the VW ones.
    Not really. If you are using -1 original cursed gear in your recipe, they made all of the old 100+ recipes into 95ish recipes. For example, Hexed Bliaut is 110, but if you use Hexed Bliaut -1 in your recipe to make Vexed/Jinxed Briault then according to the NPC it comes between tulfaire fletchings (level 95) and errant houppelandes (level 96). Now if you use NQ cursed item to make the new cursed item, all of them are higher than Expert and so are T0s, even the sky/king ones.

  6. #326
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    Quote Originally Posted by NynJa View Post
    Forgot they added all torques now...if you were fortunate enough to get one (spent all day in Den with kupower active, nothing). Material availability still strongly favors kings/sky though.
    I somehow fluked a GS torque last week, was in the Den trying to get a Prelate Key for my mule's nation missions and the torque was in the 2nd brown chest I opened.

  7. #327
    Ridill
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    Quote Originally Posted by Protey View Post
    Now if you use NQ cursed item to make the new cursed item, all of them are higher than Expert and so are T0s, even the sky/king ones.
    The feet are likely though not proven to be T1 and are T2 using the HQ base

  8. #328
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    Quote Originally Posted by Protey View Post
    Not really. If you are using -1 original cursed gear in your recipe, they made all of the old 100+ recipes into 95ish recipes. For example, Hexed Bliaut is 110, but if you use Hexed Bliaut -1 in your recipe to make Vexed/Jinxed Briault then according to the NPC it comes between tulfaire fletchings (level 95) and errant houppelandes (level 96). Now if you use NQ cursed item to make the new cursed item, all of them are higher than Expert and so are T0s, even the sky/king ones.
    I meant getting that original -1 to begin with. I know upgrading to the 119 cursed can either be a T1 or T0 depending if you have a -1 base piece or not, but whats more likely to get the base -1 to begin with:
    aruspex set needing etherael squama, which only drops from pixie VNM (which breaks your KI upon pop unless you cheat) vs zenith set needing siren's hair that drops from everywhere?
    tenryu set needing scarletite ingot (loading only from provenance fights) and sealord skin (which only drops from one VWNM)* vs Shura set where Diving Logs are available everywhere (including your mog garden)

    *i know these can also load in BCNM's during the campaign, but the drop rate is pretty horrendous


    There has also been no testing as to the subcraft levels of VW abjus. Theres speculation and eyeball tests, and nothing more.

  9. #329
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    Quote Originally Posted by dasva View Post
    The feet are likely though not proven to be T1
    Someone with 84 main will have to test, then bump up their skill level 1 at a time then test again. I find it hard to believe that they would allow only one of the synths to be T1. More likely that they are all 112 or more.

  10. #330
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    Thanks for info Tachi and i guess i will just have to try a mage setup then to kill it.

  11. #331
    Ridill
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    Quote Originally Posted by Protey View Post
    Someone with 84 main will have to test, then bump up their skill level 1 at a time then test again. I find it hard to believe that they would allow only one of the synths to be T1. More likely that they are all 112 or more.
    On it's own that would be hard to believe but also remember they allowed only 1 of lower lvl version to be T2...

    Then given how the lower lvl synths go in very nice lvl progression by slot ie 91 for feet up to 95 for body it would make since that the higher lvl would do the same and only body was above 104...

  12. #332
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    Quote Originally Posted by NynJa View Post
    Forgot they added all torques now...if you were fortunate enough to get one (spent all day in Den with kupower active, nothing). Material availability still strongly favors kings/sky though.
    Don't feel bad. It took me multiple days to get my GS torque (just smashing the room outside of the avatar chamber over and over until I'd maxed out the rate of coffer drops) to drop even once. The droprate on them is insanely low.

  13. #333
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    Quote Originally Posted by dasva View Post
    On it's own that would be hard to believe but also remember they allowed only 1 of lower lvl version to be T2...

    Then given how the lower lvl synths go in very nice lvl progression by slot ie 91 for feet up to 95 for body it would make since that the higher lvl would do the same and only body was above 104...
    We aren't sure yet if the feet are 91. From the NPC it's in between a level 91 and 92 synth, so until someone tests, not going to know for sure. Where do you get 104?

  14. #334
    Ridill
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    Quote Originally Posted by Protey View Post
    We aren't sure yet if the feet are 91. From the NPC it's in between a level 91 and 92 synth, so until someone tests, not going to know for sure. Where do you get 104?
    I suppose we don't "know" but has any synth since aht urghan days not been put at the end of a lvl? Sorry I meant 114

  15. #335
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    Going BST with an aoe magic pet REALLY helps for the torques since you can just nonstop blow up entire rooms of mobs. I think I got all 4 relevant torques to me in less than 10 hours with kupopower + building prowesses. I also used the CC torque as an excuse to farm freyas tears for hauberts so that helped pass the time.

  16. #336
    Ridill
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    Back from vacation and so full of DATA!


    Spoils 5/5 gave T2 JSE weapon


    A: DMG15 STR15 ATT15
    B: DMG15 STR15 ACC15
    C: DMG15 ACC15 ATT15
    D: DMG17 ACC15 RACC15



    A: DMG15 STR20 ATT20
    B: DMG15 STR20 ACC20
    C: DMG15 Pet: (ATT25 Haste3)
    D: Pet: (ATT25 ACC25 DT-3%)

  17. #337
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    Midnights are nice path D lol

  18. #338
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    Declaring it now (Dasva and Falkirk can confirm later) HQ will be new best idle / nuking piece for BST.


  19. #339
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    Quote Originally Posted by stamos View Post
    Midnights are nice path D lol
    Hmm, I don't know. Patch C looks great for both master and pet.

  20. #340
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    Quote Originally Posted by SathFenrir View Post
    Declaring it now (Dasva and Falkirk can confirm later) HQ will be new best idle / nuking piece for BST.

    For nuking depends on how relevant the int is. Falkirk has enough data to suggest some base stat definitely effects macc which is most likely int. So that alone should make it best overall though not best in pure dmg or macc.

    Haven't played around with magical nukes too much nor really done testing on them but I seem to remember some bsts saying familiar with jps didn't really increase dmg... that definitely seems true on low lvl stuff but that could just be dint caps and as said I haven't tested nukes really. So yeah limits how good it is for nukes if not but it's definitely the best if int effects

    For idle it's kind of sidegradish. Hp is nice but not as huge is it is for auto. Same dt and most likely same regen as taeon/arco so main comparison would be how the 15 int compares to whatever snoworb augment... int directly lowers magic dmg and increases meva but a pure meva augment might be better hard to say.

    At the very least it lets you use a taeon/arco for your physical/idle set and then this for the magic so you can maintain DT on both physical and magical without having to go thru dusk rng hell on 2 bodies

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