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  1. #1
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    Reisenjima Augments Thread!

    Alright, someone mentioned compiling a list of augments for each item piece by stone so that we could A) see what sort of augments are available for each piece and B) how certain stones weigh certain augments. I'll be keeping a list of them here in the OP with all listed augment combinations as data. I'm sure that augments are consistent between pieces of the same set, but as a just in case I've separated them anyway.

    Ongoing Theory:
    When rolling augments via a stone, you have three types of augments:
    1) Attribute: STR, DEX, VIT, the like.
    2) Parameter: Atk/Ratk/MAB and Acc/Racc/Macc. There are two rolls for this.
    3) Utility: This varies widely based on the type of armor you're augmenting, as well as its path.

    When you roll these augments, the type of stone you pick favors a higher value in their specific category. Taupe Stones favor the Attribute category, Pellucid Stones favor the Parameter category, and Fern Stones favor the Utility category, meaning that most of the time, you'll see higher values in the category your chosen stone favors.

    However, augment exporting via Gearswap as well as some “bugged” augments have shown that after those three rolls, there is a chance of up to two additional rolls after for the Parameter category, which is often what leads to multiple higher values. Values of >30 on the Parameter stat are, as far as known, the result of two rolls of the same type being added together. We have yet to determine the rarity of these rolls.

    Below is the list of various sets and weapons, as well as the paths available for each and the maximum range of each augment. Note that all forms of Attribute have been seen on multiple pieces, so this will not be listed, as any Attribute can pop up on any given piece. Only Parameter and Utility augments will be listed.




    Odyssean Set

    Spoiler: show

    Melee Path
    Parameters


    Utility
    Physical Damage Taken: Up to -4%
    Fast Cast: Up to +5
    Double Attack: Up to +5
    Weapon Skill Damage: Up to +2%

    Magic Path
    Parameters


    Utility



    Valorous Set

    Spoiler: show

    Melee Path
    Parameters
    Attack: Up to +30
    Accuracy: Up to +28
    Attack/Accuracy: Up to +22
    Magic Attack Bonus: Up to +1
    Magic Accuracy: Up to +6


    Bonus Parameters
    Accuracy: Up to +14
    Attack: Up to +11


    Utility
    Physical Damage Taken: Up to -4%
    Magic Damage Taken: Up to -2%
    Damage Taken: Up to -3%
    Enmity: Up to +6
    Store TP: Up to +8
    Skillchain Damage: Up to +6%
    Weapon Skill Accuracy: Up to +15
    Weapon Skill Damage: Up to +4%
    Critical Hit Damage: Up to +4%
    Critical Hit Rate: Up to +1%
    Double Attack: Up to +5


    Familiar Path
    Parameters


    Utility
    Double Attack: Up to +4
    Store TP: Up to +5
    Pet: Regen: Up to +2
    Pet: Double Attack: Up to +4
    Pet: Double Attack/Critical Hit Rate: Up to +2
    Pet: Store TP: Up to +11
    Pet: Subtle Blow: Up to +9
    Pet: Physical Damage Taken: Up to -4%
    Pet: Haste: Up to 2%



    Herculean Set

    Spoiler: show

    Melee Path
    Parameters


    Utility
    Counter: Up to +5
    Critical Hit Rate: Up to +5%
    Critical Hit Damage: Up to +5%
    Triple Attack: Up to +4
    Physical Damage Taken: Up to -5%
    Magic Damage Taken: Up to -5%
    Damage Taken: Up to -2%
    Dual Wield: Up to +6
    Waltz Potency: Up to +11%
    Weapon Skill Damage: Up to +3%
    Store TP: Up to +6

    Magic Path
    Parameters

    Utility
    Weapon Skill Damage: Up to +3%
    Double Attack: Up to +4
    Magic Burst Damage: Up to +1%
    Store TP: Up to +5
    Critical Hit Rate: Up to +2%
    Critical Hit Damage: Up to +2%
    Enmity: Up to -2



    Merlinic Set

    Spoiler: show

    Magic Path
    Parameters
    Magic Accuracy/Magic Attack Bonus: +24

    Bonus Rolls:
    Magic Accuracy: Up to +15
    Magic Attack Bonus: Up to +11

    Utility
    Magic Damage: Up to +14
    Magic Burst Damage: Up to +10%
    Magic Critical Hit Damage: Up to +11%
    Enmity: Up to -8
    Fast Cast: Up to +6%
    Drain/Aspir Potency: Up to +10
    Occult Acumen: Up to +8
    Conserve MP: Up to +1
    Magic Damage Taken: Up to -2%
    Physical Damage Taken: Up to -4%

    Familiar Path
    Parameters

    Utility
    Blood Boon: Up to + 7



    Chironic Set

    Spoiler: show

    Path A
    Parameters


    Utility


    Path B
    Parameters


    Utility

  2. #2
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    Submitting the ones I've recorded myself:

    Valorous Mask (Melee Path)
    Pellucid Stones
    MND+8, Acc+15, Attack+3, Enmity+2
    VIT+9, Acc+16, Attack+22
    AGI+6, Acc+31, Attack+16
    DEX+3, Acc+34, Attack+36
    AGI+7, Acc+5, Attack+5, Enmity+1
    Attack+26, Store TP+2
    Attack+9, Skillchain Dmg+1%
    VIT+9, Acc+6, Attack+1, Enmity+2

    Valorous Mask (Familiar Path)
    Pellucid Stones
    Pet: DEX+10, Pet: MAB+17, Pet: DA+3
    Pet: DEX+7, Pet: MAB+19
    Store TP+4, Pet: Acc/Racc+14, Pet: Attack/Ratk+17
    Pet: INT+3, Pet: Macc+3, Pet: Regen+2
    Pet: INT+2, Pet: Acc/Racc+9, Pet: MAB+10
    Pet: DEX+1, Pet: Attack/Ratk+4, Pet: MAB+26
    Pet: Macc+6, Pet: Attack/Ratk+12, Pet: Regen+2

    Taupe Stones
    DA+3, Pet: STR+5, Pet: Macc+30, Pet: Atk/Ratk +15

    And no, you're not reading that wrong, some of the augments have a single master augment and the rest are pet.

  3. #3
    Groinlonger
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    Fenrir

    Thanks for starting this. Would be good to see all augments, even if the result is mediocre.

  4. #4
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    Another batch of testing! And I think I've figured out a pattern. First, my results:

    Valorous Mask (Melee Path)
    Taupe Stones
    AGI+6, Acc+6, Atk+6
    AGI+8, Macc+2
    DEX+11, Attack+14
    AGI+8, Attack+12, DA+2
    STR+3, Acc+20, Attack+15
    STR+3, Attack+19, Crit Dmg+1%
    VIT+15, Acc+9, DA+4
    AGI+3, Acc+2, Atk+15, Skillchain Dmg+2%
    VIT+6, Acc+3, Attack+3, Macc+6
    AGI+5, Acc+10, Atk+14, Enmity+6
    VIT+13, Crit Rate+1%
    AGI+11, Acc+21, Atk+9
    AGI+14, Attack+13, DA+3

    Fern Stones
    DEX+3, Acc+20, Atk+26, Crit Hit Dmg +2%
    DEX+3, Acc+5, Crit Hit Dmg+4%
    Acc+10, Atk+9, Crit Hit Dmg+2%
    DEX+3, Acc+11, Atk+4, WSD+2%
    DEX+2, Acc+20, Atk+28, PDT-4%
    STR+9, Acc+19, Attack+3, STP+4

    Pellucid Stones
    STR+7, Attack+7, Skillchain Dmg+5%
    Acc+7, Attack+7, WSD+2%
    STR+4, Acc+27, Attack+14, Skillchain Dmg+1%
    DEX+1, Attack+13, STP+3
    STR+1, Acc+16, Atk+16, Skillchain Dmg+3%
    Acc+4, Attack+4


    Valorous Mask (Familiar Path)
    Taupe Stone
    DA+3, Pet: DEX+15, Pet: Acc/Racc+5, Pet: Atk/Ratk+22
    Pet: INT+2, Pet: Acc/Racc+15
    Pet: DEX+13, Pet: Macc+11, Pet: STP+10
    Pet: AGI+11, Pet: Atk/Ratk+30, Pet: DA+3
    Pet: INT+14, Pet: Acc/Racc+10, Pet: Attack/Ratk+8, Pet: DA+2
    Pet: STR+13, Pet: Acc/Racc+4, Pet: Atk/Ratk+8, Pet: DA+2
    Pet: CHR+12, Pet: Macc+15, Pet: Acc/Racc+13, Pet: Atk/Ratk+7, Pet: STP+4

    Fern Stones
    DA+4, Pet: MND+5, Pet: Macc+16, Pet: Atk/Ratk+1
    DA+3, Pet: DEX+2, Pet: Acc/Racc+5
    Pet: VIT+4, Pet: Acc/Racc+1, Pet: Subtle Blow+9
    DA+3, Pet: VIT+8, Pet: Atk/Ratk+1
    Pet: VIT+3, Pet: Acc/Racc+2, Pet: STP+11

    Now for my theory: Each stone focuses on a specific slot, and favors that slot. From what I've seen, we have four available slots:
    1. Stat (STR AGI etc)
    2. Attacks (Atk, Ratk, MAB)
    3. Accs (Acc, Racc, Macc)
    4. Additional (things like STP, PDT, etc)

    Now if you'll notice that aside from the pet augs I haven't cleared 4 augments (and even on pet ones I haven't, as some are dual augs like atk/ratk), this supports my theory of four augment slots.

    So, here's what I think the stones do:
    Taupe - Favors Slot #1, as I never didn't have a stat augment, and those were generally my higher observed results.
    Pellucid - Favors Slots #2-3, As I always get acc, atk, or both with those, and generally have my highest values. That's where I had a previous Acc+34, Atk+36 I forgot to record.
    Fern - Favors Slot #4, as they always have an "additional" type augment, and have higher values.

  5. #5
    Relic Horn
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    After blowing 400+ stones on magy gear I can say nothing to contradict this theory. Could just be the truth.

    Black Stones statvomit seems to go up to +15 while others stay at +10 ?
    White Stones MACC/MAB max 40/40 while 30/30 otherwise
    Green... i dont know... friend said he had a MB dmg +11% on one roll... so maybe increased utility rolls?

    I had FC+4% in there somewhere also producing new BIS FC hat and a really good ilevel FC body in theory

  6. #6
    Ridill
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    Hmmm interesting. Looking thru the ranges it definitely does appear that way. Going thru it looks like you can get low regardless but maxes change. I'd guess for slot for stp, subtle blow and enmity will have the same maxes while the rest will probably share a max or at least be close.

    Going by those ranges I'd estimate maxes (either using the max or in some cases rounding a little) to be something like:

    Taupe: Slot 1) 15. Slot 2/3) 30. Slot 4) Stp/subtle blow/enmity- 10. Then 4 was highest for the rest
    Pellucid: Slot 1) 10. Slot 2/3) 35 (maybe 40 based on other things I've seen but might be set specific though it's looking like the caps are the same regardless of set). Slot 4) Stp/subtle blow/enmity- 5 (might just be low sample size). Then 5 for the rest
    Fern: Slot 1) 10. Slot 2/3) 30. Slot 4) Stp/subtle blow/enmity- highest is 11 I'd guess 15 is max. Then 5 for the rest

    Low sample size but it appears a lot of slot 4 augs might have same caps regardless of the stones. While 2 and 3 seem to have same caps within a stone. So might be best to think of 2 and 3 as a single category that can take up 2 slots and slot for as 2 (maybe more categories) that can only use 1 slot. But speculation for right now

  7. #7
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    It could simply be that Slot 2 is your "attack/acc" slot, and you can either get attack or acc or atk+acc. Not sure. But that would give three slots, one for each stone.

  8. #8
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    Got a few odd augments, and perhaps there's a fifth slot? Most recent one was AGI+3, Acc+10, Atk+9, Macc+7, Crit Hit dmg+1%. It could be a case of rolling an acc/atk combo (though they have differing values) but perhaps this isn't as solved as I thought. Was done with a Pellucid stone.

  9. #9
    Ridill
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    Maybe it can just pick from the att/acc category up to 3 times?

  10. #10
    Groinlonger
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    Fenrir

    Merlinic legs

    taupe
    INT +11 Accuracy +12 Magic Accuracy +1 Magic Attack Bonus +12
    INT +5 Magic Accuracy +25 Magic Crit Damage +10%
    CHR +2 Magic Accuracy +13 Magic Attack Bonus +14 Drain Aspir Potency +4
    CHR +14 Magic Accuracy +8 Magic Attack Bonus +14 Magic Burst Damage +2

    pellucid
    INT +2 macc +9 mab+16 occult acumen +4
    mab +30 (1 stat onry)

    then I got lazy and stopped recording

  11. #11
    Ridill
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    So saw this on the Ah....

    http://cdn.ffxipro.com/images/ss/ful...89a3ccad4a.jpg

    So the acc/att slot can sometimes pick the same thing more than once? Anyone seen something similar?

  12. #12
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    I've yet to see multiples of the same augment type before. o_O

    That being said, geez, that's four different slots. Since it's Pet: only Atk/Ratk and Acc/Racc are linked; far as I've seen, MAB/Macc are not. So... geez.

  13. #13
    Ridill
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    Yeah wonder if it's real since some people have done hundreds and first report I've heard.

  14. #14
    Relic Weapons
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    They're real. Anyone on Bahamut can ask Jopa to equip them tomorrow.

    Interestingly, that was done with a green stone and the stats just before that were Blood Boon +6, Pet: MACC+21, and Pet: MAB+21 from a white stone.

  15. #15
    Ridill
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    Did he choose familiar path for both of those stones?

  16. #16
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    He had to have, or no Pet: Augments would have appeared, as far as I know.

    Edit: And while I'd like to take someone's word on it, if you want to be one of those people to check him while he equips it, be my guest. It's very possible that it's a rare augment combo, but I have yet to see a double augment of the same type pop up yet. Call me doubtful, even as I look at my Ekejamal Boots with PDT-2%, MDT-2%, PDT-2%. >.>;

  17. #17
    Groinlonger
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    Fenrir

    I got a few 6% fast cast augments from Fern stone on merlinic hood (14% fast cast head.)

  18. #18
    Relic Horn
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    Rolled this on 2nd Merlinic Pants with a Fern Stone:

    +19Macc +32Mab +10 Magic Burst


    So it's possible to get 30+MAB with a Fern even



    SCH can use Chironic to build them for nuking. Can't get +magic burst bonus on that set tho:


    Chironic Gloves Pellucid:

    INT+5 MACC+33 MAB+32 Resist Silence +6


    Chironic Slippers Pellucid:

    MND+7 MACC+29 MAB+36 Conserve MP+2

  19. #19
    Groinlonger
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    3 MND 25 macc 40 mab on merlinic legs, so 40 is possible

  20. #20
    Relic Horn
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    Got another of those "bastard rolls" while spamming Pell stones:




    It's pretty rare but it happens.

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