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  1. #301
    Salvage Bans
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    Quote Originally Posted by Bagel
    Wow, this is really odd timing, I was going to make a new thread about souleater items. A friend of mine recently got Sable Cuisses and according to the dmg numbers he sent me, he was getting 10% HP w/ none, 12% w/ 1, 14% w/ 2 and 16% w/ all 3. (This was done with crits on W Ron rabbits) Wasn't planning on posting anything before I could get him to send me screenshots, or "proof" as you people like to call it, but I don't know why he'd make it up.
    This must be a lie.

    Bagel does not have friends.

  2. #302
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    Quote Originally Posted by Vobent
    Quote Originally Posted by NynJa
    Quote Originally Posted by Quixotic
    STR+7?
    http://wiki.ffxiclopedia.org/images/...ecatombcap.png
    <insert pic of purple fafnir>
    I've seen more Orange Nidhogg's than ones who popped Yellow.

  3. #303
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    O: Chaos Burgeonet+1 - Enhances "Souleater" Effect
    - Adds an additional 2% HP converted to damage. Caps at 12% (Needs verification)
    - Accuracy+20 while Souleater is active (Needs verification)
    The acc added is +25 on the HQ from tests I made on Idolaters at Dvucca staging point.

  4. #304
    Bagel
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    I looked for this in the thread, but didn't find it. Anyone have any info on 'Enhances Killer Effect' items? Beast Trousers, Tatami Shield, et al? Tamer's Ring is Killer+3, but I haven't been able to get any data for the other items. I tried combining the ring with BST pants out of curiosity on a couple of occasions, waste of time as far as I could tell.

    Thanks.

  5. #305
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    Quote Originally Posted by Midnightjade
    I looked for this in the thread, but didn't find it. Anyone have any info on 'Enhances Killer Effect' items? Beast Trousers, Tatami Shield, et al? Tamer's Ring is Killer+3, but I haven't been able to get any data for the other items. I tried combining the ring with BST pants out of curiosity on a couple of occasions, waste of time as far as I could tell.

    Thanks.
    these might help, i'm pretty sure there are more threads about this on the old site, but its search isn't working & i'm distracted at work

    http://www.bluegartr.com/forum/viewt...=killer+effect

    http://www.bluegartr.com/forum/viewt...=killer+effect

  6. #306
    Bagel
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    Thanks, some of the data on the first page of that second link is particularly good. ^^

    Interesting that some of the strongest killer effects in that test come from cookies, haha - I've seen that happen a bunch of times by accident when XPing mage jobs.

  7. #307
    Ruke
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    Quote Originally Posted by Heian
    Quote Originally Posted by Vobent
    Quote Originally Posted by NynJa
    Quote Originally Posted by Quixotic
    STR+7?
    http://wiki.ffxiclopedia.org/images/...ecatombcap.png
    <insert pic of purple fafnir>
    I've seen more Orange Nidhogg's than ones who popped Yellow.
    The purpose of upgrading to HQ is the extra STR and HP for when using Souleater. AF Helm does more for your WS damage with Souleater active than Heca hat, for just about any WS arguably. So, if you're going to be stuck using it for anything with Souleater (including WS), why not upgrade to the better version?

  8. #308
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    Quote Originally Posted by RKenshin
    The purpose of upgrading to HQ is the extra STR and HP for when using Souleater.
    and the extra +5acc given from the HQ compared to the NQ.

  9. #309
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    Being a taru, I still find that (from what other taru drks have told me) the AF helm is still worth more per damage on WS's than heca hat. Just to clarify in case it were to turn race based.

    I cannot argue either yet, since i am only level 71.

  10. #310
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    Quote Originally Posted by Khelek
    Quote Originally Posted by RKenshin
    The purpose of upgrading to HQ is the extra STR and HP for when using Souleater.
    and the extra +5acc given from the HQ compared to the NQ.
    are you sure theres an accuracy bonus ? >.>

    every other "enhances whatever" item was identical in effect from AF and AF+1.

  11. #311
    Mr. Bananagrabber
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    Quote Originally Posted by Khelek
    Quote Originally Posted by RKenshin
    The purpose of upgrading to HQ is the extra STR and HP for when using Souleater.
    and the extra +5acc given from the HQ compared to the NQ.
    Since when does a +1 AF increase the bonuses that the various "Enhance" traits on equipment give compared to the NQ version? <_< Sorry if this was actually covered elsewhere in this thread but I've been under the impression that AF+1 doesn't function like that.

    Edit: Blah, Nynja said it in less words.

  12. #312
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    I'm sure the bonus is +25acc, I'm not sure if it increased from the NQ however, since I've not confirmed that the NQ gives +20acc. It could give +25. Someone would have to reconfirm the acc given on the NQ, but as far as my test results showed, it's +25acc from the HQ burgeonet.

  13. #313
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    bumping a old thread, but anyone actually tested the effect of spikes enhancement on Duelist's Tights? got em last night, don't really care too much of how it enhances, main use of those is for elemental magic boost, but playing around with em didn't notice a damage boost or increase in proc rate from stun on shock spikes or paralyze on ice spikes. Only guess is it increases duration before spell wears off. Anyone able to confirm?

  14. #314
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    Quote Originally Posted by Seditedi
    bumping a old thread, but anyone actually tested the effect of spikes enhancement on Duelist's Tights? got em last night, don't really care too much of how it enhances, main use of those is for elemental magic boost, but playing around with em didn't notice a damage boost or increase in proc rate from stun on shock spikes or paralyze on ice spikes. Only guess is it increases duration before spell wears off. Anyone able to confirm?
    The only noticeable enhancement from the relic pants is a damage increase on Blaze Spikes. It is possible that they could increase the proc rate on stun and paralyze, it's just so random that it is hard to tell. (Ice Spikes are so awesome to begin with, and Shock Spikes is so rare.)

    I can say for certain that they do not increase duration, my buffs always fall off in the same order as they are applied; Phalanx, Spikes, en-spell, Haste.

  15. #315
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    Quote Originally Posted by Septimus
    Quote Originally Posted by Seditedi
    bumping a old thread, but anyone actually tested the effect of spikes enhancement on Duelist's Tights? got em last night, don't really care too much of how it enhances, main use of those is for elemental magic boost, but playing around with em didn't notice a damage boost or increase in proc rate from stun on shock spikes or paralyze on ice spikes. Only guess is it increases duration before spell wears off. Anyone able to confirm?
    The only noticeable enhancement from the relic pants is a damage increase on Blaze Spikes. It is possible that they could increase the proc rate on stun and paralyze, it's just so random that it is hard to tell. (Ice Spikes are so awesome to begin with, and Shock Spikes is so rare.)

    I can say for certain that they do not increase duration, my buffs always fall off in the same order as they are applied; Phalanx, Spikes, en-spell, Haste.
    I agree with Sept, I was pretty damn sure that it was a better ice spikes (potency, not duration)...but so much is placebo it was hard to tell.

    I always wanted to make a quality test run of this but you have to leave the pants on to test and I'd just rather solo in Dusk no matter what the outcome was.

  16. #316
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    Thanks, either way a nice pickup even if the enhance effect is weak, 10 elemental magic on legs not too bad for lolRDM nukes.

  17. #317
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    Quote Originally Posted by Goddess
    Quote Originally Posted by Vail
    Wyrm Armet: Changes the calculation for healing/attack breaths, normaly it's based as a fraction of the wyvern's HP (estimated at 1/4th-1/5th of the wyvern's max HP) the wyrm armet raises it to appx 1/3rd of the max HP for determining the value of the breaths *note: this is talking the max damage values resisted damage will be cut down ofcourse*

    wyrm armet+1 likely like all other relic +1 that's been tested doesn't gain more effect over it's non-upgraded counterpart
    Yeah, that's right. Wyrm Armet increases breath damage/heal from 1/5th Wyvern's Max HP to 1/3rd Wyvern Max HP. Exact numbers on unresist.

    +1, as always, doesn't increase the effect at all from NQ. *bummer*
    Some numbers from playing around with Wyrm armet, if anyone's interested.

    http://www.killingifrit.com/forums.p...883867#2883867

  18. #318
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    I notice the potency of para on spikes, I don't notice any increase at all from shock spikes's stun, maybe it lengthens stun? Not sure and can't be arsed to test something so insignificant. Para spikes ftw

  19. #319
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    Oh, on that topic, just to put the information out there since I've been PMed about it a few times recently...

    Just like the above, and just like for nearly everything else, SAM AF+1 head and AF2+1 hands don't increase the number of ticks you get from Meditate over the NQ. It doesn't even increase the odds of getting the higher number of ticks, it's all the same.

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