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  1. #521
    D. Ring
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    Raldo Volca
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    Quote Originally Posted by Jamison View Post
    Has anyone checked what bonus stats (and how much) you get with +1 gathering gear?
    Most of the [clothing] of [stat] means HQ gives you +1 to the [stat]. The actual formula is something like [stat]+20%, rounded down, always granting at least 1 point of [stat], with a few exceptions.

  2. #522
    CoP Dynamis
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    Focus mostly on perception as it helps with getting HQs which is all that really matters

  3. #523
    the whitest knight u' know
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    Excalibur

    If you know where your different items land on your Hit/Chop/Jig gauge and can accurately identify them based on your Remainder, your stat priorities for any gathering class should be:

    Perception > INT/MND/PIE > Output (just enough) > STR/DEX/VIT > Gathering

  4. #524
    Salvage Bans
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    Sigmakan Kaph
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    Hyperion
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    Bahamut

    I like having enough gathering to 1-shot some of the more rare ores.

  5. #525
    Bard-turned-Miner
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    Quote Originally Posted by Sigmakan View Post
    For those with the golden pickaxe, whats your gear setup?
    Sadly, stats still do not matter a heck of a lot. If you get enough output for 8-hits/node (~115), pretty much any combination of gear is going to get you capped (as far as we know is possible) in all the other stats.

    I use Felt Coif of Toiling, Woolen Doublet(VIT), Felt Work Gloves(VIT), and Raptorskin Cullotes(MND)/Workboots(MND)/Survival Belt. This is a low-gathering setup but boosts perception a lot. There are options that will get you more gathering, like the Raptorskin Jerkin.

    But again, stats mostly just don't matter (/sadface). HQ rates cap at 10%, except when a "Master of" ability is active. MND might play a slightly more important role for gathering items to turn in to Hamlets, as you can get up to 10 at a time with those. Beyond that, everything is easy to cap out or simply not important.

  6. #526
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    Sigmakan Kaph
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    Worked on my gear quite a bit this weekend and this is what I'm using:

    Cobalt Dolabra +1 (will add Tier4 perception once it becomes available)
    Mythril Sledgehammer
    Explorer's Bandana
    Woolen Doublet
    Storm Sergeant's Wristguards
    Raptorskin Survival Belt +1
    Raptorskin Cullotes
    Raptorskin Workboots

    Electrum Earring
    Raptorskin Choker +1
    Militia Bracelets
    Stormcarrier's Ring
    Turquoise Ring

    This puts me at 115 Output and 140 Perception with Gathering over 100. I'm thinking about replacing the raptor legs with Linen Bottom (+7 perception). Also, I really think even if I got the Luminary Pickaxe I wouldnt use it. The lower output would put me at 7 attempts and I would have to replace the legs with output legs which would result in net stats that are lower than with Cobalt Dolabra +1 build.

    Also, regarding abilities, I'm sure this has been discussed in this topic before (and I even tried skimming through the 27 pages here to find it), but do the "Master of " abilities work on other DoL jobs? The description of them is very generic and makes me think it would work. Same question with Earthen Favor, Stroke of Luck, Nature's Bounty.

  7. #527
    D. Ring
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    Raldo Volca
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    I don't know how much you care about getting a full 8 swings out of offhand gathering, but you'd be at 7 due to the shitty output stat on crafted offhands.

    Yes, you can use abilities from other DoLs across all DoLs; that is exactly why they are generic sounding.

  8. #528
    Bard-turned-Miner
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    As Raldo said, they will work on all DoL jobs. However, in the tests that I did, there was no discernible activation difference between having 1 ability or 3 abilities loaded.

  9. #529
    the whitest knight u' know
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    I'm hoping DoL abilities will get some attention soon like DoH got... since they are mostly garbage.

  10. #530
    Ridill
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    Stats are just so inconsequential.

    -HQ rate is capped at 10%, so perception only does so much
    -Magic stats are generally useless as anything you can get more than 1 of per gather is worthless to begin with
    -Physical stats are pointless unless you're lvling and targeting higher level nodes
    -Gathering saves you a little time, sometimes, that's all (useful for off-hand tho)
    -Output caps easily

  11. #531
    the whitest knight u' know
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    I had always felt pretty certain that you will, by default, receiver fewer items if you gather a HQ, thus making the magic stat a bit more relevant when gathering specifically for crafting/selling. Either way, I don't quite agree that anything worthwhile will always be limited to 1 per gather... especially if you're gathering to supplement your own non-50 craft grindan. I agree with most everything else though... I'm just waiting for them to follow through with that concept where you have to meet attribute requirements to gather certain items. It might make the DEX/PIE materia on all my shit have at least some meaning.

    Magic stats are also pretty relevant to hunting Kidney Ore/Indigo Herring/Spruce Branches.

  12. #532
    Ridill
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    I guess after playing long enough it's easy to forget a stack of iron ore might actually have some value to a newer player.

    Also I've yet to look into hamlet defense and the associated items.

  13. #533
    D. Ring
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    Raldo Volca
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    Did they ninja-increase the effect of placing your Aim at the sweet spot? I'm finding it very easy to hit the things that I'm looking for, but I haven't gathered much post-1.22.

    People around me are hitting darksteel ore like it's the only thing to obtain.

  14. #534
    Bard-turned-Miner
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    That was one thing I never did any official testing on, but it seems fairly the same to me (who knows, I could be wrong). Oddly enough, if Earthen Favor goes off at Dragonhead, you'll get primarily jade... so despite it being the newest ore added, it's not designed to be the rarest item there.

    Edit: Wanted to add that I did do my own HQ testing on Darksteel ore, as well as logged about 2 hours of other folks mining there, and the 10% HQ rate holds. It just feels much more tedious for a number of reasons.

  15. #535
    D. Ring
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    Completed the 1.22 updates to my Botany spreadsheet for those interested.
    https://spreadsheets.google.com/ccc?...thkey=COiS4LwB

    I didn't do a whole lot of gathering to update the spreadsheet. Is it safe to assume that the Hamlet Defense DoL turn-in item (Spruce Branch, etc.) is NQ only?

  16. #536
    the whitest knight u' know
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    Naw, you can get HQ of those. I think the only thing weird about them is that their quantity is capped at 10.

  17. #537
    Bard-turned-Miner
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    Mooglebox has the bonuses for HQ items now. So yeah, the way they handled HQ on gathering gear is strange. It looks like you can get a boost to the base gathering stats (gathering/output/perception) if you don't convert the gear to the +stat version of itself. What I mean is:

    Raptorskin Jerkin: NQ has 28 gathering, HQ has 33.
    Raptorskin Jerkin of VIT: NQ & HQ have 28 gathering, but in HQ the VIT goes from 7 to 8.

    This holds true for the majority of items with a gathering-related stat on it (with some exceptions where the bonus stat is something else, like crafting). It's worth repeating that gathering stats are trivial to cap, but it's interesting that it is possible to boost them further if you really wanted to.

  18. #538
    Sea Torques
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    Has anyone spotted a correlation between stats and 'master' abilities procing?

    The reason I ask is because I am sitting at around 185 perception right now with food; however, if people believe that output or gathering procs the HQ+ abilities then perhaps I should tweak my gear set!

    Many thanks in advance.

  19. #539
    Bard-turned-Miner
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    Sadly there is no connection.

  20. #540
    Sea Torques
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    As I suspected! If only, because the master abilities seem to be around a 30% increase on HQs (eye balling and also from a small sample of 20 hours or so of mining).

    Oh well! Thanks for the response, appreciated.

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