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  1. #1
    Player raps1355's Avatar
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    Sep 2011
    Posts
    56

    Boost spells + enhancing gear

    Has anyone noticed a change in the formula? Originally i had thought it was 5 enhancing magic skill per 1 additional increase after 300 skill. It is now 10 skill per +1 stat to boost spells.

    Also has anyone seen any new enhancing magic gear or augmented items with it please?
    Currently at 501 enhancing magic with light arts, looking to go further.
    (0)

  2. #2
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Highest seems to be....

    15 Beneficius
    No enhancing subs
    --
    No enhancing ammo

    8 Zenith crown w/ enhancing augment
    7(10) Colossus' Torque
    2 Aptus Earring
    3 Augmenting Earring

    12 Anhur Robe
    5 Augur Gloves
    No enhancing rings
    No enhancing rings

    5 Merciful Cape
    5 Olympus Sash
    18 Cleric Pantaloons +2
    20 Orison Duckbills +2

    Totals 523 enhancing 99WHM/SCH w/ merits

    Though, on a side note, I'm not sure its actually worthwhile to collect all of the aforemented enhancing skill gear.... there seems to be a cap at 500.

    edit:// to answer the actual question:

    Taken off the wiki
    (1)
    Last edited by Aleste; 01-09-2012 at 06:04 AM.



  3. #3
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I believe the formula was always every ten points over 300.

    As per an Enhancing Magic build, it is fairly easy to check the FFXIAH, although certain augmented pieces are harder to find information about:
    • White Mage (378, C+)
      Base 378
    • Light Arts (404, B+)
      +26
    • Merits
      +16
    • Beneficus (Club)
      +15
    • Zenith Crown (+1) (Head)
      +8 (Synergy Augment)
    • Colossus's Torque (Neck)
      +7 (+10, Lightsday)
    • Augmenting Earring (Earring, Rare)
      +3
    • Aptus Earring (Earring)
      +2 (Augment from Tenshodo Coffer)
    • Anhur Robe (Body)
      +12
    • Augur's Gloves (Hands)
      +5
    • Merciful Cape (Back)
      +5
    • Olympus Sash (Waist)
      +5
    • Cleric's pantaloons +2 (Legs)
      +18
    • Orison Duckbills +2 (Feet)
      +20

    This gives a total of 520 (523 Lightsday), meaning that you will get a total +27 augment. You might be able to find more augmented gear or something, but this is probably the upper limited of how much you can get, assuming there are no earlier caps. Additionally, I'm not sure this is really worth inventory space for the Boost spells (Barspells might be a different story but then the question is if the increases are better or if the AF3+2 set bonus is better - it is for the AF2+2 pants but might not be for other stuff).
    (2)

  4. #4
    Player raps1355's Avatar
    Join Date
    Sep 2011
    Posts
    56
    Thanks for the replies, that zenith crown augment interests me, what is the probability of actually getting 8? also do i need to kill genbu for new aqua head and cursed crown per try when i dont get the augment?
    (0)

  5. #5
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Pretty much need genbu shreds, I tried about 10-20 synergy attempts and the highest I've gotten is +6 on mine :S
    (1)
    Last edited by Aleste; 01-09-2012 at 07:36 AM.



  6. #6
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by raps1355 View Post
    Thanks for the replies, that zenith crown augment interests me, what is the probability of actually getting 8? also do i need to kill genbu for new aqua head and cursed crown per try when i dont get the augment?
    You can re-augment a piece. Odds for higher augment numbers are better with higher tiers of HQ and if you have the HQ Crown.
    (0)

  7. #7
    Player Alkimi's Avatar
    Join Date
    Mar 2011
    Posts
    186
    Character
    Alkimi
    World
    Asura
    Main Class
    WHM Lv 99
    To add to what Celeste said yeah it caps at 500 skill or +25.
    (1)

  8. #8
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    It seems all RDM's enhancing buffs cap at 500 for potency so I would surmise that WHM's caps here also. Still +25 to any stat is ridiculously nice, and you guys get to aoe it as well. 150 base on barspells also.


    Quick story note, the other day we were out in abyssea (OMG yes people still do this) to finish farming one of our LS mates Ukon. As RDM I put up barstone + barpetrify when we were farming TE's and doing Tunga. He chainspelled Break / Breakga and didn't petrify me once the entire time. His petrify / slow / nukes got resisted every time, was pretty awesome considering all the headache he's caused in the past. With WHM's getting more potent barspells due to gear, it's something that all WHM's should be striving for.
    (0)
    Last edited by saevel; 01-16-2012 at 09:13 PM.

  9. #9
    Player Alkimi's Avatar
    Join Date
    Mar 2011
    Posts
    186
    Character
    Alkimi
    World
    Asura
    Main Class
    WHM Lv 99
    Could do that at 90, just required using Earth Wyrm Atma aswell. At 99 yeah your resist rate will be a lot higher.
    (0)

  10. #10
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Alkimi View Post
    Could do that at 90, just required using Earth Wyrm Atma aswell. At 99 yeah your resist rate will be a lot higher.
    No special atmas. The resists were pure barspell stacking.

    And its not level as well, everyone ~else~ was petrified.
    (0)

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