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  1. #1
    Player Technikatwo's Avatar
    Join Date
    Nov 2014
    Location
    Bastok
    Posts
    31
    Character
    Kisaragie
    World
    Odin
    Main Class
    DRG Lv 99

    Reforged Armor Fusion

    Any Chance of making a Reforged Armor Fusion: Af 119 + Relic 119 + Empy 119 = Ultimate JSE? Maybe a nice new look with a bit of glow effect while weapon is out. Example:
    (1)

  2. #2
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Technikatwo View Post
    Reforged Armor Fusion: Af 119 + Relic 119 + Empy 119 = Ultimate JSE?
    Yes, please.

    Consider this:
    • Theophany cap +1 = DEF:95 HP+36 MP+32 STR+19 DEX+19 VIT+19 AGI+19 INT+24 MND+27 CHR+24 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Haste+6% Enmity-4 "Cure" potency +10% "Cure" spellcasting time -5%
    • Piety cap +1 = DEF:94 HP+36 MP+65 STR+16 DEX+16 VIT+21 AGI+16 INT+21 MND+26 CHR+21 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Haste+6% Enmity-8 "Cure" spellcasting time -13%
    • Ebers cap +1 = DEF:94 HP+34 MP+88 STR+13 DEX+16 VIT+16 AGI+16 INT+21 MND+29 CHR+21 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+6 Haste+6% "Divine Veil"+22% "Cure" potency +16% Set: Augments elemental resistance spells

    Now, in this example, you'll notice a lot of overlapping stats. It's possible to macro your set to precast in the Piety cap +1, and cast in Ebers Cap +1, rendering any discussion about merging the two being more powerful being stupid.

    Instead what you have is that most White Mages wouldn't bother with getting more than even two of these hats. With the benefit of combining them, you'd negate that problem for the most dedicated White Mage, and you'd simplify many macro sets.
    • Combined cap = DEF:95 HP+36 MP+88 STR+19 DEX+19 VIT+21 AGI+19 INT+24 MND+29 CHR+24 Evasion+36 Magic Evasion +75 "Magic Def. Bonus"+6 Enmity-8 Haste+6% "Divine Veil"+22% "Cure" potency +16% "Cure" spellcasting time -13% Set: Augments elemental resistance spells

    Of course, most other pieces have less intensive overlap, so maybe in the case where there is such intense overlap on mage pieces like this hat, toss us a bone and give an extra point of haste?
    (1)

  3. #3
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    White Mage hands, legs, feet also suffer a lot of the same macro piece issues, if not complete uselessness due to overlap in a very specific case:

    • Piety mitts +1 = DEF:85 HP+52 MP+44 STR+6 DEX+28 VIT+25 AGI+5 INT+19 MND+33 CHR+19 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Divine magic skill +22 Enfeebling magic skill +22 Haste+3% Enmity-7 Potency of "Banish" vs. undead +20
    • Theophany mitts +1 = DEF:83 HP+22 MP+49 STR+11 DEX+28 VIT+25 AGI+5 INT+19 MND+38 CHR+19 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Healing magic skill +17 Haste+3% Enmity-5
    • Ebers mitts +1 = DEF:84 HP+45 MP+45 STR+6 DEX+25 VIT+25 AGI+5 INT+19 MND+35 CHR+16 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Haste+3% Enmity-10 "Divine Caress"+3 "Regen" effect duration +22 Set: Augments elemental resistance spells

    • Combined Mitts = DEF:85 HP+45 MP+45 STR+11 DEX+28 VIT+25 AGI+5 INT+19 MND+38 CHR+19 Evasion+22 Magic Evasion +37 "Magic Def. Bonus"+3 Haste+3% Enmity-10 Divine Magic Skill +22 Enfeebling Magic Skill Healing magic skill +17 +22 Potency of "Banish" vs. undead +20 "Divine Caress"+3 "Regen" effect duration +22 Set: Augments elemental resistance spells

    • Piety pantaloons +1 = DEF:107 HP+73 MP+59 STR+25 VIT+12 AGI+17 INT+34 MND+24 CHR+19 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Healing magic skill +22 Enhancing magic skill +22 Haste+5% Enmity-6 Elemental resistance spells +30
    • Theophany pantaloons +1 = DEF:107 HP+43 MP+29 STR+25 VIT+12 AGI+17 INT+34 MND+24 CHR+19 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Divine magic skill +17 Haste+5% Enmity-4 "Regen" effect duration +18 "Cursna"+15
    • Ebers pantaloons +1 = DEF:106 HP+41 MP+35 STR+24 VIT+12 AGI+17 INT+32 MND+33 CHR+16 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Haste+5% "Divine Benison"+2 Converts 6% of "Cure" amount to MP Healing magic casting time -13% Set: Augments elemental resistance spells

    • Combined Pantaloons = DEF:107 HP+73 MP+59 STR+25 VIT+12 AGI+17 INT+34 MND+33 CHR+19 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Divine magic skill +17 Healing magic skill +22 Enhancing magic skill +22 Haste+5% Enmity-6 Elemental resistance spells +30 "Regen" effect duration +18 "Cursna"+15 "Divine Benison"+2 Converts 6% of "Cure" amount to MP Healing magic casting time -13% Set: Augments elemental resistance spells


    • Piety duckbills +1 = DEF:66 HP+38 MP+39 STR+10 DEX+11 VIT+10 AGI+33 INT+17 MND+19 CHR+34 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Enhancing magic skill +17 Enfeebling magic skill +17 Haste+3% Enmity-5 "Cure" potency +10%
    • Theophany duckbills +1 = DEF:65 HP+43 MP+44 STR+10 DEX+11 VIT+10 AGI+38 INT+22 MND+24 CHR+34 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Enhancing magic skill +17 Enfeebling magic skill +17 Haste+3% Spell interruption rate down 25%
    • Ebers duckbills +1 = DEF:66 HP+51 MP+60 STR+10 DEX+11 VIT+10 AGI+33 INT+17 MND+23 CHR+34 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Enhancing magic skill +25 Haste+3% "Auspice"+15 Set: Augments elemental resistance spells

    • Combined Duckbills = DEF:66 HP+51 MP+60 STR+10 DEX+11 VIT+10 AGI+38 INT+22 MND+24 CHR+34 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Enhancing magic skill +25 Enfeebling magic skill +17 Haste+3% Spell interruption rate down 25% "Cure" potency +10% "Auspice"+15 Set: Augments elemental resistance spells


    The real difficulty with this is stacking gear with synergistic effects that can't be macro'd to work together like the above example. Whereas I'd imagine this is most likely evident in melee gear, I've been doing these for all WHM gear.

    There are really two ways to deal with this. One are special latents, the other is to just slap the stuff together and deal with it (if combining the gear costs job points maybe?). Personally I would just deal with the power creep as much as possible with latents only when absolutely necessary, and slap the superior tag on the gear as a compromise.

    • Piety briault +1 = DEF:124 HP+54 MP+85 STR+21 DEX+21 VIT+21 AGI+21 INT+29 MND+29 CHR+29 Evasion+41 Magic Evasion+80 Haste+3% "Magic Def. Bonus"+6 Enmity-6 "Refresh"+2 "Regen" potency +36
    • Theophany briault +1 = DEF:125 HP+54 MP+59 STR+21 DEX+21 VIT+21 AGI+21 INT+29 MND+29 CHR+29 Enfeebling magic skill +17 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Haste+3% Enmity-4 "Cure" potency +7% "Refresh"+2
    • Ebers briault +1 = DEF:125 HP+107 MP+119 STR+20 DEX+20 VIT+20 AGI+20 INT+30 MND+33 CHR+29 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+7 Haste+3% Healing magic skill +24 "Refresh"+2 "Afflatus Solace"+14 Set: Augments elemental resistance spells

    • Combined Briault = DEF:125 HP+107 MP+119 STR+21 DEX+21 VIT+21 AGI+21 INT+30 MND+33 CHR+29 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+7 Haste+3% Enmity-6 "Refresh"+2 "Regen" potency +36 Enfeebling magic skill +17 Healing magic skill +24 "Afflatus Solace"+14 "Cure" potency +7% Set: Augments elemental resistance spells
    • Combined Briault with Latents = DEF:125 HP+107 MP+119 STR+21 DEX+21 VIT+21 AGI+21 INT+30 MND+33 CHR+29 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+7 Haste+3% Enmity-6 "Refresh"+2 "Regen" potency +36 Enfeebling magic skill +17 Healing magic skill +24 "Afflatus Solace"+14 Latent (Single target cures while not using Afflatus Solace, All other cures always.): "Cure" potency +7% Set: Augments elemental resistance spells
    (1)

  4. #4
    Player Technikatwo's Avatar
    Join Date
    Nov 2014
    Location
    Bastok
    Posts
    31
    Character
    Kisaragie
    World
    Odin
    Main Class
    DRG Lv 99
    New ideas if this armor existed:
    1. Wearable only to job that is fully gifted.
    2. Upgradeable using Job Points, maybe making them +1,+2,+3.
    3. Obtainable only by Trading all 3 armor piece to a NPC and no additional item required or cost Job Point to make them.
    4. Obtainable by synergy, using all 3 armor pieces. Possibly raise synergy cap to make them?
    5. Give them an added set bonus along with empy set bonus.
    6. The glow effect similar to the red glowing columns in Ra'Kaznar Inner Court.
    7. Ultimate JSE would be lvl 1 with Ilvl 119++ "this really wouldn't effect the game except OP in BCNM level capped"

    Let me know what you think, if any of these would be reasonable.
    (0)

  5. #5
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    I actually wouldn't mind this. Pretty much all my JSE on thf is obsolete now and I only use them for specific job abilities. Combining them all into one set would at least save me some inventory and might even make some useful over other pieces. Also if they made it a throw back to the classic final fantasy thief look with the green bandanna I would so style lock that.
    (0)

  6. #6
    Player cengeal's Avatar
    Join Date
    Jul 2011
    Posts
    90
    Character
    Prometus
    World
    Valefor
    Main Class
    MNK Lv 99
    Personally, I would love this. Maybe call it Crystal (insert job name) Armor? And make these sets truly Ultimate. And by Ultimate, I mean by far the best possible armor available. Especially if there is going to be a JP requirement to equip it. It would make absolutely no sense to have to go through all that trouble just to have some piece of equipment from Sinister Reign mock it. Make this gear all players strive for. This is a great idea and as I said before, I personally would absolutely love it.
    (0)