View Full Version : [To Dev] Augmented gear and Tatters
Taint
05-22-2011, 10:44 PM
First I'd like to say thank you for the effort you put into the new Tatter augmenting system. There are been some very nice results and its pretty fun to take part in. There is one major flaw, after the intial burst of excitement and people spamming tatters for research, fun and augments the tatter supply is next to zero and won't be growing very fast. The biggest reason is you need a HQ3 to get the good augments, while that is part of the fun of the system it also depletes the tatters. For example I burned 40 Earthen Tatters augmenting my Armadaberk alone and still haven't seen STP greater then 5 mixed with DA2-3. Also Einherjar exclusive Abj like Phantasmal will never be available enough to fully use the tatter system.
The solution is easy though!
A) Make Abjurations turn into more Tatters, that way farming for a couple hours to net an abjuration doesn't net in the result of only 4-12 tatters.
B) Make additional ways to obtain Tatters, I would recommend making the cursed side of Abj. also be able to be turned into Tatters. (ex Cursed Mufflers would net 4-12 tatters)
DO IT! Dont waste a system with such potential.
Bling
05-23-2011, 09:05 AM
I'd also like to say that this was a fun idea and I'm glad that some of the old stuff we worked really hard to get and used to be proud of got some attention. However as Taint said, the tatter supply makes this not very practical for some of the items. Some abjuration sets only have a couple low yield drops in sky, and ones like the einherjar sets cannot be obtained easily.
The way the augments seem to be going, you have to get the highest tier of smooth synergy to get three augments and combined with the randomness of augments... It's pretty impractical to think that many will ever be getting 3 perfect augments on their gear.
Anyways, I would like to see some way to increase tatter/scrap supply (higher yield synths or multiple abj drops from NMs like the gems/stones/seals are maybe), maybe getting rid of some of the junk augment possibilities (resist slow on my hecatomb harness +1 was hilarious btw, good one), or making three augments possible from any smooth synergy instead of just the highest one.
Yarly
05-23-2011, 02:06 PM
This system has a lot of promise, this fix would push it in the right direction for sure.
Nynja
05-25-2011, 01:34 AM
Perhaps upping the spawn rate of the timed NM's would help as well? Unless "3-6 hour" respawn times are ok?
Kristal
05-25-2011, 05:12 PM
The goal of the new augment system is to get people to replay the 'old' content again.
And I think SE did a nice job there. Just don't expect to walk away with maxed ideal augments after killing a single Genbu. It CAN happen, but it'll always happen to the guy next to you.
Besides, the gear is outdated, even with the augments. It's nice to wear for the 3 hours it takes to get from 75 to 90 in Abyssea, until you replace it with +1/+2 empyrean armor.
Camate
05-27-2011, 04:40 AM
After checking with the development team, they mentioned that they would like to address this when they expand on Einherjar. They would first like to address adjustments to salvage and Nyzul, so it will take a bit of time until they get to it though. They apologize for the wait.
blowfin
05-27-2011, 06:03 AM
Besides, the gear is outdated, even with the augments. It's nice to wear for the 3 hours it takes to get from 75 to 90 in Abyssea, until you replace it with +1/+2 empyrean armor.
Not true. Some of the gear is quite useful at 90 and trumps even +2 for certain situations.
Yarly
05-27-2011, 06:21 AM
Just don't expect to walk away with maxed ideal augments after killing a single Genbu.
Funny how you jump to this conclusion, which is obviously not the case here. It makes one wonder how much of the OP you read before you started replying.
wish12oz
05-27-2011, 09:26 AM
Just don't expect to walk away with maxed ideal augments after killing a single Genbu.
Yo! I totally got the best augments possible on my genbus kabuto after the first synth, it's everything else that is taking me forever and not cooperating. =|
Nynja
05-27-2011, 03:04 PM
Funny how you jump to this conclusion, which is obviously not the case here. It makes one wonder how much of the OP you read before you started replying.
general consensus here seems to be that if you post something that relates to subpar success rates, you're automatically whining about not getting 100% drop rates or immediate god-tier success rate
ShadowHeart
05-27-2011, 09:47 PM
And them comes lvl 95>99 and tatters blow away in the wind again lol
Tsukino_Kaji
05-28-2011, 06:19 AM
Not true. Some of the gear is quite useful at 90 and trumps even +2 for certain situations.Oh, do tell. Which?
And them comes lvl 95>99 and tatters blow away in the wind again lolTrue, this is just another "ebur fail"(And yes, I mean ebur, not uber.) and soon, no one will remember because 99% of all of the augments are garbage and/or situational. I'm just glad that I sold my lolkirin that I bought for 200k for 2m. They're already back down to 450k. lol
axlzero
05-28-2011, 07:07 AM
need to make mobs drop the abjs in greater numbers and make them no so rare also dropping multiple of the abjs would be nice
blowfin
05-28-2011, 08:35 AM
Oh, do tell. Which?
Using augmented Haidate and Heca hands in my Rampage build. I could probably include Haidate back in my TP set too, but it means sacrificing 2 slots of +2, which I dont think is worth it, certainly not outside Abyss.
There are some really nice pet stats for efeet too. Also Ive read that Ebody can pack enough Store TP to make it a worthwhile body piece for DRK, but dont quote me on that.
And of course theyre situational, like everything else in this game.
How about just make some lower tier NMs drop tatters outright, instead of making it easier to make more tatters, you could just farm them, especially if the tatters match up with the same path of NMs you can farm tatters while you go after the big abjuration to make a bunch more.
Runespider
05-28-2011, 04:38 PM
Was suprised with how lackluster the augments were, even the t3 ones were just "ok". None of these really made me want to bother leveling up synergy beyond 40 to get a better HQ rate, sticking with +2 is more or less as good as all the work you could put into this stuff.
Work on other stuff Square, the vast majority don't care about this one way or the other given how minimal you made the upgrades.
Slantlinmer
05-28-2011, 10:09 PM
Perhaps they could do an adjustment to the system so that when a synth occurs with the highest amount of the best possible augments on one of those pieces of gear, it changes the item into a new R/E item with slightly higher stats and maybe even a bonus stat under perfect synergism on an hq3. Similar to how the synths for Fazheluo Radiant Mail, and the Mextli Harness work. For Example Byakko's Haidate could bcome Baihu's Haidate and have these stats: DEF: 50 DEX +15 AGI + 10 Resist Vs. Lightning +50 Haste +5% Evasion +8 Store TP +6 Critical Hit Dmg.+ 5% Lv. 90 WAR / MNK / BST / BRD / RNG / SAM / NIN. Not only would something like that make investing the time and effort it takes to put into getting a good set of augments on the gear included in these new Synergies but by giving it set stats you could maintain storability with the Porter Moogle. Because as it stands now putting that much time into something for at best a mediocre payoff and losing the ability to store those armors is not worth it.
Zaknafein
05-28-2011, 11:30 PM
After checking with the development team, they mentioned that they would like to address this when they expand on Einherjar. They would first like to address adjustments to salvage and Nyzul, so it will take a bit of time until they get to it though. They apologize for the wait.
Awesome to hear those three events will receive attention in future updates!
wish12oz
05-29-2011, 02:20 AM
Oh, do tell. Which? lol
Adaberk is back on top for war and drk tp sets.
N legs, n hands, n feet are all amazing for many different weapon skills now.
Byakkos haidate are back to being the best TP legs for ninja, and have potential for war and mnk, and they're the best inside and outside abyssea jin/hi/ukkos pants, instead of just outside. Might be best for v smite as well, I dunno how it works.
Seiryus kote are even better then they use to be for hi.
A good arguement can be made for using p legs for drk tp sets.
Shadow breastplate is the best Torcleaver body, might be good for other stuff too.
A feet get cure potency, best curing shoes unless you hit the cap without them.
And this is just the stuff that I can think of off the top of my head that this stuff is 'the best' at.
Rezeak
05-31-2011, 04:36 AM
After checking with the development team, they mentioned that they would like to address this when they expand on Einherjar. They would first like to address adjustments to salvage and Nyzul, so it will take a bit of time until they get to it though. They apologize for the wait.
/sigh i don't mind the wait i just hate it when I've used up my abj. to be told there gonna increase it in 6 months.
I really think they should of put a little more thought into the Augments I mean by just looking at the best stuff nothing I've seen is equal to af3+2 which was the original idea.
Honestly if they just made every item equal to Af3+1.5 with one peice being a AF3+3 i think it would of been a much better idea.
Either way this is just like evolith amazing idea but poorly executed imo.
Side Note : Adaberk isn't the best for DRK for WS(Twilight) or TP(AF3+2)
Nynja
05-31-2011, 06:25 AM
Side Note : Adaberk isn't the best for DRK for WS(Twilight) or TP(AF3+2)
StoreTP is one of the possible augs on Adaberk, making it possibly better than AF3+2
Bersty
05-31-2011, 01:49 PM
Does this mean that the Salvage equipment is going to see a "Magian Trial" like upgrade (for which I would be completely for) or is it going to be subject to another gimmicky attempt at an Augment system that quite undesirable given its difficulty to obtain in the first place.
Kristal
05-31-2011, 09:23 PM
Funny how you jump to this conclusion, which is obviously not the case here. It makes one wonder how much of the OP you read before you started replying.
Read all of it. Which you'd know if you'd bothered to read the whole of MY post.
Was suprised with how lackluster the augments were, even the t3 ones were just "ok". None of these really made me want to bother leveling up synergy beyond 40 to get a better HQ rate, sticking with +2 is more or less as good as all the work you could put into this stuff.
Work on other stuff Square, the vast majority don't care about this one way or the other given how minimal you made the upgrades.
For jobs like PUP, the whole augmenting thing is pointless to begin with, since none of the god or abjuration gear is equippable by them. (A big example of the dev hatred towards PUPs.. apparently both mage and melee gear across 4 expansions was considered too powerfull.. so PUP got a Hope Staff.)
Rezeak
06-01-2011, 12:06 AM
StoreTP is one of the possible augs on Adaberk, making it possibly better than AF3+2
AF3+2 has 3% haste which is TONS AND TONS better than store tp because of Last resorts duration and haste buff
with magic haste (DRK should always have this even if there forced to sub WHM to get it) 3% haste is part of the 65% haste DRK would get and the difference in DMG for 62%->65% haste is 8.6% DMG not to mention the crit rate and the AF3+2 set bonus lol
Taint2
06-01-2011, 12:59 AM
AF3+2 has 3% haste which is TONS AND TONS better than store tp because of Last resorts duration and haste buff
with magic haste (DRK should always have this even if there forced to sub WHM to get it) 3% haste is part of the 65% haste DRK would get and the difference in DMG for 62%->65% haste is 8.6% DMG not to mention the crit rate and the AF3+2 set bonus lol
For a relic DRK stp on adaberk is the best 5hit body esp with da2-3. Even for non relic with march and haste you can lose 6% haste in gear making adaberk > af3. And lol at DRK set bonus.
I have str+10 on armada breeches making them a beastly ukkos piece. (Ac7 att7 as well) heca feet can get 4str and 5weapon skill. I have armada hands with 3% haste, perfect for retal down sets.
The tatter system is strong with enough luck and patience which is why the low supply of tatters in game is annoying.
wish12oz
06-01-2011, 01:09 AM
AF3+2 has 3% haste which is TONS AND TONS better than store tp because of Last resorts duration and haste buff
The haste is only better if you need it, which you do not.
Adaberk can get STP6 and DA3, this would easily make it better then af3+2 body if you don't need the haste.
Byrth
06-01-2011, 01:54 AM
There are plenty of nice results. It seems like perfect augments would basically restore old HQ Abjuration gear to the place it used to hold. Slycer from BlueGartr has been accumulating a list of the synergy results reported, and I've been slurping it onto BG wiki: http://wiki.bluegartr.com/bg/Tatter_and_Scrap_Synergy
Check it out! Plenty of attractive stuff there. I'm honestly surprised that tatters aren't worth more than they are. I suspect a lack of Synergists and a hatred of Synergy in general is to blame.
Rezeak
06-01-2011, 03:24 AM
The haste is only better if you need it, which you do not.
Adaberk can get STP6 and DA3, this would easily make it better then af3+2 body if you don't need the haste.
Haste is better than DA
Haste with crit rate is even better
Haste with crit rate and 3% Double DMG on melee DMG is amazingly better.
Now ok if that store tp allows a -Hit on a hit build which as far as i can tell is only on Apoc the yes/maybe (i know cata DMG is meh and guillotine i believe you can 5 hit without a Store tp body.)
but in genral terms for tping Af3+2 is alot better and adaberk is a situational body
As for not needing the haste i'd rather full af3+2 than adman hauberk on the rare situation that have a BRD but in 95% of cases i don't have excessive haste so forget that
But with empyrean stuff on DRK it's about riding the 300% aftermath so hit builds don't really effect me either.
As for Set bonus stuff DRKs main source of DMG is Melee with an empryan geting crits for 2k isn't something to lol at.
I'll leave it there and mention normal stuff like Store Tp atma or apoc making Da less useful.
Taint2
06-01-2011, 03:50 AM
Haste is better than DA
Haste with crit rate is even better
Haste with crit rate and 3% Double DMG on melee DMG is amazingly better.
Now ok if that store tp allows a -Hit on a hit build which as far as i can tell is only on Apoc the yes/maybe (i know cata DMG is meh and guillotine i believe you can 5 hit without a Store tp body.)
but in genral terms for tping Af3+2 is alot better and adaberk is a situational body
As for not needing the haste i'd rather full af3+2 than adman hauberk on the rare situation that have a BRD but in 95% of cases i don't have excessive haste so forget that
But with empyrean stuff on DRK it's about riding the 300% aftermath so hit builds don't really effect me either.
As for Set bonus stuff DRKs main source of DMG is Melee with an empryan geting crits for 2k isn't something to lol at.
I'll leave it there and mention normal stuff like Store Tp atma or apoc making Da less useful.
Cata > guillotine unless SE is used with guillotine. With the 90buff Cata is DRKs second best WS. (Torcleaver beats it but not by much)(the odd is cala's biggest advantage)
As we stated if the haste isn't doing you anything for you the DA is your best bet. Crit rate and 1% double damage (not 3) is not going to outshine 3da combined with the base adaberk stats. And BRDs aren't rare, they boost damage and proc grellow....
blowfin
06-02-2011, 05:38 AM
I'm honestly surprised that tatters aren't worth more than they are. I suspect a lack of Synergists and a hatred of Synergy in general is to blame.
SE's original statement put a lot of people off I think. They said they were going to make armor that was on par with AF3+2, not beat it. So the general reaction for a lot of people was to just ignore it and keep working on AF3.
Not that I mind being the LS Synergist when people need stuff made though. I'm just wondering how long I'm going to be answering "how do i shot synergy?".
Kushman
06-02-2011, 07:27 AM
I do not have a fraction of posts as some of you so I am unsure of how serious this one will be taken but I have a few thoughts against some complaints about the synergy system.
Simular to the crafting system there is a mixture of luck and skill involved with time to perfect your movement speed and command selection through the synergy command windows. Repetition of anything builds knowledge, so learn the menu like the back of your hand. A lot of you are receiving poor results because you are spamming your synergy level to 80 thinking capped skill will result in HQ of any particular item or HQ3 for your augmented items. You are also just aligning the target value as close as possible then ending and seeing the "luck" of it. Or those who rely on others to do it for you let them spam just the same way making you provide and/or purchase more than necessary. At first I went on that thought but as I did more and more then experimented on my own stuff I found detailed tricks to increase the quality of my results. The actual augments themselves are random and that part can be frustrating because of needed repetition, but getting the highest quality of possibilities I have learned to be very good at. Anyone who has comes to me knows I spend many attempts without wasting their tatters/scraps to get them a satisfying result. It just takes time and patience.
There is a lot of detail some of you are missing, some which I won't disclose because I don't think everyone should just be told how to perfect something that has taken me a lot of time to do myself. Besides having the upper hand is nice, especially over the hundreds of players that come to me for service. My HQ rate is beyond what many imagine possible and I can HQ3 almost perfectly now that I found out some very unthought of details. I commend SE for the detail they put into the synergy system that most have yet to figure out. (Think Absolute Virtue and outside the box so to speak.) After all if everyone could level and perfect a system so easily it just throws the economy off balance just like if everyone could HQ every crafting recipe each synth. Personally I think leveling synergy should be harder than it is. Yes it often takes more time than I like to get it right but in the end I use less tatters and scraps than just spamming them hoping to get the best results. It may take much more time but you can avoid wasting endless tatters/scraps. Fewell not so much you will burn that because the luck isn't in the (Align & End Synergy). Jibberish I speak? Hardly. Will someone state against me I don't know what I am talking about and to prove it? Probably, but I don't need to I have hundreds of witnesses that I have served throughout my server very satisfied with my results. Not to mention I am extremely satisfied with the results of my own gear.
The possible results could use much improvement, however, I think using where it all started with items such as abjurations and God gear is a testing phase for the future of the augmenting system. As well as bringing back gameplay in such area's.
Addressing the quantity of tatters and scraps I believe this is SE's way of bringing back more involved gameplay in ancient area's like Sky and Einherjar just as I previously stated. You give a handful of players the ability to produce immense quantities of the required items you lose the need for more than just that to farm those area's. This is also where a part of the synergy system comes into play. You can produce high quantities of these items each production attempt through the synergy furnace.
I look forward to multiple element target values being part of future augmentable equipment. With the knowledge I possess this would indeed be challenging because of the specific speed and commands needed to be performed in order to receive the highest quality of results.
Lastly to the development team I have some concerns of my own.
First is the synergy furnace placements. Port Jueno is far from a suitable area while it is used as the games (gathering spot) in terms of making a business out of synergy. It is very hard to move through the synergy command windows with so much lag in the area resulting in a unnecessary amount of synergy furnace HP loss and fewell replenished before acquiring the precision needed in the synergy process. The furnace was removed in area's such as Upper and Lower Jueno for reasons to "Preserve system resources." I am having to gather a party full or more of customer's at a time and make them all hop on the airship to a town less populated. Whitegate needs synergy furnaces and everyone to be forced to reuse that area as the local community. I hear some server's have had GM's appear in Port Jueno and force players out of the area due to the over population. Maybe remove the Abyssea npc's and relocate them to Whitegate? I am aware that additional Abyssea npc's have been implemented in local towns but no one wants to sit around a under populated area waiting for an interesting /shout or Abyssea party. So you get 300 up to thousands of players crowded in the smallest area of the whole game at any given time.
Secondly, The personal Portafurnace is currently only accessible by the player possessing the Portafurnace. Though a party member can feed the Portafurnace fewell they can not enter materials or access the synergy command options. I think I speak for everyone when I say some readjustments would be much appreciated. For instance allow a party member to access the furnace just as any permanently stationed furnace. Allow them to enter materials and augmentable equipment and to access if nothing else the (End Synergy) command. Even if you added an additional quest to obtaining the Portable Furnace so players can have more accessibility options to someone else's Portafurnace, or others to theirs.
Thirdly is the restriction of use of the Portable furnace in area's like Sky or dungeons. There should not be a restriction as to where you can use the Portafurnace. Except maybe in a battlefield or places like Dynamis. Otherwise why not give us unrestricted access to using it? When I was in Zeruhn Mines for four days participating in Grounds of Valor I had so many players begging me to leave so I could synergize augments for them but I couldn't leave because of the progress gained from prowess before I received the results I initially entered the area for. If I could have used my Portafurnace and them access it while in there it would have been, well in short nice.
Elidani
07-20-2011, 01:53 PM
Lastly to the development team I have some concerns of my own.
I am having to gather a party full or more of customer's at a time and make them all hop on the airship to a town less populated.
No need to go to a different town for this just step inside the chocobo circuit and take the teleport pad there. Inside are Aby Npcs and furnaces for synergy. An extra bonus if someone is in one of the other towns Windy, Basty, Sandy they can step in and meet you from where they are rather than travel all the way to Jeuno.
Washburn
07-24-2011, 12:51 AM
I think the system is fine as is, farming seals and abjurations is actually quite profitable for us high level synergists. The only things i would like to see changed is:
- Allow base items like abjurations and seals be either non- rare, or allow the use of the portafurnace in sky so seals and abjurations arent lost.
- Allow the use of revertant 75 on augmented gear such as Kirin's Osode.
- Expand the augment system to sea torques, weapons and Absolute Virtue gear, AND allow itto be reverted so it can be traded or sold if ou no longer need the gear.
- Cut the 2-4 hour respawn times of pop item NM's in sky/sea.
- Allow high level synergists to somehow "lock" one augment on a piece, so it will not be overwritten, and would allow you to build a truly amazing piece of competitive sky gear. This alone will drop the price of tatters/scraps.
- Allow anyone in ghe party to use the "end synergy" command. I dont know how many times ive had the recipe lined up perfectly only to have it start freaking leaking as im trying to thpe out "end synergy" in party chat in an already lag festival of a zone (port jeuno).
- Lastly... Remove the tax from the damn Chocobo Circuit... Tax isnt applicable in any zone its linked to... So why tax it in the zone with the least lag for synergy?! Also add an AH there... That place has potential if utilized. Let it link with the yell from jeuno too, and let yell be not blocked everytime i log in... I miss a lot of yells bc of that.
Thanks camate mate mate mate
Byrth
07-24-2011, 01:59 AM
I think that it's possible to revert augmented gear (http://www.bluegartr.com/threads/104526-Sky-Abjuration-Gear-Synergy-Augments?p=4700505&viewfull=1#post4700505). You just don't use Revertant.
Washburn
07-24-2011, 02:47 AM
Wow nice dude! Thanks, i had never heard of or tried that. I cant wait to get home so i can add a fee crap items to the old porter moogle