Log in

View Full Version : Magian Trial Augments



Urat
06-04-2011, 05:38 AM
I was thinking that there's a fundamental issue with lots of the magian trial items for making AF3, and thats that once you have finished a trial, those pieces become completely useless dead drops. I see tonnes of seals, and even +2 items, getting dropped and tossed away because no one needs them.

I propose a new use for these items for players who have finished their trials, Magian Augments!

The system is simple, a player trades a piece of nonEx armor, or a weapon, to the proper moogle to start. The moogle then gives the player an option of one of three trials based on the armor.

Trial type 1: Offensive Augment
Types of augments:
Att+2
Acc+2
Str/Dex+1
Haste+1%
Double Att+2%
Triple Att+1%
Ranged Acc+2
Ranged Att+2
Store TP+2
Dual Wield+1%

Trial Type 2: Defensive Augments
Defense+2
Evasion+2
Physical Dmg-2%
Magical Damage-2%
Damage-1%
Vit/Agi/Chr+1
Subtle Blow+3
Magic Eva+1
Enmity+

Trial Type 3: Magical Augments
Mnd/Chr/Int+1
Magic Att. Bonus+1
Magic Acc+2
Fast Cast+1
Haste+1
Magic Crit dmg+1
Enmity-

Weapon Augments
WS DMG+5%
SC Dmg +5%
Dmg+1
Str/Dex+1
Delay-5
Skill+1 (Of the weapon type)
Store TP+2

The trial consists of collecting n seals of the piece you are augmenting, IE if you are augmenting a pair of gloves, you need a number of any type of hand seals.

Each augment requires a number of seals to apply, the number is based on the piece of armor.
Feet: 2 of any "feet" seal
Hands: 3
Head: 4
Legs: 5
Body: 6


Weapon on the other hand require the +2 items to make armor, though not as many, probably x2 of the item
Coins: Hand-to-Hand, Daggers, Ranged, Swords, Katana
Stones: Great Axes, Great Katana, Great Swords
Jewels: Polearms, Staves, Scythes
Cards: Instruments, Clubs, Axes,

Depending on the level of the piece of gear being augmented, the said gear will have a maximum amount of augments that can be applied to it. You can repeatedly apply the same augment to the piece of gear to make it stack as well.

1-10: 1 Slot
11-30: 2 Slots
31-50: 3 Slots
51-70: 4 Slots
71-98: 5 Slots
Special to be introduced level 99 Piece of gear specifically for this: 10 Slots
(Cause that'd be awesome)

So for example you could take a Verus Knife and put Dmg+5 on it for the low cost of 10 coins of whatever.

Or maybe you want to put Dmg-5% on your Grim Cuirass, well that would only take 30 body seals to make!

Maybe the costs are too low for the effects but I think you can see what I'm getting at.

The key points are:

#1: Non random augments, this stuff is annoying to the player base. Most of us would rather take extra work for guaranteed success over less work for a chance of success.

#2: Using up previously useless seals/+2 items that no one wants, giving the player base an incentive to help out on monsters that drop nothing they need.

Kyrial
06-04-2011, 08:41 AM
Um, I guess maybe for those in an Abyssea LS, seals/+2 items get tossed due to no one needing them, eventually. But, speaking as one of the many people who don't have such a group for whatever reason, I have enough problem getting these items, without suddenly having to compete not only with others who need them for their own AF upgrades, but people who already got all their AF upgraded and just wanna augment some other gear.

Raksha
06-04-2011, 10:15 AM
stuff


If they did anything like this at all, it'd be more synergy tatter stuff.

Be careful what you wish for.

Tamarsamar
06-04-2011, 12:05 PM
If they did anything like this at all, it'd be more synergy tatter stuff.

Be careful what you wish for.

See, I was telling people this even before the tatter system was introduced, and everybody was whining about the Magian system being overused!

blowfin
06-07-2011, 03:40 AM
If they did anything like this at all, it'd be more synergy tatter stuff.

Be careful what you wish for.

Speaking of Synergy tatters it would be nice if they gave us a use for the 10k pz of cinder i've had since 3 weeks after synergy was introduced.