Quote Originally Posted by Arcon View Post
Really? That's the first time I'm hearing about this. How do you know?
I think it was discovered by analyzing existing gear and dev responses over the years. There have been remarks about being unable to add more stats to certain items, even though there are items with more individual stats. So you can have an item with HP, MP, STR, VIT, DEX, INT, MND, CHR and all 8 resists (Jeweled Collar +1 comes close to that), but you cannot have an item with an similar number of Attack, MAB, MACC, Store TP, Haste, hHP, hMP, etc. I think the limit of those is 5. (Not including things like Sets (1), Augments/Evoliths (3), etc.)

Camate's post also suggests this, although I'm not sure if there is actual hard evidence for it. (As it would require the actual code of FFXI.)

Quote Originally Posted by Tile View Post
all this discussion about what stats to have or not have is all based on what that person would use the staff for. thats why I think half the stats should be on a grip, but make them all latent or something so they only kick in if you have the staff. I'm sure with staff/grip combo we wouldn't have to lose any stats.

and please dont make it Synergy. have something like

Alchemy 100
Crystal- w/e
all 8 beads or if you want to make it expensive all 8 Avatar-ites (carbite etc)

this would be the Prism bead used for the staff

Woodworking 100
Wind crystal
Prism bead
Jacaranda Lumber
No beads please >_< That just means goldsmiths get all the profits, and woodworkers are lucky if they can get enough gil from a synth to pay for the next synth... (I know you mention alchemy as the craft, but all the beads are goldsmithing.)