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  1. #1
    Player Krashport's Avatar
    Join Date
    Mar 2011
    Posts
    646
    Character
    Krash
    World
    Odin
    Main Class
    SMN Lv 99

    Would it really help?
    (1)

  2. #2
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    Not really, it would just increase the potency of invites, that won't do anything when the rate is 0.
    (0)

  3. #3
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    Not to be called a party pooper, but there are a maximum number of stats/adjustments that can be put onto a single piece of armor. Most relic/artifact/Af3 already hits that limit, so there's no way they'd be able to combine the stats. This is why a lot of AF1 loses its elemental resistance when upgraded to +1.
    (0)

    I will have my revenge!

  4. #4
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    As I recall, a long while ago when people were playing around with the augment system on the player server (Forgot the name), there wasn't a strict limit to the amount of stats they're allowed to put on a item, but rather after a certain point the text box for the item couldn't hold the description and it just spills outside.
    (0)

  5. #5
    Player Francisco's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    261
    Character
    Francisco
    World
    Shiva
    Main Class
    MNK Lv 99
    Temple Crown +2
    [Head] All Races
    DEF: 32 VIT+9 MND +9
    Enhances "Focus" effect
    Enhances "Chakra" effect (Adds 0.2 to VIT modifier, removes Slow)
    "Invigorate" +1 (adds one tick, and 1hp/tick to Invigorate's Regen)
    Lv. 99 MNK


    Temple Cyclas +2
    [Body] All Races
    DEF: 64 STR+9 VIT+9
    Enhances "Chakra" effect (Adds 2.15 to VIT modifier, removes Paralyze, Bio)
    Augments "Mantra" effect (Additional HP granted will be restored to full)
    Invigorate +2 (adds two ticks, and 2hp/tick to Invigorate's Regen)
    Lv. 99 MNK

    Temple Gloves +2
    [Hands] All Races
    DEF: 25 STR+9 DEX+9
    Weaponskill: Attack+10 Accuracy+10
    Enhances "Boost" effect
    Augments "Formless Strikes" effect (TP Given -20%)
    Lv. 99 MNK

    Temple Hose +2
    [Legs] All Races
    DEF: 44 VIT+9 MND +9
    Enhances "Penance" effect (Increased from -25% TP gain to -30% TP gain)
    Augments "Counterstance" effect (Physical damage -10% during Counterstance)
    Augments "Chakra" effect (Stoneskin effect equal to 50% of HP healed)
    Lv. 99 MNK

    Temple Gaiters +2
    [Feet] All Races
    DEF: 25 DEX +9 MND +9
    Evasion +15
    Enhances "Dodge" effect
    Augments "Perfect Counter" effect (Occ. counter twice while under effect)
    Lv. 99 MNK

    I calculate an ideal chakra (outside Abyssea, no VIT weapon/merits/food) as being 169 VIT * 3.95 modifer... would heal 667 HP, give a ~333 damage Stoneskin effect... with Invigorate maxed and this gear, it'd be 43 ticks of 13 HP regen... would heal an additional 559 HP over time (up from 400).

    Largely a defensive set... basically made it focus on enhancing Chakra, limiting enemy TP, giving "something" to lolMantra and Formless Strikes... and making the hands a nice WS piece, and the feet a bit more useful.
    (1)


    "How do I lock threads?"

    Consume the contents of a bottle of Extra Strength Tylonel and then drink a beer. Soon, all threads will be locked.

  6. #6
    Player Draylo's Avatar
    Join Date
    Mar 2011
    Posts
    778
    I'd actually like if we could upgrade either AF2+2 or AF1+1 via augments like the 3 mini expansions. If they were to upgrade AF1 we would be carrying a truck load of situational gear, would be better if we could augment certain pieces just for aesthetic value I guess, since the AF1 sets are iconic through FF series.
    (0)

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