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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    453
    Quote Originally Posted by Kensagaku View Post
    "You are just limited in your thinking" is a very condescending reply, so yes, yes you are. That being said, the flaw in your logic is that there is no real benefit to subbing a pet job in today's 99+ gameplay. Yes, I understand the possibility of developer intent, but this intent is ridiculous, and it is because of that we are speaking out to try and remove augments that are mostly useless for the jobs wearing the equipment.

    Subbing BST only gets you charm since you can't equip pet jugs, and the use of charming things in Adoulin is next to none. Subbing PUP gets you a level 49 puppet, more than 60 levels below the average Adoulin content, and its only use in the past was to have it for Ob, who is ridiculously easy to solo at our current levels even without changing his frame. Subbing SMN is the only one with any minor bonus between Auto-Refresh and maybe something like a niche Garuda Hastega casting. With so much dependent on skill and avatar level, having it as a subjob is an extremely weak choice as compared to say, SCH or RDM.

    Again, I'm not saying that the Devs didn't do this intentionally because "oh, they may sub X pet job", because I'm not psychic last I checked. But the point of the forum is feedback, and the feedback is that it is ridiculous to get repair potency on a piece designed for Beastmaster when /PUP is mostly useless.
    my first post, no, no it wasn't. stating what something is designed for and pointing out that you were using the wrong one is not high horse. it's pointing out you didn't do what would make sense.

    there is no flaw in my logic. the -orb stones are designed for pet augments. yorium gear is war drk pld; should they just not give any augments for -orb? doesn't matter if you don't like it, doesn't matter if you deem it ridiculous, that's the way it is designed and you should not use that stone if you don't want pet augments. and if you want certain pet augments over others they would have had to create a ridiculous amount of tertiary type stones for each possible augment. doesn't matter if you think subbing a pet job is unreasonable, people play different ways. your gripe is what is ridiculous.
    (0)

  2. #2
    Player evanwimbish's Avatar
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    162
    Character
    Evanleewimbish
    World
    Quetzalcoatl
    Main Class
    BLU Lv 99
    When used on a weapon;

    Snowdim - magic attack bonus, magic accuracy, magic evasion, magic defense, defense, evasion

    Leafdim- magic burst damage, spell casting time, refresh, cure potency, fast cast, magic damage taken -, haste,

    Duskdim- INT,MND, magic burst Dmg +, magic damage +

    I made a cirdas/rala weapon allouvian skirmish page about a year ago with all the auguments so feel free to check it out by digging through my original posts however the only changes from that page and this latest version update is that the values were increased from 15---30 for example if I used a snowdim +2 before the max magic attack bonus I could get was +15, now it's +30

    By using the page I made last year, you can see which stones give what auguments and then apply that same theory to armor with a few exceptions.

    Dim = magic (gained by using eudomon ring/cape)

    Slit = melee (gained from sword eudomon)

    Orb is pet jobs (gained from sash eudomon)

    Tip is ranged jobs (gained from eudomon shield)

    A brief example is, on day 1 I wanted magic attack bonus, magic critical hit rate, and magic critical hit damage / Int armors 5/5, so I used snowdim +2, leafdim +2, Duskdim +2, and I very quickly got 5/5 , then I worked on dual weild 5/5, and weaponskill Dmg 5/5 ect

    The auguments aren't random, just the values are, and I am extremely satisfied with the augument system this time around! I didn't have to waste any money on stones because I saved all mine from last year, knowing they were going to use them on armors due to a post SE made in late summer 2014. Duskdim +2 are easy enough to obtain as well so it was enjoyable being able to plan out which stones you want via eudomon items, and then use the stones to get which auguments you need.
    (3)

  3. #3
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Clou777 View Post
    Today i used a Duskorb+2 on my Keraunos and it gave me "Charm"+11, now which job out of BLM SMN SCH uses charm? The Augments are random enough as it is without getting augments for other jobs which cant be used on the job the weapon is for. Please fix this.
    I think the general formula is:

    slit = melee augments
    tip = range augments
    dim = mage augments
    orb = pet augments

    Sticking to dim stones would likely increase your chances of getting useful augments for those jobs. Still: it is pretty random and you are going to waste a lot of stones. It's a lot of work. But the pay off is worth it because you can create some really nice pieces if you get lucky. Also it provides you with limited ability to customize your gear which is a cool. It's more interesting than just having static pieces of armor everyone wears the same of. So I am liking this new direction: though I can't deny it's frustrating when lady luck isn't on your side and you keep rolling augments you don't want.

    The system does need to be better explained. But this game has never gone out of its way to clarify it's mechanics. Research is almost always necessary to understand this game in detail.
    (0)

  4. #4
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    They do have separate pools of augments for different weapons too. One that really bugs me is that weapon skill damage for one handed weapons is much lower than two handed and ranged weapons. OP does have a point about charm though, that's useless even for bst the job that uses it.
    (1)

  5. 03-13-2015 03:35 AM

  6. #6
    Player evanwimbish's Avatar
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    162
    Character
    Evanleewimbish
    World
    Quetzalcoatl
    Main Class
    BLU Lv 99
    I more so would have fully welcomed the charm +11 so I could test it on my Gjallarhorn bard's varelai and its good to know I can use duskorb stones for charm +11, this is also good for when you sub beastmaster because charm is based on your CHR, the higher your CHR is- the more likely/longer u charm an enemy, so a blm/bst can successfully charm most seekers of adoulin monsters which I think is pretty cool as an option, but sucks since u'd have to use drain to recover HP ; ;, but that's just using blm as the example, again I would eagerly like to test charm +11 to see if it increases varelai's charm as well, but until now we havnt had access to those types of armors. Thank you SE for giving us sooooo many options to do things now! I specifically <3 kraken club bard now since I can wear accuracy +30 / attack +30 armors 5/5 boooooooooooooooo yeaaaaaaaah! and putting store TP or weaponskill dmg on the linos as well as weaponskill dmg / weapon skill accuracy +30 is sooo amazing for bard with rudras! (snowslit / leafdim stones!) cant wait for this next version update to see what the new events are going to drop!! but yeah duskorb is pet augument so beware before u use them ; ; that's why they are the cheapest stones because not too many play pet jobs as much in endgame events vs other jobs.
    (0)
    Last edited by evanwimbish; 03-13-2015 at 03:45 AM.

  7. #7
    Player
    Join Date
    Sep 2013
    Posts
    56
    Its not so much the augments that get me, its the fact that in a month when empy hits this will all be worthless.
    (0)

  8. #8
    Player
    Join Date
    Mar 2011
    Posts
    453
    Quote Originally Posted by Rainehx View Post
    Its not so much the augments that get me, its the fact that in a month when empy hits this will all be worthless.
    doubtful. these augments are ridiculously powerful and some have special augments that are not likely to be found on empy (phalanx+ for example)
    (0)

  9. #9
    Player evanwimbish's Avatar
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    162
    Character
    Evanleewimbish
    World
    Quetzalcoatl
    Main Class
    BLU Lv 99
    I still sub bst and charm things and throw them at the delve enemies outside fracture.... sometimes on blu , sometimes on bard, I usually solo triobox so having the extra pets if I'm BLU BRD SCH and blu, brd, use charm it quicken things up a bit, an example would be when I have to solo tier V delve yorica for a bead, then i'll use nearby enemies to charm and throw it at NM, and its not like those enemies have their level scaled or anything.... so ur throwing 113 pets at them or so with "charm" as /bst

    charm is also used for bind on all enemies that aren't charmable so the charm +11 works in that case as well, good for parties where you need to keep your distance, so the charm +11 would also work to that advantage

    /pup is very very good after the recent adjustments so having a pet cure is a great option, however the magical attacks still kinda suck, even wearing 5/5 pet MAB armor +25~30 my pet cant break 500~1000 dmg.

    /smn is great when taking advantage of day/weather/elemental weaknesses, but your enemy has to be weak to an element to take most dmg, but caitsith is amazing as /smn which some ppl overlook that he gets raise II at like level 20 or something as well as reraise,

    but again, maidens varelai and charm are the TWO things to charm enemies with. so charm +11 I'm curious to see if it works on bard vs bst, but even more so a charm +11 weapon isn't something you main in anyways, it would be part of a equipset if anything, but /pet jobs aren't that bad, u just have to put a lot into them.

    I use thief/pup to solo dynamis when I'm bored, the pet heals me and staggers enemies , I use drain bolts when necessary, and my pet always has MP due to mana converter, I can have him haste me, protect IV shell IV cure status ailments, use an eraser on me, ect

    with the new armors you can make 5/5 -pet damage armor so thats even more amazing for jobs like diablos which give phanlx to the pet, allowing him to take a lot less dmg than normal, then swapping to 5/5 pet macc for things like absorbs attributes from enemies within range ect.

    what I always told my LS members when we were doing verdgris / wailingstones armors; Never throw or re-augument armors if use a +2 stone, unless you already have that augument, because eventually ull have an idea that ull want to test out, and u wont have the armor that u threw away... example I saved all my pet magic attack bonus +25~30 hagondes armors so that way when I wanted to play as blu/smn later , or thief/pup ect I would have them. (thought I didn't save -enmity or magic burst dmg because blu can only magic burst with blu spells under a 2 min job ability, and I would need a sam to effectively use magic burst armor)

    Im not replying to try to hurt anyones feelings, I'm just hoping to raise awareness for these armors and what their intents were for, they definitely work fantastic in certain situatations like if u have 5/5 pet magic accuracy / magic attack from using duskorb stones +2 5/5 (magic attack bonus +30 / macc +30 on each) making it so I can throw away some old hagondes pieces (like hands) and keeping things like feet which have initial pet auguments. And they are universal armors making it so I can wear it for blu or smn (though most smn armors cant be replaced with skirmish gear) ect.

    i'll take the charm +11 weapon if u don't want it ;p
    (0)

  10. #10
    Player Kensagaku's Avatar
    Join Date
    Mar 2011
    Posts
    652
    Character
    Zeich
    World
    Asura
    Main Class
    BST Lv 99
    Why would they have had to create a tertiary type of stone? Granted, I'm not a programmer, so I don't know the load that goes into it, but why wouldn't they have something like simply limiting stone results based on the type of armor or weapon? We already know they have different bonuses based on the equipment piece used (i.e. you can use Leafslits on Acro but you won't see TA or Dual-Wield, where you'll see it on Taeon), so why not make it so that only the pet bonuses that can apply to the jobs equipping the piece can be put on? Granted, I see the problem that comes on on Yorium gear, the only set that doesn't have pet augments, but with the wide number of general augments, what harm would it do to have them snip a few that don't make sense?

    Even more, why are you arguing against trimming unuseful pet augments that apply to jobs that can't use the armor piece? I see no reason it hurts you to have Avatar Perpetuation cost removed from a BST axe or BP dmg+ removed from Linos.
    (0)
    [Kensagaku - formerly of Kujata] - http://www.ffxiah.com/player/Valefor/Kensagaku

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