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  1. #1
    Player Urat's Avatar
    Join Date
    May 2011
    Location
    San d'Oria
    Posts
    171
    Character
    Urat
    World
    Quetzalcoatl
    Main Class
    DNC Lv 99
    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.
    (1)

  2. #2
    Player Runespider's Avatar
    Join Date
    Mar 2011
    Posts
    1,361
    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.
    (1)

  3. #3
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Yarly View Post
    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.

    Quote Originally Posted by Runespider View 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.)
    (0)

  4. #4
    Player Slantlinmer's Avatar
    Join Date
    Mar 2011
    Posts
    14
    Character
    Slantlinmer
    World
    Asura
    Main Class
    THF Lv 90
    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.
    (0)

  5. #5
    Player Bersty's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    24
    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.
    (0)

  6. #6
    Player Taint2's Avatar
    Join Date
    Jun 2011
    Posts
    453
    Character
    Dirtyfinger
    World
    Cerberus
    Main Class
    SAM Lv 99
    Quote Originally Posted by Rezeak View Post
    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.
    (0)

  7. #7
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    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.
    (1)

  8. #8
    Player Taint2's Avatar
    Join Date
    Jun 2011
    Posts
    453
    Character
    Dirtyfinger
    World
    Cerberus
    Main Class
    SAM Lv 99
    Quote Originally Posted by Rezeak View Post
    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....
    (0)

  9. #9
    Player blowfin's Avatar
    Join Date
    Mar 2011
    Posts
    440
    Character
    Blowfin
    World
    Shiva
    Main Class
    COR Lv 90
    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?".
    (0)

  10. #10
    Player Kushman's Avatar
    Join Date
    Mar 2011
    Posts
    5
    Character
    Kushman
    World
    Valefor
    Main Class
    DRK Lv 90
    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.
    (0)

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