Added, thanks for helping me fill that in! \o/
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Is sector 21 the last one ?
While I've heard no reports of a 22, it would be weird if 21 was the last:
Sector 17: Deep Red Cluster
Sector 18: Deep Green Cluster
Sector 19: Deep Blue Cluster
Sector 20: Deep Red Cluster
Sector 21: Deep Green Cluster
That pattern suggests there is at least a 22 with deep blue clusters. I guess we'll see!
FC Greater Good <GG> from Malboro server can confirm that Grade 3 Wheels take 3 days to charge in the Wheel Stand.
Piety Materia IV and Piety Materia III obtainable from Sector 19. This time it's not listed in the spreadsheet :)
I'm doubting it, there are 2 perfectly good islands in the upper right of the map! And I believe someone data-mined to find out that there are 24 total sectors. I haven't seen anyone report it though, so it might be that they still haven't been discovered!
Just to update on our progress, we had a really long spell of not being able to discover sector 13 or 14, and then we managed to discover 13, 14, 15 19, 20, 21 all consecutively! One of our FC members believes that the discoveries were because he was the one receiving the airships and that he has the magic touch. >.>
Edit: He has heard about this post and he is demanding that I put his name here, because he wants to be "forum famous" -.-
Wryxian, you got the touch!
just saying im 5/5 out of sectors you cant fault "the touch"
I like that your first post is to confirm that you have magic hands
I just found sector 22 thru a voyage from 21-20.
http://i59.tinypic.com/x5thsm.jpg
Pretty sure it was at the very bottom of the log, but it doesn't show up anymore in the voyage log for me to double check.
I'll update with items from 22 in ~65 hours when my airship returns from its run.
<_< >_> Both actually were listed in the Quick Reference Guide, and PIE IV was mentioned at the far right side of the main log sheet in the reported elsewhere column. Still, confirmation is nice!
And the order you hit the sectors in was 21 then 20?
Can I borrow the Wryx?
Battledance III from Sector 20 (eww):
http://i.imgur.com/Lzil2BE.png
Any pointers on unlocking sector 17? I already got 19, 20 and 21. Airship is rank 50 with the following stats: surveillance 100, retrieval 104, speed 86, range 104, favour 100. I keep sending it to 16 but nothing happens :'( I've been doing 16 > 21 > 20 for a while with 0 success of unlocking sector 17. Any help would be appreciated.
Try changing the routing while still visiting the sector?
It may or it may not help, but I'm not sure that it can hurt.
I unlocked it by trying 4 -> 12 -> 16
Is it possible there is a correlation between the total combined ranks of airships and the amount of zones unlocked. Looking at the spreadsheet it seems people either went 15 19 20 21 22 or 12 16 17 18. Very few have them both unlocked until their 3rd and 4th ship are getting higher ranked. Again it is probably just rng still though. As soon as my ships got to 50 50 and 15 18 unlocked after making 8 trips to sector 17.
Interesting point about the number of airships and their ranks. Also, I did send it to the route you've mentioned so we'll see. Fingers crossed :)
I've just created a spreadsheet that lets you choose your airship parts then compiles the parts into a nice printable format for you to use. This spreadsheet is really meant for a small FC that has to borrow folks to sit through their builds! I know there are airship lists with more features out there, but this one is designed to fit a niche for us old folks that still make notes and checklists on paper! LOL
This is neat, adding it to the guide under Community Resources! \o/ (let me know if that isn't desirable)
The biggest reason to unlock 17 is that it unlocks 18 which unlocks a new airship. It is totally fine to put it on the backburner. Also once you get far enough in the western route you might be able to include sector 16 in your voyage in order to give you more chances to unlock.
It's all about luck and perseverance. It took us about 2 weeks and 15 trips to sector 11 to finally unlock sector 14! The ship that eventually did it was not our flagship either and had lower stats, lending more credibility to the "it's all about luck and perseverance" theory.
On another note, does anyone think there might be an additional sector in the "eastern chain" after sector 18? there is another "hole" in the distribution of sectors, and that island seems big enough that there might be another sector on the other end:
https://docs.google.com/drawings/d/1...ub?w=500&h=500
I will actually add a note on the page about this. Just delete the entry in the cell and it works the way you want. The compiled list even says "no 'part' selected". The code for actually adding "none" is more complicated and would require more coding - and you still have to allow for a blank entry anyway!
Gath Guile IV's from sector 22
http://i57.tinypic.com/qpkwhh.jpg
Little question here. So we've reached rank 50 with our aircraft and we have built the Odyssee Part so far (Aircraft V), but apparently we cannot put more than on piece of these new parts. This is so boring...
Can someone confirm me that ?
So one thing I don't see an analysis on is airship Repairs. What are peoples observations on this? For instance there is the message: "Additional anomalies detected. However, airship condition found insufficient for further exploration." Does this message occur more often when the airship repair condition is say "50% or less.
Personally I've been testing this with our airship and I am starting to suspect something along the lines of every X% of airship part condition missing (on average or maybe even per part) increases the chances of this state occurring. I've only begun to test this theory. Up until recently I was repairing all airships near 50% condition and this seemed to net more SS, S and A rank runs. And less occurrences of "Additional anomalies detected. However, airship condition found insufficient for further exploration."
Now I've started letting my airships reach 0% condition and this seems to net more B and C runs once airship condition is at/below 50%.
---
With the above said I have not gone to the level of seeing if this is an observation or if its scientific (recording everything down exactly).
Do any others have any thoughts on airship repairs and when you choose to do them?
Also has anyone else had SS runs? I didn't see any in the spreadsheet? And is there a way to copy the text of voyage logs?
I've had the converse happen; I always repair my airships when they get to about 60% or lower, and I still get large amount of Bs and Cs, with occasional As and Ss and a rare SS or two. I think it has more to do with your stats than your repair condition? I seem to notice more SS/S/A when I upgrade our airship's stats, and less as the airships get to higher sectors.
I'm not certain, but evidence suggests Favor affects per-sector ratings. Higher favor correlates with higher ratings. I wonder if that stat also affects ratings for the whole run? It's hard to tell, but ships with higher stats certainly seem to get better ratings when exploring only earlier sectors.
I strongly doubt that the airship condition message has anything to do with the repair level of the airship, but I have no evidence to back this up. But, nothing else in the game works like that - combat gear doesn't do less damage or give less defense when near to breaking. Damaged crafting gear doesn't decrease the number of Goods you get or anything. It's all all-or-nothing. Also, plenty of weirdly worded messages pepper airship logs. Like, the no wind message mentions surveillance, but the surveillance stat doesn't correlate with better weather. Heck, I don't even see a correlation between retrieval level and retrieval rating despite it having retrieval in the name... That one needs more data, but it's almost like the higher your retrieval, the more items you get, independent of the rating shown.
As for how finding a second item works, I like the theory of "airship HP" mentioned earlier. The idea being that the airship starts each sector with a set amount of HP (likely based on some stat), and wind reduces this HP, as does the first retrieval. The "damage" from retrieval is likely based on the sector's rating. The "damage" from the second item's wind+retrieval is compared to the ship's remaining "HP" and, if the damage is higher, you fail to get a second item. If your ship will be above 0 after the "damage," you get a second item. The HP then resets for the next sector. If that theory is correct, the "airship condition" message makes total sense.
Of course, I have no idea how to prove or disprove that theory.
My current theory on that is that each item has a required retrieval to get ''between this or that level of retrieval results'', a requirement which is higher dependant on 'level' of the item.
By that I mean to say:
[low retrieval stats]
= you only got ''low'', sometimes up to ''normal'' retrieval.
[moderate retrieval stats]
= you get ''normal'' most of the time. Might get down to low, or up to optimal.
[high retrieval stats]
= you get ''optimal'' most of the time. Might get down to normal.
With the stats in the brackets being different per individual item.
IE crystals will have lower required retrieval to hit ''high'' then raw celestine.
Dusk leather might have a really high value for ''high''
(random numbers for illustration: crystals 80 for high, celestine 100 for high, dusk leather 120 for high)
In other words the ''retrieval levels'' are directly related to your retrieval stats compared to the item you are collecting. And as we already confirmed the grade of a voyage is based on retrieval levels.
We already confirmed some time ago that rating depends on your retrieval. Indirectly however.
Something like this if I remember it correctly:
retrieval levels -> bonus exp -> rating. Basically, the most bonus exp the higher your overall rating. And bonus exp is earned from retrieval levels.
I strongly doubt that the airship condition message has anything to do with the repair level of the airship, but I have no evidence to back this up. But, nothing else in the game works like that - combat gear doesn't do less damage or give less defense when near to breaking. [/quote]
It would be bad to just assume something ''must work this way because nothing else works differently''. That said, airship condition message indeed has nothing to do with repair level. Way back at the start people already confirmed it still gave the message even at fully repaired (before starting the voyage)
I had a random thought about that some time ago. What if the order you have them listed in is wrong? What if its more like ''no wind = penalty, high wind = buff, turbulent = big penalty''. Those are just example, but what I mean to say is that high wind might actually be a positive effect.
In ship sailing having high wind is considered a good thing, is it not? Whereas with no wind you cant use sails, and with turbulent weather you have to do a lot more work.
For that matter, not all engine parts are sails. While a sail would benefit from high winds, would a propeller?
I'm not sure where you don't see the relation between retrieval and rating tho, hadnt we already established that long ago? Or is there new/conflicting data on that?
That is a very interesting theory indeed. Altho (I might be biased ;)) I still prefer my theory that you have to ''work for progression in a sector'' to eventually be able to get the second item. Atleast I did notice ''airship condition is insufficient'' happened a lot more at new sectors.
Edit: I just thought of a metaphor for my theory. The first item is easy to find as you spot it when you enter the sector, but the second sector requires exploring. Imagine if you have to map each sector. And your surv adds to a % of the map explored with each visit. The more surv you have the faster you can map the entire area and spot that second deposit.
High retrieval stat got me 9 dusk leather in one go O: yay tabards
Max rank is 50, so there isn't more capacity
You have to mix and match
Max rank is 50, max airframe capacity is 61, Odyssey parts take 26 airframe capacity each. Have not unlocked the final airship type yet, but if it follows the pattern, it will take 31. That means, only one part of the final airship type can be used, and that at most only two Odyssey parts can be used.