Item Search
     
BG-Wiki Search
+ Reply to Thread
Page 1 of 2 1 2 LastLast
Results 1 to 20 of 33

Thread: New Augments 7/20/09     submit to reddit submit to twitter

  1. #1
    Puppetmaster
    Join Date
    Apr 2009
    Posts
    63
    BG Level
    2
    FFXI Server
    Titan

    New Augments 7/20/09 *Found a few more 7/22/09

    Hello all,

    You might remember my introduction a few months ago, where I presented a list of augments. With this new update, it should be obvious that new augments would be added. However, it may not be so clear as to what exactly was added. That's where I come in. I didn't want to necrobump the old thread, so here is a new one. I hope it is informative.

    EDIT: I did a lot more research after seeing some other photos, so here are the new facts.

    -There are 5 slots for augments.
    -There are positive and negative augments, though each specific augment can go as much as 31 plus the base value.
    -Some augments can stack in multiple slots to a maximum possible effect of +128 or -128. If you try to stack above +128, it will roll over to -128 and continue adding from there. Same for -128, it will roll to +128 and continue to subtract.
    -There is a specific byte to turn off the EX flag if the item isn't already EX. In other words, SE could make it so you don't get stuck with the augmented item... but they are probably saving it for a magical update where they worked so hard to bring that to you.
    -As this is part of a regular item info packet, the augments could be applied to any weapon or armor such as Morrigan's Robe or other Rare/EX gear, but not to unequippable items such as Potions (it will appear without any augments). Some augments will only appear on weapons.
    -The list of augments can currently be expanded to 1024, however as there is an unused bit, the list could later expand to 2048. There are obvious blanks for combat skills, magic skills, and crafting skills. SE may know what they want to put for the whole list already, but are trying to stretch it out.
    -There are combination augments in a single slot. For these, it's one positive and one or two negatives. The negatives will be a value equal to one half the positive, rounded up.

    And now for the expanded list. I've bolded the new augments for clarity. The big winners seem to be Summoners, and other pet jobs. Dancer also seems to have nice new ones (I haven't played retail for years now). In all, I would say that there is something new for everyone. We've already seen a +6 INT Weskit; we can only imagine how good some of these would be +6. All the ones I just found after my original post are at the end of the list, as well as at the bottom of page 1 of this thread.

    Spoiler: show
    HOW TO READ: Take the two bytes listed, and reverse them. Then convert to binary. The format is then as follows:

    xxxxx yyyyyyyyyyy
    value augment ID

    You have to enter the bytes shown to get the listed effect.

    BYTES EFFECT (base value)
    00 00 No Augment
    01 00 HP+1
    02 00 HP+33
    03 00 HP+65
    04 00 HP+97
    05 00 HP-1
    06 00 HP-33
    07 00 HP-65
    08 00 HP-97
    09 00 MP+1
    0a 00 MP+33
    0b 00 MP+65
    0c 00 MP+97
    0d 00 MP-1
    0e 00 MP-33
    0f 00 MP-65
    10 00 MP-97
    11 00 HP+1 MP+1
    12 00 HP+33 MP+33
    13 00 HP+1 MP-1
    14 00 HP+33 MP-33
    15 00 HP-1 MP+1
    16 00 HP-33 MP+33
    17 00 Accuracy+1
    18 00 Accuracy-1
    19 00 Attack+1
    1a 00 Attack-1
    1b 00 Ranged Accuracy+1
    1c 00 Ranged Accuracy-1
    1d 00 Ranged Attack+1
    1e 00 Ranged Attack-1
    1f 00 Evasion+1
    20 00 Evasion-1
    21 00 DEF:+1
    22 00 DEF:-1
    23 00 Magic Accuracy+1
    24 00 Magic Accuracy-1
    25 00 Magic Evasion +1
    26 00 Magic Evasion -1

    27 00 Enmity+1
    28 00 Enmity-1
    29 00 Critical Hit Rate+1
    2a 00 Enemy Critical Hit Rate-1
    2b 00 "Charm"+1
    2c 00 "Store TP"+1 "Subtle Blow"+1
    2d 00 DMG:+1
    2e 00 DMG:-1
    2f 00 Delay:+1%
    30 00 Delay:-1%
    31 00 "Haste"+1
    32 00 "Slow"+1
    33 00 HP Recovered while Healing +1
    34 00 MP Recovered while Healing +1
    35 00 Spell Interruption Rate Down 1%
    36 00 Physical Damage taken -1
    37 00 Magic Damage taken -1
    38 00 Breath damage taken -1%
    39 00 Magic critical hit rate +1
    3a 00 "Magic Defense Bonus" -1

    [blanks from 3b to 5f]
    60 00 Pet: Accuracy +1 Ranged Accuracy +1
    61 00 Pet: Attack +1 Ranged Attack +1
    62 00 Pet: Evasion +1
    63 00 Pet: DEF:+1
    64 00 Pet: Magic Accuracy +1
    65 00 Pet: "Magic Attack Bonus" +1
    66 00 Pet: Critical Hit Rate +1
    67 00 Pet: Enemy critical hit rate -1
    68 00 Pet: Enmity +1
    69 00 Pet: Enmity -1
    6a 00 Pet: Accuracy +1 Ranged Accuracy +1
    6b 00 Pet: Attack +1 Ranged Attack +1
    6c 00 Pet: Magic Accuracy +1 "Magic Attack Bonus" +1
    6d 00 Pet: "Double Attack" +1 Critical hit rate +1
    6e 00 Pet: "Regen"+1
    6f 00 Pet: "Haste"+1
    70 00 Pet: Damage taken -1%


    [These apparantly glitched augments existed before, but seem unneccesary now. The glitched number has changed.]
    80 00 Pet:
    81 00 Accuracy+1 Ranged Accuracy+72246068
    82 00 Attack+1 Ranged Accuracy+72246068
    83 00 Magic Accuracy+1 "Magic Attack Bonus"+72246068
    84 00 Double Attack+1 Critical Hit Rate+72246068


    85 00 "Magic Attack Bonus"+1
    86 00 "Magic Defense Bonus"+1
    87 00 [blank]
    88 00 [blank]
    89 00 "Regen"+1
    8a 00 "Refresh"+1
    8b 00 "Rapid Shot" +1
    8c 00 "Fast Cast"+1
    8d 00 "Conserve MP"+1
    8e 00 "Store TP"+1
    8f 00 "Double Attack"+1
    90 00 "Triple Attack" +1
    91 00 "Counter"+1
    92 00 "Dual Wield"+1
    [blanks from 93 to af]
    b0 00 "Resist Sleep"+1
    b1 00 "Resist Poison"+1
    b2 00 "Resist Paralyze"+1
    b3 00 "Resist Blind"+1
    b4 00 "Resist Silence"+1
    b5 00 "Resist Petrify"+1
    b6 00 "Resist Virus"+1
    b7 00 "Resist Curse"+1
    b8 00 "Resist Stun"+1
    b9 00 "Resist Bind"+1
    ba 00 "Resist Gravity"+1
    bb 00 "Resist Slow"+1
    bc 00 "Resist Charm"+1
    [blanks up to ff, except for these two]
    c3 00 "Subtle Blow"+1
    d3 00 "Snap Shot"+1


    BYTES EFFECT (base value)
    [Blanks from 00 to 1f, except where noted. There's obvious room for all the combat skills.]
    01 01 Hand-to-Hand skill +1
    1a 01 Marksmanship skill +1

    1e 01 Shield Skill+1
    20 01 Divine Magic Skill+1
    21 01 Healing Magic Skill+1
    22 01 Enhancing Magic Skill+1
    23 01 Enfeebling Magic Skill +1
    24 01 Elemental Magic Skill+1
    25 01 Dark Magic Skill+1
    26 01 Summoning Magic Skill+1
    2a 01 Wind Instrument Skill +1
    2b 01 Blue Magic Skill+1
    [there are blanks from 2c to 3f]
    40 01 "Blood Pact" ability delay -1
    41 01 "Avatar Perpetuation Cost" -1
    42 01 Song Spellcasting Time -1
    43 01 "Cure" Spellcasting Time -1
    44 01 "Call Beast" Ability Delay -1
    45 01 "Quick Draw" Ability Delay -1
    46 01 Weapon Skill Accuracy +1
    47 01 Weapon skill damage +1%
    48 01 Critical hit damage +1%
    49 01 "Cure" potency +1%
    4a 01 "Waltz" potency +1%
    4b 01 "Waltz" ability delay -1

    [the rest are blanks up to 7f]


    BYTES EFFECT (base value)
    00 02 STR+1
    01 02 DEX+1
    02 02 VIT+1
    03 02 AGI+1
    04 02 INT+1
    05 02 MND+1
    06 02 CHR+1
    07 02 STR-1
    08 02 DEX-1
    09 02 VIT-1
    0a 02 AGI-1
    0b 02 INT-1
    0c 02 MND-1
    0d 02 CHR-1
    0e 02 STR+1 DEX-1 VIT-1
    0f 02 STR+1 DEX-1 AGI-1
    10 02 STR+1 VIT-1 AGI-1
    11 02 STR-1 DEX+1 VIT-1
    12 02 STR-1 DEX+1 AGI-1
    13 02 DEX+1 VIT-1 AGI-1
    14 02 STR-1 DEX-1 VIT+1
    15 02 STR-1 VIT+1 AGI-1
    16 02 DEX-1 VIT+1 AGI-1
    17 02 STR-1 DEX-1 AGI+1
    18 02 STR-1 VIT-1 AGI+1
    19 02 DEX-1 VIT-1 AGI+1
    1a 02 AGI+1 INT-1 MND-1
    1b 02 AGI+1 INT-1 CHR-1
    1c 02 AGI+1 MND-1 CHR-1
    1d 02 AGI-1 INT+1 MND-1
    1e 02 AGI-1 INT+1 CHR-1
    1f 02 INT+1 MND-1 CHR-1
    20 02 AGI-1 INT-1 MND+1
    21 02 AGI-1 MND+1 CHR-1
    22 02 INT-1 MND+1 CHR-1
    23 02 AGI-1 INT-1 CHR+1
    24 02 AGI-1 MND-1 CHR+1
    25 02 INT-1 MND-1 CHR+1


    BYTES EFFECT (base value)
    00 03 fire+1
    01 03 ice+1
    02 03 wind+1
    03 03 earth+1
    04 03 thunder+1
    05 03 water+1
    06 03 light+1
    07 03 dark+1
    08 03 fire-1
    09 03 ice-1
    0a 03 wind-1
    0b 03 earth-1
    0c 03 thunder-1
    0d 03 water-1
    0e 03 light-1
    0f 03 dark-1
    10 03 fire+1 water-1
    11 03 ice+1 fire-1
    12 03 wind+1 ice-1
    13 03 earth+1 wind-1
    14 03 thunder+1 earth-1
    15 03 water+1 thunder-1
    16 03 light+1 dark-1
    17 03 dark+1 light-1

    [The following augments are all additional effects, and do NOT stack with others, or with themselves. If you add two or more of these augments, only the last one will be active, overriding the others. Only weapons can recieve these augments.]
    *40 03 Additional effect: Fire damage +5
    *41 03 Additional effect: Ice damage +5
    *42 03 Additional effect: Wind damage +5
    *43 03 Additional effect: Earth damage +5
    *44 03 Additional effect: Lightning damage +5
    *45 03 Additional effect: Water damage +5
    *46 03 Additional effect: Light damage +5
    *47 03 Additional effect: Darkness damage +5
    *48 03 Additional effect: Disease +1
    *49 03 Additional effect: Paralysis +1
    *4a 03 Additional effect: Silence +1
    *4b 03 Additional effect: Slow +1
    *4c 03 Additional effect: Stun +1
    *4d 03 Additional effect: Poison +1
    *4e 03 Additional effect: Flash +1
    *4f 03 Additional effect: Blindness +1

    [blanks up to 59]

    [These are like the others, can stack. However, they can only go on weapons.]
    *80 03 Sword enhancement spell damage +1
    *81 03 Enhances "Souleater" effect +1%

    [blanks up to 8f]



    Finally, I'd like to thank Furen, the maker of Cure Calculator. He helped me get the cures just about 100% accurate to retail. Also thanks to Kaeko and others for replying about my spell resist questions (sorry about forgetting names).

    We are very close to a new release, after which I invite all mages to help test my spell damage/resist models, and also all crafters and HELMers to help test the developed crafting model. We haven't used melee damage formulas yet. Check my sig for details.

  2. #2
    Relic Weapons
    Join Date
    Sep 2007
    Posts
    322
    BG Level
    4
    FFXI Server
    Odin

    01 01 Hand-to-Hand skill +1 o.O

  3. #3
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,634
    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    Hand-to-hand skill is going to be restricted to the Lv.69 neckpieces from Kupo, watch. Don't get your MNK boners yet.

  4. #4
    Yoshi P
    Join Date
    Oct 2006
    Posts
    5,495
    BG Level
    8
    FFXI Server
    Leviathan

    I was thinking it'd be on the PUP knuckles from Pixie quests.

  5. #5
    Relic Weapons
    Join Date
    Aug 2007
    Posts
    385
    BG Level
    4
    FFXI Server
    Phoenix

    oh fuck, if i can get +1 h2h skill and finally break 300 (base damage up once more) i'm going to be kind of pissed. i didn't want to fuck around with this augment shit.

  6. #6
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

    Join Date
    Aug 2007
    Posts
    17,449
    BG Level
    9

    Quote Originally Posted by miokomioko View Post
    Hand-to-hand skill is going to be restricted to the Lv.69 neckpieces from Kupo, watch. Don't get your MNK boners yet.
    To the OP, is there anyway to be able to tell which items have the possibility of getting which augments?

  7. #7
    Puppetmaster
    Join Date
    Apr 2009
    Posts
    63
    BG Level
    2
    FFXI Server
    Titan

    Any weapon or armor -could- be augmented in any way. I can't tell how SE chose to restrict the system, only what is possible within their spaghetti code restraints. And by the way, I can 100% confirm spaghetti code from what I've seen.

  8. #8
    True skill only comes from macro switching all your e-peen gear thru 10 pages
    Join Date
    Sep 2007
    Posts
    5,039
    BG Level
    8
    FFXI Server
    Quetzalcoatl

    Oh wow, that's pretty cool.

  9. #9

    +18 Damage +96 delay
    -50 delay +6 hand-to-hand skill.

    +18 DMG +46 delay. Hand-to-hand skill 305 with faith torque and 8/8 merits. yes please.

  10. #10
    Old Merits
    Join Date
    Feb 2008
    Posts
    1,033
    BG Level
    6
    FFXI Server
    Phoenix

    isn't there +2 m.acc found?

  11. #11
    Sandworm Swallows
    Join Date
    Dec 2006
    Posts
    7,329
    BG Level
    8

    Quote Originally Posted by Chen View Post
    isn't there +2 m.acc found?
    Reading is fundamental.

  12. #12
    Bagel
    Join Date
    Oct 2006
    Posts
    1,272
    BG Level
    6
    FFXIV Character
    Midnightjade Eleven
    FFXIV Server
    Midgardsormr
    FFXI Server
    Quetzalcoatl

    I'm not sure I understand. If we look at (for example) the Hagun recently posted with Store TP+11, how was that generated within this system. Is the Store TP value taking up multiple slots or is it one slot with a huge boost?

    Within this system, how high could a piece of gear go in terms of (say) +Haste% or +Pet Acc?

    Thanks.

  13. #13

    There was no Hagun posted with Store TP +11.

    That was the new Fey GKT

  14. #14
    Bagel
    Join Date
    Oct 2006
    Posts
    1,272
    BG Level
    6
    FFXIV Character
    Midnightjade Eleven
    FFXIV Server
    Midgardsormr
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Davricle View Post
    There was no Hagun posted with Store TP +11.

    That was the new Fey GKT
    Doh! So many sources for the augments I got confuzzled and forgot it was Rindomaru.

    OK, so let's say the Demon Helm I saw posted from VoS FoV that has +31MP. Or the Weskit with INT+6. Are those coming from one augment with a maxed value, or multiple augments which all happen to affect the same stat, falling into line like the wheels of a slot machine?

  15. #15
    Melee Summoner
    Join Date
    May 2008
    Posts
    24
    BG Level
    1
    FFXI Server
    Diabolos

    Quote Originally Posted by miokomioko View Post
    Hand-to-hand skill is going to be restricted to the Lv.69 neckpieces from Kupo, watch. Don't get your MNK boners yet.
    /em starts plotting extremely painful and/or embarrassing things to repay Miokomioko for such a horrible (and most likely accurate) prediction.

  16. #16
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,634
    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    Different sources of augmentation have different restrictions to what can be augmented.

    Fey Weapons' augments are restricted to those that have any relevance to the job the weapon can be equipped by. (e.g., you will not find Enhancing Magic Skill on the THF dagger)

    Mini Expansion chest items will only be augmented with stats from a specific set, depending on the item. (e.g., Crimson Key's Gold Ring can only come augmented with MP, INT, CHR, MND, and Enmity)

    Field of Valor Elite Training has a much larger set of augments that are possible for any item, but they are still restricted to not include things like combat skills, etc. Also, the potency and even the set of augments available is restricted by the level of the equipment in intervals of 5. (e.g. you will not find Magic Critical Hit Rate+ at all or a something as potent as base stat +5 on Brass Subligar)

    Quote Originally Posted by Midnightjade View Post
    Are those coming from one augment with a maxed value, or multiple augments which all happen to affect the same stat, falling into line like the wheels of a slot machine?
    And, as I realize I may have misunderstood your question, the augments that look like "AGI-1 DEX+1 VIT-1" are all one augment. The list in the OP states there are seperate values for these. There exists simply "stat+1" possible augments but also the same with some negative effects paired with it.

    For example, if you traded in a Cape, and it came back with Fire Resist +1 and Wind Resist +1, that was actually two random augments each with the value of 1. In the same scenario, if it came back with Light Resist +2 and Dark Resist -2, that is actually 1 single augment with a value of 2.

  17. #17
    That SpellCast Guy
    Join Date
    Feb 2006
    Posts
    802
    BG Level
    5

    Is there any way to tell the potential additional effects, Tenjou? The Pixie weapons are starting to show some odd added effects, like this one:

    http://www.bluegartr.com/forum/attac...fight-augo.jpg

    Would be interesting if there was a list of the possibilities.

  18. #18
    Bagel
    Join Date
    Oct 2006
    Posts
    1,272
    BG Level
    6
    FFXIV Character
    Midnightjade Eleven
    FFXIV Server
    Midgardsormr
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by miokomioko View Post
    Lots of good stuff
    Thanks, that's helpful. I'm most interested in the FoV system since I have a bunch of tags/tokens from doing FoV.

    On Tenjou's list, how do I tell what's available on an item by level, assuming all augments are available for all items of a particular level (is that assumption valid btw?).

    Thanks.

  19. #19
    Puppetmaster
    Join Date
    Apr 2009
    Posts
    63
    BG Level
    2
    FFXI Server
    Titan

    Are those coming from one augment with a maxed value, or multiple augments which all happen to affect the same stat, falling into line like the wheels of a slot machine?
    It is possible that the INT+6 is a single augment. However, it could be spread over a few augments. That particular weskit seems to be a single augment, probably 1f 3a (1f 02 + 28, in other words add 5 to the base value of the AGI-1 INT+1 MND-1 augment, and negatives get cut in half for combo augments).


    Within this system, how high could a piece of gear go in terms of (say) +Haste% or +Pet Acc?
    Within the absolute bounds of the code, any one augment could stack over 4 slots for a max of +128 (augment ID + f8). If you use the fifth slot to go even higher, it rolls over to -128, then increases from there back toward 0. Of course, that won't actually happen for one gear piece. Who knows what SE decided to do.


    Is there any way to tell the potential additional effects, Tenjou? The Pixie weapons are starting to show some odd added effects, like this one:
    Investigating now. Thank you for pointing those out.

  20. #20
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,634
    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    I would have made the assumption that the INT+6 Weskit was given two augments, each with a value of 3. Also, extremely lucky. Unless, however, I'm missing this trend of negatives getting cut in half when the value is greater than 1, but couldn't that also be from values of multiple augments on one piece often being equal? (or is that just unlikely if the stats you're basing this off of are very common x-1 y+2 z-1?)

    Have there been reports of, say something like:

    DEX-2 AGI-2 STR+2
    DEX+2

    resulting in an augment that looks like AGI-2 STR+2?

Similar Threads

  1. FFXI New NMs 11/9/09
    By Suteru in forum FFXI: Everything
    Replies: 2539
    Last Post: 2010-02-27, 20:14
  2. New Augments 11/09/09
    By Tenjou in forum FFXI: Everything
    Replies: 11
    Last Post: 2009-11-10, 12:21
  3. WotG Missions after 7/20/09
    By Gippo in forum FFXI: Everything
    Replies: 1
    Last Post: 2009-07-20, 18:15
  4. Replies: 166
    Last Post: 2009-03-16, 22:47
  5. The New Jobs Nov. 20. 2007
    By Toth in forum FFXI: Everything
    Replies: 127
    Last Post: 2007-11-21, 12:21
  6. New Items (8/09/07)
    By Not Kuno in forum FFXI: Everything
    Replies: 132
    Last Post: 2007-08-14, 11:23
  7. Astral Ring new BCNM 20 Drop!
    By Dariusamede in forum FFXI: Everything
    Replies: 0
    Last Post: 2005-01-09, 13:56