-
Conquest
Has anyone done studies on this? Right now I'm trying to take over sarutabarut outpost and after about 600k Gil I've finally come close but thats for my own personal reasons and really i'm regretting spending that much gil but might as well take notes of it in case anyone hasn't before. What i've come up with so far is
from one nation being dominant and the other two being minimal
Sandy - Minimal 5%
Bastok - Minimal 5%
Windurst - Dominant 80%
Sandy - Minimal 5%
Bastok - Minor about 25-35% is when it changed to minor
Windurst Stayed Dominant
Sandy - 4%
Bastok 45-50% Stayed Minor however
Windurst about 50-55% reduced to Major instead of dominant.
Thats all I have so far.
I could come up with a list of gear that gave what values appx. Since I'm done with the AH buying part of the take over. Anyways I havn't run into any sort of cap that it wouldn't let me trade anymore however I think the cap they put on it was reducing the amount of points you get by trading in the same armor per day.
maybe its useless or maybe its not just thought since i'm spending all this gil on it might as well do some research.
-
Re: Conquest
Doesn't seem I can edit my post so I forgot to mention that Windy was about 55-65% on the second one where I didn't add it in.
-
Re: Conquest
my assumption was correct when you surpass the leading nation Major and Minor swap nations, and after you go over 55-60% you become dominant. However I can't tell if the caps are 0 points and he still takes the gear or just a reduction in the points awarded.
-
Re: Conquest
Hey Doc
If you write it up in the manner you wish it to appear on a guide, all pretty like I"ll duplicate it for you on the wiki and name it as a conquest guide by Docvicious
-
Re: Conquest
Conquest
Weekly Tally system for FFXI, Zilart, and C.O.P. areas.
-Tally system works on a Three nation basis:
-Bastok
-Windurst
- Sandoria
- Tally is done Every Midnight Saturday JP time (going into Sunday).
- At this point all three nations are equal.
- Influence is what determines who wins what at the end of the tally.
-Minimal 0-24% approx.
-Minor 25-50% approx.
-Major 51-54% approx.
-Dominant 55%-100% approx.
- The dominant nation will stay dominant until its percentage decreases under 65% at which point Nation #1 will be Major(51-65%) while nation two will be Minor (16-50%).
- In the event Nation #2 takes over the influence of nation #1, it creates a simple flip flop Nation #2 is now Major while Nation #1 is now Minor thus changing their placing in the tally.
EX.
Sandy - Minimal 5%
Bastok - Minimal 5%
Windurst - Dominant 80%
Sandy - Minimal 5%
Bastok - Minor about 25-35% is when it changed to minor
Windurst Stayed Dominant 55-65%
Sandy - 4%
Bastok 45-50% Stayed Minor however
Windurst about 50-55% reduced to Major instead of dominant
__________________________________________________ __________________________________________________ ___________________________________
- What equipment to trade in and limits.
-I Didn't go into to much detail about this as I was fairly tired so the what I put here is mostly the obvious with some small points.
-What you are looking for for great point values is a high NPC resale price
-1 - 900 Gil = Small amount
-901 - 3000 Gil = Moderate
-3001 - Above Gil = Greatly
- After a Certain amount of the same type of weapon/armor/ etc has been turned in the actual value is decreased only upon trade (not sure if it ever reaches zero.
- You can also gain Influence by having signet and gaining exp in those areas I'm assuming influence is based on the same system that C.P. are. Where as 1 C.P = .5-1 Influence point or some mathematical formula.
On to the Gear that was traded.
-Lvl 40 breast plate set - Great Return for 1-2 / diminished to needing 6-8 for a moderate / great return.
-Warwolf Belt - Great return 1/ Diminished rather quickly to needing 4-5 for great return and then further where 8 only gave a moderate return
-Most body armor is a great return for awhile
-Staves were great returns but were capped very fast to the point that 8 only gave a moderate return
-The very cheap Rare 2hnd weapons
-Some R/E equipment that you don't use can turned in for great returns that were pretty beneficial
That is Just an example of some of the gear you can trade.
Examples of gear you cant trade:
Some of the JSE earrings / ring
The paralyze effect : 8% haste necklace etc.
So don't go buying a horde of gear until you make sure it can be traded however I would safely say 95% of it is able to be traded.
-
Re: Conquest
ok! posted it here: http://wiki.bluegartr.com/Conquest
I'll be adding info to the page like the npc to trade it to etc at a later stage. If there's anything else to add to it let me know!
-
Re: Conquest
-List of Some Items you can trade: (In no Particular order.
medieval collar
wivre gorget
lightning bow
beak mantle
Amemet mantle
plate leggings
raptor ledelsens
cuisses
tracker's kecks
gauntlets
carapace mittens
black mitts
raptor jerkin
elm pole
dusky staff
quarterstaff
eight-sided pole
homura
huge moth axe
platoon cutter
inferno axe
butterfly axe
padded cap
cuir bandana
corsair's hat
carapace mask
raptor helm
silk headband
scorpion mask
tiger mask
demon helm
frost shield
hard shield
gold buckler
elite beret
greataxe
heavy axe
horror voulge
raifu
macuahuitl
power gi
bone harness
black tunic
seer's tunic
noct doublet
gambison
breastplate
Durandal
Royal Squire's chainmail
cuir bouilli
brigandine armor
tiger jerkin
beetle ring
electrum ring
soldier's ring
Gaia mantle
beak mantle
studded gloves
iron mittens
gauntlets
carapace mittens
raptor gloves
cuir highboots
raptor ledelsens
studded trousers
cuir trousers
warwolf belt
mana ring
Thx alot btw ^^.
- » Conquest