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*If a player buy items from NPC's, gil is removed from the server gil pool which counters inflation. In other words too much gil in the economy leads to inflation of prices and we all know inflation is bad.
 
*If a player buy items from NPC's, gil is removed from the server gil pool which counters inflation. In other words too much gil in the economy leads to inflation of prices and we all know inflation is bad.
 
*If a player augments an item, the item's usability is restricted to the player. Not only is the item restricted to the player but gil is removed from the server. Well I guess you can still sell the item, but the point is to prevent the circulation of gil or lower the gil value of the item to its NPC sell value.
 
*If a player augments an item, the item's usability is restricted to the player. Not only is the item restricted to the player but gil is removed from the server. Well I guess you can still sell the item, but the point is to prevent the circulation of gil or lower the gil value of the item to its NPC sell value.
:this does no such thing, Gil is not removed from the server by buying items off the AH at higher prices, that just moves it from player A to Player B, if anything this is increasing the gil on the server because people are buying items then NPCing the results if they dislike them (often). Money is only destroyed in this game when you buy an item from an NPC or give it to them for some purpose limbus/dynamis and of course tax and AH tax. the reason the inflation era ended is because there is another route to destroy money, and thats SE banning accounts carrying huge amounts (RMT). [[User:Ssmitty|ssmitty1337@yahoo.com]] 06:15, April 23, 2010 (UTC)
+
:this does no such thing, Gil is not removed from the server by buying items off the AH at higher prices, that just moves it from player A to Player B, if anything this is increasing the gil on the server because people are buying items then NPCing the results if they dislike them (often). Money is only destroyed in this game when you buy an item from an NPC or give it to them for some purpose limbus/dynamis and of course tax and AH tax. the reason the inflation era ended is because there is another route to destroy money, and thats SE banning accounts carrying huge amounts (RMT). [[User:Ssmitty|ssmitty1337]] 06:15, April 23, 2010 (UTC)

Revision as of 06:17, 23 April 2010

Requested Move

SupportThis article doesn't follow the current naming convention for articles in the "Item Tag" Categories. I.e. "Category:(Tag)" Milotheshort 14:07, 17 April 2009 (UTC)

Oppose What pages would go into the category? There aren't any pages for specific augments or augmented items. It would just be an empty category, which is pointless.--Anthoron T/ C 14:23, 17 April 2009 (UTC)

Weather or not it is "Pointless" is not the point, its a tag added to items, the formatting for the page is current w/ the other tag "category" pages; and arguably this "Category" would have more items then the Temp, Rare, and Ex counterparts. Opinions aside, it does not follow the defined Naming convention, and therefore should be renamed as such, even if you "feel" its an asinine endeavor. At any rate the "Items" at the end needs to be dropped, even you could agree that the pages Temp "Items", Rare "Items", and Ex "Items" is redundant. Milotheshort 14:31, 17 April 2009 (UTC)

Additionally "There aren't any pages for specific augments or augmented items." is a false statement, we have 3 ACP Armors, and can infer that the 2 new expansions will additionally promote the new base "Augment" system. Milotheshort 14:37, 17 April 2009 (UTC)

Neutral: likely will support this but a few issues to work out. There are 3 categories of augments. First, it seems that any non-rare/ex item can be augmented via FoV augments. This category doesn't work for that since it would just be all non-rare/ex items. 2. ANNM augments - there are only ~30 items thus far that are identified as dropping from ANNM with augments - a category would be useful (albeit minimally) to categorize those. 3. ACP mission augments. Looks like there are again ~30 items that can be obtained via the jueno casket with augments. Again a category could be useful. So for me the question is whether we want one category that has groups 2 & 3 above or whether each should have its own category? Not sure yet. --GAHOO t/ c 14:48, 17 April 2009 (UTC)

I'll Support for (2) and (3), in the same category. I don't think anything should be done for (1) until we know if there's a more structured system behind it, or if it is just random.--Anthoron T/ C 02:39, 18 April 2009 (UTC)

Does Wikia support - trees, or sub categories? Or would this cause a discombobulated mess of information in following paths in order to get to pertinent information. If it doesn't, I support One Group resolving around the "Aug" tag, as it makes a clear reference point. A player need only look at someones equipment, or an item they have received, Search for "Category: Augmented" and find all relevant information, rather than know additional info such as ACp, ANNM etc. We strongly have to consider that in all eventuality SE will introduce additional pieces to these sets, with these more episodic Expansions, and therefore will have to add an additional category with each new storyline, and or BCNM, Popped NM, event that adds this status to equipment. Just my thought. Milotheshort 15:11, 17 April 2009 (UTC)

It does support sub-categories, although we use them sparingly, since most often items are more properly in two categories than in sub-categories. When in use you can even show the category tree (see Category:Architecture). We could have an "Augmented" category with "ANNM Augmented" and "ACP Augmented" subcategories, but not sure that is really helpful. We are historically against over categorization here more so than other wikis and I think it has worked out OK thus far. --GAHOO t/ c 15:37, 17 April 2009 (UTC)
Moved. --GAHOO t/ c 17:58, 23 April 2009 (UTC)

Augment Placment

Results from Field Parchment-obtained augments should go on Talk:Field Parchment.

There are two known ways to get augmneted equipment: Field Parchments and by exchanging certain key items at the chest in the Tenshodo HQ (as part of the new add-on). I've updated the page to reflect this.--Anthoron T/ C 04:31, 11 April 2009 (UTC)

Apparently, there are three known ways to get augmented gear: Field Parchment NMs, getting key items from A Crystaline Prophecy and trading them to the Tenshodo, and ANNM who will drop random equipment with random augments among other things. How any of this works is still being investigated, I assume. Personally, I think the development team gave us a bullshit update, another in a long line of bullshit updates. --Jaxen 19:58, 12 April 2009 (UTC)


Proposing a way to tabulate our results (copied over from Talk:Field Parchment: --Tengokujin 21:01, 9 April 2009 (UTC)

Aikido Koshita on Lightsday (83%) got Earth+4 and Ranged Acc+1. Traded on PLD in behemoth's dom. --Alydra 03:43, 10 April 2009 (UTC)

Can I steal my buddy's augment?

  • Ok.... I don't know that much about augmenting (does anyone yet?) but I heard that you trade an item to the ??? after you got your page >> spawn NM >> kill >> open casket with augmented item inside. Well, caskets are typically able to be opened by anyone in the party that killed it, right? So, could my friend trade an item... get it augmented and just let me take the item from the casket? Would be a cool way to help out friends.

Possible Augments

Should we have all of the possible augments (that SE released anyways) posted here? I'm thinking that at the end of the aCP missions, when you get to choose your 2 augments, this would be a good place to see what augments you can use? I don't know how to put it on the page so if someone else could that would be great >.<

NPC Storage?

If an item like the Noct Doublet set is augmented, either one or all 5 pieces, can it still be stored with the npc? FFXI-Revenant 11:36, 10 April 2009 (UTC)

Yes, you CAN still store the equipment, but just like signed items, it will wipe the augment. Me and my girlfriend ran a small test on 2x Seer's Crowns; I got +1 Att, she got +1 MND & +1 EVA...went to store, NP, took it back out; the augment had been wiped off. --Upitupi 17:07, 10 April 2009 (UTC)

To Upitupi.. I think thats a good thing, if u didnt get a "good" augment then simple storage it then have it aumented again!--Kongolo 09:19, 11 April 2009 (UTC)

"- An issue was corrected where augmented items could be given to NPCs who hold on to sets of certain items." Well, now I am out of leads on how to make this thing work, because right now, it isn't even high-risk, high-reward, it's pretty much not worth it. I'll be hoping it gets tweaked so we can remove the crappy augments or something, I'm just afraid there might be a way to make this work right and I just can't make heads or tails. --Lionix 22:19, 15 April 2009 (UTC)

Quest require Item

prolly doesnt work but... if i was to for example Augment a Brown Belt, could i then use that Augmented Brown Belt to get the Black Belt Quest done? --Trunxrdm 21:59, 25 April 2009 (UTC)

Un-Augmenting Items

Apparently you can use an Armor Storer NPC to un-augment an item. But of course, this only applies to the limited sets of armor these NPC's will take. Does anyone know of any other method to remove undesirable augments from equipment? --Eusayaan 15:08, 13 April 2009 (UTC)

  • This doesn't work anymore.

Can't augments be removed by putting an item into the AH or selling through a Bazaar? —The SCSIBug 19:44, 18 May 2009 (UTC)

  • Since augments are Exclusive, no AH or Bazaar. --Zauath 17:28, 13 July 2009 (UTC)

Signed items augmented?

Does a signed item lose signature when augmented? Irrellius 04:07, 13 April 2009 (UTC)

  • Signed items cannot be augmented--Siniroth-Hades 03:40, 17 August 2009 (UTC)

Why random?

Why are the augments random, if you can't sell the item.. or remove the augments.. If you get a screwy augment, then you're out the amount of gil for the item.. and now the item is only "alittle" better, if even that.. The augments should actually give you an effect you actually need. --Shadowhero 17:27, 10 April 2009 (UTC)

Because SE likes to raise our hopes then laugh meniacly when they crush them to a fine powder then snort it >.> --Kaiselius 23:13, 10 April 2009 (UTC)

  • That makes sense. -roll eyes- It's a game, and it has random elements to it. Why not just ask why you can't dictate the amount of damage you do consistently? Augments are most likely random to keep people doing it; it's not a gil-sink, it's not just craziness. If you don't want to Augment equipment, don't do it. But some of the items have been pretty neat, and some of them have blown... just like every other game in existence. Anybody roll a dozen times in Diablo II on your Charsi item? --Baroness 18:38, 11 April 2009 (UTC)
    • Square Enix straight lied to us. They falsely advertised that we would get to choose what augments we wanted only to give us a product far inferior and completely limited on its full potential. It was a genuine opportunity to make set our characters apart with equipment toned to our personal styles of play and they pissed on the idea all together probably under the assumption that it would fuck up the "balance" of a game that has lacked balance since its release. There are plenty of ways to give people their choice of augments and make sure that it wasn't abused: Limit the number of augmented equipment a person could hold at one time; prevent people from obtaining the additional boosts to stats already existing with the equipment; only allow people to augment once during a given time period; etc. Instead of making us work a number of hours towards the reward of choosing an augment, they made us work a number of hours towards the reward of getting a RANDOM augment that may not even boost the stats useful to the job you equip it for AND has the potential to make the item worse than it was before. You tell me where the reward is in that, Baroness? --Jaxen 19:45, 12 April 2009 (UTC)
      • Since you've clearly made up your mind on this, there's no real point in rehashing; if you don't like the system, don't use it. Complaining about randomness in a game is just pointless. Spending hours on no reward? I take it you've never spent hours trying to convince your LS to help get Destroyers, only to have the BCNM not drop them... farmed Diorite... trying and failed four times in a row to craft a HQ gear that you're 90 levels about the cap for...
      • Augmenting through FoV smacks very strongly of a continuing effort to let people play the game when they're soloing, in which case augmenting can be very powerful. The casual player isn't going to make a profit off the AH, or likely have enough money to buy "killer" gear. They rarely camp NMs. So a "paltry" Evasion +2 on an item they were going to pitch could be fantastic for them. I had several thousand tabs sitting there doing nothing... at least now, they went to play around with something new.
      • Augmenting through ACP, well, no other story-line has as many rewards as quickly as the add-on, and even if those rewards are crazy random, it's still more of a reward than any city missions (nothing but gil), RoZ (no reward at all from the missions themselves), CoP (two rewards, one that burns itself out on the fifth use), ToAU (nothing but imperial money), or WotG (so far, just a piece of furniture).
      • Augmenting through ANNM is an Allied Note dump. I have 200k of the silly things, and don't need them for anything anymore. Here's something to spend them on, with some risk, some fun, and generally a lot of interesting potential drops. Very much the BCNM in the past, but without the need to farm seals constantly; one run through a campaign battle and you're set to go again.
      • So we have three different things here. Playing alone? Why not take those tabs you've been building up and get something interesting? Playing with some casual friends? Why not challenge yourselves with a new NM? Trying out the new missions, but stuck in Fei'Yin? Hey, at least you can get something to sell on AH for 8k.
      • As for figuring out the augments, there are two possibilities of what's going on in the game here. Either a.) It's purely random, and if it bothers you somehow, just don't do it (like Pankration, which only feeds itself), or b.) No one's figured it out yet (like Chocobo Digging, Chocobo Raising, or Gardening, which all seemed highly random when they came out). Pick one of those two and either a.) ignore the system, or b.) help us figure it out. Don't just sit there and complain about it. --Baroness 17:50, 16 April 2009 (UTC)
  • If you don't like the system, just don't use it... That's the equivalent of saying "if you don't like America, just don't live there." That's a stupid, childish response to a legitimate complaint. Everything I suggested up there is more than possible to introduce and still keep people playing for a long time. We should all be complaining about this, because the more people who complain about this system the more likely it will be that SE will actually consider improving it the way we want. I'm upset because this game has the potential to be one of the most innovative MMORPGs out there, but the company appears to completely underestimate its customer base and thinks it will be satisfied with whatever crap product it comes up with. They are capable of being more innovative with better content than what they put out while still making plenty of profit, but they won't do it because the profit is less than what it would be if they simply use the same technology and content.
Maybe I'm wrong about their intentions, or maybe I'm right. It doesn't matter. If you don't think this add-on was worth $10 for the content that we got, go to https://secure.playonline.com/supportus/index.html so you can make suggestions and complain about it. If you can lay back and accept the low quality product, then by all means ignore me. But don't you sit there on your high horse telling me to not complain about something I don't like. --Jaxen 20:00, 16 May 2009 (UTC)
      • Alot of the content in FFXI is typically random (even if influenced by things like weather/day/etc). We have BCNMs, KNMs, ect., that don't always give you what you want, and even just regular NMs that don't always drop the rare/ex item you're after. Just because it's random doesn't mean you can't get the augment you want, you just have to keep attempting for that augment until you get it. That's how it's usually been in FFXI for almost anything that isn't a quest or mission. To expect something different from that would be to expect a completely different game. -- Galamantyl 15:31, 30 April 2009 (UTC)

Screenshot

Someone ask for this?

Augments

  • To all the confusion: obviously this screenshot only applies to the special ACP gear (see it in context). The random augmentations have absolutely nothing to do with this screenshot. --Vulturelainen 06:17, 22 April 2009 (UTC)

Effective Latent as augment

I just broke my Coffinmaker today, and now it has the Augment symbol beside the Rare/Exclusive. Is this a new indication that the latent is active on these weapon? -FFXI-Qubic 23:53, 17 April 2009 (UTC)

No; I have an un-broken Gondo-Shizunori with an Augment icon on it. I'd post a picture, but it's on my other computer. Heavensword 21:27, 20 April 2009 (UTC)

There are other reports of other latent/WSP weapons with augment icons; it looks like it's just a bug. Report it to SE so they can deal with it.--Anthoron T/ C 03:39, 21 April 2009 (UTC)

Chests

  • Anyone notice how for Fields of Valor, ANNMs, and such, the augmented item always appears in a chest or casket. The only way to obtain the item is opening the chest. So I have theory: What if the item's augments is influenced by the person who opened it? It could be a specific job, their current stats, food effect, resists, current equipment, ect., Has anyone started testing this possibility yet? -- Galamantyl 15:37, 30 April 2009 (UTC)
    • Well, it pretty much has to be. There is no way to truly generate random numbers on a computer so they probably use the time (milliseconds or something) along with any other number of variables. Also you can't tell when this is calculated. I guess what I'm saying is, if they want it to be random it'll be pretty random. -- Eldan
    • So far, with my testing with Elite Training Regimes (Fields of Valor), I've determined from testing with the lower-chapter NMs that it's an elemental resist based on the day. But day opened or day NM was killed? I killed the NM near the end of watersday, waited within that 3 minute window the chest gives you, then opened it on windsday. It gave me wind resist. I'm thinking the benefit of the augment, however it is calculated, is calculated on the day the chest is opened, not the day the NM was killed. Something to think about. -- Galamantyl 06:37, 5 May 2009 (UTC)

Desynths?

Can you desynth these items or does the Augmented tag keep you from doing it? It would seem to me to be a better use of a augmented Gold Ring that has augments that are useless to you than just NPCing it. Or better yet, can you use these items in crafting recipes?--Wpause 08:31, 13 August 2009 (UTC)

Augments = gil pool removal(kill 2 birds with 1 stone)

  • Augments drive up prices of non ex,non rare items to help sellers. Examples include Warwolf Belt(5k to 30k+) or Wyvern Helm. The theory is that an increase in demand, of augmentable items, leads to an increase in its price.
  • Augments remove gil from the economy. This concept originally was developed to counter super inflation during from the fish-botting era when it was relatively easy to make 1 million gil. But the current situation is similar because not alot of players buy items off NPC(this excludes crafters).

[AH tax and Whitegate bazzar tax also counter inflation]

  • If a player buy items from NPC's, gil is removed from the server gil pool which counters inflation. In other words too much gil in the economy leads to inflation of prices and we all know inflation is bad.
  • If a player augments an item, the item's usability is restricted to the player. Not only is the item restricted to the player but gil is removed from the server. Well I guess you can still sell the item, but the point is to prevent the circulation of gil or lower the gil value of the item to its NPC sell value.
this does no such thing, Gil is not removed from the server by buying items off the AH at higher prices, that just moves it from player A to Player B, if anything this is increasing the gil on the server because people are buying items then NPCing the results if they dislike them (often). Money is only destroyed in this game when you buy an item from an NPC or give it to them for some purpose limbus/dynamis and of course tax and AH tax. the reason the inflation era ended is because there is another route to destroy money, and thats SE banning accounts carrying huge amounts (RMT). ssmitty1337 06:15, April 23, 2010 (UTC)