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Augment Tables for Limbus Gear (r1 to 30)
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 5904
By Carbuncle.Nynja 2025-09-16 00:33:22
3 different characters, opened 3 chests past the initial guaranteed one and am 8/9. On asura, and participated on 1 NM kill last week. Patch notes literally say that the drop rate of matter from chest is tied to the number of NM's server wide killed the previous week, so the bolded is irrelevant.
Whats annoying is theres no way to tell how many NM's were killed the previous week.
(They've made mistakes before with whats on the notes and whats actually happening, I know)
By Kadokawa 2025-09-16 03:09:40
This is awesome addition to the game, world bosses and rewards and plus fun way to grind EP that you don't notice while gridning points for upgrades/augs,
I really hated Sortie Basement addition and the RNG for earring and sepcially the Grind for Pink Aura Weapons, before that doing abcd plus all obj was more fun for me than running to boss to boss in purple hallway.
Thank you SE ^.^.
By RadialArcana 2025-09-16 03:13:59
I would have been happier if they just gave players some upgrade materials from limbus chests, and we could have upgraded ambu capes and sortie earrings higher with those instead.
This would suit the progression model of current XI better, and reward the massive amount of effort people put into current gear.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10760
By Asura.Sechs 2025-09-16 03:21:28
The fact there is absolutely no personal incentive in killing or participating in the NM kills is imho bad design.
What drove them to this decision I wonder?
I guess they didn't want to put "pressure" into individual effort because they wanted to keep Limbus "relaxing" I guess, but the way they chose to do it doesn't work.
They should've put something into killing those NMs, at least some amount of Limbus Apo/Teme currency when you kill them was honestly the least they could do.
I don't think this is gonna work in the long run, especially on smaller servers.
I'm not saying this out of personal interest, as this won't likely be an issue on Asura any time soon, I just sincerely think it's not gonna be a good design for the long run for any other server.
[+]
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-09-16 03:47:18
The fact there is absolutely no personal incentive in killing or participating in the NM kills is imho bad design.
I have to assume this is phase 2 of Limbus with more to come. Recall that Odyssey first started out rewarding segments with "nothing" to buy, and any players (myself included) remarked how silly the system was and there was "no point" to farming Segments. A few months later, they released Gaol bosses, and those segments were valuable. SE doesn't always release their full model or vision all at once, so you have to consider that for them because they don't outright tell you that something is coming. It would make sense for this to get updated in the future.
My expectation is the NMs might later reward progression items, like KIs or Units that can be used to increase Max Boxes per week you can open, something similar to the Odyssey Chest reduction system with Izzat. More atmas that enhance stuff in limbus (auto-reraise for example). I would welcome titles or something from each NM that, after participating in the killing of one of these NMs, you get a KI (similar to Sortie basement job-specific KI) that gives you some kind of bonus to upgrading gear (like reduced unit cost for upgrades or double RP for gear augmenting). Many ways to enhance the system for players.
This is all a wish-list kind of thing, but I still don't believe the content is fully fleshed out. So while the rewards right now seem long, grindy, and annoying, they DID say in the past they wanted stuff to be less grindy and time-sinky; I have to take them at their word and believe they will adjust the content accordingly when the final version is released. At least this is a hope of mine (I agree it would be silly if they don't make adjustments to this)
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10760
By Asura.Sechs 2025-09-16 03:50:29
Well of course, let's try to be optimists about it I guess!
By fractalvoid 2025-09-16 03:54:33
I'm pretty sure they have said more NMs are coming in a later update? and I think it's clear since the update that made all mobs default lvl150 til you aggro/take action on them that the eventual goal is CL150?
we'll see. I still have hopes for +5 and Limbus would be a lil odd without Ultima/Omega imo
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-09-16 03:58:03
It would be cool if global NM kills were tied to the spawning of ultima/omega. More kills = more chances for megaboss to spawn. Just have to wait and see, but it would seem like a very easy choice to add ultima/omega eventually
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10760
By Asura.Sechs 2025-09-16 03:59:13
I'm still a bit unsure about +5 coming. Not ruling it out entirely but not taking it for granted like many others.
I would be very very very surprised if Ultima and Omega are NOT coming in some form or another though.
I feel confident that they will eventually be released in some form.
There's also the 2 respective Temenos and Apollyon zones to fight them that they still haven't used, so I'm quite sure they're gonna release them with their two zones eventually.
Open or instanced? Who knows, but I could bet my gil on them coming.
By mangoosedogs 2025-09-16 04:29:55
Carbuncle.Nynja said: Patch notes literally say that the drop rate of matter from chest is tied to the number of NM's server wide killed the previous week, so the bolded is irrelevant.
Whats annoying is theres no way to tell how many NM's were killed the previous week.
(They've made mistakes before with whats on the notes and whats actually happening, I know)
Yeah patch notes say that.
This post announcing the september version update implies something else. Just putting the info out there cause we don't know how it works. No one is seeing a reward in a chat message but there can maybe possibly perhaps be a hidden upgrade to your chances if you personally kill NM(s).
https://forum.square-enix.com/ffxi/threads/63256-
Quote: If you successfully defeat the monster, you'll be given a chance to obtain a "new reward" as part of your activities in Limbus the following week.
The more notorious monsters you defeat, the greater your chances of obtaining the reward.
Update to my matter drop rates. did my 5th climb so 12 chances at Matter and my group got 10 Matters. I've seen a few people claiming their groups are getting closer to 50% drop rates. 10/12 with 50% drop rate is a 1.6% chance.
In conclusion, I am not saying that personally killing NMs has an effect on drop rates. I am saying that maybe its worth collecting data on personally killing NMs and drop rates.
[+]
By Lili 2025-09-16 04:48:22
It would make a lot of sense if a character that was present for an NM death gets their chance to a matter bumped to, say, 75% from 50%. We won't know until the devs say something or more test is done, which is going to be hard with the 5 chest weekly limit.
As far as CL150/more NMs, they said so explicitly in the various videos and presentations and interviews and blabla... but as usual the spectre of budget cuts looms over us and anything not already out and announced can get amputated at any moment - sometimes even announced things like the hybrid NMs that they showed us concept art for when Sortie Basement was about to come out.
The fact that they are still proceeding with the Besieged update, however, is very promising.
Also I am in the office and I don't want to be, send help.
By Dodik 2025-09-16 05:24:30
Upping CL to 150 will increase points a lot, don't really see that as an issue. Already running out of armor to upgrade.
Still a ton of climbs if you want to upgrade..
Quetzalcoatl.Jakey
Server: Quetzalcoatl
Game: FFXI
Posts: 411
By Quetzalcoatl.Jakey 2025-09-16 05:33:07
I went 4/4 today on both 5k chests and matter drops, doing my wing rotation, haven't touched an NM.
I really wish they would at least tell us how many NMs were killed on our server so we can start to make sense of things.
Anyways if we are able to keep drop rates above 50% the points will be the limiting factor rather than drops.
By Ovalidal 2025-09-16 05:47:47
I would be very very very surprised if Ultima and Omega are NOT coming in some form or another though.
I feel confident that they will eventually be released in some form.
Quote: Interviewer: Now, please tell us about your future plans.
Fujito: First of all, the first wave of new limbus is scheduled to be implemented June. We will start with the basic parts, and then implement them in order. After that, I think we will implement "bipedal or quadrupedal" and "floating guys that shoot amazing buster-like things" (laughs).
This sly fox thought we wouldn't catch on...
By Dodik 2025-09-16 05:59:56
This guy is coming to XI?
[+]
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10760
By Asura.Sechs 2025-09-16 06:44:12
Upping CL to 150 will increase points a lot I welcome that with open arms and excitement, altough I'm a bit worried that might be a bit... out of reach for the "relaxed" type of content Limbus has been so far.
Yesterday in 135 with Honor March on BLU (where I have a lot of acc)I was at like ~91% acc rate, with Thibron of course, instead of the usual >96,5%, in spite of the +40 Acc from Grace.
If "just" +5 levels made this difference, 150 would a lot more. Like, I dunno, at least one madrigal and maybe acc food and avoid using TP bonus OH I dunno.
I mean, either way it won't be a trouble for people like the average player on FFXIAH, but what about everybody else?
I mean... it's not like they are "forced" to do the content at 150, they can simply scale it down.
It's gonna make PUGs a bit more problematic though I suppose.
So far when I started my PUGs I could invite literally anybody, because even your average Jim with super stupid gear would perform decently.
I gotta say, as a party leader, that was quite relaxing and "inclusive".
Having one content, among all of the available ones, where you could afford this luxury was something I wasn't used to anymore, it was refreshing.
[+]
By K123 2025-09-16 06:46:56
You're saying switching up tower order means you get 5k every time?
By K123 2025-09-16 06:48:48
Upping CL to 150 will increase points a lot I welcome that with open arms and excitement, altough I'm a bit worried that might be a bit... out of reach for the "relaxed" type of content Limbus has been so far.
Yesterday in 135 with Honor March on BLU (where I have a lot of acc)I was at like ~91% acc rate, with Thibron of course, instead of the usual >96,5%, in spite of the +40 Acc from Grace.
If "just" +5 levels made this difference, 150 would a lot more. Like, I dunno, at least one madrigal and maybe acc food and avoid using TP bonus OH I dunno.
I mean, either way it won't be a trouble for people like the average player on FFXIAH, but what about everybody else?
I mean... it's not like they are "forced" to do the content at 150, they can simply scale it down.
It's gonna make PUGs a bit more problematic though I suppose.
So far when I started my PUGs I could invite literally anybody, because even your average Jim with super stupid gear would perform decently.
I gotta say, as a party leader, that was quite relaxing and "inclusive".
Having one content, among all of the available ones, where you could afford this luxury was something I wasn't used to anymore, it was refreshing. Also agree, 140 will be quite hard enough for casual pug. Beyond that it will be the idiots that pug that think they can do the content but it will be hours of a zombie fest.
This said, since patch the zones are getting full and it's hard to get mobs sometimes. Maybe this is just everyone doing one run through though.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10760
By Asura.Sechs 2025-09-16 06:53:15
You're saying switching up tower order means you get 5k every time? Me and other people were discussing it a few days ago here, but nobody took the bait :-(
I've read multiple people claiming that, I've hard something like that happen to me (mentioned in the link) but I'm still wondering if it's confirmation bias or if something really is at work there.
Did anybody perform more detailed tests about it?
Lakshmi.Byrth
VIP
Server: Lakshmi
Game: FFXI
Posts: 6480
By Lakshmi.Byrth 2025-09-16 06:57:43
For farming chests, why not 119?
By Dodik 2025-09-16 07:11:05
The intention with the level setting is to scale up/down depending on the size of the group, I imagine.
So yes, you don't have to farm at CL150 when it comes out. It is an option if you want more points and can handle it.
Time saved by doing 119 vs 130 is not that big, hardly any reason to do 119 IMO. 135+ it gets harder.
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 348
By Bismarck.Sterk 2025-09-16 07:26:26
I don't think going above 135 is really necessary in the first place since with 5 chests and 2 ???s you should be hitting the hard 50k weekly cap. I guess ???s are still unreliable in Temenos, so you might want 136-140 for that zone eventually unless the ??? there becomes more common.
By Lili 2025-09-16 08:08:42
If "just" +5 levels made this difference, 150 would a lot more. Like, I dunno, at least one madrigal and maybe acc food and avoid using TP bonus OH I dunno.
OMG we gotta use acc food! /s
Divergence is content level 150, but without the DT, so hell damn yeah I am expecting CL150 to give us a little challenge. I'd be sorely disappointed if a nominally "level 150" content were as easy as 130 is.
[+]
By waffle 2025-09-16 08:18:59
If you successfully defeat the monster, you'll be given a chance to obtain a "new reward" as part of your activities in Limbus the following week.
The more notorious monsters you defeat, the greater your chances of obtaining the reward.
I actually think this statement is consistent. Just read the "you" as the plural you and not the singular you, and I think you'll see what I mean.
"If you (the server) defeat the monster, you'll (the server) be given a change to obtain a "new reward" as part of your activities in Limbus the following week."
Hence the chest changing color as long as the server defeats a single nm per week. Past that, the number of kills adjusts the drop rate.
By Ovalidal 2025-09-16 08:19:52
As far as CL150/more NMs, they said so explicitly in the various videos and presentations and interviews and blabla... but as usual the spectre of budget cuts looms over us and anything not already out and announced can get amputated at any moment - sometimes even announced things like the hybrid NMs that they showed us concept art for when Sortie Basement was about to come out.
SE posted this earlier this morning:
This is no confirmation that FFXI is safe from budget/content cuts of course, but the fact that they're hiring has me optimistic.
[+]
By K123 2025-09-16 08:22:23
As if they'd ever listen to anyone who actually plays the god damn game.
By RadialArcana 2025-09-16 08:27:17
This is no confirmation that FFXI is safe from budget/content cuts of course, but the fact that they're hiring has me optimistic.
To be clear though, this is a Japanese position. Still good of course because any help the developers can get is valued.
[+]
Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 1046
By Fenrir.Jinxs 2025-09-16 08:29:23
This drop rate is *** 0/2
By SimonSes 2025-09-16 08:30:48
I haven't seen this information posted anywhere, so figured I would. Here is a breakdown of how many units you need per rank. It's a dumb amount.
0 > 1: 750
1 > 2: 1600
2 > 3: 2500
3 > 4: 3400
4 > 5: 4400
5 > 6: 5400
6 > 7: 6500
7 > 8: 7600
8 > 9: 8800
9 > 10: 10000
10 > 11: 11300
11 > 12: 12700
12 > 13: 14100
13 > 14: 15600
14 > 15: 17200
15 > 16: 18800
16 > 17: 20500
17 > 18: 22300
18 > 19: 24200
19 > 20: 26200
20 > 21: 28300
21 > 22: 30500
22 > 23: 32800
23 > 24: 35200
24 > 25: 37700
25 > 26: 40400
26 > 27: 43200
27 > 28: 46100
28 > 29: 49200
29 > 30: 52400
---------------
Total: 629650
Maybe I missed it, but what's the source for this values and images with capped augments?
Item: Alabaster Earring
Base stats:
DEF:10 HP+100 Haste+5%
Damage taken -5%
Pet: Accuracy+15 Ranged Accuracy+15 Magic Accuracy+15
Augments at Rank 30:
1) Accuracy+15 Rng. Acc.+15 Mag. Acc.+15
2) All Attr.+10
3) "Store TP"+5
Item: "Alabaster Mantle"
Base stats:
DEF:20 Weapon skill damage +11%
Augments at Rank 30
1) Accuracy+25 Rng. Acc.+25
2) Attack+25 Rng. Atk.+25
3) STR/DEX+15
4) Enmity-10
Item: "Murky Ring"
Base stats:
DEF:10 MP+30
Spell interruption rate down 3%
Damage taken -10%
Pet: Accuracy+15 Ranged Accuracy+15 Magic Accuracy+15
Augments at Rank 30:
1) Accuracy+15 Rng. Acc.+15 Mag. Acc.+15
2) Evasion+10 Mag. Evasion+10
4) Critical hit rate +5%
Item: "Murky Mantle"
Base stats:
DEF:18 Magic Damage+33
Augments at Rank 30:
1) Mag. Acc.+25
2) Magic Damage+25
3) INT+15
4) Enmity-10
(I'm taking suggestions on how to better format this)
Augment data mined by Rubenator, thanks Meeble and Shiraj for providing the ingame data.
Stats for nerds:
Ranks breakdown for Alabaster Earring Code
Rank:1: Accuracy+1 Rng. Acc.+1 Mag. Acc.+1 , ----------------, ----------------
Rank:2: Accuracy+2 Rng. Acc.+2 Mag. Acc.+2 , ----------------, ----------------
Rank:3: Accuracy+3 Rng. Acc.+3 Mag. Acc.+3 , ----------------, ----------------
Rank:4: Accuracy+4 Rng. Acc.+4 Mag. Acc.+4 , ----------------, ----------------
Rank:5: Accuracy+5 Rng. Acc.+5 Mag. Acc.+5 , ----------------, ----------------
Rank:6: Accuracy+6 Rng. Acc.+6 Mag. Acc.+6 , ----------------, ----------------
Rank:7: Accuracy+7 Rng. Acc.+7 Mag. Acc.+7 , ----------------, ----------------
Rank:8: Accuracy+8 Rng. Acc.+8 Mag. Acc.+8 , ----------------, ----------------
Rank:9: Accuracy+9 Rng. Acc.+9 Mag. Acc.+9 , ----------------, ----------------
Rank:10: Accuracy+10 Rng. Acc.+10 Mag. Acc.+10 , ----------------, ----------------
Rank:11: Accuracy+11 Rng. Acc.+11 Mag. Acc.+11 , ----------------, ----------------
Rank:12: Accuracy+12 Rng. Acc.+12 Mag. Acc.+12 , ----------------, ----------------
Rank:13: Accuracy+13 Rng. Acc.+13 Mag. Acc.+13 , ----------------, ----------------
Rank:14: Accuracy+14 Rng. Acc.+14 Mag. Acc.+14 , ----------------, ----------------
Rank:15: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , ----------------, ----------------
Rank:16: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+1 , ----------------
Rank:17: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+2 , ----------------
Rank:18: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+3 , ----------------
Rank:19: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+4 , ----------------
Rank:20: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+5 , ----------------
Rank:21: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+6 , ----------------
Rank:22: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+7 , ----------------
Rank:23: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+8 , ----------------
Rank:24: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+9 , ----------------
Rank:25: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+10 , ----------------
Rank:26: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+10 , "Store TP"+1
Rank:27: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+10 , "Store TP"+2
Rank:28: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+10 , "Store TP"+3
Rank:29: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+10 , "Store TP"+4
Rank:30: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , All Attr.+10 , "Store TP"+5
Ranks breakdown for Alabaster Mantle Code
Rank:1: Accuracy+1 Rng. Acc.+1 , ----------------, ----------------, ----------------
Rank:2: Accuracy+2 Rng. Acc.+2 , ----------------, ----------------, ----------------
Rank:3: Accuracy+3 Rng. Acc.+3 , ----------------, ----------------, ----------------
Rank:4: Accuracy+4 Rng. Acc.+4 , ----------------, ----------------, ----------------
Rank:5: Accuracy+5 Rng. Acc.+5 , ----------------, ----------------, ----------------
Rank:6: Accuracy+6 Rng. Acc.+6 , Attack+1 Rng. Atk.+1 , ----------------, ----------------
Rank:7: Accuracy+7 Rng. Acc.+7 , Attack+2 Rng. Atk.+2 , ----------------, ----------------
Rank:8: Accuracy+8 Rng. Acc.+8 , Attack+3 Rng. Atk.+3 , ----------------, ----------------
Rank:9: Accuracy+9 Rng. Acc.+9 , Attack+4 Rng. Atk.+4 , ----------------, ----------------
Rank:10: Accuracy+10 Rng. Acc.+10 , Attack+5 Rng. Atk.+5 , ----------------, ----------------
Rank:11: Accuracy+11 Rng. Acc.+11 , Attack+6 Rng. Atk.+6 , ----------------, ----------------
Rank:12: Accuracy+12 Rng. Acc.+12 , Attack+7 Rng. Atk.+7 , ----------------, ----------------
Rank:13: Accuracy+13 Rng. Acc.+13 , Attack+8 Rng. Atk.+8 , ----------------, ----------------
Rank:14: Accuracy+14 Rng. Acc.+14 , Attack+9 Rng. Atk.+9 , ----------------, ----------------
Rank:15: Accuracy+15 Rng. Acc.+15 , Attack+10 Rng. Atk.+10 , ----------------, ----------------
Rank:16: Accuracy+16 Rng. Acc.+16 , Attack+11 Rng. Atk.+11 , STR/DEX, +1 , ----------------
Rank:17: Accuracy+17 Rng. Acc.+17 , Attack+12 Rng. Atk.+12 , STR/DEX, +2 , ----------------
Rank:18: Accuracy+18 Rng. Acc.+18 , Attack+13 Rng. Atk.+13 , STR/DEX, +3 , ----------------
Rank:19: Accuracy+19 Rng. Acc.+19 , Attack+14 Rng. Atk.+14 , STR/DEX, +4 , ----------------
Rank:20: Accuracy+20 Rng. Acc.+20 , Attack+15 Rng. Atk.+15 , STR/DEX, +5 , ----------------
Rank:21: Accuracy+20 Rng. Acc.+20 , Attack+16 Rng. Atk.+16 , STR/DEX, +6 , Enmity-1
Rank:22: Accuracy+21 Rng. Acc.+21 , Attack+17 Rng. Atk.+17 , STR/DEX, +7 , Enmity-2
Rank:23: Accuracy+21 Rng. Acc.+21 , Attack+18 Rng. Atk.+18 , STR/DEX, +8 , Enmity-3
Rank:24: Accuracy+22 Rng. Acc.+22 , Attack+19 Rng. Atk.+19 , STR/DEX, +9 , Enmity-4
Rank:25: Accuracy+22 Rng. Acc.+22 , Attack+20 Rng. Atk.+20 , STR/DEX, +10 , Enmity-5
Rank:26: Accuracy+23 Rng. Acc.+23 , Attack+21 Rng. Atk.+21 , STR/DEX, +11 , Enmity-6
Rank:27: Accuracy+23 Rng. Acc.+23 , Attack+22 Rng. Atk.+22 , STR/DEX, +12 , Enmity-7
Rank:28: Accuracy+24 Rng. Acc.+24 , Attack+23 Rng. Atk.+23 , STR/DEX, +13 , Enmity-8
Rank:29: Accuracy+24 Rng. Acc.+24 , Attack+24 Rng. Atk.+24 , STR/DEX, +14 , Enmity-9
Rank:30: Accuracy+25 Rng. Acc.+25 , Attack+25 Rng. Atk.+25 , STR/DEX, +15 , Enmity-10
Ranks breakdown for Murky Ring Code
Rank:1: Accuracy+1 Rng. Acc.+1 Mag. Acc.+1 , ----------------, ----------------
Rank:2: Accuracy+2 Rng. Acc.+2 Mag. Acc.+2 , ----------------, ----------------
Rank:3: Accuracy+3 Rng. Acc.+3 Mag. Acc.+3 , ----------------, ----------------
Rank:4: Accuracy+4 Rng. Acc.+4 Mag. Acc.+4 , ----------------, ----------------
Rank:5: Accuracy+5 Rng. Acc.+5 Mag. Acc.+5 , ----------------, ----------------
Rank:6: Accuracy+6 Rng. Acc.+6 Mag. Acc.+6 , ----------------, ----------------
Rank:7: Accuracy+7 Rng. Acc.+7 Mag. Acc.+7 , ----------------, ----------------
Rank:8: Accuracy+8 Rng. Acc.+8 Mag. Acc.+8 , ----------------, ----------------
Rank:9: Accuracy+9 Rng. Acc.+9 Mag. Acc.+9 , ----------------, ----------------
Rank:10: Accuracy+10 Rng. Acc.+10 Mag. Acc.+10 , ----------------, ----------------
Rank:11: Accuracy+11 Rng. Acc.+11 Mag. Acc.+11 , ----------------, ----------------
Rank:12: Accuracy+12 Rng. Acc.+12 Mag. Acc.+12 , ----------------, ----------------
Rank:13: Accuracy+13 Rng. Acc.+13 Mag. Acc.+13 , ----------------, ----------------
Rank:14: Accuracy+14 Rng. Acc.+14 Mag. Acc.+14 , ----------------, ----------------
Rank:15: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , ----------------, ----------------
Rank:16: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+1 Mag. Evasion+1 , ----------------
Rank:17: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+2 Mag. Evasion+2 , ---------------
Rank:18: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+3 Mag. Evasion+3 , ---------------
Rank:19: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+4 Mag. Evasion+4 , ---------------
Rank:20: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+5 Mag. Evasion+5 , ---------------
Rank:21: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+6 Mag. Evasion+6 , ---------------
Rank:22: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+7 Mag. Evasion+7 , ---------------
Rank:23: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+8 Mag. Evasion+8 , ---------------
Rank:24: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+9 Mag. Evasion+9 , ---------------
Rank:25: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+10 Mag. Evasion+10 , ----------------
Rank:26: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+10 Mag. Evasion+10 , Critical hit rate +1% ,
Rank:27: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+10 Mag. Evasion+10 , Critical hit rate +2% ,
Rank:28: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+10 Mag. Evasion+10 , Critical hit rate +3% ,
Rank:29: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+10 Mag. Evasion+10 , Critical hit rate +4% ,
Rank:30: Accuracy+15 Rng. Acc.+15 Mag. Acc.+15 , Evasion+10 Mag. Evasion+10 , Critical hit rate +5% ,
Ranks breakdown for Murky Mantle Code
Rank:1: Mag. Acc.+1 , ----------------, ----------------, ----------------
Rank:2: Mag. Acc.+2 , ----------------, ----------------, ----------------
Rank:3: Mag. Acc.+3 , ----------------, ----------------, ----------------
Rank:4: Mag. Acc.+4 , ----------------, ----------------, ----------------
Rank:5: Mag. Acc.+5 , ----------------, ----------------, ----------------
Rank:6: Mag. Acc.+6 , Magic Damage+1 , ----------------, ----------------
Rank:7: Mag. Acc.+7 , Magic Damage+2 , ----------------, ----------------
Rank:8: Mag. Acc.+8 , Magic Damage+3 , ----------------, ----------------
Rank:9: Mag. Acc.+9 , Magic Damage+4 , ----------------, ----------------
Rank:10: Mag. Acc.+10 , Magic Damage+5 , ----------------, ----------------
Rank:11: Mag. Acc.+11 , Magic Damage+6 , ----------------, ----------------
Rank:12: Mag. Acc.+12 , Magic Damage+7 , ----------------, ----------------
Rank:13: Mag. Acc.+13 , Magic Damage+8 , ----------------, ----------------
Rank:14: Mag. Acc.+14 , Magic Damage+9 , ----------------, ----------------
Rank:15: Mag. Acc.+15 , Magic Damage+10 , ----------------, ----------------
Rank:16: Mag. Acc.+16 , Magic Damage+11 , INT+1 , ----------------
Rank:17: Mag. Acc.+17 , Magic Damage+12 , INT+2 , ----------------
Rank:18: Mag. Acc.+18 , Magic Damage+13 , INT+3 , ----------------
Rank:19: Mag. Acc.+19 , Magic Damage+14 , INT+4 , ----------------
Rank:20: Mag. Acc.+20 , Magic Damage+15 , INT+5 , ----------------
Rank:21: Mag. Acc.+20 , Magic Damage+16 , INT+6 , Enmity-1
Rank:22: Mag. Acc.+21 , Magic Damage+17 , INT+7 , Enmity-2
Rank:23: Mag. Acc.+21 , Magic Damage+18 , INT+8 , Enmity-3
Rank:24: Mag. Acc.+22 , Magic Damage+19 , INT+9 , Enmity-4
Rank:25: Mag. Acc.+22 , Magic Damage+20 , INT+10 , Enmity-5
Rank:26: Mag. Acc.+23 , Magic Damage+21 , INT+11 , Enmity-6
Rank:27: Mag. Acc.+23 , Magic Damage+22 , INT+12 , Enmity-7
Rank:28: Mag. Acc.+24 , Magic Damage+23 , INT+13 , Enmity-8
Rank:29: Mag. Acc.+24 , Magic Damage+24 , INT+14 , Enmity-9
Rank:30: Mag. Acc.+25 , Magic Damage+25 , INT+15 , Enmity-10
Reinforcement Points needed to progress to each Rank: (thanks to Sylph Takutu) I haven't seen this information posted anywhere, so figured I would. Here is a breakdown of how many units you need per rank. It's a dumb amount.
0 > 1: 750
1 > 2: 1600
2 > 3: 2500
3 > 4: 3400
4 > 5: 4400
5 > 6: 5400
6 > 7: 6500
7 > 8: 7600
8 > 9: 8800
9 > 10: 10000
10 > 11: 11300
11 > 12: 12700
12 > 13: 14100
13 > 14: 15600
14 > 15: 17200
15 > 16: 18800
16 > 17: 20500
17 > 18: 22300
18 > 19: 24200
19 > 20: 26200
20 > 21: 28300
21 > 22: 30500
22 > 23: 32800
23 > 24: 35200
24 > 25: 37700
25 > 26: 40400
26 > 27: 43200
27 > 28: 46100
28 > 29: 49200
29 > 30: 52400
---------------
Total: 629650 Original post: I lied!
Now that I have your attention, if you're reading this message AND have any of the 4 items augmented to at least rank 1, please come to the windower discord so you can help mine the rest of the augments - we can have them in no time but we need to see one real life example.
Windower Discord: https://discord.gg/aUrHCvk
Once we have the tables, I will edit this post with them for real.
Thanks!
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