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Selenian Cap from "A Moogle Kupo d'Etat" ExpansionFollow

#1 Jun 29 2009 at 7:42 AM Rating: Excellent
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Go go FFIII BLM hat!

The cap comes with MP+ 20 and Conserve MP+3 on it's own.

Once again, we get 2 augments to choose from, and here are the ones concerning pets:

-Accuracy +3 Pet: Haste +5%
-Accuracy +3 Pet: Critical hit rate +3%
-Attack +3 Pet: Adds "Regen" effect
-Attack +3 Pet: Damage taken -10%

They seem pretty interesting, wonder if we SMNs can make any good combos out of this.

EDIT: http://www.playonline.com/ff11us/addon/
For the pictures of the cap + augments.

Edited, Jun 29th 2009 11:46am by Arcari
#2 Jun 29 2009 at 8:11 AM Rating: Good
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A career or single-job SMN could have some fun with this. DT-10% and Regen makes for a solid tanking piece, Haste for TP or general melee. I don't know if I'd want to give up 7 Summoning skill for Crit+3 though, I'm still hurting for BP acc on P.Claws in general.

Don't forget the BP Timer -3, either. Matches Summoner's Horn and Penance hat. So... maybe we can forget it. :P

SMN's biggest problem is, I think, we don't do enough of any one thing. Especially career SMNs. Our avatars can double as tanks, especially VT and down, but that doesn't happen all the time. We don't melee all the time, a good chunk is summon-BP-release. About the only two pieces I'd see getting the most use is Haste (since you need TP for magic, and general melee is never bad), or Crit+3 (ignoring the AF Horn and just solely looking at the augments).

Honestly, I'm intrigued but underwhelmed. The DT-10% and Regen are interesting, especially considering we can't get them anywhere else.

Also look! Acc+3!

Edit: Also remember the Cure+3%. One of the few non-pet augments that, you know, work for us. Another ~10 HP is never bad, especially if you have WHM, RDM, or SCH.

Edited, Jun 29th 2009 10:12am by jlejeune
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#3 Jun 29 2009 at 8:15 AM Rating: Decent
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It looks like pet jobs aren't getting as much out of this one.

... and I'm sort of glad.

I'm levelling SMN and will most likely want to pimp it out as much as possible, but this hat just looks pig disgusting.

Smiley: lol

I'll probably grab Cure Potency for my WHM, but I'm unsure at this time.
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#4 Jun 29 2009 at 8:30 AM Rating: Excellent
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Poubelle wrote:
I'm levelling SMN and will most likely want to pimp it out as much as possible, but this hat just looks pig disgusting.
Am I the only one that likes it? :'(

I guess nostalgia helps.
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#5 Jun 29 2009 at 8:35 AM Rating: Decent
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I guess you guys didnt read all the Augments you can get.

Enhances "Fast Cast" Effect (+3%)
"Blood Pact" ability delay -3

>_>
#6 Jun 29 2009 at 8:38 AM Rating: Good
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It doesn't really compare to a Penance Hat or Summoner's Horn, though, as was said above.

(Edit: I mean, it wouldn't be worth it to select that option because we can get similar stats elsewhere)

Edited, Jun 29th 2009 12:38pm by Poubelle
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#7 Jun 29 2009 at 8:49 AM Rating: Good
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Hmm, didn't even notice it was said in the second post. My bad.
#8 Jun 29 2009 at 9:35 AM Rating: Good
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Poubelle wrote:
It looks like pet jobs aren't getting as much out of this one.

... and I'm sort of glad.

I'm levelling SMN and will most likely want to pimp it out as much as possible, but this hat just looks pig disgusting.

Smiley: lol

I'll probably grab Cure Potency for my WHM, but I'm unsure at this time.

^

I'm also glad it's not another mandatory SMN piece. I went with a SMN bodypiece for ACP because it's so amazingly powerful compared to existing options. However, WHM is and always will be my main, so I'm glad it looks like I'll get to do a WHM piece.

HOWEVER, there's one element which hasn't been mentioned yet in this thread. SE said a while ago that their new summons would be somehow "different" in terms of usage. So this will have a huge impact on my decision, because it looks like some of these pet bonuses would work well if we used our avatars differently. For example pet haste, right now seems rather useless since majority of our damage comes from BP/release. However, if the new avatar doesn't have BPs we may be leaving it out for longer periods and haste may make more sense. Similarly, the new avatar may not be a DD avatar but a tanking avatar, in which case the pet damage taken modifier may be a godsend. The new summon could have a drastic effect on this choice.
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#9 Jun 29 2009 at 2:21 PM Rating: Good
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Poubelle wrote:
It doesn't really compare to a Penance Hat or Summoner's Horn, though, as was said above.

(Edit: I mean, it wouldn't be worth it to select that option because we can get similar stats elsewhere)

Edited, Jun 29th 2009 12:38pm by Poubelle

To be fair, it's alright if you're getting the paired FC for another job. I don't see too many that would (not RDM definately), but WHM and SCH might if they made something like MND+4/Cure+3 & FC+3/BP-3 for healing. It'd be grounds for selling Penance, at least.

It's not unusable, but I wouldn't go out of my way for it.
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#10 Jun 29 2009 at 2:49 PM Rating: Good
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I'm thinking:

Accuracy +3
Pet: Haste 5%
and
STR+4
Weapon Skill Accuracy +15

or

Accuracy +3
Pet: Haste 5%
and
Accuracy +10
Attack +5

Both should be excellent melee pieces when you want to keep avatars out. I already got two horns for most pacts, -BP delay or -perpetuation. What I'm lacking is a good melee piece (and haste on pet).

I wonder how good accuracy I'd get up to if I removed the macc/mab and added +10 accuracy on my body.
#11 Jun 29 2009 at 3:09 PM Rating: Excellent
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I am also considering...

Accuracy +13
Attack +5
Pet: Haste+5%

Although some of the other stats are also nice, so I may change it around once in a while.
#12 Jun 30 2009 at 5:12 AM Rating: Good
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I am considering

-Accuracy +3 Pet: Haste +5%
-Accuracy +3 Pet: Critical hit rate +3%

this with will help more all my avatars in melee (I like to solo a lot), while they tank and melee at same time this will be a nice boost. Example this setup on garuda will be a nice toy using Hastega she will be with 20% haste speed and adding the critical rate making it more juicy.

Edited, Jun 30th 2009 3:13pm by Leonardito
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#13 Jun 30 2009 at 5:52 AM Rating: Excellent
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Once again, I find myself deferring to the option that gives me the most gain on each job. On MNK, it's a weaponskill piece. On SMN, it's a Non-Garuda melee piece. On SCH, though, it's godly for nuking, especially Helix nuking.

Shame it's so ****-ugly. I got over the idea of the labcoat look with a big ol' phallic horn coming out of my forehead, but now I'm going to be running around like a perma-Halloween event player that thinks HP/MP+3% is useful.

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#14 Jun 30 2009 at 1:09 PM Rating: Excellent
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Doesn't seem like a very SMN-friendly hat. The pet augments like haste, critical hits, regen, damage taken-10% are all things that help over the long term. Probably good for BST and PUP since they rely on their pets to do damage over longer periods of time, but for us SMNs that mostly just summon-pact-release, they all fall sort of flat. Maybe if predator claws could critically hit... but no.

Kind of a shame.
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#15 Jun 30 2009 at 2:02 PM Rating: Good
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Erecia wrote:
Maybe if predator claws could critically hit... but no.
I'm pretty sure it does.
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#16 Jun 30 2009 at 2:46 PM Rating: Good
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Pred Claws relies heavily upon crits to do its damage. When you see Pred Claws land for less than 100 damage, that usually means 2 misses and one non-crit. When you see ~150 damage, that usually means 1 miss and 2 non-crits. When you see ~250 damage, that usually means all 3 hits landed but none were crit. Anything in the 500+ range means you had at least one crit. In other words, without crit, they are basically just 3 normal melee attacks.
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#17 Jun 30 2009 at 2:48 PM Rating: Excellent
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I was under the impression that people that tested the ACP body stated that the pet bonus to critical hits only applied to normal attacks and not abilities like predator claws. Was this later disproven?
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#18 Jun 30 2009 at 4:44 PM Rating: Excellent
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Most likely just not a big enough test sample. It is something like 2-3% after all, and you are trying to apply it to the most undocumented and random damage ability in the game.

I'm still saying the evoker's boots from KSNM is crit too, just too hard to actually notice it.
#19 Jun 30 2009 at 5:19 PM Rating: Decent
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It's 2% on Redingote.

Are you thinking of the Pet DA? It's paired with the Crit and only does normal attacks, leaving something to be desired.

I haven't heard anything about Crit not working, granted I never dug deep for it.
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#20 Jun 30 2009 at 5:47 PM Rating: Excellent
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Hmmmmmm...

That could be what I am thinking of.
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#21 Jun 30 2009 at 11:58 PM Rating: Excellent
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If I was building this hat for SMN (Looks like i'm going to pick the BST one at this point) I would probably Choose Haste+5% and DMG Taken -10%.

There are so many times I'll want my pet to tank something (ENMs, Uninvited guests, NM's etc) and the -10% is like giving a Defending ring to your Avatar.
When the pets are in this situation the Haste (Melee DoT) is probably going to be better then the Crit bonus.

For BP spam scenario's I'd more then likely be wearing SMN Skill instead for Acc/Atk.
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#22 Jul 03 2009 at 3:12 AM Rating: Excellent
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If I got this for SMN, I think I would go

Fastcast +3%
Blood Pact delay -3

M.Acc +3
MP while healing +3

and sell Penance Hat and Mirror Tiara.

But that wouldn't really be an upgrade, just an extra 800k in pocket. I'm gonna have to go with BST again. Defending ring for BST pet would actually mean something, almost always, unlike avatars.

Edited, Jul 3rd 2009 5:15am by Nazantia
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#23 Jul 05 2009 at 7:18 AM Rating: Excellent
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Pet: Regen
Pet: Damage Taken -10%

Coupled together, this is an excellent solo SMN piece. I shall be getting this for my solos.
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#24 Jul 06 2009 at 2:04 PM Rating: Excellent
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Something just occurred to me when I was thinking about the DT -10% augment. It's already been proven that avatars have a natural DT -50%. This is either a very good thing, or a very bad thing. Assuming there is no cap for avatars, this means that the DT augment would actually be a -20% reduction of damage taken by avatars (from 50% normal to 40% normal.) However, according to this the cap on damage taken is -50%, which would technically mean that avatars were already at cap. Just my two cents.
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#25 Jul 22 2009 at 2:38 PM Rating: Good
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As per my other thread, I figured I'd nudge this one up with my results.

I obtained the cap today, and decided to be the guinea pig:

Sabotender uses 1000 needles.
Carbuncle takes 226 points of damage.
Charwolf takes 500 points of damage.

So it -does- work for us. Hooray! ^_^ I don't have to do the fight again!
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#26 Jul 22 2009 at 9:17 PM Rating: Decent
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Certainly is a unique stat to augment, especially for avatars.

But since it effectively acts like -5%, ehhh, I don't think it's worth it for me use an augment slot instead of something for a different job.
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#27 Aug 07 2009 at 4:58 PM Rating: Decent
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In the end I went with:

Quote:
Accuracy +3
Pet: Haste 5%
and
Accuracy +10
Attack +5


It was a hard choice, but I was thinking that anyone can go BP+release on SMN, but if you want to challenge yourself you might as well attempt to make melee SMN work.

It felt quite nice in campaign, though I have no idea if I actually needed any more accuracy on those mobs.

I also were somewhat lucky with a chest key and got an "all jobs" +10 attack back piece. So now my SMN back piece is about as good as NQ amamet mantle. Not terrific, but by no means terrible. Best piece for my SMN in any case, since the only AH piece with attack on was +6.
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