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Ferine Manoplas +1/+2Follow

#1 Feb 05 2011 at 11:12 PM Rating: Decent
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Can't find any info on the augment to sic/ready. Got the +2 tonight directly from +1 (had stones before seals) but was on blm and didn't get a chance to play around with them yet. Anyone know offhand what they do?
#2 Feb 05 2011 at 11:58 PM Rating: Decent
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Quote:
Can't find any info on the augment to sic/ready. Got the +2 tonight directly from +1 (had stones before seals) but was on blm and didn't get a chance to play around with them yet. Anyone know offhand what they do?


I read somewhere that it allowed you to use Ready at less than 100% TP, but I haven't seen that myself. I suspect some sort of boost is applied to Sic/Ready moves but I'm pretty sure there hasn't been any testing. I've been meaning to play around with them and do some tests with Wild Carrot to see if it makes a difference. =)
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#3 Feb 06 2011 at 1:55 PM Rating: Decent
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http://www.ffxiah.com/forum/topic/17553/ferine-manoplas/

"Omgwtftaru" wrote:
So I just tried Wild Carrot and this is what I got:

w/ Ferine Manoplas +2
156 TP healed for 451

w/o Ferine Manoplas +2
158 TP healed for 367

w/o Ferine Manoplas +2
206 TP healed for 451

So I'm assuming that it adds 50TP to Sic/Ready for Ferine Manoplas +2 though I'm not sure if TP actually plays a part in the pet's physical TP moves.

Edit:

w/ Ferine Manoplas +2
300 TP healed for 527

w/o Ferine Manoplas +2
300 TP healed for 527
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#4 Feb 06 2011 at 3:58 PM Rating: Good
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So an added 50TP thats nice but as far as I knew Wild Carrot was the only Ready command that benefited from more TP unless status effects like Blaster, Acid Mist etc rely on TP. Though Blaster tends to stick most of the time even with just 100TP.
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#5 Feb 06 2011 at 9:17 PM Rating: Decent
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Presumably there's an fTP term in pet weaponskill calculations. They could've just phrased it as "Pet: TP Bonus" though...
#6 Feb 24 2011 at 6:22 PM Rating: Default
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The conclusion from those limited tests is wide of the mark. I was recording the results of my Wild Carrots a little while back using various TP values between 100% and 300%, with and without gloves. With a bigger data set than 3 tests, I noticed something important: the amount of HP healed seems to increase in a linear fashion. So it's not just a case of 200% being the next jump in HP cured from Wild Carrot, but it seems to go up in smaller increments, and they appear to be 25% TP. So at 150%, wild carrot is going to cure more HP then at 100% by default anyway.

As a side note, Wild Carrot seems to cap with gloves at around 200% TP. Also, wild Carrot isn't totally consistent with the amount of HP it cures at the same tier of TP. I'm not sure what effects this, or if it's just random. Hopefully I get a chance to collate a bit more data soon.

In short I don't think these gloves give a "TP bonus" at all, and we're looking at a plain old boost to Ready and Sic moves. Maybe something along the lines of Attack/Accuracy bonus plus Magic Attack/Accuracy bonus.

Edited, Feb 25th 2011 3:44am by blowfin
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