Tatter and Scrap Synergy

From FFXI Wiki
(Redirected from Scrap and Tatter Synergy)



Overview

The May 2011 Update included new recipes that allow players to Synergize Augments onto their uncursed Abjuration gear and other Sky gear.

"Tatters" and "Scraps" obtained from abjurations and sky god seals are used in Synergy recipes that add augments to your equipment. At the completion of the Synergy, you are given the option to keep or reject the new augment set. If you choose not to keep it, your piece of equipment with its old Augment is returned to you. If you keep it, you get the new augment. Either way, you lose the "Tatter" or "Scrap" any time you successfully complete the Synergy.

Obtaining Tatters and Scraps

Tatters are a product of Abjuration Synergy. Yield is based upon the Abjuration slot used (Head/Body/Hands/Legs/Feet) and the HQ Tier.
Example: Martial Abjuration: Hands -> HQ 1 Synergy -> 8 Martial Tatters

Scraps are a product of Seal Synergy. Yield is based only on the HQ Tier with Seals.
Example: Seal of Suzaku -> HQ 2 Synergy -> 8 Suzaku Scraps

Generic Recipes

Only one specific "Tatter" or "Scrap" is appropriate for any given piece of equipment.

  • Exception for Kirin's Osode icon.png Kirin's Osode and Kirin's Pole icon.png Kirin's Pole. Which can be synergized with Scraps from any Sky God, with varying effects.
  • Non-Abjuration Sky gear is synergized with a Scrap from the seal of the same monster that drops the equipment.
  • Abjuration gear is synergized with a Tatter from its own Abjuration family.

Augments

Possible augments vary on a piece-by-piece basis. There are three subsets of augments:

  • HQ-Forced Augments: Each piece has one specific augment that is forced to appear on any tier high-quality synergy result.
  • Common Augments: Each piece has four specific augments that occur with high probability. These additional four augments are a combination of uncommon stats like Enhances Zanshin or Pet: Magic Accuracy and more common stats like Attack or DEX.
  • Random Augments: All pieces share a large pool of augments which contains common stats and resistances. Augments from this pool are chosen slightly less frequently than "common augments" with a strong bias towards resistances at lower result quality tiers.

Using an HQ Abjuration armor (e.g. Armada Hauberk vs. Adaman Hauberk) increases the cap (but not the minimum) on the "HQ" and "common" augments, typically by 1. This is not applicable for Sky God Armor/Weapons, which have no High Quality versions.

The synergy augment process works as follows:

  • You synergize your armor with the appropriate scrap or tatter (your synergy skill level and final elemental alignment influence the HQ tier of the result).
    • It is possible to determine the HQ tier of the result from the Cinder yield (see the table below).
  • Your HQ Tier determines the number and type of slots for augments you get, as well as the potential range of values of the augments (see the table below).
    • The "HQ augment" values increase with each HQ tier, with the highest value only possible on HQ3.
    • The "common" four augments values increase with each HQ tier, with the highest values generally possible on HQ2 or HQ3.
    • "Random" augment values are not related to HQ tier.
  • There appears to be a 50% or greater chance of slots besides the "HQ augment" being one of the four "common augments" for that piece rather than one from the "random augment" pool. The random augment pool does not consider the stats already on the armor/weapon before determining which augment will be received (i.e. you could get DEX+5 on a Byakko's Haidate or Magic Attack Bonus+8 on Zenith Mitts), so it is actually possible to get better augments pulling from the Random Augment pool than the 1-in-4 pool, which could result in extremely powerful (and extremely rare) stat combinations.
  • Approximate overall success rates for a skill level 80 synergist (assuming the synergy process is ended with perfect alignment) are NQ: ~15%, HQ1: ~60%, HQ2: ~15%, HQ3: ~10%.
Quality Cinder Augments
HQ-Forced Common Random
Normal 100 Eks.gif One
Low Potency Full Range
HQ1 110 Check.gif One
Low to High Potency Low to Medium Potency Full Range
HQ2 120 Check.gif One
Low to High Potency Low to High Potency Full Range
HQ3 130 Check.gif One or Two
Medium to Highest Potency Medium to High Potency Full Range


Random Augment Pool

Selection of augments from the random pool (but not the range of values) is influenced by the HQ tier of the synergy result, with the lower three rows (statistics, as opposed to resistances) being more probable at higher HQ tiers.

Augment Type Subtypes Range
Elemental Resistance Element: Light / Element: Dark / Element: Fire / Element: Earth / Element: Water / Element: Wind / Element: Ice / Element: Thunder 1-9
Status Resistance Resist Virus/Slow/Stun/Paralyze/Blind/Bind/Silence/Poison/Sleep/Gravity 1-6
Attributes STR/DEX/VIT/AGI/INT/MND/CHR 1-5
Other Stats M.Acc/M.Eva/MAB/Acc/Eva/Atk/R.Acc/R.Atk 1-8
HP/MP HP/MP 1-31


The HQ-forced and four common augments for each piece of armor are listed below. Reference the armor page for the known ranges of values on the augments.

Augments from the Random Augment table above will not be listed on individual pages, as the probability of them occurring does not vary from piece to piece.

Sky God Armor and Weapon Augments

Kirin's Osode and Kirin's Pole Augments

The augments received on Kirin's Osode and Kirin's Pole vary with the type of scrap used in the synergy augment process.

Aquarian Tatter (Zenith)

Dryadic Tatter (Shura Armor)

Earthen Tatter (Adaman Armor)

Hadean Tatter (Shadow Coat Armor)

Martial Tatter (Koenig Armor)

Neptunal Tatter (Hecatomb Armor)

Phantasmal Tatter (Shadow Breastplate Armor)

Wyrmal Tatter (Crimson Armor)

Related Links

Reference

BG Augment Thread (Slycer, many others, BG and Beyond)