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Artifact/Relic +4 Armor Speculation Thread
By K123 2025-06-10 16:22:08
I suppose some people changed with Boii body but I haven't for Sheol C where you are arguably benefitting from the PDL on Sakpata.
I use this as "base set":
sets.engaged = {
ammo="Coiste Bodhar",
head="Sakpata's Helm", --7%
body="Sakpata's Plate", --10%
hands="Sakpata's Gauntlets", --8%
legs="Boi Cuisses +3",
feet="Sakpata's Leggings", --6%
neck="War. Beads +2",
waist="Ioskeha Belt +1",
left_ear="Schere Earring",
right_ear="Boii Earring +1",
left_ring="Niqmaddu Ring",
right_ring="Defending Ring", --10%
back={ name="Cichol's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Damage taken-5%',}}, --5%
} --46%
46% DT (don't do PDT on any of my jobs anymore, my preference) but with +27% PDL over that set. Mostly talking about single wielding too, and does that set use Laphria DA for 100%?
By K123 2025-06-10 16:26:24
Seems like my set would be 28% (DA V trait) + 74% in armor = 102% DA which is over the 100% needed. If I got +2 earring (unlikely ever) then I would swap ammo out for StoreTP+5 ammo and have 100% exactly.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-06-10 16:42:07
Taint's set overcaps DA.
edit (actually it might not - he might not have 5 merits in DA and his cape might be STP instead of DA with Laphria, so he would be at exactly 100% in that set and have im guessing 8 bonus STP in his build over mine)
edit2 I can't do math. Looks like with Laphria he's at 105% DA
I have a personal preference of hitting the caps I need and not going over, if at all by not much (DA, DT, Haste).
With 5 DA merits, my set puts me at exactly 100% (I use +1 earring also), and frees up the neck slot for R15 Vim Torque +1 (and I upgrade to higher defensive option in Sakpata's Helm and DA Damage for when swapping to a Gaxe), which is a net gain of 2 STP if you compare Odin V2 Helm + Chirich Ring +1's STP difference between Moonlight Ring+Vim+Sakpata's Helm. If white damage is your interest, go for it vs the extra STP from Odin Helm/Vim Torque/STP ring.
Either way, the legs/feet are very good for base war engaged set. I even attempted a Bumba V1 solo by using full Sakpata's vs using my base set. I happened to die (no Cornelia and was helping a friend) because I wasn't putting out enough damage during Mighty Strikes, and ended up hitting the timer for Denounce. I attempted the fight again immediately with base TP set, and cleared it with like a minute gap before first aura. Was a big difference. WAR is not significantly less "tanky" in the AF legs/feet combo IMO, but to each their own.
Asura.Vyre
Forum Moderator
Server: Asura
Game: FFXI
Posts: 16189
By Asura.Vyre 2025-06-10 16:59:42
ItemSet 399723
I use this for TP set. 100% datk with merits. 48% PDT, 38% MDT
Macro into a full Sakpata's based set if I actually need the MEVA (don't really, often).
Haven't gotten around to Kalunga clears/RP yet, so my Sakpatas is all R15 or less, sadly.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-06-10 17:05:24
More than one way to skin a cat. Wasn't crapping on other builds, just showing where the AF legs/feet have use, ymmv
By K123 2025-06-10 17:22:28
Laphria isn't really "base tp" set either ?
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-06-10 17:26:21
You can swap the weapon and it's the same base 100% DA set, assuming the cape augment is 10% DA
By K123 2025-06-10 17:30:14
You can swap the weapon and it's the same base 100% DA set, assuming the cape augment is 10% DA I see what you mean. Laphria=STP cape, Chango/Ukon/mythic=DA cape.
By K123 2025-06-10 17:34:24
sets.engaged = {
ammo="Aurgelmir Orb +1",
head="Sakpata's Helm", --7%
body="Sakpata's Plate", --10%
hands="Sakpata's Gauntlets", --8%
legs="Boi Cuisses +3",
feet="Sakpata's Leggings", --6%
neck="War. Beads +2",
waist="Ioskeha Belt +1",
left_ear="Schere Earring",
right_ear="Boii Earring +2",
left_ring="Niqmaddu Ring",
right_ring="Defending Ring", --10%
back={ name="Cichol's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Damage taken-5%',}}, --5%
} --46%
If I had earring +2 this would be 100% DA. Seems like it is 26 STP versus the PDL+27% and DA damage+15% (which increase only white damage), and extra Meva then (minimal at +4?). Not sure how it would pan out on 1h but probably is better to use Taint's with 2h.
I might switch to Taint's just with Dring (-6STP but 52% DT).
By K123 2025-06-10 17:38:12
Also I use this as a base WS set but most people say ammo and earring 3% WSD and 2% WSD lose out to extra DEX in those slots like Coiste+Odr?
By SimonSes 2025-06-10 18:27:14
* Maxixi Bangles +4 got +3 DEX, +2% WSD, +10 Acc, +5 Atk, making it competitive with Nyame B hands * Horos Tights +4 got 2% WSD, 3 STR, 5 Acc, 10 Atk, making it better than Nyame B imo
You somehow got it backward. Hands are the only one being better with +3str, +6dex, +16agi, +1wsd over r30 nyame+
Legs has nothing better than Nyame. Less STR, less AGI, less attack, same wsd.
By SimonSes 2025-06-10 18:36:17
This is a list I made several hours ago. It doesn't include macc upgrades for various jobs for various things like WSing to apply debuffs for example.
By drakefs 2025-06-10 22:26:40
RDM relic feet are priority #1?
By SimonSes 2025-06-11 02:21:25
RDM relic feet are priority #1?
I mean you could argue it's priority 2, but it's clear upgrade of macc and int to bis debuff feet. I don't think it's that different than adding 1wsd and 5str to WS. Most of those pieces provide only marginal gains or even situational gains, so you could put all of that as priority "not worth the time" if you compare it to items in the whole game, but here I try to set priority for only +4 upgrades in vacuum, so for me it's priority 1 among +4 upgrades.
Asura.Wotasu
Server: Asura
Game: FFXI
Posts: 350
By Asura.Wotasu 2025-06-11 02:24:07
RDM relic feet are priority #1? All enfeebs that favors "effect" should be cast in Relic Feet +3, so +4 which then gets more macc+skill. Is a decent upgrade
Bahamut.Raineer
Server: Bahamut
Game: FFXI
Posts: 28
By Bahamut.Raineer 2025-06-11 02:50:55
I know we tend to overlook base stat upgrades as interesting, but by my count RDM got 10 INT in its BiS enfeebling potency set and 5 MND in the enfeebling macc set - with just 3 upgrades. While never game breaking, that’s pretty sweet for the comparably little time to farm the pieces.
By K123 2025-06-11 07:04:46
RDM relic feet are priority #1? All enfeebs that favors "effect" should be cast in Relic Feet +3, so +4 which then gets more macc+skill. Is a decent upgrade If you're a main/only RDM sure, but if you play a few jobs they aren't that urgent vs getting more WSD 12% pieces IMO.
Server: Sylph
Game: FFXI
Posts: 247
By Sylph.Timepassesbye 2025-06-11 09:05:03
so, I mapped out the differences for the warrior sets sofar, I likely won't take the time to run through every set though, so if others want to contribute with their favorite sets, please feel free to add on.
all warrior AF gains 5 def, 10 hp, 5 dex (excluding the legs which had 0 and still have 0), 5 agl, and 3 mnd, 10 acc, 40 evasion, 5 atk(the pieces that had attack only), 1 mdb, 25 m eva and variable amounts of magic acc ranging from 56-66, and the 10 wsd piece becomes 12
the warrior relic set each gains 5 def, 10 hp, 5 str/vit, 3 int(excluding the feet), 5 acc, 5 macc, 10 atk, 1 mdb, 25 evasion, 40 m eva and the 10 wsd piece becomes 12.
in conclusion, the relic will pretty heavily boost magic evasion with moderate gains to attack values through raw attack and stats, whereas the af set will pretty heavily boost the evasion stat in addition to more dex/agl with moderate gains to its already high acc and magic acc values. I'm honestly not sure why mnd is boosted for warrior though, as it's already a pretty low stat to begin with. similarly wondering why the relic gains int.
i have to assume these values will trend across all jobs, especially the acc/evasion/macc/meva values. there does seem to be some differences with the stats and things like atk,mab and the like
this also very heavily balanced the pieces that lacked acc or magic acc specifically in the AF sets.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3820
By Phoenix.Capuchin 2025-06-11 11:46:45
Legs has nothing better than Nyame. Less STR, less AGI, less attack, same wsd.
And no DA, no SC Bonus, no MAB (Aeolian Edge), worse defensive stats if you ever get caught in it (no DT-, less Meva, less Def)
This is a list I made several hours ago.
PUP Relic hands as priority 1? Yeah, it's the WSD+12 piece... but what WS are you using that for on PUP? (the +3 wasn't used either, even when that had most WSD in slot)
Server: Odin
Game: FFXI
Posts: 226
By Odin.Demhar 2025-06-11 12:04:32
This is a list I made several hours ago. It doesn't include macc upgrades for various jobs for various things like WSing to apply debuffs for example.
RNG Artifact head #1. It's literally in almost every physical WS!
[+]
Server: Asura
Game: FFXI
Posts: 1473
By Asura.Pergatory 2025-06-11 13:01:48
RDM relic feet are priority #1? I'll be doing the head first.
Both pieces are used in the enfeebling set, both pieces gain the same enfeebling stats (5 INT, 5 macc, 1 skill). The difference is, the headpiece is also used in some idle sets, and gains 40 magic evasion toward that end.
By SimonSes 2025-06-11 15:07:02
This is a list I made several hours ago. It doesn't include macc upgrades for various jobs for various things like WSing to apply debuffs for example.
RNG Artifact head #1. It's literally in almost every physical WS!
Yeah it should be a priority 1 probably. I'm not sure I would use it over nyame for physical melee WS. 1wsd 7 str/mnd, but no attack makes it probably even or worse overall, unless you fight some trash mobs.
Ragnarok.Marquiss
Server: Ragnarok
Game: FFXI
By Ragnarok.Marquiss 2025-06-11 15:18:23
This is a list I made several hours ago. It doesn't include macc upgrades for various jobs for various things like WSing to apply debuffs for example.

PUP relic feet and legs are priority #1 for MAB sets, the WS damage isn't so good for stringing pummel and victory smite.
By benjaman 2025-06-11 15:51:50
Legs has nothing better than Nyame. Less STR, less AGI, less attack, same wsd.
And no DA, no SC Bonus, no MAB (Aeolian Edge), worse defensive stats if you ever get caught in it (no DT-, less Meva, less Def)
This is a list I made several hours ago.
PUP Relic hands as priority 1? Yeah, it's the WSD+12 piece... but what WS are you using that for on PUP? (the +3 wasn't used either, even when that had most WSD in slot)
12 wsd is worth 3 TA, so it beats mpaca now for HF/TK/RF.
By Nariont 2025-06-11 18:28:07
I thought you used nyame for hf, and tk. Though tk and rf i seldom use on pup since the atk boost is almost always relevant
Lacking nyame yeah probably nice
By benjaman 2025-06-11 19:02:49
Yeah nyame gloves r25 are better
I figure I'd start this some what useless thread, where we speculate about +4 Artifact / Relic Armor.
Here's a quote from a previous thread that prompted my reply.
And there is no telling what kind of gear limbus brings.
Most can say is that it'll be job specific.
I am completely setting myself up for disappointment here but here it goes anyway: I hope the re-reforged AF and Relic bring some job unique enhancements and not just additional acc/macc/stat/wsd/mab/etc.
I've been thinking about this topic ever since Artifact and Relic+3 were first released. Please allow me to go into detail. We know that Artifact+3 currently has no Augment metadata but is still able to modify job abilities (like Shield Bash for PLD and Weapon Bash for DRK). Meanwhile, Relic+3 has augment metadata that modifies the performance of 2-hours and Merit Categories, right?
Based on the way that items are designed, we can only have items with no meta data, items with augments as metadata or items with usable features, like dispensable or "usable items/charges". This last one doesn't really seem plausible for +4 armor.
So, I think SE has 2 options:
1.) More Likely: Keep Artifact+4 and Relic+4 the same as +3 in this regard. Artifact+4 will likely have body-text and no augments. Relic+4 will have body text and merit/one-hour modifications as augments.
2.) Less Likely: Move all augments and job-modifying functionality into the body text for an item. This removes the item's metadata completely on the +4 armor and makes it hidden from our view. SE can decide a later date what to add augment data in a +5 (or completely renamed armor set at a future date).
Unforchy-worchy, #2 seems really unlikely because the resulting set of armor would not follow thematically or structurally to the progression of the +2, +3 and +4 armor itself. If +4 armor were a newly renamed set entirely, then this would be more likely.
Realistically, #1 seems much more likely, as it allows SE to more-or-less copy/paste the +3 armor, rename them to +4 and adjust acc/macc/stat/wsd/mab/etc. Now, I think that thematically, we will still see a few enhancements in certain categories:
1.) Some jobs will get (more) WSD in current slots that have WSD+6/10 or Ambu WSD gear. (See chart below for which pieces currently offer WSD+).
2.) Some jobs that don't have WSD+ in AF slots (like PLD and RUN) may get more WSD in a new slot).
3.) Each set has armor slots that are currently "throw-away pieces" or ...arguably offer the least utility to the job. I've outlined them as an opportunity for "Drastic Improvement" when upgraded to +4.
4.) Upgrades to stats like Phalanx, Magic Skills, Combat Skills, Enhancing Duration, Enfeebling, Magic Burst Damage, etc etc. These increases are also easy to predict.
In order to visualize this idea, I originally mapped all of the WSD pieces for all jobs, across Artifact, Relic, Ambu (and Empy gear). It always amused me how COR got Relic WSD+ in the feet slot and every other job had to resort to DM augments or Nyame, many years later to get WSD in that slot. Basically, the barrier for high DPS was reduced for COR specifically, by offering them this WSD+% piece in the foot slot. The opportunity cost being what it is, but anyway, I digress. The WSD layout for all AF/Ambu gear can be found here:
Now, this map below shows all of the Artifact armor for each job and how that slot plays a roll in modifying the jobs abilities and where I hope additional improvements are likely to occur.
Having said that, I've also highlighted the artifact pieces that don't offer anything particularly unique for the job and is an opportunity or good candidate for some interesting (drastic) job adjustments:
I can do this same analysis for Relic Armor too, but that is harder to convey due to the extra dimension of augments for merit categories AND the item text that may also provide a unique job enhancement. Anyway, I hope this helps someone.
TLDR: It's not too difficult to make an educated guesses where SE might introduce some new performance features in Artifact and Relic +4 armor. I'm assuming we are not caught offguard with crazy new paradigm shifts, sphere effects, usable charges, etc. I do expect the update to largely be a medium-effort copy/paste job with a few surprises in the red slots above. (I'm not trying to sound ungrateful, but I'm just really happy to be getting new FFXI content in 2025).
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