Conquest

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Contents

Participating in Conquest

Conquest Tally

Effects of being 1st

Effects of being 2nd or 3rd

Draws and Alliances

Outposts

Delivering Supplies

Regional Mercants

Expeditionary Force

Related Links

Courtesy: docvicious of BGForums

  • Weekly Tally system for FFXI, Zilart, and C.O.P. areas.
  • Tally system works on a Three nation basis:
  • Tally is done Every Midnight Saturday JP time (going into Sunday).
  • At this point all three nations are equal.
  • Influence is what determines who wins what at the end of the tally.
  • Minimal 0-24% approx.
  • Minor 25-50% approx.
  • Major 51-54% approx.
  • Dominant 55%-100% approx.
  • The dominant nation will stay dominant until its percentage decreases under 65% at which point Nation #1 will be Major(51-65%) while nation two will be Minor (16-50%).
  • In the event Nation #2 takes over the influence of nation #1, it creates a simple flip flop Nation #2 is now Major while Nation #1 is now Minor thus changing their placing in the tally.
  • Example:
  • Sandy - Minimal 5%
  • Bastok - Minimal 5%
  • Windurst - Dominant 80%
  • Sandy - Minimal 5%
  • Bastok - Minor about 25-35% is when it changed to minor
  • Windurst Stayed Dominant 55-65%
  • Sandy - 4%
  • Bastok 45-50% Stayed Minor however
  • Windurst about 50-55% reduced to Major instead of dominant

What equipment to trade in and limits

  • What you are looking for for great point values is a high NPC resale price
  • 1 - 900 Gil = Small amount
  • 901 - 3000 Gil = Moderate
  • 3001 - Above Gil = Greatly
  • After a Certain amount of the same type of weapon/armor/ etc has been turned in the actual value is decreased only upon trade (not sure if it ever reaches zero.
  • You can also gain Influence by having signet and gaining exp in those areas I'm assuming influence is based on the same system that C.P. are. Where as 1 C.P = .5-1 Influence point or some mathematical formula.

On to the Gear that was traded That is Just an example of some of the gear you can trade.

  • Lvl 40 breast plate set - Great Return for 1-2 / diminished to needing 6-8 for a moderate / great return.
  • Warwolf Belt - Great return 1/ Diminished rather quickly to needing 4-5 for great return and then further where 8 only gave a moderate return
  • Most body armor is a great return for awhile
  • Staves were great returns but were capped very fast to the point that 8 only gave a moderate return
  • The very cheap Rare 2hnd weapons
  • Some R/E equipment that you don't use can turned in for great returns that were pretty beneficial

Examples of gear you cant trade:

  • Some of the JSE earrings / ring
  • The paralyze effect : 8% haste necklace etc.

So don't go buying a horde of gear until you make sure it can be traded however I would safely say 95% of it is able to be traded.


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