Treasure Hunter

From FFXI-Caldera Wiki
Jump to navigation Jump to search

Job Trait

Treasure Hunter (TH) is typically a Thief Job Trait. Having this trait active on your character allows additional chances for loot from monsters and helps to acquire less common items more easily.

THF main can achieve TH3 with only Job Traits. THF sub can achieve TH2 with only Job Traits.

Job Job Level Job Trait +Treasure Hunter
THF 15 Treasure Hunter +1
THF 45 Treasure Hunter II +1
THF 90 Treasure Hunter III +1

Treasure Hunter Gear

There is a wide variety of gear available which supplements the Treasure Hunter Job Trait. Almost all of this gear is available from various NM's across Vana'diel.

THF Specific TH Gear
Item Slot +Treasure Hunter Augmented Obtained From
Thief's Knife Weapon +1 No Sozu Rogberry
Bartholomew's Knife Weapon +1 Yes Buccaneer's Knife Trade
Sandung Weapon +1 No Nidhogg
Assassin's Armlets +2 Hands +2 No Andreine
Plunderer's Armlets Hands +2 No Reforged Relic Armor (109)
Plunderer's Armlets +1 Hands +3 No Reforged Relic Armor +1 (119)
Plunderer's Armlets +2 Hands +3 No Reforged Relic Armor +2 (119)
Raider's Poulaines +2 Feet +1 No Andreine
Skulker's Poulaines Feet +2 No Reforged Empyrean Armor (109)
Skulker's Poulaines +1 Feet +3 No Reforged Empyrean Armor +1 (119)
Job Restricted Gear
Item Slot +Treasure Hunter Augmented Obtained From Augmented By
Taming Sari Weapon +1 Yes Arciela Vastran
All Jobs TH Gear
Item Slot +Treasure Hunter Augmented Obtained From
White Rarab Cap +1 Head +1 No Not Available
Volte Cap Head +1 No Tikbalang
Volte Jupon Body +2 No Tikbalang
Volte Bracers Hands +1 No Tikbalang
Volte Hose Legs +1 No Tikbalang
Volte Boots Feet +1 No Tikbalang
Chaac Belt Waist +1 No Hurkan
Gorney Ring Ring +1 No Vesca
Gorney Ring +1 Ring +1 No Vesca

Order You're Likely to Upgrade TH Gear as a THF

0. At 99 THF, you'll have TH 3 from traits.

Total TH = +3.

1. At 99 THF you can immediately:

A. Buy the Relic Assassin's Armlets +2 and Empyrean Raider's Poulaines for 50,000 each from Andreine in the library.
B. Farm Sozu Rogberry for a Thief's Knife since he will be at retail level.
NOTE: In doing this, you'll keep your highest level or ilvl dagger in your MAIN hand and the Thief's Knife in your OFF HAND. This will help with accuracy and damage issues.
Total TH = +7. +3 from traits, +1 from the Thief's Knife, +2 from the Assassin's Armlets +2, +1 from the Raider's Poulaines.

2. Sky and Abyssea Step:

A. Following the Progression Guide, you'll start farming the low tier Sky NMs, including Brigandish Blade for your chance at augmenting a Bartholomew's Knife.
B. You'll also be able to start working your way through Abyssea to upgrade your base Empyrean feet to the [Reforged Empyrean feet 109.
Total TH = +9. +3 from traits, +1 from the Thief's Knife, +1 from augmented Bartholomew's Knife, +2 from the Assassin's Armlets +2, +2 Skulker's Poulaines.

NOTE: Gear Swapping

So I'm throwing this here because at this point you will notice you are using 2 non-ilvl daggers. This means your overall ilvl is lower which you'll get an accuracy penalty for AND you have a bunch of missing stats that could be helpful.
What I (Pheliont) recommend is having a couple different TH sets for proc'ing TH. Currently you can have up to TH 9 before the next step, so you should be in full TH 9 gear. Your first hit will apply TH 8, then you will have a % chance to increase it to TH 9. 
For the next step, you will get a max of TH +11. Instead of being in full TH 11 gear and whiffing constantly, you can opt to make 2 treasure hunter gearsets:
Set 1, call it TH 9. Keep your highest ilvl daggers on and all the other gear and use the accuracy you have at that point to get to TH 9.
Set 2, call it TH 11. Once you hit TH 9, swap to this set. This is where you'll keep the Thief's Knife and Bartholomew's Knife. 
The reason I say this is that you will spend time trying to proc an increase of treasure hunter on a monster. If you don't do this then you will have to spend the whole time with an accuracy penalty vs a smaller amount of time with the accuracy penalty. The downside is the loss of TP when switching the weapons out. 
You don't have to do this. I just found it helpful.

3. Vesca and Dynamis Cities:

A. While you could have started farming HP-Baylds right at 99, between not having enough TH worth it in the beginning and/or it being difficult right off the bat, this is actually the better spot for it. Head to [Promyvion - Vahzl and start killing off the enemies here for both the 50x HP-Baylds and the Burning Memory needed for the Gorney Ring to be traded from Vesca.
B. When you farm some pops for Sky and Sea, and with some help, you'll be able to clear Kirin and Jailer of Love to open up Sagheera trades to do the Shadow Lord fight to open up the Dynamis Cities. The reason to do this is to upgrade the original relic hands to the reforged relic hands. Treasure Hunter does not change. However, doing this will enable you to work on the Reforged Relic Hands 119 +1, which will give you a total of +3. 
NOTE: I know that part was a bit confusing, so a simple breakdown is 1. Kirin/JoL clears (saving mats) > 2. Sagheera KI for Shadow Lord and clear > 3. Dynamis City farming > 4. Relic Reforged Hands.
Total TH after this whole thing = +11. +3 from traits, +1 from the Thief's Knife, +1 from augmented Bartholomew's Knife, +3 from the Plunderer's Armlets +1, +2 Skulker's Poulaines, +1 from Gorney Ring NQ. 

4. Wildskeepers, Plutons, and Vesca returned:

NOTE: At this point you'll be a bit slow on upgrading gear due to needing help from people. Ask in Discord and set up times to do fights.
A. Hurkan drops the Chaac Belt for another +1. He is ungated, meaning you don't need any specific clears, but you'll need help.
B. Vesca will upgrade your Gorney Ring NQ to HQ, for 50 more HP-Bayld and 15 Pluton. The "easiest" way you will get Plutons will be the 4 NSANM Shadows in Fei'Yin. If you are geared enough you should be able to do it with 5 trusts, but if you die and wipe, you start over. It will be faster and easier with other people.
C. After you upgrade your Gorney NQ to HQ, you can go buy another one for 50 HP-Bayld and another Burning Memory, giving you +2 TH from your ring slots.
Total TH = +14. +3 from traits, +1 from the Thief's Knife, +1 from augmented Bartholomew's Knife, +3 from the Plunderer's Armlets +1, +3 Skulker's Poulaines +1, +1 from Gorney Ring NQ, +1 from Gorney Ring HQ, +1 from Chaac Belt. You are now at TH cap for THF!!!

5. Sandung, Volte, and Taming Sari:

Note: This is your top tier content and will require grouping. 
A I. At this point you've been dual-wielding non-ilvl daggers and going up against ilvl 130 bosses and you've been whiffing a lot. Let's change that. You're gonna fight a lovely Wyrm named Nidhogg for a chance at the Oboro weapon, Sandung. This will allow you to drop out one of your non-ilvl daggers, get ilvl, stats, and accuracy, as well as stop gear swapping TH sets if you want to.
A II. Once you get a Sandung, head to Wegellion to augment it with some nice stats for 20 Plutons.
B. Tikbalang drops the Volte TH set. For THF, the head, body, and legs are the pieces you will want to get. In doing so, you can swap out other items for your normal gear, like rings or the belt. This is the top tier so expect it to be deadly.
Total TH = +14. I won't put a breakdown here as it's more or less the same, but I will say that once you get your hands on a Volte head, body, or legs piece, you can drop the other non-ilvl dagger out for an ilvl one for the added stats.
C. Finally, the Sinister Reign Arciela fight. You will have to fight Ygnas then Teodor then finally Arciela for a chance at the Taming Sari dagger for THF/BRD/DNC. She also drops Mog Kupons. Take Mog Kupons to Vastran for 2-4 random augments, one of which is Treasure Hunter +1.

Order You're Likely to Upgrade TH Gear as a Non-THF

I won't put a complete breakdown here like I did for THF. It will more or less be the same though:

0. /Thf for TH 2.
1. Gorney NQ ring.
2. Chaac Belt.
3. Gorney HQ ring, replace the NQ ring.
4. Volte TH set.

Functionality

!!! TREASURE HUNTER DOES NOT GUARANTEE DROPS !!!

Please note that this section pertains to the functionality of Treasure Hunter on Caldera only!

Treasure Hunter functions by giving the player additional "rolls" and a higher chance to drop items held in the monster's drop list.
Most monsters have a generic drop pool which can drop multiple items while some (Notorious Monsters) can have additional drop pools beyond the generic drop pool.
When the monster dies a series of "rolls" from 0-999 occur to determine which items will drop.

Notes Proc'ing Treasure Hunter

Treasure Hunter Caps
Job First Hit Cap Total Cap
THF Main 8 14
All Other Jobs 4 8

Treasure Hunter functions as a debuff on the mob. In essence, it activates on specific things.
To "proc" treasure hunter, you will need to attack the mob. Treasure Hunter will proc on a main hand hit, ranged weapon hit, Aeolian Edge, and job abilities that target the mob (steps, shield bash) so not rampart, and spells casted on a mob.
For THF main, the initial proc caps at TH 8. This means you can be in TH 14 gear, but the initial hit and proc will cap at TH 8. You then have a percentage chance to increase it to cap. Sneak Attack and Trick Attack increase that percentage chance as well as putting a 5/5 merited Feint on the monster.
For THF main, the maximum TH will go to on a mob is TH 14 and only if you have the gear for it. Meaning if you are in a total of TH 12 gear, you can't go to TH 14, just TH 12.

For non-THF jobs, initial proc cap is TH 4, with a maximum TH of 8 from all sources. Even if you are at TH 10, it will still cap at TH 8.

No Treasure Hunter

A player with no Treasure Hunter receives 1 roll per item in the generic drop pool and 1 roll per additional drop pool.

Example 1: No Treasure Hunter
Monster Generic Drop Pool Chance to Drop Group 1 Pool Chance to Drop
Crab Crab Shell 25% H.Q. Crab Shell 10%
Rock Salt 75% Remi Shell 5%
Land Crab Meat 10%

When the monster dies 3 rolls for the generic drop pool will occur, and 1 roll for the Group 1 additional drop pool will occur.

Generic Roll 1 (Crab shell): If the value rolled is from 0-249 the Crab Shell drops, otherwise if the roll is from 250-999 it doesn't drop.
Generic Roll 2 (Rock Salt): If the value rolled is from 0-749 the Rock Salt drops, otherwise if the roll is from 750-999 it doesn't drop.
Generic Roll 3 (Land Crab Meat): If the value rolled is from 0-99 the Land Crab Meat drops, otherwise if the roll is from 100-999 it doesn't drop.
Group 1 Roll (H.Q. Crab Shell, Remi Shell, or nothing): If the value rolled is from 0-99 the H.Q. Crab Shell drops. If the value rolled is from 100-149 the Remi Shell drops. If the value is from 150-999 neither item drops.

Using the above example a player could potentially get a maximum of four items from a single Crab kill.

Treasure Hunter 1 & 2

The first two levels of Treasure Hunter increase the number of rolls executed on each item of the generic drop pool. They also increase the number of rolls on each additional drop pool.

Example 2: Treasure Hunter 1
Monster Generic Drop Pool Chance to Drop Group 1 Pool Chance to Drop
Crab Crab Shell 25% H.Q. Crab Shell 10%
Rock Salt 75% Remi Shell 5%
Land Crab Meat 10%

When the monster dies 6 rolls (1 + TH1 = 2 for each item) for the generic drop pool will occur, and 2 rolls for the Group 1 additional drop pool will occur.

Generic Roll 1 (Crab shell): If the first value rolled is from 0-249 the Crab Shell drops. If the first roll is from 250-999 then it rolls again. If the second roll is from 0-249 the Crab Shell drops, otherwise if the roll is from 250-999 it doesn't drop.
Generic Roll 2 (Rock Salt): If the value rolled is from 0-749 the Rock Salt drops. If the first roll is from 750-999 then it rolls again. If the second roll is from 0-749 the Rock Salt drops, otherwise if the roll is from 750-999 it doesn't drop.
Generic Roll 3 (Land Crab Meat): If the value rolled is from 0-99 the Land Crab Meat drops. If the first roll is from 100-999 then it rolls again. If the second roll is from 0-99 the Land Crab Meat drops, otherwise if the roll is from 100-999 it doesn't drop.
Group 1 Roll (H.Q. Crab Shell, Remi Shell, or nothing): If the first value rolled is from 0-99 the H.Q. Crab Shell drops, if the value rolled is from 100-149 the Remi Shell drops. If the value is from 150-999 then it rolls again. If the second value rolled is from 0-99 the H.Q. Crab Shell drops, if the second value rolled is from 100-149 the Remi Shell drops, otherwise if the value is from 150-999 neither item drops.

Treasure Hunter 2 would increase the total number of generic pool rolls to 9 (1 + TH2 = 3 for each item) and the Group 1 pool rolls to 3.

Treasure Hunter 3+

After TH2 additional levels of Treasure Hunter serve to directly increase the drop rate on items rolled for. Each level of Treasure Hunter above 2 gives 1% drop chance to each drop pool item rolled for.

We will assume the killing player has TH6 for this example. When the monster dies 9 rolls (1 + TH2 = 3 for each item) for the generic drop pool will occur, and 3 rolls for the Group 1 additional drop pool will occur.
Each item rolled for will receive a 4% (TH6-TH2 = 4) bonus to its drop rate.
The drop table would now look like this:

Example 3: Treasure Hunter 6
Monster Generic Drop Pool Chance to Drop Group 1 Pool Chance to Drop
Crab Crab Shell 29% H.Q. Crab Shell 14%
Rock Salt 79% Remi Shell 9%
Land Crab Meat 14%

Generic Roll 1 (Crab shell): Up to three rolls are made if the value is between 290-999. The rolls stop and the item drops if any of the rolls are between 0-289.
Generic Roll 2 (Rock Salt): Up to three rolls are made if the value is between 790-999. The rolls stop and the item drops if any of the rolls are between 0-789.
Generic Roll 3 (Land Crab Meat): Up to three rolls are made if the value is between 140-999. The rolls stop and the item drops if any of the rolls are between 0-139.
Group 1 Roll (H.Q. Crab Shell, Remi Shell, or nothing): Up to three rolls are made if the value is between 230-999 (14% + 9%). The rolls stop and the H.Q. Crab Shell drops if a value between 0-139 is hit first, or the Remi Shell drops if a value between 140-229 is hit first.


Using and Understanding the !auditth Command

The command to audit treasure hunter and verify drop rates is !auditth.
To use the !auditth command, target a monster and type in !auditth. This will give you a print out of the treasure hunter trait as described above.
Each audit will have the following:
BEGIN TREASURE HUNTER AUDIT - This is the start here.
MAX ROLLS PER ITEM: [X] TH BONUS: [Y] - X is how many rolls (1, 2, or 3) while Y is a 1%-12% increase on the drop rate.
GROUPED ITEMS - Items that are in groups will be here. This will be a "one of X, Y, or Z" drops.
UNGROUPED ITEMS - Items that are not grouped together will be here. Any of these can drop.
END TREASURE HUNTER AUDIT - This is the end of the audit.

Below are some examples:

!auditth Example 1: No Treasure Hunter Applied:



Here we have 0 TH applied. This means you have no extra rolls and no increase of chance of an item.
MAX ROLLS PER ITEM: [1] (1 roll per item).
GROUPED ITEMS. There are none on this monster.
UNGROUPED ITEMS. There are 2 total.
ITEM NAME: [shall_shell] ROLL: [475] ITEM DROP RATE: [60]
ITEM NAME: [handful_of_pugil_scales] ROLL: [322] ITEM DROP RATE: [120]

What this shows is that:
The item shall shell has a drop rate of 60/1000 (6%) and rolled 1 time and didn't win.
The item handful of pugil scales has a drop rate of 120/1000 (12%) and rolled 1 time and didn't win.

!auditth Example 2: Treasure Hunter 2 Applied:



Here we have TH 2 applied. This means you will have 2 extra rolls and no increase of chance of an item.
MAX ROLLS PER ITEM: [3] (3 rolls per item).
GROUPED ITEMS. There are none on this monster.
UNGROUPED ITEMS. There are 2 total.
ITEM NAME: [shall_shell] ROLL: [492] ITEM DROP RATE: [60]
ITEM NAME: [shall_shell] ROLL: [89] ITEM DROP RATE: [60]
ITEM NAME: [shall_shell] ROLL: [990] ITEM DROP RATE: [60]
ITEM NAME: [handful_of_pugil_scales] ROLL: [78] ITEM DROP RATE: [120]

What this shows is that:
The item shall shell has a drop rate of 60/1000 (6%) and rolled the first time and didn't win, rolled a second time and didn't win, and rolled a third and final time and didn't win.
The item handful of pugil scales has a drop rate of 120/1000 (12%) and rolled 1 time and it did win. Since it won, the item dropped into Pldtest drop pool and no other rolls were done.

!auditth Example 3: Treasure Hunter 14 Applied:



Here we have TH 14 applied. This means you will have 2 extra rolls and a 12% increase of chance of an item.
MAX ROLLS PER ITEM: [3] (3 rolls per item).
GROUPED ITEMS. There are none on this monster.
UNGROUPED ITEMS. There are 2 total.
ITEM NAME: [shall_shell] ROLL: [962] ITEM DROP RATE: [180]
ITEM NAME: [shall_shell] ROLL: [288] ITEM DROP RATE: [180]
ITEM NAME: [shall_shell] ROLL: [395] ITEM DROP RATE: [180]
ITEM NAME: [handful_of_pugil_scales] ROLL: [670] ITEM DROP RATE: [240]
ITEM NAME: [handful_of_pugil_scales] ROLL: [677] ITEM DROP RATE: [240]
ITEM NAME: [handful_of_pugil_scales] ROLL: [681] ITEM DROP RATE: [240]

What this shows is that:
The item shall shell has a drop rate of 180/1000 (18%) and rolled the first time and didn't win, rolled a second time and didn't win, and rolled a third and final time and didn't win.
The item handful of pugil scales has a drop rate of 240/1000 (24%) and rolled the first time and didn't win, rolled a second time and didn't win, and rolled a third and final time and didn't win.
So to note, just because you have a higher chance of a monster dropping items, it doesn't mean they will.

!auditth Example 4: Grouped Items



Here we are going to look at 2 examples of grouped items from Tzee Xicu the Manifest.
For the first example:
MAX ROLLS PER ITEM: [1] TH BONUS: [0]
GROUPED ITEMS:
GROUP #2: ROLL: 770.
ITEM NAME: [metamorph_ring] ITEM 1 MAX RANGE: [150]
ITEM NAME: [mephitass_ring] ITEM 2 MAX RANGE: [300]
ITEM NAME: [nourishing_earring] ITEM 3 MAX RANGE: [450]

Earlier rolls would be 1 - X, where X was the max item range.
With grouped rolls, the same idea applies, just with more items in a single grouping.
Here we have 3 items:
Item 1: Metamorph Ring. Item Max Range is 150. Meaning the roll needs to land from 1 to 150 in this group to drop this item.
Item 2: Mephitas's Ring. Item Max Range is 300. Meaning the roll needs to land from 151 to 300 in this group to drop this item.
Item 3: Nourishing Earring. Item Max Range is 450. Meaning the roll needs to land from 301 to 450 in this group to drop this item.
Since the roll was a 770, this doesn't land in the range of any drops.

A different way to look at it is a table:
ITEM NAME: Metamorph Ring ITEM 1 MAX RANGE: [150]
ITEM NAME: Mephitas's Ring ITEM 2 MAX RANGE: [300]
ITEM NAME: Nourishing Earring ITEM 3 MAX RANGE: [450]
NO ITEM: ALL OTHER ROLLS

For the second example:
MAX ROLLS PER ITEM: [1] TH BONUS: [0]
GROUPED ITEMS:
GROUP #3: ROLL: 415
ITEM NAME: [helios_glvoes] ITEM 1 MAX RANGE: [200]
ITEM NAME: [helios_boots] ITEM 2 MAX RANGE: [400]
ITEM NAME: [helios_jacket] ITEM 3 MAX RANGE: [600]
ITEM NAME: [helios_band] ITEM 4 MAX RANGE: [800]
ITEM NAME: [helios_spats] ITEM 5 MAX RANGE: [1000]

In earlier examples I put in drop rates of 180/1000, etc. This is because drop tables have to be in total amounts of X/1000. This includes a hidden "NO DROP" value.
For the Helios armors, each one has a 200/1000, or 20%, drop rate. This means 1 of them will always drop, regardless of any Treasure Hunter placed upon it.
Going through it, the roll was 415.
The roll is on the Helios Jacket as the range of it is 401-600.

!auditth Example 5: Grouped Items & Treasure Hunter



In Example 4 I mentioned that in cases of guaranteed drops that are grouped together that the total amounts would be X/1000 and that 1 item would always drop, regardless of any Treasure Hunter placed upon a monster.
But what would happen if we did put Treasure Hunter instead? So let's look:

MAX ROLLS PER ITEM: [3] TH BONUS: [6]
ITEM NAME: [helios_gloves] ITEM 1 Max Range: [260]
ITEM NAME: [helios_boots] ITEM 2 Max Range: [520]
ITEM NAME: [helios_jacket] ITEM 3 Max Range: [780]
ITEM NAME: [helios_band] ITEM 4 Max Range: [1040]
ITEM NAME: [helios_spats] ITEM 5 Max Range: [1300]
GROUP ROLL: 1179.
Note: I got a bad screenshot, but math can show the TH BONUS of 6% is correct.

Helios Gloves has a Max Range of 260.
Helios Boots has a Max Range of 520.
Helios Jacket has a Max Range of 780.
Helios Band has a Max Range of 1040.
Helios Spats has a Max Range of 1300.
Before we get into the roll, let's do a quick division. 260/1300 = 20%. So each item still has a 20% drop rate, just the roll range is bigger.
Since the roll range has increased, the roll has to increase as well, otherwise what would be the point?
ROLL: 1179, which is Helios Spats range of 1041-1300. So they dropped to the pool.

Shorthand Table of the !auditth Command


No TH - 1 natural roll. Max Rolls per item [1]

TH 1 & 2 *only* add Max Rolls per item:
TH 1 - 1 natural roll, 1 extra roll. Max Rolls per item [2]
TH 2 - 1 natural roll, 2 extra rolls. Max Rolls per item [3]

TH 3 - 14 *only add an increase of drop rate on the item, listed as TH Bonus:
TH 3 = +1% drop rate. TH Bonus [1]
TH 4 = +2% drop rate. TH Bonus [2]
TH 5 = +3% drop rate. TH Bonus [3]
TH 6 = +4% drop rate. TH Bonus [4]
TH 7 = +5% drop rate. TH Bonus [5]
TH 8 = +6% drop rate. TH Bonus [6]
TH 9 = +7% drop rate. TH Bonus [7]
TH 10 = +8% drop rate. TH Bonus [8]
TH 11 = +9% drop rate. TH Bonus [9]
TH 12 = +10% drop rate. TH Bonus [10]
TH 13 = +11% drop rate. TH Bonus [11]
TH 14 = +12% drop rate. TH Bonus [12]