Because they ran out of ideas (or fear of doing something overpowered) and made something balanced instead.
You know, extd. super novices are a unique class due to the fact no equipment focus on anything, unless the item is a weapon.
This made me LOL because the hat is super-overpowerd as is and the powers should be split among hat and 2 accessories as they are. The set bonus could be it autocasted lvl 1 [Spirit of Super Novice] soul link at 0.5% chance when melee attacking or 1% when doing spell damage, that way SN can use any lvl 4 weapon they wanted (when lvling only pretty much).
Ascendant Crown [1]
A copy of the legendary artifact left behind by the greatest Super Novice to ever walk the earth. The real one has been lost
for ages, but this replica can imitate some of its awesome power.
-All Stats +10
-Max HP +15%
-Max SP +15%
-Attack +15%
-MATK +15%
-Hit +20
-Flee +20
-Crit +20
-Perfect Dodge +10
-Attack Speed +5
-Magic Defense +20
-Reduces Variable Cast Time by 20%
-Reduce 5% damage from Neutral Property
20 Defense
5 Weight
Upper Only
Super Novice Only
Requires level 100
Supernovices are pretty weak but this headgear is disproportionately strong by LEAPS AND BOUNDS AND YET MORE LEAPS AND BOUNDS compared to other items in the game (even ones designed for SN).
I'd do like:
Hat
HP +400, Flee +12, Mdef +5.
All stats +3.
Reduce damage from neutral property by 5%.
MDef + 6.
Defense: 7
Weight: 20
Position: Upper
Job: Super Novice
Level Requirement: 100
Accessory
HP +600, All stats +2.
MDef +5.
If Base STR greater than or equal to 90, Aspd +8% & ATK +30.
If Base INT greater than or equal to 90, MATK +50.
[Combo with Hat]
Attack Speed +2.
Reduces fixed cast time on skills by 0.3 seconds.
On close-range physical attack, there is a 0.5% chance to automatically cast [Super Novice Spirit] Lv. 1.
On magical attack, there is a 1% chance to automatically cast [Super Novice Spirit] Lv. 1.
Defense: 0
Weight: 10
Position: Accessory
Job: Super Novice
Level Requirement: 100
Edited by Jaye, 12 October 2012 - 01:08 PM.