Fenrir.Nightfyre said: »
No. I mean spells that aren't a waste of MP, ie Drain and Aspir.
Optimal Gear Sets? |
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Optimal Gear Sets?
Fenrir.Nightfyre said: » No. I mean spells that aren't a waste of MP, ie Drain and Aspir. Fenrir.Nightfyre said: » Should also make a dark potency staff for Drain/Aspir. i did the Dark Mattk staff cause i have BLM and SCH(kaustra). But it is one of the more difficult staff trials. Even when i ISL > to Catalyzm in abyssea it still took me sometime compared to other trials... thunder/ice > fire/wind > dark > earth/water imo order of importance. Due to the high recast of drain/aspir and necessity. Temp items are always up in VW. plutos works fine as does that scythe. go for the dark mag staff if u have sch leveled as well You do realize stratagems are a limited resource and that you can also use them on other spells, right?
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Cerberus.Finalvegeta
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Which headpiece do you guys use these days? Oneiros Headgear should be the best I think. For pure damage.
Cerberus.Finalvegeta
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Yeah but the oneiros head provides more damage
I would probably look into bugard strap instead of wise unless you like to show off big number spikes instead of an average better output
wise is a 3% chance of 10 mab ( +5mab form gotia glovees+") so its in average (10+5)*3/100 = 0.45mab last mathing it out aproximates that 1.8int = 1 mab ( again its depending on gear and it might vary a lot) that will put you buggard strap in 0.55 mab just slight above the wise strap however the buggard will always give you that stable improvement wise strap will "just" gives you some high spikes now and then. depending on playstyle you might favor on over the other. --- edit --- nvm m i forgot about wizzan grip my current goal for damage set
Current Valk Trews are augmented with MaB+3 EleSkill+5 Need:Head/L.Ring/Feet/Waist Cerberus.Finalvegeta
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Quote: last mathing it out aproximates that 1.8int = 1 mab Think there is a better head.
Nares Cap INT+12"Magic Attack Bonus"+5 Magic critical hit rate +5% "Conserve MP"+5 Enhances "Fast Cast" effect I think 6 more INT out weighs 1 MAB Cerberus.Finalvegeta
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What do you guys use for Dark magic spells? Not enough macro space for me so I use the same one for Stun and Aspir/drain.
input /equip body "Anhur robe" input /equip back "Merciful cape" input /equip hands "Sorcerer's gloves" input /equip neck "Dark torque" input /equip waist "Witful belt" input /equip ring1 "Strendu ring" input /equip ring2 "Omega ring" input /equip legs "Wizard's tonban" input /equip feet "Goetia sabots +2" input /equip ear1 "Dark earring" input /equip ear2 "Abyssal earring" input /equip main "Celeritas pole" input /equip sub "Dark grip" input /equip head "Walahra turban" input /equip ammo "Hasty pinion" By far not the best but I'd like to hear what you other ppl use :) Valefor.Monkeynutz
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Are you hasting drain/ aspir because you're using them to proc and want them back up quickly? A dark staff at minimum should generally be used for those if you want a decent return, but I think that goes without saying. Also caecus grip is dirt cheap, better than dark grip where applicable, and actually applies to stun (dark grip does nothing for stun). There's also jeweled collars in La Theine [A] for up to fast cast +3 if that's what you're going for. They seem to be moderately common as far as those sort of items go. I've seen 4 or so anyway while searching for a TH sash.
Using the same set for Stun as Drain and Aspir is functionally moronic. You have 4000 macro spaces, make use of them.
I've been dabbling in the idea of getting a Claustrum and Shattersoul and came up with this set
an 8 hit with 22% haste... options I see is sticking to a 9 hit, buffing my haste up to 24%, with Hasty Pinion and Ninurta's Sash. Thoughts? /SAM of course Opting for Hasty Pinion and Ninurta's Sash is a mistake if it drops your hit build, but just one or the other could be worth it if it doesn't.
Typing a serious reply was very difficult. I made a small mistake and assumed I'd be WSing in all the STP gear I have in that set. I was going to wait to make a Shattersoul set but instead I guess I should make one now.
This set uses 15 STP as well, to retain the 8 hit. I completely forgot about White Tathlum so if I amend the TP set to I can then Shattersoul like I wasn't entirely sure what to focus on, how important would fSTR be to a BLM using Shattersoul? How about ATT? 100% INT mod is beefy but BLM would be lacking so much in these other categories, wouldn't more STR and ATT be better? You'll definitely want to keep your INT pretty high, but BLM is going to suffer hugely on attack. Your set seems mostly reasonable.. why the Morrigan's Cuffs?
For hand options, there isn't much to sport. The best I could find were +2 hands with 7 INT, which after reconsidering, I guess would be better than 5ATT and 5ACC on crap mobs.
If you are going to be meleeing on blm, it will be against fodder mobs. I'd strongly consider going full out int, except in slots that have huge amounts of atk such as belt.
BUMP: What happened with the Meteor thread? >_>
Fenrir.Nightfyre said: » Should also make a dark potency staff for Drain/Aspir. Not that I have the inventory space, but is a Dark Magic set a good idea? I've been carrying around my relic gloves and AF pants for this for a while, but if I could leave them in storage I wouldn't be sad. And sidenote, is the Bounty Sickle useful for anything other than looking cool? I think the Dark Damage ToM staff is better, but if I'm not going to take the time to do that anytime soon, should I keep the sickle? EDIT: I see people mentioned Dark sets, I think I just have a bad case of all the threads I read running together. The question about the Bounty Sickle still stands, though. Valefor.Nugzkraka said: » Was looking over things considering I'm clearing floor100 nyzul now, but it looks like Nares Saio > that spurinna thingy, considering the set bonus +5 int going from 3 to 4 nares, taking into consideration the +20some macc you gain there :x Cerberus.Finalvegeta said: » Quote: last mathing it out approximates that 1.8int = 1 mab Warning... incoming wall-o-text.. Its a lengthy thing to decipher cause the X INT = Y MAB is different for every single nuke (barring the spells among the AMIIs and Helices which all have constant values), AND will also net different results depending on whatever other modifiers are in your nuking set (elemental affinity, MAB, weather/day bonus, Klimaform etc). INT affects your dINT which directly relates to the damage value (V) of the spell which rolled in with the Tier multiplier (M) gives you a base damage for the specific spell in the following equation: D = V + (dINT * M) For a spell like Blizzard 5, V = 829 for Thunder 5/ V (approximately) = 880. M remains constant among all T5 spells at 2.3. Say you have a set with enough INT in it that it makes that dINT value +25 and your overall dINT * M = 57.5, because Thunder 5 has a greater V value than Blizzard 5, the bonus to the spells overall D is less of an boost to Thunder (+6.5%) than it is to Blizzard (+6.9%). therefore adding 1 more int will increase the base damage (D) of Thunder 5 less than the base damage (D) of Blizzard 5. ----- Anyways the base damage (D) is further modified by other modifies in the following (simple stated) way: D * Staff Affinity * MAB * W/D = DMG. Assuming you have the 99 Staff and assuming you don't align with W/D (weather/day bonuses), and assuming you have 100 MAB in your set (with job traits) with a dINT value of +25..... Blizzard 5 gives you an end result of 886.5 * 1.35 * 2.0 = 2393.55 dmg . If you add 1 MAB to that you'd get 886.5 * 1.35 * 2.01 = 2405.51 dmg (.49% increase). If you add 1 INT to that you'd get 888.8 * 1.35 * 2.00 = 2399.76 dmg (.26% increase). In regards to Blizzard 5 with 100 MAB and a dINT value of +25, 1 MAB is equal to 1.88 INT. ----- If you did this set up with Thunder you'd come up with a different ratio. Thunder 5 gives you an end result of 937.5 * 1.35 * 2.0 = 2531.25 dmg . If you add 1 MAB to that you'd get 937.5 * 1.35 * 2.01 = 2543.91 dmg (.50% increase). If you add 1 INT to that you'd get 939.8 * 1.35 * 2.00 = 2537.46 dmg (.25% increase). In regards to Thunder 5 with 100 MAB and a dINT value of +25, 1 MAB is equal to 2 INT. I'm no hardcore "mathlete", but this is the how the calculation works in its simplest form. Yes there are many more nuances along the way, but this should clearly show that the INT to MAB ratio is anything but constant. however as you're gearing keep in mind the following: As you increase your MAB, it becomes less potent As you increase INT it becomes less potent. INT becomes more potent the weaker spell you cast. INT becomes less potent the stronger spell you cast. Shiva.Borgan said: » Addle sucks casting faster and recast timers is really nice Fenrir.Kut said: » Valefor.Nugzkraka said: » Shiva.Borgan said: » Addle sucks casting faster and recast timers is really nice Ya your right, so the macc issue and casting time I could test out, in VW macc isnt an issue with AT. But its 1 mab vs 4 int which is very close anyways almost better to have the faster casting and macc. I believe Addle doesn't affect the recast timers (tried it out with Reraise), so you can put it on midcast and avoid the casting time as well. |
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