July 2016 Version Update |
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July 2016 Version Update
Vagary. Why the hell do they insist on putting Vagary items in synth recipes!?
Odin.Willster said: » Vagary. Why the hell do they insist on putting Vagary items in synth recipes!? At least that's what my (and others') insane troll logic says. And SE loves their insane troll logic. Odin.Llewelyn said: » Approximate values for now: Smite1: 4.6% attack bonus Smite2: 7.3% attack bonus Smite3: 9.6% attack bonus Smite5: 14.7% attack bonus Just curious, was that a typo, or do we not know the 4th increment? (or the 5th perhaps?) Quetzalcoatl.Orestes said: » Odin.Llewelyn said: » Approximate values for now: Smite1: 4.6% attack bonus Smite2: 7.3% attack bonus Smite3: 9.6% attack bonus Smite5: 14.7% attack bonus Just curious, was that a typo, or do we not know the 4th increment? (or the 5th perhaps?) I guess to test the T4 values someone would have to delevel DRK. Odin.Brocovich said: » Quetzalcoatl.Orestes said: » Odin.Llewelyn said: » Approximate values for now: Smite1: 4.6% attack bonus Smite2: 7.3% attack bonus Smite3: 9.6% attack bonus Smite5: 14.7% attack bonus Just curious, was that a typo, or do we not know the 4th increment? (or the 5th perhaps?) I guess to test the T4 values someone would have to delevel DRK. I see. It doesn't matter then. approx 15% seems pretty decent for DRK. Not sure it will change anything, but still nice. Quetzalcoatl.Orestes said: » Odin.Brocovich said: » Quetzalcoatl.Orestes said: » Odin.Llewelyn said: » Approximate values for now: Smite1: 4.6% attack bonus Smite2: 7.3% attack bonus Smite3: 9.6% attack bonus Smite5: 14.7% attack bonus Just curious, was that a typo, or do we not know the 4th increment? (or the 5th perhaps?) I guess to test the T4 values someone would have to delevel DRK. I see. It doesn't matter then. approx 15% seems pretty decent for DRK. Not sure it will change anything, but still nice. The biggest thing I see from this is that it essentially makes up for the attack loss from Resolution for War, gives more for DRK, and makes DRK an even more attractive option as a support job for Rune Fencer. Offline
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Quetzalcoatl.Orestes said: » Odin.Brocovich said: » Quetzalcoatl.Orestes said: » Odin.Llewelyn said: » Approximate values for now: Smite1: 4.6% attack bonus Smite2: 7.3% attack bonus Smite3: 9.6% attack bonus Smite5: 14.7% attack bonus Just curious, was that a typo, or do we not know the 4th increment? (or the 5th perhaps?) I guess to test the T4 values someone would have to delevel DRK. I see. It doesn't matter then. approx 15% seems pretty decent for DRK. Not sure it will change anything, but still nice. I haven't seen a DRK since...2006 Asura.Avallon
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fonewear said: » Quetzalcoatl.Orestes said: » Odin.Brocovich said: » Quetzalcoatl.Orestes said: » Odin.Llewelyn said: » Approximate values for now: Smite1: 4.6% attack bonus Smite2: 7.3% attack bonus Smite3: 9.6% attack bonus Smite5: 14.7% attack bonus Just curious, was that a typo, or do we not know the 4th increment? (or the 5th perhaps?) I guess to test the T4 values someone would have to delevel DRK. I see. It doesn't matter then. approx 15% seems pretty decent for DRK. Not sure it will change anything, but still nice. I haven't seen a DRK since...2006 Kylos might take issue with that! Pantafernando said: » Btw, no movement speed feet. Recipes are now posted on BGwiki
Lakshmi.Buukki
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Now all they need to do is lower dread spikes to level 49 so run/drk can negate, resist, and absorb all the things.
Quick! Everyone to the crafting cave!
Odin.Godofgods
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Quote: The following items may no longer be sold to NPCs. I made the perfect itemset for this Update. Everyone who doesn't have it is a pleb.
ItemSet 344562 This set enables me to 100% resist all reality, math and reason on the FFXIAH Forums. Bahamut.Tychefm said: » This set enables me to 100% resist all reality, math and reason on the FFXIAH Forums. Inc nerf cuz of that! Bahamut.Tychefm said: » This set enables me to 100% resist all reality, math and reason on the FFXIAH Forums. GEE!!! Asura.Avallon said: » fonewear said: » Quetzalcoatl.Orestes said: » Odin.Brocovich said: » Quetzalcoatl.Orestes said: » Odin.Llewelyn said: » Approximate values for now: Smite1: 4.6% attack bonus Smite2: 7.3% attack bonus Smite3: 9.6% attack bonus Smite5: 14.7% attack bonus Just curious, was that a typo, or do we not know the 4th increment? (or the 5th perhaps?) I guess to test the T4 values someone would have to delevel DRK. I see. It doesn't matter then. approx 15% seems pretty decent for DRK. Not sure it will change anything, but still nice. I haven't seen a DRK since...2006 Kylos might take issue with that! I have no issue. Although I'm pretty sure DRK was used in the Voidwatch days and 2006 sounds too early for that. Also I'm going to get my DRK out soon as I've finished my SCH reforging so it's time to get my mythic afterglow out there :) Lakshmi.Buukki
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Ruaumoko said: » Lakshmi.Buukki said: » New skadi is cool. see some pretty nice buffs for dimidation (body; Emet+1 is just an enmity piece if needed, now >_>) legs are great hybrid for run as well. Feet have 51 agi 40 racc, lol. Overall, I see some very good shooting stats for the rangers and corsairs. Low haste set though, so melee will have to pick and choose. Not the garbage I imagined it'd be. Right on pace with sule+1. Not impressed with the belt. 2h were already using Gracile, so the haste was negligible. The acc looks great and all, but kentarch+1 has stp/acc/da. Unless the stp from kent+1 isn't needed for your build (and you need the extra haste), can't see this belt being a priority. Then again you could drop Gracile and mix and match so idk. I'd use the new belt over Kentarch+1 if I had Samurai Roll. wat? I thought you always needed 25%, 26 to hit the cap? Guesstimate that Tier IV is 12.3%
*it doesn't appear to be a static increase tier to tier but you see a +5 every other level. Ex difference between tier 5 and 3 is 5.0. The difference from tier 3 and 1 is also 5.0. Indicating that 4 is +5.0 of the value for tier 2. As for this "Smite" addition, let me chime in. I've been asking SE to balance DD jobs since about 2010/2011? It's been a few years anyways. While I appreciate that they gave us a little more attack, it doesn't amount to much as 2-handers still need great support, and are still susceptible to crippling status ailments. DRK is lucky as it has Dread Spikes and Drain III, but more attack is not what any of the DDs needed.
The item which gives status ailments +11? That's something only 2-hander DDs should be able to wear. Hell, give it as a freebie to every player who wants to play these jobs. Even then, it's still not enough to warrant using these jobs because of the TP feed to the NM. Til they make using DDs on high content viable, no amount of attack is going to help. Ugh... that crafting skill levels.
These items are going to be expeeeeenssiiiiiiive... Cerberus.Kylos said: » The item which gives status ailments +11? That's something only 2-hander DDs should be able to wear. Hell, give it as a freebie to every player who wants to play these jobs. Even then, it's still not enough to warrant using these jobs because of the TP feed to the NM. Til they make using DDs on high content viable, no amount of attack is going to help. Why should it be only available to 2hr's? Dual wielders are just as susceptible to all those enfeebles and nearly as insufferable to play when bogged down with them. Valefor.Omnys said: » Cerberus.Kylos said: » The item which gives status ailments +11? That's something only 2-hander DDs should be able to wear. Hell, give it as a freebie to every player who wants to play these jobs. Even then, it's still not enough to warrant using these jobs because of the TP feed to the NM. Til they make using DDs on high content viable, no amount of attack is going to help. Why should it be only available to 2hr's? Dual wielders are just as susceptible to all those enfeebles and nearly as insufferable to play when bogged down with them. Because of BLU, and partly THF and DNC. The main problem is, if anyone's going to bring a DD, it's going to be BLU. If WAR DRK DRG MNK (etc) was able to resist status ailments more, then people wouldn't feel the need to go BLU to everything. BLU can get away with less support, while the others need support. Well at the the end of the day it's nice to have for solo-low-mid tier content but anything high tier it would serve as a placebo macro piece. Though with Valiance from a Rune it could be more effective then speculated. Too bad they didnt say *** it and make it -DT II.
Hey guys I've got a great idea!
<x job> is currently bandwagoned to hell because of rampant misconceptions in the community. Let's fix that by arbitrarily shafting it and any job remotely resembling it out of gear that equally benefits almost everyone that can wear it (rip pet jobs)! When the next bandwagon starts, we can do it all over again! Also quick reminder: Quote: Also Smite is probably (if it's really just more attack) just a concession to those jobs when they're soloing or in terrible parties with little or no support. I doubt it was intended to change anything at higher levels of play, which is fine. Lakshmi.Zerowone said: » Well at the the end of the day it's nice to have for solo-low-mid tier content but anything high tier it would serve as a placebo macro piece. Though with Valiance from a Rune it could be more effective then speculated. Too bad they didnt say *** it and make it -DT II. Should see if Smite is additive or multiplicative with Berserk.
Regardless the exact potency of this trait, I think the real purpose is just to get people to try these jobs in parties again. Most of them are not really that bad if geared super well. Eh, Amnesia, Paralyze, Blind and Slow (in that order, more or less) neuter all melee about equally. Granted, only the first two are troublesome to remove, and blu and dnc or thf/dnc can remove slow (items can remove blind if your mages can't/aren't), but I don't think enfeebles is the problem with disparity between melee and other melee, unless you want to count spikes and then I'd point out DW are at the disadvantage there.
BLU can, and dnc does, have an accuracy bonus, but boss blinds/acc-down's are so potent as to render them irrelevant. 1 handers are easier to get accuracy for. They are easier with /dnc for healing waltz (ever seen DRK/DNC?). With those combined, it's obvious why people choose to go BLU or THF to events. This is what I'm talking about .. if I could DRK/WAR my Lib afterglow and not have to worry about whether i'm going to die of status ailments .. I might end up being dangerous. But that's not the case .. so often I have to /SAM with Seigan and keep my medicines close .. or go /RDM and keep my stoneskin/phalanx up and lose overall dps.
Either way, it's been harder on 2 handers for ages, and I thought it was common knowledge to all. I don't want BLU or THF to never be used again .. that would suck if SE buffed 2-handers to the point dual wielders were not used again. |
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