Jack Of All Trades: A Guide To Red Mage

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Jack of All Trades: A Guide to Red Mage
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 Asura.Sechs
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By Asura.Sechs 2017-02-18 11:06:05
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Alright, makes sense. I will add Frazzle/Distract 2 to the list once I reach 1200 JP. Until then I'll leave them in my potency set.
 Asura.Saevel
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By Asura.Saevel 2017-02-18 11:15:20
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Everything here assumes 2100JP RDM because to be honest RDM gets a ton of benefit from gifts and all that +skill / +magic acc.
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By Quendi210 2017-02-19 12:23:55
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Does anyone have any testing showing that Lethargy Gantherots +1 add anything other than the printed +12 to Saboteur? BGWiki says they add 24% and I haven't found any proof to back that up.
 Asura.Saevel
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By Asura.Saevel 2017-02-19 12:29:26
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Quendi210 said: »
Does anyone have any testing showing that Lethargy Gantherots +1 add anything other than the printed +12 to Saboteur? BGWiki says they add 24% and I haven't found any proof to back that up.

Beginning to think they only add duration as several quick tests in brennor only has Sab x2 my enfeeble and not the bigger increase I was expecting. Figured it was a problem with brennor but /shrug
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By Quendi210 2017-02-19 12:37:47
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Asura.Saevel said: »
Quendi210 said: »
Does anyone have any testing showing that Lethargy Gantherots +1 add anything other than the printed +12 to Saboteur? BGWiki says they add 24% and I haven't found any proof to back that up.

Beginning to think they only add duration as several quick tests in brennor only has Sab x2 my enfeeble and not the bigger increase I was expecting. Figured it was a problem with brennor but /shrug

Which Enfeeble did you notice this with?
 Odin.Geriond
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By Odin.Geriond 2017-02-19 14:40:32
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Quendi210 said: »
Does anyone have any testing showing that Lethargy Gantherots +1 add anything other than the printed +12 to Saboteur? BGWiki says they add 24% and I haven't found any proof to back that up.
the printed +12 and the 24% are the same value. The hands multiply the final potency by 1.12, which because the base (non-NM) potency with Saboteur is 200%, it brings it to 224% of the non-Saboteur potency.
 Asura.Saevel
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By Asura.Saevel 2017-02-19 15:15:33
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Quendi210 said: »
Asura.Saevel said: »
Quendi210 said: »
Does anyone have any testing showing that Lethargy Gantherots +1 add anything other than the printed +12 to Saboteur? BGWiki says they add 24% and I haven't found any proof to back that up.

Beginning to think they only add duration as several quick tests in brennor only has Sab x2 my enfeeble and not the bigger increase I was expecting. Figured it was a problem with brennor but /shrug

Which Enfeeble did you notice this with?

Distract III and Poison II
 Sylph.Braden
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By Sylph.Braden 2017-02-19 16:23:45
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My tests had them affecting potency by adding +12%, so +112% on regular enemies and +56% on NMs. A 40 Eva base Distract II would be bumped up to 80 normally and 84 with the gloves. Players and pets don't count as NMs in PvP.

For the record, the formula goes:
Base Potency > Saboteur > dMND > Enfeeble Potency
 Asura.Saevel
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By Asura.Saevel 2017-02-19 16:41:56
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Tested in ballista as gear locked RDM/WHM vs naked PUP/WHM. Initial debuff was -157 evasion, with Sab it went to 319 which was weird. We erased the debuff waited 5min and tested again, got same results. Figured it might be something special about balista since some things work a bit differently in there.
 Sylph.Braden
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By Sylph.Braden 2017-02-19 17:45:19
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117 base
+10 dMND = 127
* 1.24 EnfPot = 157.48 (truncated to 157)

117 base
* 2.12 Sabo = 248.04 (truncated to 248)
+10 dMND = 258
* 1.24 EnfPot = 319.92 (truncated to 319)
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By Quendi210 2017-02-19 17:54:10
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Odin.Geriond said: »
Quendi210 said: »
Does anyone have any testing showing that Lethargy Gantherots +1 add anything other than the printed +12 to Saboteur? BGWiki says they add 24% and I haven't found any proof to back that up.
the printed +12 and the 24% are the same value. The hands multiply the final potency by 1.12, which because the base (non-NM) potency with Saboteur is 200%, it brings it to 224% of the non-Saboteur potency.

There is no evidence to my knowledge that they add another potency or duration step.

Sylph.Braden said: »
My tests had them affecting potency by adding +12%, so +112% on regular enemies and +56% on NMs. A 40 Eva base Distract II would be bumped up to 80 normally and 84 with the gloves. Players and pets don't count as NMs in PvP.

For the record, the formula goes:
Base Potency > Saboteur > dMND > Enfeeble Potency

I observed this as well. The wiki page should be updated. The duration formula is similar but where we put dMND is our JP Bonus and after that gear like Kishar ring and some of our Relic Bonus. I'm not 100% sure if the gear bonuses are additive to each other in some cases or done in a later step.
 Asura.Byrne
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By Asura.Byrne 2017-02-19 17:56:36
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Fenrir.Nightfyre said: »
I'm not a naysayer (pretty sure I haven't recently said anything on the matter either way), I just want you and the collective group of people that you're a part of that do nothing but engage in dickwaving contests with each other to put your egos aside for a while. It shits up the forums and has a tendency to overtake more productive discussions.

I hate to be that guy, but I honestly feel like you shut him down for no good reason. A large portion of the meta for this game believes that RDM cannot DD. As a guide for RDM I do think this is precisely the time and place for a discussion, and I view a parse as simply giving proof.

I for one think that having a well geared DD red mage with the advent of the changes to Distract and Frazzle may be a good thing, with the changes it's not quite as hard to justify bringing a red mage, especially if they can throw in some damage instead of being the RDM equivalent of a roll ***.

TL:DR: People need to know what RDM can do. Evem a mediocre DD/support is better than just support imho.
 Asura.Byrne
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By Asura.Byrne 2017-02-19 17:58:14
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Sylph.Braden said: »
My tests had them affecting potency by adding +12%, so +112% on regular enemies and +56% on NMs. A 40 Eva base Distract II would be bumped up to 80 normally and 84 with the gloves. Players and pets don't count as NMs in PvP.

For the record, the formula goes:
Base Potency > Saboteur > dMND > Enfeeble Potency

Hey could you kindly link me to the testing that shows half potency for Saboteur on NM's?

I cant seem to find it in the guide or in the BG-Wiki forums.
 Asura.Saevel
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By Asura.Saevel 2017-02-19 18:10:58
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Sylph.Braden said: »
117 base
+10 dMND = 127
* 1.24 EnfPot = 157.48 (truncated to 157)

117 base
* 2.12 Sabo = 248.04 (truncated to 248)
+10 dMND = 258
* 1.24 EnfPot = 319.92 (truncated to 319)

That makes a lot more sense, figured the multipliers would all be at the end.
 Asura.Byrne
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By Asura.Byrne 2017-02-19 18:40:35
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Asura.Silversean said: »
I did extensive testing with Byrne of Asura in Brenner and will compile the findings here (sorry for the trash formatting). Unless otherwise specified the target was not wearing any gear.


Durations were actually 5:20 seconds, we were being pretty casual about the duration, we were mostly testing to see if there were major drop offs in potency depending on skill, Luckily the difference between being AT 600+ skill and a little under is negligible, and does not (yet) show signs of having major dropoffs at certain eschelons, but instead seems to be scaled pretty evenly with skill. That said, we intend to do much more testing later, as both of us did this right before an event, and as such it ended up being kind of trashy. We'll come back with exact duration and potency on a spreadsheet based on skill levels.

This is just for those who want to know, the formula is understood, we are simply testing for further verification that it is indeed accurate.

Also the 2:00 duration toward the bottom was a fluke, it should also read 5:20.
 Sylph.Braden
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By Sylph.Braden 2017-02-19 19:05:42
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Asura.Byrne said: »
Sylph.Braden said: »
My tests had them affecting potency by adding +12%, so +112% on regular enemies and +56% on NMs. A 40 Eva base Distract II would be bumped up to 80 normally and 84 with the gloves. Players and pets don't count as NMs in PvP.

For the record, the formula goes:
Base Potency > Saboteur > dMND > Enfeeble Potency

Hey could you kindly link me to the testing that shows half potency for Saboteur on NM's?

I cant seem to find it in the guide or in the BG-Wiki forums.

I don't have it, but I typically prefer to just test this stuff myself in case it changed over the years for whatever reason. Figure Poison 1 vs. Bubbly Bernie would be the quickest way to find out.
 Odin.Risenangel
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By Odin.Risenangel 2017-02-21 20:43:31
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Does anyone have a good starting lua they would be willing to share? Can't seem to find one.
 Bismarck.Norminator
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By Bismarck.Norminator 2017-02-23 20:49:10
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Anyone have an up to date rdm lua ?
I'm trying to find one with enfeebling magic switch between macc and potency .
 Asura.Brennski
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By Asura.Brennski 2017-02-28 04:59:47
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Can anyone confirm if the Empy set needs to be on when you activate Composure or when you cast on someone else with it active?

Also can someone show me how in GearSwap they are equipping composure gear if its when casting on someone else?
 Asura.Sechs
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By Asura.Sechs 2017-02-28 07:24:53
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Set has to be on when you midcast a spell with composure active.
Set does nothing to composure itself or for you, it only grants a duration benefit to enhancing magic you bestow on other players.

Check for spell.skill == ['Enhancing Magic'] in your midcast and then split with a further conditional if spell.target is you => use telchine and other stuff, if spell.target = others AND buffactive['Composure'] => use composure set, ELSE => use 3/5 telchine set like above.

There are more elegant and articulated ways to do this, especially once you wanna start using different stuff for specific spells, but this is the simplest I could think of.
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By Quendi210 2017-02-28 18:41:37
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Code
if spell.skill == 'Enhancing Magic' then
	if buffactive.composure and spell.target.type == 'PLAYER' then
		if string.find(spell.english,'Refresh') then
			equip(set_combine(sets.buff.ComposureOther,sets.midcast.Refresh))
		else
			equip(sets.buff.ComposureOther)
		end
	else
		if string.find(spell.english,'Refresh') and spell.target.type == 'SELF' then
			equip(set_combine(sets.midcast.EnhancingDuration,{head="Amalric Coif +1",Body="Atrophy Tabard +2",legs="Lethargy Fuseau +1",waist="Gishdubar Sash"}))
		elseif string.find(spell.english,'Refresh') and spell.target.type == 'PLAYER' then
			equip(set_combine(sets.midcast.EnhancingDuration,sets.midcast.Refresh))
		else
			equip(sets.midcast.EnhancingDuration)
		end
	end
end


That's not exactly what I use but it should cover what you need.
 Odin.Godofgods
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By Odin.Godofgods 2017-03-03 08:15:26
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what merits rdm using these days? (dont play it, just going through my lvled jobs)
 Bismarck.Indigla
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By Bismarck.Indigla 2017-03-04 14:48:49
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What I use at the moment:

Group 1
Convert Recast 5/5
Ice Magic Accuracy 5/5 (for landing distract)

Group 2
Dia III 5/5
Slow II 1/5
Paralyze II 1/5
Phalanx II 2/5
Blind II 1/5
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 Sylph.Braden
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By Sylph.Braden 2017-03-04 20:17:36
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Did some Saboteur vs. NM tests.

Poison vs. Lv9 Bubbly Bernie:
476 skill normally ticks 100,67,34,1,0
476 skill Saboteur ticks 100,59,18,0
500 skill normally ticks 100,63,27,0
500 skill Saboteur ticks 100,55,10,0
500 skill Saboteur+12 ticks 100,50,1,0

Gravity/Gravity II:
Base speed is given as 40
Gravity normally reduces to 30 (-25%)
Gravity Saboteur vs. Bernie reduces to 27 (-32.5%)
Gravity Saboteur+12 vs. Bernie reduces to 26 (-35%)
Gravity Saboteur vs. a gobbie reduces to 20 (-50%)
Gravity Saboteur+12 vs. a gobbie reduces to 18 (-55%)
Gravity II normally reduces to 27 (-32.5%)
Gravity II Saboteur vs. Bernie reduces to 25 (-37.5%)
Gravity II Saboteur+12 vs. Bernie reduces to 23 (-42.5%)
Gravity II Saboteur vs. a gobbie reduces to 15 (-62.5%)
Gravity II Saboteur+12 vs. a gobbie reduces to 14 (-65%)

Seems like Saboteur's bonus is actually reduced to +25% vs. NMs instead of the +50% we thought it was. On the plus side, Empyrean Gloves appear to provide the same bonus regardless of target, but it's still a big step down.

"New" max for Distract/Frazzle III vs. NMs:
120 Base
*1.37 Saboteur (164)
+10 dMND (174)
*1.24 Potency (215) or *1.3 Potency (226)

If you're curious, the "old" maxes were 244 or 256 (difference of 29 or 30) assuming Saboteur+12 was +56% instead of +37%.
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By tyalangan 2017-03-07 14:17:31
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Does anyone use a spreadsheet for RDM that is up-to-date? I have been using the BLU spreadsheet but am missing key abilities and spells like Temper III, En-spell damage, etc.

Afania, I recall you mentioning an updated spreadsheet if you or anyone else with one would not mind sharing it I would appreciate it.
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By Afania 2017-03-07 14:51:43
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tyalangan said: »
Does anyone use a spreadsheet for RDM that is up-to-date? I have been using the BLU spreadsheet but am missing key abilities and spells like Temper III, En-spell damage, etc.

Afania, I recall you mentioning an updated spreadsheet if you or anyone else with one would not mind sharing it I would appreciate it.


Mine is the same as blu, just with different gears, and no BLU spell and job trait tabs.

Original blu sheet already has enspell functions, and I manually input temper values, so your sheet probably isn't different from mine.
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By Asura.Psylo 2017-03-10 11:44:14
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+



\o/

It seems for ammo its a enfleebling and not enhancing
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By Asura.Thorva 2017-03-10 15:02:52
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Wonder if the gem will actually effect the status effect of dia/bio
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By Bahamut.Neb 2017-03-12 13:46:01
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Out of curiosity how do you determine the Meva and Eva stats of mobs in your testing? or is it just against other people?
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By Valefor.Gorns 2017-03-14 10:06:57
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Ragnarok.Rydal said: »
Asura.Sechs said: »
Now most spells cap at 500, the only spells not capping at 500 are uh... Temper and Temper 2? Anything else caps over 500? So I'm not sure I want to bother with that anymore.

Temper I and II and Enspells. That's it.

Silly question, but the way it's detailed in the guide make me doubt.
For temper I II and enspells I, you do have to wear the full enhancing skill gears from precast to midcast ?
Or shall it be only worn at precast ? (Which doesn't really make sense to me)
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