Luck Of The Draw: A Corsair's Guide *NEW* |
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Luck of the Draw: A Corsair's Guide *NEW*
DW is also off the table because dynamis weapon augments only work in the main hand.
I see on Cor Gear Sets, that the "Naegling + Gleti's TP - 50% DT" has no Dual Wield. Are we at a point were /Nin we ignore the +11 needed and maybe add less than +21 /Dnc; with capped haste of course? If single wielding, that set also puts you below capped gear haste, which may require a waist swap?
Asura.Otomis said: » I see on Cor Gear Sets, that the "Naegling + Gleti's TP - 50% DT" has no Dual Wield. Are we at a point were /Nin we ignore the +11 needed and maybe add less than +21 /Dnc; with capped haste of course? If single wielding, that set also puts you below capped gear haste, which may require a waist swap? From when I ran the numbers, 10% DW on the back was the best place to get your DW The alternative is giving up belt+ear slot, which is a bad trade for getting 10DA on back. You technically need 11DW but going from 10 to 11 is a very small tp rate gain that I think its good enough, IIRC Asura.Otomis said: » I see on Cor Gear Sets, that the "Naegling + Gleti's TP - 50% DT" has no Dual Wield. Are we at a point were /Nin we ignore the +11 needed and maybe add less than +21 /Dnc; with capped haste of course? If single wielding, that set also puts you below capped gear haste, which may require a waist swap? Generally the go to sub is /dnc provided you dont mind keeping haste samba up, this puts your needed DW to 9 which you can cover in the 2 ear slots, freeing up every other slot. Not sure on how the sim came out to not capping DW unless it assumed a max merits haste samba from a dnc as that does cap you(puts you over really) I use DW cape, Eabani+Reiki with Haste Samba down for 21% (exact cap).
With /DNC Haste Samba up I swap to DA cape (2% DW over cap). With Crep+Reiki I have 20 acc and 9 STP. If I used both DW earrings I would be comparing it to the QA+1 TA+2 windbuffet. The STP might outweight the being overcapped? I use sailfi belt, null cape and suppa ebani for +9
I forget which rings, one of them got a be a chirich+1 Lissome neck but probably enough acc to get away with iskur Malignance and empy pants Is there a less complex Cor gearswap available? The one in the guide is both out of date and very complex. I realize you have to do some variable settings given that you need to be able to lock into different sets for different weaponskills with different weapons but I was hoping for something a little less gigantic.
Generally ear/belt slot is more flexible.
DW on cape means you need separate cape when not DWing. More capes to make, more sets to make. If you use ear/belt slot for DW you only need to change ear/belt for your non DW sets. Reiki yotai belt is great for the storetp even if you don't need DW. Tarage said: » Is there a less complex Cor gearswap available? The one in the guide is both out of date and very complex. I realize you have to do some variable settings given that you need to be able to lock into different sets for different weaponskills with different weapons but I was hoping for something a little less gigantic. With my set you can just toggle cape for /DNC or /NIN or if you have Haste Samba or not! Dodik said: » DW on cape means you need separate cape when not DWing. More capes to make, more sets to make. Does Oshosi mask Triple Shot DMG + still work when Lanun gants proc for Quad shot? I'm guessing not?
No it doesn't
Yes, the damage bonus from the Oshosi Mask will still apply if the Lanun Gants +3 proc Quad Shot. Triple Shot is the core ability being used—the Lanun Gants simply enhance it by occasionally firing four shots instead of three. This enhancement doesn’t change the fact that you’re still activating the Triple Shot ability, so any gear that boosts Triple Shot damage (like the Oshosi Mask) will still take effect.
Asura.Justinjman said: » Yes, the damage bonus from the Oshosi Mask will still apply if the Lanun Gants +3 proc Quad Shot. Triple Shot is the core ability being used—the Lanun Gants simply enhance it by occasionally firing four shots instead of three. This enhancement doesn’t change the fact that you’re still activating the Triple Shot ability, so any gear that boosts Triple Shot damage (like the Oshosi Mask) will still take effect. Every bit of testing I've ever seen about this says it doesn't enhance damage if it becomes a quad shot. Edit: this isn't difinitive, but RNG double shot/triple shot testing https://www.ffxiah.com/forum/topic/53342/youll-shoot-your-eye-out-new-ffxi-rng-guide/45/#3558526 How much do yall find losing the macc on quickdraw, in return for Mirke Wardecors / Blood mask delay -5, impacts your ability to land QD on endgame targets where it matters?
Main thing I've been caring about landing QD on atm has been when soloing in limbus, light shot is a big life saver for sleeping when I link a bunch of adds and trusts are struggling to keep up on the heals. Its a pretty huge macc loss though, so I dunno if the delay- is worth it... soralin said: » How much do yall find losing the macc on quickdraw, in return for Mirke Wardecors / Blood mask delay -5, impacts your ability to land QD on endgame targets where it matters? Main thing I've been caring about landing QD on atm has been when soloing in limbus, light shot is a big life saver for sleeping when I link a bunch of adds and trusts are struggling to keep up on the heals. Its a pretty huge macc loss though, so I dunno if the delay- is worth it... Out of the two pieces the head gets slightly more macc on it than the body so id use that if you do want to cap delay. |
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