The ones i have checked were updated at least up to november or so updates. again most doesnt mean all. Being this is the blu thread and i was pointing mainly to the blu ah forums one that is kept pretty much up to date, its a moot point.
@Jaegar but i wasnt talking bout reading thru the thread really. i mean sure you can find info on that kinda stuff but i was generally pointing to the equip sets devised by the authors. In general most all ilvl (at least stuff at the same ilvl) stuff has the same junk stats like str dex, so other than the few here or there that have attributes that stand out I think the basic sets prothescar gives will work for ya. At least its a start. He gives a physical blu spell set. if its a dex spell switch in some dex rings, ect...
100%DEX means every point of DEX is worth .85 base damage. For STR, you get 1 point of attack for every 2 STR in addition to some base damage via fSTR, unless fSTR is capped. DEX will be worth considerably more base damage, and the value of attack from STR has been devalued greatly due to attack changes for physical blue magic, so treat STR for Sinker Drill as a bonus rather than the primary stat to aim for. This is even more important to note with Chain Affinity up (which, for all intents and purposes, should be up nearly every time you're casting Sinker Drill anyway unless you're using Azure Lore) since WSC is doubled, meaning you get 1.7 base damage per point of DEX.
Skill isn't terribly valuable anymore either by itself as most spells worth casting have lofty WSC bonuses in addition to the attack from skill being less valuable than ever before; additionally, some pieces that have attack or accuracy on them may be more valuable simply based on those stats (while not sacrificing DEX or STR due to ilvl spread). Mavi tayt +2 are still excellent when you're using Efflux, and Assimilator's Jubbah should still be best if you don't need the accuracy from Luhlaza and don't have many Enchainment merits/aren't casting with CA. Skill head/ammo/whatever else are all obsolete for the most part.
Has anyone tested the caps for MAB, magic burst bonus, skillchain bonus, or MDB traits? I've been updating the blu job traits section on the wiki since it's way out of date. I can check MAB later when I have time but the others seem annoying to test.
Resist traits, killer traits, counter, and conserve mp I assume no one is ever going to test.
Are the burst affinity pants/legs worth it, or better off using hagondes pants/umbani boots.
Umbani boots are always worth using on blu.
BLU can't use Umbani boots, last I saw it was worth it to use the pants/feet for Burst Affinity.
Hey guys messing around with my gear sets got a question, how much DW needed for tp sets for haste2 and haste2 + Marchs, bis slot please, assume all gear, got fast cast ring from soa mission so no DW ring, can post sets or just numbers fine also, sets easier Ofc lol, thx
Instead of giving you the fish, I'll teach you how to fish.
The attack delay formula is as follows:
(1-DW%)*(1024-MagicHaste-GearHaste-JAHaste)/1024=FinalDelay
Magic Haste caps at 448. Gear Haste caps at 256. JA Haste caps at 256.
For BLU, Erratic Flutter (aka Haste II) gives 307 Magic Haste. You should have capped Gear Haste. BLU natively has no access to JA haste, except Haste Samba when /DNC, which is about ~50.
Plugging in the number, you get the formula:
(1-DW%)*(1024-307-256)/1024=FinalDelay. Final Delay caps at 20%, so put in 0.2 in its place, plug in the formula at wolframalpha.com like following:
(1-x)*(1024-307-256)/1024=0.2
It will solve for x for you automatically... and you get... find out yourself =P
Sinker drill doesn't have any additional effects so not sure what you are asking
Blue Mage
The accuracy of the additional effect of blue magic spells will now vary based on blue magic skill.Pretty sure he's talkin bout this part, and not about sinker drill specifically. Although I dont really know how we would know anything until the update obviously. Naturally Skill would do something if they say it will though, To what degree, we will have to see.Skill isn't terribly valuable anymore either by itself... ...Skill head/ammo/whatever else are all obsolete for the most part.
Oh well if you mean certain spells with certain additional effects that you really want to land and don't care about dmg ie troubillion then maybe... but most things that use macc use some kind of dstat factor (though we wont know what they are or if it's true of them so hard to say) and then there is just putting in macc so I'd say doubtful...
But let's look at individual pieces/slots.
Ammo= talthum 5 skill. Aureole would still be higher but you might not want to switch to throwing so might be worth it assuming you are capping regular acc easily but remember you have to land the dmg first then it decides about macc
head = Luh. Keffiyeh +1- 13 skill and a bunch of random stats but no acc or macc so Assim. Keffiyeh +1 has 18 macc so it probably better or hagondes with macc augments
neck = Mavi Scarf- Only 4 skill so any number of macc pieces should win. Voltsurge Torque has acc too
body = Assim. Jubbah +1- 20 skill and lots of ilvl stats. Probably will actually be the best outside of macc hagondes
hands = Khepri wristbands- not ilvl but does have 8 skill and 6 macc.... but unagumented hagondes have 20 macc already so nope
fingers - Renaye Ring 10 skill is probably tied for best if you got it... but it's tied with the 10 macc on the better Weather. Ring. Antica Ring not even close to any macc option
legs - Hidalgo Slops +1- 10 skill or 15 on af3+2 if base stats don't matter. But Mes'yohi Slacks have 20 macc and then again there is always augmenting skirmish. Also Luhlaza Shalwar +1 has 13 macc and 13 acc with tons of ilvl stats so should be better of the easy to do
feet- Luhlaza Charuqs +1. 8 skill and ilvl stats. But Shned. Boots +1 has 17 macc....
So in conclusion on spells that you are really going for the additional effect most choices of skill aren't the best outside of ammo though reforged body is close enough and even then it kind of depends on how good your acc is while in a macc set. And for most spells nothing changes really
The issue with the following blue magic spells wherein the accuracy of their additional effects was incorrect.
Wild Oats / Sandspin / Hecatomb Wave / Maelstrom / Barbed Crescent / Tourbillion
m.acc for Tourbillion has been increased from 1 to 2.
33% defense down is gonna so good....
They also upped the tier of some traits you can set
lol lets hope it works this time.
Unless something else got ninja updated, this only affects Attack Bonus and Magic Attack Bonus. We don't have the trait points to raise the others beyond tier two/three.The maximum level of the following job traits has been increased from three to four.
Attack Bonus / Defense Bonus / Evasion Bonus / Accuracy Bonus / Magic Attack Bonus / Magic Defense Bonus / Conserve MP