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  1. #1
    Drunken Red Mage
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    INT in regards to RDM spells

    Our LS has had a discussion about RDM gearsets and the question came up about whether or not INT is a factor in Aspir/Drain, Bind, Blind, Elemental Enfeebles, Gravity, Poison, and Sleep. I searched the forums and only came up with a couple of threads on it and they seemed inconclusive so I was wondering if anyone could shed some light on this.

    For years I've been putting extra INT in the slots I can't get dark/elemental/enfeebling or mag acc skill in order to beef up those spells but if it's not doing anything it would be awesome to reclaim those inventory spaces and put the debate to rest. I'm not so much concerned about nukes because if I remember correctly INT DOES affect the strength of those(right? O_o).

    Hope I'm not missing anything, thanks in advance for the help!

  2. #2
    Old Merits
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    Never seen any real proof of int for drain/aspir, I'd rather stick haste in places where I can't put dark magic or magic acc for those 2 spells.

    I know people who solo a lot on rdm stack int in spare slots for bind and int supposedly adds magic acc. I guess same can be said for gravity and sleep.

    I think Kirschy started some testing on blind to see if int affected it like mnd does for slow II but I don't think I ever saw the final results.

    Poison DoT is based off your enfeebling skill I believe.

    Elemental debuffs like burn are affected by int
    * 1 - 39 INT = 1hp/tic (-5 stat)
    * 40 - 69 INT = 2hp/tic (-7 stat)
    * 70 - 99 INT = 3hp/tic (-9 stat)
    * 100 - 149 INT = 4hp/tic (-11 stat)
    * 150 - ??? INT = 5hp/tic (-13 stat)

  3. #3
    True skill only comes from macro switching all your e-peen gear thru 10 pages
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    If INT was the case with Dark Magic, BLMs would be doing better drains/aspirs than DRKs but that's not the case.

    Personally I apply haste/fastcast gear (if needed) and -enmity gear to my dark magic.

    Poison damage is affected by skill ?_?

    Yeah I think everything else you listed (aside from Dark Magic) is pretty much affected by INT.

  4. #4
    You just got served THE CALLISTO SPECIAL
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    I can't dig up the tests atm, but the INT affecting Blind potency is correct, it's a dINT-MND function, in regards to resists I personally do believe in the deal with INT affecting it on black magic, though for Dark Magic specifically I'd take Haste where I couldn't get skill. Gravity/Sleep the same, though Bind I'm still iffy on as I still do occassionally get those super ridiculous Binds that hold through 2 AM2's on a VT mob, and I have to wonder if INT affects that(I don't believe it affects the actual time duration were the mob to be completely untouched while bound). Anyway per usual, hard shit to prove.

  5. #5
    Banned.

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    I thought the test showed Blind was MND based, maybe it was on the mobs side can't remember

  6. #6
    You just got served THE CALLISTO SPECIAL
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    It is on the mob's side, function of your INT minus mob's MND.

  7. #7
    Relic Weapons
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    This is the thread about INT and Blind that I last saw. Difference between 146INT and 69INT is pretty large to not show any difference between the accuracy down effect.

    I got nothing from the JP site link (can't read it), so don't know how or when it was tested and how any conclusion was made with regard to INT vs. MND.

  8. #8
    Nidhogg
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    Japanese wiki says Blind 1 Caps at -20 Accuracy and Blind II caps at -30 accuracy same as Kurayami Ni.

    Poison damage is static damage regardless of skill/INT. Poison 1 does 1dmg/tick, Poison II does 10dmg/tick.

  9. #9
    Drunken Red Mage
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    So basically I'm not going to need INT gear for most scenarios since I'm not going to be nuking or casting Blind on anything endgame, is that a fair assumption?

  10. #10
    Salvage Bans
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    You really don't need INT gear for enfeebles period. I've seen no tests showing the positive effects of more INT on enfeebles like Grav/Bind/Blind, and some evidence to show that they have no effect (potency wise) at all.

  11. #11
    Sea Torques
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    Quote Originally Posted by Ophannus View Post
    Japanese wiki says Blind 1 Caps at -20 Accuracy and Blind II caps at -30 accuracy same as Kurayami Ni.

    Poison damage is static damage regardless of skill/INT. Poison 1 does 1dmg/tick, Poison II does 10dmg/tick.
    I remember testing how much dmg poison2 did when I just got the spell and it was 5 per tic then. Also I asked a related question a long time ago, and I think the conclusion was that it wasn't static, just capped. See this thread

  12. #12
    Puppetmaster
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    if anything, it probably affects accuracy, even if a little.

    in my experience, when i don't get pileus (on rdm) or mediocris (on brd), it's harder for me to land para/slow/elegy in full skill gear. assuming int has the same affect as mnd on macc, it should help grav/bind/blind acc a little i guess?

  13. #13
    Relic Weapons
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    Personally, for black magic spells on RDM, I use skill -> magic accuracy -> INT (enfeebles, elemental enfeebles, and nukes). I stopped carrying my Snow Ring and Gleeman's Cape (using Omega or Balrahn's and Merciful or Altruistic, respectively). If I can't fit skill or magic accuracy in a slot, then I'll use INT. However, I do end up using Goliard Clogs instead of Avocat Pigaches since I can use Goliard with Dark Magic.

    For Poison, Blind, Gravity, Bind, and Sleep I use:

    Elemental Staff; Bugard Strap +1 or Elemental Grip; Phantom Tathlum
    Duelist's Chapeau; Enfeebling Torque; Enfeebling Earring; Abyssal Earring
    Wlk. Tabard +1; Morrigan's Cuffs; Omega/Balrahn's Ring; Tamas Ring
    Altruistic Cape; Penitent's Rope; Nashira Seraweels; Goliard Clogs

    I only carry Omega or Balrahn's, one or the other, depending if I'm doing Salvage/Assaults or not, to save on inventory space, so I don't use both.

    This is only +24 INT on Blind, so I really have no idea when or how often I'm able to cap it out. EG: Is it like Absorb spells and caps at really low levels?

    Why the hell can't they just quantify effects when you land this shit?

    Rydian casts Blind.
    The enemy is blinded (accuracy is reduced by 20).

    Maybe shit like that would help get rid of Chasuble-wearers....

  14. #14
    Nidhogg
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    Kirschy I believe did tests that INT does not effect mob accuracy for blind

    Poison is straight damage nothing effects it ever only Bio has damage increases from dark skill.

  15. #15
    Nidhogg
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    Blind
    Accuracy down = (Caster_INT - Target_MND + 60) / 4
    (Rounded down to integer)
    Min_Cap: Accuracy-5
    Max_Cap: Accuracy-20

    Blind II
    Accuracy Down= (Caster_INT - Target_MND + 100)/4
    (Round down to nearest integer.)
    Lower Cap: Accuracy-15
    Upper Cap: Accuracy-30
    (Level 1)


    Kurayami: Ichi = Accuracy-20(Static)
    Kurayami: Ni = Accuracy-30 (Static)

    Source: http://vanamon.blog53.fc2.com/blog-entry-25.html (JP)
    Testing using Colibri's spell parroting

  16. #16
    Cerberus
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    I thought someone did a test that showed poison 2 was tiered, but its floor was 10hp/tick. Guess I heard wrong ;x

  17. #17
    New Spam Forum
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    If the JP formulas for Blind effect are accurate, it's not surprising that Kirschy's test showed no difference, the test victim BRD (probably--no race or subjob was mentioned) has a low enough native MND that the effect is capped or nearly so even at the lower INT value tested. This of course tells us nothing about how much INT you'll need to cap Blind effect on XP mobs, let alone anything tougher.

  18. #18
    Nidhogg
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    Yes it does? Plug in your INT and the target's MND to see how much -Acc it will give. The caps are shown.

  19. #19
    I trusted Zet and this is what happened
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    I'm so happy to see people saying INT is crap for RDM aswell... Too many RDM I know look at me like I'm crazy when I say it's near worthless...

  20. #20
    A. Body
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    It's a teritary stat for nearly anything it'd apply for, if that (Skill + MAcc being more effective), except nukes.

    And as people have noted, RDM being used for elemental damage is pretty much #3 on the list, slightly ahead of meleeing in PT's.

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