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  1. #1
    You fall, we haul. Saving your Ass is my business
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    Newbish Rdm question...

    Quick few questions about rdm and enfeebling...Now i think im correct when i say that INT helps the duration of the enfeebs and i think the possiblity of them getting resisted as well along with enfeebling skill...but for things liek para, slow, bind, someone was telling me MND effects those more so than int? I know to use the right staff to the attibute of the spell ( earth- slow, ice-para etc..) but should i be doing mnd builds for those, instead of INT? and also stack as much enfeebling magic with it as well, or just stay with int? Also for bio, is it strictly dark magic skill that effects damage and not int, if so does int do anything for it? Any help would be great thank you :D

  2. #2
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    INT and MND are generally thought to have some affect on the resist rates, INT is for black magic-based ones such as Blind and Blind, while MND is for white-based such as Paralyze and Slow. Aside from resist rates, Blind, Paralyze, and Slow(and to some extent Bind) have varying levels of potency, which is based on a function of your stats minus the mob's, Para and Slow you stack MND for, Blind and Bind use INT. On things that are harder to land spells on, stack more Enfeebling Skill and fit MND/INT around it. On things you can land on easily stack more MND/INT for potency.

    Add: Some spells do not have varying potency, so the most important thing is just actually sticking the spell, where you want to go for max skill/magic accuracy. These include Gravity, Silence, and Sleeps.

    Bio is Dark Magic skill only, unless you're /SCH you should be aiming for at least 211 Dark Magic skill as RDM.

  3. #3
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    Stat don't affect the duration. Slow2 is 3 min, blind 5 min, paralyze2 1:30 (?) etc.

  4. #4
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    stats don't extend the duration per se, but they can reduce your roll to resist eg, the odds that slow will be partially resisted and fall off early.

  5. #5
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    awsome thank you for the advice that will defintly change aroudn some of my gear macros for sure and hopefully help land my enfeebs longer betteer :D

  6. #6
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    As long as we're on the topic, has anyone ever noticed that Paralyze seems to have a cap of how many times it will proc? This doesn't happen to me all the time, but enough that I notice it. Often a good paralyze that is hitting a lot will fall off at the exact same time as a proc as if it simply hit the limit of paralyze procs and then is done. It's not just the white magic spell, but I see this with Jubaku and Kasha paralyze as well. Or is it just coincidence/imagination?

  7. #7
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    Quote Originally Posted by benny View Post
    As long as we're on the topic, has anyone ever noticed that Paralyze seems to have a cap of how many times it will proc? This doesn't happen to me all the time, but enough that I notice it. Often a good paralyze that is hitting a lot will fall off at the exact same time as a proc as if it simply hit the limit of paralyze procs and then is done. It's not just the white magic spell, but I see this with Jubaku and Kasha paralyze as well. Or is it just coincidence/imagination?
    This interests me. I'm tempted to try and paralyze some weak things with a strong MND build and see if this concept of a static number of programmed random occurrences holds any water.

    Has anyone else ever noticed such a thing?

  8. #8
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    I was playing with Para II a while back on Steelshells trying to see if I could peg down the dMND => proc rate deal, and the duration always came out the same. There would be instances of this happening, but the times where the proc rate was higher it never really wore earlier. I figured it was just because the swing rounds of the mob just happened to line up into some sort of 30/60ish second intervals so it coincidentally would get a swing round as Para duration was up, sometimes resulting in a proc.

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