Right this is something that’s been swimming round my head since I read Kaeko's analysis of some magic hit rate. I have been a RDM for as long as I have been in the game, and I read many of the guides and a lot blogs from some of the legends of the game.
From this reading and seeing ‘pimped’ RDM on my server I reached the general consensus that this is the optimum INT enfeebling set (I picked INT as I didn’t want to start and argument ‘set A has more potency’ bah bah bah). Now we all know and accept the findings outlined in Kaeko’s blog. So we all know that set to lacking in INT and over skilled (for most end game targets).
Well that’s good news, as in general terms INT (or MND) is easier to get than skill, you can buy INT off the AH for nearly every slot, but you can only buy skill/m.acc only comes for 2-3 slots.
How much extra INT is required is very dependent on the target. Making the assumption that most mobs that need to be ‘worried’ about have 90-120INT, the caster needs between 100-130INT. Once the caster hits that point, they want to fill up on skill, m.acc and more INT.
Table
So there needs to be some trade of Skill vs Stat. So I looked at the available gear options and came up with this:
http://i211.photobucket.com/albums/b...ttio/table.jpg
I may well have missed some things here, but this should be a table showing the max skill and the max stat you can get each slot.
The main weapon slot is a little bit complicated, but after that most items have either skill/m.acc OR stats. So it is easy to draw comparisons.
The table breaks items down into 3 categories:
Skill >> Stat
The head slot is the best example here, with D chapeau proving its greatness.
Skill ≈ Stat
The back slot for example, its 5 skill vs 5 stat. So this is a great slot to vary based on your sets need.
Skill << Stat
Examples here aren’t so plentiful, but the legs fit, with 8 skill/m.acc vs 10 stat.
Exceptions
1 item is alone in the fact that it is in both the max stat and max skill side of the table... The witch sash. This is partly due to the fact that there are not many viable ‘mage’ options for the belt, and that the witch sash is a Penitent's rope +1. Although, for something like dyanmis, where you are dumping hate on mobs repeatedly (sleeps), the -3 enmity on the rope maybe outweigh the loss of 2m.acc.
Other than the main slot, the witch sash and D Chap +1, only 1 item has number in both columns... The Goliard feet. Another item that if you have, you should just use, no questions asked.
Sets
So I came up with a few sets that try to maximise skill while still hitting the required INT numbers.
110 INT 45 Skill and 40 M.ACC
120 INT 40 Skill and 37 M.ACC
131 INT 25 Skill and 37 M.ACC
Observations
When the Alkalurops first came out, my instant reactions was... WOW, do want. But when I looked at it objectively (assuming +15% m.acc on HQ staves, which was the best guess at the time) I realized that it wasn’t that good. Now we know that HQ staves are ~20-30 m.acc the maths has changed.
Whether or not use Alkalurops is dependent on the rest of your gear. If you have lots of enfeebling gear and m.acc then the 10 Stat will be more useful than an HQ staff. If you have high stat gear then HQ staves are the way. As a side note, based on the ‘normal’ BLM enfeebling set up, Alkalurops would be very good for them.
Alkalurops vs HQ
Alkalurops (110INT 45 skill 40 m.acc)
HQ (112INT 40 skill 17+~30 m.acc)
In this case Alkalurops wins, with its set gives 5 more skill and 3(ish) more m.acc. I am sure it is you could re-build those sets so that HQ staves wins.
So what are peoples thoughts? Am I barking up the wrong tree, is there anything I missed, is there any way to make any of the above sets better.
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