Item Search
     
BG-Wiki Search
Page 1 of 2 1 2 LastLast
Results 1 to 20 of 38
  1. #1
    Old Merits
    Join Date
    Apr 2009
    Posts
    1,174
    BG Level
    6
    FFXI Server
    Valefor

    RDM enfeebling sets throughts/rambling

    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.

  2. #2
    rog
    rog is offline
    Banned.

    Join Date
    Oct 2007
    Posts
    3,874
    BG Level
    7

    goliard. worst case avocat are equal (land rate <50%, dint>10), best case goliard win by 3 macc (<10 dint, >50% land rate)

    also, valk cuffs are 6 int, 4 macc, which first have the advantage of always working, and are also generally going to be at least equal to mcb.
    if dint>10, and land rate >50%, then they give 7 macc, which is the same as mcb, or one less if the mcb leave you with even int. if dint<10, then they give 10 macc if land rate >50%, and still 8 if it's <50%. they are worse if dint>10, and land rate <50% (would only give 5 macc).
    bahlrahns does in fact beat tamas, unless dint<10, which realistically, isn't going to happen very much.

  3. #3
    Banned.

    Join Date
    Jun 2007
    Posts
    2,590
    BG Level
    7

    master caster bracelets give 1 INT/MND

  4. #4
    Cerberus
    Join Date
    Jun 2007
    Posts
    424
    BG Level
    4

    Just my 2cents.

    1. Shits are situational.
    2. A rdm should have '2-3 stages' of enfeebling.

    What I do is, 1st stage = full mnd/int/club/shield > if resisted, 2nd stage = change HQ staves > if resisted again, 3rd stage = HQ staves + enfeble skills/macc gears. I'm sure you can use Alkalurops in between if you want to. Only for sleep based spells/dispels I resort to 3rd stage gears with some haste gears if possible.

  5. #5
    Old Merits
    Join Date
    Apr 2009
    Posts
    1,174
    BG Level
    6
    FFXI Server
    Valefor

    Thanks Rog an Pchan for noticing my mistakes.

    But no one has tore my post a new a-hole, so I assume I am in the right ball park.

    What I do is, 1st stage = full mnd/int/club/shield > if resisted, 2nd stage = change HQ staves > if resisted again, 3rd stage = HQ staves + enfeeble skills/macc gears.
    Although I agree with different sets based on how likely things are to resist. The problem I was trying to point out is, just stacking loads of skill/m.acc with no consideration of stats will not give the best accuracy.

  6. #6
    Drunken Red Mage
    Join Date
    Sep 2006
    Posts
    2,907
    BG Level
    7
    FFXIV Character
    Auspice Lasserott
    FFXIV Server
    Hyperion
    FFXI Server
    Cerberus

    Quote Originally Posted by Argettio View Post
    Although I agree with different sets based on how likely things are to resist. The problem I was trying to point out is, just stacking loads of skill/m.acc with no consideration of stats will not give the best accuracy.
    THIIIIIIIIIIIIIIIIIIIIIIIIIISSSSSSSSSSSSSSS I've known way too many red mages that just stack skill/acc and refuse to listen that MND/INT(according to the results linked above) adding potency to their shit.

    Congratulations, you landed your enfeeble; too bad it's not going to proc/has a shitty effect! orz

  7. #7
    Nidhogg
    Join Date
    Sep 2007
    Posts
    3,933
    BG Level
    7
    FFXIV Character
    Serefina Solfyre
    FFXIV Server
    Odin
    FFXI Server
    Bahamut

    Stick an 140~ MND Paralyze on Fafnir, smile contently.

    Watch a RDM casting in full +enf skill and no MND stick Para 2 on said Fafnir.

    FUUUUUUUU

  8. #8
    Drunken Red Mage
    Join Date
    Sep 2006
    Posts
    2,907
    BG Level
    7
    FFXIV Character
    Auspice Lasserott
    FFXIV Server
    Hyperion
    FFXI Server
    Cerberus

    Quote Originally Posted by Raen Ryong View Post
    Stick an 140~ MND Paralyze on Fafnir, smile contently.

    Watch a RDM casting in full +enf skill and no MND stick Para 2 on said Fafnir.

    FUUUUUUUU
    Step 4: Merit Para 2 and beat the gimp to casting it.

  9. #9
    Nidhogg
    Join Date
    Sep 2007
    Posts
    3,933
    BG Level
    7
    FFXIV Character
    Serefina Solfyre
    FFXIV Server
    Odin
    FFXI Server
    Bahamut

    Haha I don't like Para 2 5 Bio3 4 Slow2 1 Dia3 is my path of choice.

    I'm glad all of this is coming together, at least in my head. When I was levelling RDM I had so many different conflicting sources of information... one moment MND does nothing for para potency, next it does, then it adds macc + potency, then it only adds potency... ARGH.

    This should be required reading for all serious endgame RDMs!

  10. #10
    Bringer of Bacon
    Join Date
    Jun 2006
    Posts
    288
    BG Level
    4
    FFXI Server
    Bismarck

    I also have 3 sets for my enfeebles, just as he said above. Club+shield+full stat, Staves+stat, and staves+skill+acc.

    The only exception I make to that, is my sleep sets stack on every bit of skill I have, then stack INT everywhere else. I figure, I'd rather not chance and get full out resisted when I need to make sure something is asleep. I rarely get duration resists on sleeps, so I haven't found a need to change this.

  11. #11
    Old Merits
    Join Date
    Apr 2009
    Posts
    1,174
    BG Level
    6
    FFXI Server
    Valefor

    Quote Originally Posted by Raen Ryong View Post
    This should be required reading for all serious endgame RDMs!
    Well what I wrote is far from perfect, but I'm glad you agree with my analysis.

    Quote Originally Posted by Auspice View Post
    THIIIIIIIIIIIIIIIIIIIIIIIIIISSSSSSSSSSSSSSS I've known way too many red mages that just stack skill/acc and refuse to listen that MND/INT(according to the results linked above) adding potency to their shit.
    I was writing from a pure accuracy point of view. But yes a happy by product of increase your acc through stats is more potency (win, win).

    But the magic accuracy testing did turn the world of enfeebling a little on its head. I used to be, the more resistant the target, the more skill you 'should' use.

    Now we know a well geared RDM (D Chap, HQ staves/Alkalurops, some white boxes) should be looking more towards stats, as much more than 330skill is 'too much'.

    Which ends up being remarkably close to the 320/120 'rule' for BLM.

  12. #12
    Hydra
    Join Date
    Aug 2008
    Posts
    146
    BG Level
    3
    FFXI Server
    Bismarck

    It would probably be useful to most readers remove Aureole from your calculations since it is not presently obtainable by any "normal" means.

  13. #13
    Old Merits
    Join Date
    Apr 2009
    Posts
    1,174
    BG Level
    6
    FFXI Server
    Valefor

    Very true.

    As it is in every set it shouldn't skew the numbers just artificially inflate them.

    Now if only SE would give us a MND option for the ammo slot...

  14. #14
    CoP Dynamis
    Join Date
    Sep 2008
    Posts
    266
    BG Level
    4
    FFXI Server
    Valefor

    Can enfeebles be partially resisted like nukes? Like 1/8 1/16 1/4 etc.. say you do the full potency set and do land SlowII or whatever, but can it wear off quickly because it's 1/16 resisted or ??? And for potency it's slow % amount or paralyze proc #'s but if you land them, it doesn't vary right?

    I guess I'm asking if duration is fixed or not and based on resist.

  15. #15
    rog
    rog is offline
    Banned.

    Join Date
    Oct 2007
    Posts
    3,874
    BG Level
    7

    Quote Originally Posted by Argettio View Post
    Now if only SE would give us a MND option for the ammo slot...
    Nazar Bonjuk?

    Can enfeebles be partially resisted like nukes? Like 1/8 1/16 1/4 etc.. say you do the full potency set and do land SlowII or whatever, but can it wear off quickly because it's 1/16 resisted or ??? And for potency it's slow % amount or paralyze proc #'s but if you land them, it doesn't vary right?

    I guess I'm asking if duration is fixed or not and based on resist.
    yes. they can be 1/2 resisted, and 1/4 = full resist. also, for nukes there is no 1/16 resist any more (was probably removed long before NA release iirc)

    resists only effect duration of enfeebles, not potency, that's correct.


    also, potency doesn't really apply to anything except slow/para <.<

  16. #16
    Puppetmaster
    Join Date
    Feb 2006
    Posts
    51
    BG Level
    2
    FFXI Server
    Carbuncle

    Quote Originally Posted by rog View Post
    Nazar Bonjuk?

    rdms cant equip that;;
    im augmenting a bow every day hoping for mnd

  17. #17
    CoP Dynamis
    Join Date
    Sep 2008
    Posts
    266
    BG Level
    4
    FFXI Server
    Valefor

    Quote Originally Posted by rog View Post
    Nazar Bonjuk?


    yes. they can be 1/2 resisted, and 1/4 = full resist. also, for nukes there is no 1/16 resist any more (was probably removed long before NA release iirc)

    resists only effect duration of enfeebles, not potency, that's correct.


    also, potency doesn't really apply to anything except slow/para <.<
    Funny how I was RDM first when I started playing.. and still don't know much about this job as I should.

    So 1/4 is full even on nukes? or there's 1/8.. anyways for enfeebles if what you say about resist, then is it better to cast full potency on slow/para and keep casting even if it wears due to resist, or add more macc/skill so last longer and don't have to recast...

    I thought Blind has potency too?

    HOw does Bio/dia work, they have fixed durations and potency based on skill(bio i mean)?
    Poison and Poison II?

    I just noticed that if Bio is on a mob, and if I recast it before it wears or someone else does, it doesn't override it really...

  18. #18
    Drunken Red Mage
    Join Date
    Sep 2006
    Posts
    2,907
    BG Level
    7
    FFXIV Character
    Auspice Lasserott
    FFXIV Server
    Hyperion
    FFXI Server
    Cerberus

    Quote Originally Posted by Kyria View Post
    im augmenting a bow every day hoping for mnd
    Holy fuck; what zone? I will spam that shit until the day I die.

  19. #19
    Relic Weapons
    Join Date
    Dec 2006
    Posts
    381
    BG Level
    4
    FFXI Server
    Quetzalcoatl

    got this on my 2nd try a couple weeks ago what up... can't get a 2 mind version though
    http://i71.photobucket.com/albums/i1...FFXI/kaman.png

  20. #20
    Drunken Red Mage
    Join Date
    Sep 2006
    Posts
    2,907
    BG Level
    7
    FFXIV Character
    Auspice Lasserott
    FFXIV Server
    Hyperion
    FFXI Server
    Cerberus

    Alright; what zone do I need to grind points in? lol

Page 1 of 2 1 2 LastLast

Similar Threads

  1. RDM: Magic Accuracy vs Enfeebling Skill
    By Seraphus in forum FFXI: Everything
    Replies: 31
    Last Post: 2009-04-10, 00:33
  2. RDM - Physical Damage Taken set
    By lolwut in forum FFXI: Everything
    Replies: 21
    Last Post: 2009-03-07, 12:04
  3. RDM Nuke
    By windd in forum FFXI: Everything
    Replies: 33
    Last Post: 2008-12-03, 09:49
  4. RDM -> RNG
    By in forum FFXI: Everything
    Replies: 14
    Last Post: 2004-10-19, 15:04
  5. Rdm HNM role
    By in forum FFXI: Everything
    Replies: 6
    Last Post: 2004-10-16, 00:25
  6. Your opinions on Galkan Rdm's
    By Vyra in forum FFXI: Everything
    Replies: 6
    Last Post: 2004-09-26, 20:31