Given infinite MP it does give DRK a tool to make it a slightly less obsolete DD every 6 minutes or so. ()
Given infinite MP it does give DRK a tool to make it a slightly less obsolete DD every 6 minutes or so. ()
FR:
DEF:41 MP+55 Précision magique+7 "Bonus attq. mag."+7
Augmente l'effet des sorts à effets cumulatifs
Combinaison: Améliore "Economie MP"
DE:
DEF:41 MP+55 Magiepräzision+7 „Magieatt.-Bonus“+7 Verstärkt Effekt kumulativer Magie.
Set: Verbessert „MP einsparen“-Effekt.
JP:
防41 MP+55 魔法命中率+7
魔法攻撃力アップ+7 相乗効果魔法効果アップ
コンビネーション:コンサーブMP性能
Tonberry Lieje, lottery or timed? Trioable by BRD BLUx2 and/or BLUx3?
There was some info in the Final Mag/Emp armor thread suggesting Claymore grip would be a better choice for WAR over Pole assuming you had RR + VV Atma active. Also assuming you weren't making use of Sword Strap or Rose.
For jobs like SAM and DRK that don't have crit WS's, would it still be worth it to use the Claymore grip over the Pole? Assuming you're in Abyssea with RR and VV active, unless jobs w/o Crit WS's aren't even using RR Atma? Though I have WAR I still end up using Amano a lot in Abyssea, and ... I haven't gotten VV OR RR yet, so I wanna know what to expect to change gear wise.
Still kind of new to BG and wasnt sure where to post this so meh. Anyways i want to know if anyone has every tried to macro in HP+ gear, when casting a spell for dragoon healing breath, to give a quicker activation rate. Then swap in Wyvern HP+ gear for a stronger healing breath to increase the efficiancy of drg/mage. I had asked others and none where sure but someone did say he wasnt sure but didnt think it added the wyverns HP+ quick enougth to do that but he wasnt too sure too. Any help on this would be much appreciated
Yes, dragoons that use /mage generally have a +HP set to trigger the breath at a higher HP value (just to lower their current hp%), and wyvern +HP gear right after the breath is triggered, but before it goes off to increase the heal done. Personally, I don't know the exact timing as I don't play dragoon - but it's without a doubt the proper way to do it.
Lotto from specific ph. 3 blu should rape it if they dont suck.
I've been wondering this as I work on some of my Magian Trials.
JA Delay has always been a big problem for DNC as over time it starts to really add up.
For soloing Magian Trials I /WHM for Haste, but is it still actually worth using Haste Samba for only 2 minutes of 10% haste (Seriously should be at least 5 mins or something)? What about Steps/Presto/Reverse Flourish?
Just when is more TP efficient to just auto attack than hold your attack animation with JAs?
I'm also guessing that once you add Marchx2/Haste to this mix, it's pretty much better to not use steps at all in terms of TP efficiency. Maybe one step before a WS or something so you could use Wild Flourish (That's efficient damage-wise, right?).
Sometimes I wish stuff like this didn't cause attack pauses...
Say I upgrade a kila with weakens defense on it, can I hit 27.5% physical damage taken with an acid bolt as well? For that matter could I then stack wind and earth shot for 37.5% pdt? Just trying to maximize THF effectiveness. Thanks in advance.
Lieje's PH is the first tonberry on widescan/dat list, but if you aren't using a dat mod to identify it than be aware: After Lieje dies, the placeholder will not repop for 30 minutes. Obviously enough, during this time Lieje cannot repop. It's retardedly weak and most any mage+melee duo can kill it, but be aware that the spikes get extremely powerful as it's hp drops(as high as 200/hit) so if you don't have good DD atma you need a way of dealing with this before they overwhelm you. It has no HP, I'm sure BLUs would work fine, MNK+WHM dualbox killed it in under 60 seconds.
Leije popped quite fast for us once we know which PH was his. Think we killed like 4 times in 2.5-3 hours with 2x SMN.
Okay, PSA again because I don't feel it deserves its own thread. As far as I can tell, Saber Dance appears to give 20% Double Attack.
Robber Crabs, DNC/MNK with Aurore doublet and Brutal Earring in my Satchel:
561 Attack rounds, 181 +1 attacks, 25 +2 attacks, 1 +3 attacks, 1 +4 attacks
Saber Dance used every 3 minutes, and I WSed whenever I felt like it.
[DA]*(1-[DA])*[#Rounds]*2 = +1 attacks
[DA]^2*[#Rounds] = +2 attacks
+3/+4 rounds are parser errors. I watched the +4 round happen, and I feel sorry for the parser because it was blatantly lag on my part that merged two rounds. Regardless, they should be removed and we should keep in mind that the +2 rounds number may be a little high due to merged non-DA rounds.
If we try 20%, it predicts 179 +1 attacks and +22.35 +2 Attacks. I'm pretty much sold!
Eyeballing the parse log, it looks to be fairly static. Going to do the test right now though (using Saber Dance at 5 minute intervals instead of 3 and seeing if the DA% drops). After this... going to drop my freaking Saber Dance merits and redistribute into Fan or Closed Position.
Notes to me:
1) Test how it works with DA somehow
2) Test if the effect decays over time
3) The formulas above working makes me think this isn't necessary, but could test main vs. offhand.
* Tested in the tree using it at 5 minute intervals, looks like the effect may decay over time but I'd need more testing to be sure. Combined rounds made my +2 Rounds number unreliable, but my +1 Rounds number predicted ~16% DA rate. I was trying to fight for the whole duration of Saber Dance, but I can't use Waltz during that so I'm relying on Drain Samba 3 and Chakra. Had to cut two Saber Dances off around 3-4 minutes and rest.
This has me thinking the the original testing on Saber Dance may have been "correct" in that the decay pattern may be 25%/20%/15%/10%/5%. The tester may have doubled all the numbers because they were Dual Wielding. In that case, 5/5 merits give you 5% DA more than 1/5 merits. It will take more testing to figure out if this is correct. Still need to test more things and increase my sample size before I decide anything, but +1 rounds should be the best predictor of my DA rate.
Yes it is worth -1 second of auto attacking to get 10% haste for 2 minutes. Even without any magic haste it is. No, you shouldn't use wild flourish, you gain more damage using reverse and getting more WS in. With haste and double marches doing trials, steps are worth it if what you're fighting has enough hp to justify doing darkness skillchains. Not worth it on stuff that will die from 2 WS anyways.
Still using version 2.22, using spellcast for uggy only for the most part. Is there a way to specify this to elemental magic only?
<if MPPAfterCastLT="50">
<action type="equip" when="midcast">
<neck lock="yes">Uggalepih Pendant</neck>
</equip>
</action>
Does the defense boost you gain from Protect calculate to a straight -phys dmg taken % such as shell IV drops magic dmg taken by -21.9%?