They work at different steps in the calculation, I know they aren't the same, but for comparison's sake, HQ staves are approximately the same as +2 magic affinity damage/accuracy. As far as I'm aware, the only time they aren't equal is when you have other straight percentage values modifying the damage, be it from atma or whatever else.
Magic Affinity is additive with Atmas, the 51 staves are multiplicative. At least this is how it was explained to me.
Outside of Abyssea and Voidwatch, they are pretty much the same, the difference lies in how they interact with Atma/Atmacite.
Assuming this isn't Rare or something, and since it's a craft I don't see why it will be, this is already Augmenttable via FoV. Who will be the first to get MAB on it?【HQ stats】
D45 Delay 356
STR+5 DEX+5 VIT+5 AGI+5 INT+5 MND+5 CHR+5
All elemental resistances+20 Cure potency+10% Healing MP+10
Iridescence (※1)
Magic attack bonus, magic accuracy bonus, and avatar perpetuation cost-3 for each element (※2)
Lv.61~
※1 This is the name of an original effect for the Prism Staff, which makes this staff strongly affected by weather.
※2 This is the hidden effect, though I guess it is not really "hidden." It is just not displayed.
I think it took me 8 hours to make an Ice damage trial staff from start to finish. And I don't think I was working on it the whole 8 hours either, couple interruptions.
I made a thunder one too pretty quickly but yeah.
I had fun doing it because, I actually like BLM, you know.
And 20% better ratio of MP to damage is a lot. Also is one less nuke you need to spend the time casting/waiting on recast every six.
HQ staves aren't really an "acceptable convenience" anymore except for accuracy and avatar perp.
I'm not doing them so shove it.
I used to mark down blm's who at least didn't have Thunder/Ice done on my never to invite list
New enfeebling system detailed today.
We have been mentioning here and there about a significant enfeeble system revamp and I’d like to explain a bit more in detail about the changes that will be taking place with the upcoming test server, as I am sure everyone is quite curious what will be adjusted!
Immunity
In the case where a monster has immunity to a certain enfeebling spell, it will be possible to recognize this via the chat log when it is resisted.
As long as the monster does not have immunity, it will be possible to enfeeble them, and there will be a very large amount of monsters that can be enfeebled as compared to the past.
※The log display for immunity will not be reflected on the test server at this time.
“Resist hack” (tentative name)
We will be adding a new system where resistance will decrease by the continuous use of an enfeebling spell.
When an enfeebling spell is resisted, a “resist hack” can occur which will reduce the resistance towards that enfeebling spell.
Resist hacks can build up making it possible to lower the resistance further.
The more an enfeebling spell is resisted, the higher the rate of a resist hack occurring.
Once the enfeebling effect is successfully applied to the monster, the lowered resistance will reset.
If an enfeebling effect is put on a monster continuously, resistance will gradually build and the resist hacks will not occur. Monsters that have immunity will also exist and resist hacks will not occur when fighting them.
Resist hacks will only be applied towards enfeebling magic (spells that fall into the enfeebling magic skill category)
Adjustment objective
The main objective for implementing this system is to boost the contribution of enfeebling magic for strategies when fighting NMs with high resistances and other specific content.
There will be an extremely large amount of monsters where this system will be applicable, so we will be spending some time adjusting each of them. For the next version update we will be adjusting regular field monsters and the NMs in Legion and Voidwatch. After this we will be adjusting NMs for other content as well as field NMs.
We feel that with this system enfeebling spells will be much more applicable and we are really looking forward to have everyone test it out and give feedback!
who else thought of the repercussions resist hack would have for stun until they read the line saying it was for enfeebling magic only?
It sounds like they're putting a lot of effort into something that won't make the game any more fun to play again.
It seems as if they're trying to incorporate a stagger system without incorporating a stagger system, in that the outcomes are pretty different, but the interactive weakening concept is carrying over.
It feels more like they're trying to just let you land enfeebles via spamming them, until you're able to land a fully unresisted one. How often does it occur though, that an NM just has a large resistance to a enfeeble rather than just being straight-out immune to it?
I believe they said they would be removing immunities from most NMs. They say a lot of things though.
Okay as a programmer I am amused as hell that they are calling this "Resist hack", because in all likelihood that's exactly what this new system has to be to shove it into the old and busted engine: a hack.
Oh boy, can't wait to spam Para1 just to land Para2 on my....wait, no one uses RDM anymore anyways.
Unless skill really makes a difference in actually landing shit, it isn't any really different than how it is now on shit that matters.