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  1. #4341
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    Yeah, but just ftr it's not something you'd particularly care about on Odin probably, considering his dispel spam. You have about a 44% chance of resetting 2-hours with Wild Card and augmented AF2+2. Speaking of which, I don't know what AF2+2 does to it!

    Basically, I imagine you'd use it if the COR was going to be a permanent party member. They'd get an 11, use the 2-hour, and get 3 11s up. Near-continuously rolling constantly to cycle 11s (busts are reset when you have an active 11s, yeah?) and just maintain 3 rolls. It would have been okay in something like a birds merit party. 2-hour at the beginning of the party and never let it wear off, but I think it would:
    1) Negatively impact the COR's damage output.
    2) You'd be running with an aiming-for-11 roll about half the time, so you're actually gaining less than one roll.

  2. #4342
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    All of these new 2hrs sound like they should be on 10/20min timer.

  3. #4343
    CoP Dynamis
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    Quote Originally Posted by Slycer View Post
    I'm just not sure that three mediocre rolls are better than 2 11 rolls, especially considering the additional time to roll when you don't have 11s up.
    In something like Legion where you just have to take what you can get, and there isn't time to fuss with 11's either way, having three rolls could be quite nice.

  4. #4344
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    Quote Originally Posted by Byrthnoth View Post
    Speaking of which, I don't know what AF2+2 does to it!
    Does for what, Wild Card or the new one? For Wild Card it just decreases your chances of rolling a 1 or 2 by rerolling once if a 1 or 2 is the first rolled result. I'm assuming none of the 2-hr enhancement gear enhances the new 2 hrs, considering they specify the ability name. I'm guessing the merit upgrades for these coming later will balance that out.

  5. #4345
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    The duration-enhancing 2-hour gear also applies to the new gear. Because the first COR 2-hour does not have a duration and the second one does, I was wondering what it would do to it. At the moment I'm assuming it causes massive explosions, kills your party, and then DCs everyone within 50 yalms.

  6. #4346
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    I wonder if that's a glitch or intentional. If there's no obvious enhancement on the ones without duration, it might just be a glitch.

  7. #4347
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    It is almost certainly a glitch, considering the summoner one doubles the duration of its second 2-hour. Still, we can hope!

  8. #4348
    Nidhogg
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    It's a byproduct of shared timer, there's probably nothing they can do about it either. Just like how Warcry merits affect Bloodrage recast and Jump merits affect Spirit Jump recast.

  9. #4349
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    Warrior's Mask +2 doesn't affect Blood Rage duration and Ravager's Lorica +2 doesn't affect Warcry duration.

    Edit: That said, Blood Rage and Warcry are two unique buff IDs that happen to be exclusive. 2-hour is 2-hour is 2-hour.

  10. #4350
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    Wait a sec, Warcry and Blood Rage don't share recast timers =/

  11. #4351
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    Yeah, actually. < . <

    Also, Warcry recast merits probably don't affect Blood Rage?

  12. #4352
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    Really? Could have sworn Blood Rage was an alt Warcry like how Spirit Jump is an alt Jump and Despoil is an alt Steal. Hmm..

  13. #4353
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    They overwrite each other but don't share timers. It's like how Sneak Attack and the Flourishes IIIs are exclusive with each other

    BRD 2-hour:

    Against Botulus Rex, assuming you're nuking in 152 INT (with Braver's) to start:
    (874+34)/1.4 = 648.6 damage ignoring several factors that don't change and aren't relevant.
    With BRD 2-hour:
    (874+251)/1.15 = 978.2 damage ignoring the same factors
    Conclusion:
    BRD 2-hour gives the BLMs +50% damage on Thunder V for 60 seconds. Coolios. This is probably going to be more relevant when combined with the SMN 2-hour. IIRC, the SMN BPs benefit hugely from decreased target INT. Chain-spamming Thunderstorms with this up is going to rock some faces. This may lead to a new kind of SMN 2-hour zerg, lol.

  14. #4354
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    That's stupid.

  15. #4355
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    The SE description also included reduced resistance too, yes? That certainly stands to benefit SMN against higher level targets.

  16. #4356
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    Also targets with lower mdb will be dinged harder by the -25. Even more so if combined with more like vidohunir

  17. #4357
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    Oh and those factors that "don't change and don't matter" actually could if you gear for nuking based on the lower int. Might be worth it to rework some sets and such. Hmm wonder what it does for wf...

  18. #4358
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    Quote Originally Posted by Byrthnoth View Post
    They overwrite each other but don't share timers. It's like how Sneak Attack and the Flourishes IIIs are exclusive with each other

    BRD 2-hour:

    Against Botulus Rex, assuming you're nuking in 152 INT (with Braver's) to start:
    (874+34)/1.4 = 648.6 damage ignoring several factors that don't change and aren't relevant.
    With BRD 2-hour:
    (874+251)/1.15 = 978.2 damage ignoring the same factors
    Conclusion:
    BRD 2-hour gives the BLMs +50% damage on Thunder V for 60 seconds. Coolios. This is probably going to be more relevant when combined with the SMN 2-hour. IIRC, the SMN BPs benefit hugely from decreased target INT. Chain-spamming Thunderstorms with this up is going to rock some faces. This may lead to a new kind of SMN 2-hour zerg, lol.
    Fail . When meteor was introduced everyone was like omgwtf meteorga on adl, ... it made "splash". +50% thunder V is nice but does it make you want to bring moar BLM in legion ? doubt it.

  19. #4359
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    Quote Originally Posted by Ophannus View Post
    It's a byproduct of shared timer, there's probably nothing they can do about it either. Just like how Warcry merits affect Bloodrage recast and Jump merits affect Spirit Jump recast.
    When sprit jump/soul jump first camp out, recast merits did NOT affect them. It was one of the things that made them suck at first. They had to patch it later to make recast merits apply. So I wouldn't assume that a linked recast always means recast merit applicability.

  20. #4360
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    Thunderstorm (0 TP) on Botulus Rex : 2952
    With Brd 2H : 4228 (43% increase)
    With Brd 2H, Mana Cede, Light SC and augmented AF2 hands (for big numbers / fun purpose) : 11883

    As Byrthnoth said, it's indeed INT/MND -50%.
    In Brenner :
    http://i133.photobucket.com/albums/q...esse/BRD2h.jpg
    Funny thing: you can manually cancel the debuff.

    Also, the augmented AF2 no longer works on the new Smn 2H.

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