Anyways as far as utility goes, Dia III has always been the most useful RDM merit. Slow and paralyze 2 are much more lackluster with the majority of endgame being voidwatch. Everything is pretty much proc and zerg, and I can't exactly say that I have ever said "damn I wish I had slow or paralyze 2 for this fight".
Well, we all play differentlyPersonally I have noticed a difference in my MP conservation when the mob is enfeebled properly, and my OCD finds it rewarding to see my parse results as well. I think if you have a RDM who can't land enfeebs then..../shrug. Enfeebles aren't necessarily essential (perhaps they are in some cases, ofc), but it does make the fight a bit more pleasant, imo. I can appreciate both sides of the proverbial coin, though.
Is it generally better to use the elemental gorgets from Sea, and it's matching elemental belt from Abyssea for ws, or do you still see better numbers using pieces that add str, dex? Wondering if I should upgrade to the elemental pairings or not, and I thought I remember hearing at 75 cap, that the damage gained from the Sea gorgets was minimal, so I never got one back at that time.
Need to provide whatever WS you plan on using them on, but they were/are quite a significant boost on some WS.
What, and you think that choosing between Savagery and Tomahawk merits will make any major difference either? You think using a Blitz Ring to go from 25-26% haste, using a TP bonus+25 earring for Ukkos, using a thundersoul ring over a thunder ring for thf, using a varangian helm over twilight helm for sam WS...the list goes on. You think any of those will make any major difference to a fight?
Fuck Phalanx II. Dia III > Phalanx II if you're going to max a spell. Shcerzo or Earthen Armor on anything that can almost/can one shot you + Non-retarded Whm = should never be at the point where 20-30 DMG from Phalanx II means life or death. In the end it just means less damage taken over time and so less MP spent on cures. Useless with a Pld tank, useless with a blink tank, pointles in abyssea - when has MP ever been a problem? In short: Situationally saves some MP. Dia III merits increase duration, meaning you have to use 45MP ever 2min30 instead of every 30 secs - Saves MP. Always useful as you will want Dia III on everything you melee and bring Rdm too. Always saves MP > Sometimes saves MP. Dia > Phalanx.
With non blink tanks, Para and Slow II = less attacks made than with Para and Slow I. Is it by a significant amount? No. Will it make a Major difference? No. Will Phalanx? No. Will most small upgrades? No. They achieve the same thing - less damage taken by non-blink tanks, and so less cures and less MP wasted. Here's the kicker: Slow/Para does this for Pld tanks too. Para can also cancel an enemy's casting.
"Wont make a major difference" can be said for all of Rdm's merits. The argument is valid for the lot, and can't be used to justify one merit choice over the other. None of them will make a major difference, however when you think about it, phalanx/slow/para all do the same thing = lessen damage taken. The difference is that para/slow will do this for plds and blink tanks, whereas phalanx wont.
heh. You went there.I was trying to be polite and avoid this sort of post. "Won't make a major difference" really applies to most job specific merits, I'd think.
Anyway, I'll be honest in that I'm kind of tired of hearing "It won't make a (major) difference". The whole purpose of figuring out all the math parts of the game is that every.little.thing. adds up and CAN make the difference between a fight being won and a fight being lost. I pay attention to the little differences, and my parser shows it. I cure for more, I land more enfeebs, etc. It does make a difference, and little differences count, or else there wouldn't be forums like this one....
JMHO though.
ETA: I agree DIA3>Phalanx2....if I've got a gun to my head and made to choose different merits, I'd never pick Phalanx 2. I mean, really, I thought that was RDM 101. (and I do think my Slow/Paralyze merits were/are the right choice for me.)
Here, from bgwiki:
- Slow II with 1 merit ranges approximately between ~23.4% (0 dMND) to ~35.1% at 75 dMND.
- Slow II with 2 merits ranges approximately between ~24.4% (0 dMND) to ~36.1% at 75 dMND.
- Slow II with 3 merits ranges approximately between ~25.4% (0 dMND) to ~37.1% at 75 dMND.
- Slow II with 4 merits ranges approximately between ~26.35% (0 dMND) to ~38.09% at 75 dMND.
- Slow II with 5 merits ranges approximately between ~27.35% (0 dMND) to ~39.06% at 75 dMND.
- Slow ranges approximately between ~14.7% (0 dMND) to ~29.3% at 75 dMND.
So the reason to put one merit into Slow II is to boost your minimum amount slowed by 9% and your max by 6%. The reason to put 5 merits in to it is . . . . to increase your min and max by 4%? So it's definitely worth having one merit of, but not necessarily more than that.
People have basically just assumed Paralyze II follows the same pattern, so one merit is worth having and more than that is ~who cares~.
Is 4% Slow/Paralyze worth more than capped Phalanx II and some Dia III? I'd say not, especially considering that Blink tanking isn't really a strategy used on things we can't evade anymore.
I went 5/5 Phalanx II, 3/5 Dia III, 1 Slow II, and 1 Paralyze II.
Question that started from the OF...because of wonderful comments from retardo Pchan...
I said that theres no point in fighting EM/T mobs when EP's have the same loot pool and drop rate as mobs with 100 more eva/atk/def/acc as well as 20 levels of stats and an extra 1500 or so HP. Can someone without a "giant lack of game mechanics" like me point me in the right direction as to how much more powerful 20 levels does?Your post also proves your giant lack of game mechanics knowlege if you think tough mobs have 100 more eva/att/def than EP ; seriously I think you are just trying to find excuses.
I basically took an average based on information thats known about greater colibri:
Level 81: Defense 322, Evasion 334, VIT 67, AGI 67
Level 82: Defense 327, Evasion 339, VIT 67, AGI 67
A- skill at level 81 and 82 is 300 and 306 respectively, when you add in the presumed AGI/2 = evasion, you get 333 and 339, which is pretty fucking close to the known values of their evasion. So from there, A+ skill at 75 = 276, A+ skill at 95 = 396, and it seems pretty obvious that theres an extra 100+ to stats on the EM/T mobs.
But, once again, "I lack knowledge of game mechanics", so if someone could tell me I'm right or wrong, would be nice.
Phalanx 2 can occasionally be extremely useful when you have a lot of monsters hitting you for low damage. Sure you can sometimes be /sch, but that relies on having stratagems up and being in close proximity of the people getting hit. The extremely minor increases on para 2/slow 2 upgrades will do a lot less for you than phalanx upgrades generally. Cleaving, salvage, dynamis when you have a lot of monsters hitting you, etc.
@gorgets, Rancor collar for all crit ws unless mighty strikes, 4str 15 atk necklace should beat out a gorget if not capping pdif on the other ws I think, besides spinning slash probably? No maths on those though, so don't count my word on it.
I think you're approximately right, Nynja. I think people determined that max level Sandsweepers in Abyssea - Altepa had . . . 440 Defense? 420? So it might not be entirely right, but ~80 DEF is probably right.
The OP here is probably the best to read about it: http://www.bluegartr.com/threads/103922-Monster-Data
If you were arguing with him about currency drops, the EM Nightmare monsters actually drop one more currency per kill, so they don't have the same loot pool.
This makes me think that you see RDM as a sort of dual boxing job- and of course you'll be well aware that a dual boxed job is played differently than a main job- merits included. My posts refer to it as a main job and not a dual boxed job. If I planned a fell cleave type of experience and wanted my second account to heal me through that? Yes I'd probably let that rdm have ph2 as well. But never on my main. Ever.Phalanx 2 can occasionally be extremely useful when you have a lot of monsters hitting you for low damage.
I like Phalanx II just so I don't have to give a shit about spikes on things. More than 1 in slow 2 / para 2 is kinda meh, blind 2 and Bio 3 are only good for procs, so no more than 1 there, and why bother taking Dia 3 to 5/5, it doesn't enhance the defense down at all. All it does is mean you cast it less often. And really, might as well cast it more often to get more proc info.
YMMV, but I prefer having it maxed to any of the other RDM tier 2s