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  1. #2881
    Nidhogg
    Join Date
    Apr 2006
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    3,717
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    7

    Quote Originally Posted by Apelila View Post
    Checked all the wiki's, no Wyverns family mobs spawn in any location that has earth weather. Your best bet might be the Wyverns in Konschtat on Earthsday, or the Wynverns in Riverne A/B01
    Specifically, Ignidrakes in Riverne B should do the trick.

    There's also Ajattara in Grauberg (S). Higher level, will require sigil for decent evasion, but can drop avatar-ites.

  2. #2882
    Cerberus
    Join Date
    Jun 2007
    Posts
    424
    BG Level
    4

    Gunna pick up apocalypse tomorrow, just mix and matching with what I have at the moment:

    Drk 6Hits Pre-Aftermath
    http://www.ffxiah.com/item-sets/253135

    Drk 6Hits Aftermath
    http://www.ffxiah.com/item-sets/253136

    Drk 5Hits Pre-Aftermath
    http://www.ffxiah.com/item-sets/253128

    Drk 5Hits Afermath
    http://www.ffxiah.com/item-sets/253130

    Catastrophe
    http://www.ffxiah.com/item-sets/253133

    Comments are appreciated.

    PS: How much acc does one need to cap acc on higher tier VWNM?

  3. #2883
    Requiescat in pace.
    Join Date
    Dec 2008
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    1,341
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    6
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    Lakshmi

    Quote Originally Posted by Septimus View Post
    Where is the best place to do Wyverns in Earth weather or Earthday?

    Only place that I know of with Wyverns and Earth weather is Gustav Tunnel, but there are only three Wyverns in one room. (A few other rooms have one Wyvern each.) Anyone have any good advice for this?
    Yeah I waited around in gustav between earthdays and picked up a few kills, but the majority of mine came from abyssea-konschtat.

    One of the slowest trials for me IIRC

  4. #2884
    Relic Horn
    Join Date
    Jul 2005
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    3,478
    BG Level
    7

    How do enhancing skill merits on WHM work with Lightarts?

    I suppose they are a pure waste since every skill point above 320 will just get "eaten" by the Light Arts increase?

  5. #2885
    Salvage Bans
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    Quetzalcoatl

    Quote Originally Posted by Lyramion View Post
    How do enhancing skill merits on WHM work with Lightarts?

    I suppose they are a pure waste since every skill point above 320 will just get "eaten" by the Light Arts increase?
    No, merit increases to enhancing are applied after LA's increase i.e. LA would increase enhancing skill to 404, with merits it will be 420.

  6. #2886
    Flowery Twats
    Join Date
    Jul 2008
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    7

    After the healing magic update, does anyone have any idea of what values of healing skill will equal or surpass what amounts of cure potency?

    Like, I'm curious if there will be times where pieces with high healing skill+ on it will cure more than an equivilent +potency items, for example a Hyksos Khat vs MKD cure pot hat, or Rdm AF1 legs vs preaco. I was hoping there would be some simplish guideline of skill:potency (say for under Light Arts)? I doubt it would make any significant impact on whm choices (maybe af1+1 hands vs Augur's?) but it could for rdm or sch.

  7. #2887
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    Quetzalcoatl

    Quote Originally Posted by noodles355 View Post
    After the healing magic update, does anyone have any idea of what values of healing skill will equal or surpass what amounts of cure potency?

    Like, I'm curious if there will be times where pieces with high healing skill+ on it will cure more than an equivilent +potency items, for example a Hyksos Khat vs MKD cure pot hat, or Rdm AF1 legs vs preaco. I was hoping there would be some simplish guideline of skill:potency (say for under Light Arts)? I doubt it would make any significant impact on whm choices (maybe af1+1 hands vs Augur's?) but it could for rdm or sch.
    Test server thread posted by Mot:


    Quote Originally Posted by Motenten View Post
    Err... That question doesn't really make sense. Healing Magic doesn't give Cure Potency, and Cure Potency doesn't cap at 40% (it's 50%).

    Do you mean how easy is it to cap curing power? Max power for all cures but Cure 1 is 700 power (Cure 1 is 600 power), and you'll have a hard time (even as whm) getting past ~550 power outside Abyssea unless you drop all Cure Potency gear. Inside Abyssea you might be able to push 600 power.

    Sch and /sch with Light Arts gives 404 Healing magic skill; if you add 130 mnd and 80 vit to that, that's 489 power (again, nowhere near cap), plus whatever other skill you get from gear. That's enough for a 555 Cure IV (832 with 50% Cure Potency).

    Even with the current cure formulas, you're not getting anywhere near cap on any cures without a brew. It's just that the scaling is so slow at the highest levels that you'd never realize you were still a few hundred power shy of reaching the cap.

    Rdm native healing skill caps at 368 at level 99. With 130 mnd and 80 vit, that's 453 power, which is a 541 Cure IV (811 with Cure Potency +50%), so not too far behind Light Arts levels.
    I'm assuming further down is a calculator that was posted on the new cure formula. In terms of a rdm cure pot set, that's going to depend on main/sub slot and body you're using, but praeco slacks and MKD head aren't necessary to cap.

  8. #2888
    Flowery Twats
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    I had previously read that and it doesn't quite answer the question.

    In the end, adding +Mnd/Vit or adding +Skill or adding +Potency will all result in the end effect of +HP cured.
    What I'm looking for is a guildine, to see at what values +X Skill or +Y MND/VIT or +Z Potency will all give the same +HP cured.

  9. #2889
    Salvage Bans
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    Quetzalcoatl

    New Formula here

    http://www.bluegartr.com/threads/106...=1#post5086344

    and graph here

    http://www.bluegartr.com/threads/106...=1#post5086395

    EDIT: Math might be off but assumed starting at 0 cure pot MKD head beats Hyksos.

  10. #2890
    Radsourceful

    Join Date
    Jul 2007
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    Bismarck

    Quote Originally Posted by noodles355 View Post
    I had previously read that and it doesn't quite answer the question.

    In the end, adding +Mnd/Vit or adding +Skill or adding +Potency will all result in the end effect of +HP cured.
    What I'm looking for is a guildine, to see at what values +X Skill or +Y MND/VIT or +Z Potency will all give the same +HP cured.
    https://docs.google.com/spreadsheet/...emcxeWc#gid=22 for the caps/formula

    For a given range of curepower (= skill + mnd/2 + vit/4) the formula is

    HPCured = Potency * (Base in range + (Power in range - minimum power to hit that range)/scale in range)

    RDM naked is about 435 power (368 skill + ~100mnd/2 + ~70vit/4), so you'd be in range 4 (300-700 power for c4)

    HPCured = Potency * (520 + (435 - 300)/2.5) = potency * (574)

    If you're at ~40% potency (nothing will beat arka4/heka's), 1% potency ~= +4 hp ~= 10 power - in this range only, 1% potency = 10 healing skill = 20mnd = 40vit

    With gear on, your power will be higher though.

    Edit: http://wiki.ffxiclopedia.org/wiki/Sirona%27s_Ring is now the strongest cure ring assuming you're not capped power, and don't need/won't use medicine ring.

  11. #2891
    Salvage Bans
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    Sylph

    Not really familiar with cor, but if unlimited shot is rng 51, and the bullet from akvan with 20 MAB is cor only, how the fuck are you supposed to use that? Does wildfire not consume bullets?

  12. #2892
    D. Ring
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    Phoenix

    It's for QD, doesn't consume bullets.

  13. #2893
    Ridill
    Join Date
    Apr 2011
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    10
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    Bahamut

    Quote Originally Posted by Apelila View Post
    Checked all the wiki's, no Wyverns family mobs spawn in any location that has earth weather. Your best bet might be the Wyverns in Konschtat on Earthsday, or the Wynverns in Riverne A/B01
    What about drg mobs? Wont pet wyverns count too?

  14. #2894
    Yoshi P
    Join Date
    Dec 2006
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    5,360
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    WoW Realm
    Arthas

    How much will +16 enhance skill from merits add to barspells, boost/gain, temper, etc?

    Quote Originally Posted by dasva View Post
    What about drg mobs? Wont pet wyverns count too?
    Unless it was changed at some point, no.

  15. #2895
    Theory Fighter
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    Jan 2011
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    Frejan Schultz
    FFXIV Server
    Ragnarok
    FFXI Server
    Ragnarok

    Quote Originally Posted by fantasticdan View Post
    How much will +16 enhance skill from merits add to barspells, boost/gain, temper, etc?
    https://www.bg-wiki.com/bg/Category:Barspell

    https://www.bg-wiki.com/bg/Category:Boost_Spell

    https://www.bg-wiki.com/bg/Temper


    No wiki page for etc yet.

  16. #2896
    Jem
    Jem is offline
    Claustrum. Really?
    Join Date
    Nov 2007
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    FFXIV Character
    Kaith Laqueus
    FFXIV Server
    Ragnarok
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    Asura

    What merits should I do for DNC? Asked in LS and got a mixed reaction.

    I assume 5 Haste Samba, 5 Reverse Fluorish in Group 1. Then in Group 2 I'm kinda stumped. Guessing 5 No Foot Rise but no idea on the remaining 5.

  17. #2897
    D. Ring
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    Jul 2008
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    Phoenix

    5 saber dance(Get +2 augmented legs for +5% base DA) 4 no foot rise, 1 fan dance, 5 haste samba, and 5 reverse flourish.

  18. #2898
    New Merits
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    Mar 2007
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    Asura

    Quote Originally Posted by Radec View Post
    Assuming minimal mab in gear:

    1.15 (pluto)* 4/2.75 Smiting * 1.4 Cosmos * 1.5 Hell's = 3.5x dmg
    5/2.75 (martial +smithing) * 1.4 cosmos * 1.5 hell's = 3.8x dmg
    4/2.75 martial * 1.4 cosmos * 2.0 (hells+ultimate) = 4x dmg

    2nd set takes a bit of a hit when you go over 100 tp, as you add mab gear the first two will catch up to the 3rd, but with 30 mab, the numbers are ~4.2, 4.6, 4.7 respectively
    Thank you kindly for the summary on that, and in actuality my set has the 30 mab you mentioned so looks like I'll be picking up that martial staff. And in case I was missing anything, novio, hecates, demon ring mab3 x2, stoichen medal, denali kecks, anything else in mab I might be overlooking.

  19. #2899
    Nidhogg
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    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    If I'm using Raider's Boomerange and swap to Qirmtz Tathlum for WS will I lose TP since they occupy different slots (Boomerang=Range, Tathlum=Ammo)? Someone told me they don't but then if that's the case will I lose TP for swapping out Ziska's Crossbow for the Tathlum?

  20. #2900
    Salvage Bans
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    Leviathan

    You lose the tp. Would have taken you 10 seconds to test that yourself, instead of waiting 25 minutes on a reply. >.>

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