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?
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?
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:
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.
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.
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.
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.
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?
It's for QD, doesn't consume bullets.
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.
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.
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.
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?
You lose the tp. Would have taken you 10 seconds to test that yourself, instead of waiting 25 minutes on a reply. >.>