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  1. #301
    BG Content
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    It means that it depends on the monster's stats when you cast the spell. So Impact -> Burn gives the monster lower INT than Burn -> Impact.

    Something like:
    (INT*.8)-13 vs. (INT-13)*.8

  2. #302
    Puppetmaster
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    Quote Originally Posted by Kalmado View Post
    I'm @291 dagger for thf and skillups are becoming quite rare on Seaboard Vultures in Mis so I was thinking of heading to abyssea.
    That's way higher than necessary for abyssea. I started using retaliation to skill up on the Tahrongi mandies at around 170 without problems for a few weapons. And this was using 3x regen atmas.

  3. #303
    Ridill
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    Quote Originally Posted by Radec View Post
    There are 3 worthwhile times to consider.

    Before Casting - Fastcast, anything to do with cast time (<magian staff> I's, blmaf3+2 hat, etc)
    During Casting - DT, Spell interrupt gear - Spellcast doesn't have a good way to handle this, and it's largely neglected.
    Instant of Casting - INT MAB Macc ConsMP Haste - anything that relates to spell DMG, Cost, or recast (<magian staff> II's)
    I'd cut out the middle part entirely, there's no way for spellcast to adjust for fast cast and other cast time reductions. It simply uses the default recast from the dats.

    You basically go:

    1) Precast Set - Stuff you equip just before starting to cast (Fast cast gear, or in the case of JAs, all equipment you want used with the JA); this is equipped milliseconds before starting to cast the spell

    2) Midcast Set - Stuff you want to be wearing when finishing the cast (Potency gear, and this is not applicable to JAs); this is equipped milliseconds after starting to cast the spell and will remain equipped throughout the duration of the spell

    3) Aftercast Set - Stuff you wear when idle, when you're done casting and ready to put back on your normal set (movement speed, refresh, -DT, etc.); this is equipped milliseconds after the default recast time for the spell, so if you have fast cast, you may wear your midcast set for a little longer than necessary, and if you are addled, you may finish casting in the wrong gear if it switches back too soon


    Typically, you'll only have one Precast set with the exception of small variants based on specialized gear, e.g. you'll have a generic precast set with all your fast cast gear in it, but for enhancing magic you might throw in Siegel Sash.

    You'll have several midcast sets, one for each JA, or type of spell. You'll have an elemental magic midcast, a MND-based enfeebling magic midcast, a skill-based enfeebling magic midcast, skill-based enhancing magic, haste/fast cast enhancing for when skill doesn't matter, a refresh-potency midcast specifically for casting refresh, etc.

    And one or two aftercast sets, which will be your idle set. Or one for idle, and one for engaged.

    So the basic structure of your spellcast would be (not including the autoset for resting or whatnot):

    1) The <equip when="Precast" set="PreCast Gear"> at the beginning, with any adjustments for specialized gear that only applies to certain types of magic.

    2) Then a whole series of if/thens to apply the appropriate midcast gear to each spell or type of magic. This is the bulk of your spellcast xml, along with the set definitions that define what are actually in them.

    3) Then a check at the bottom to see if you're idle or engaged, and applying the appropriate Aftercast set.

    And to answer the question about conserve MP, it kicks in at the time of cast. So it'd be part of your midcast potency set.

  4. #304
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    Odin

    For the enhanced Rapture bonus on Savant's Bonnet +2, for it to come into effect do I have to equip the Bonnet while I use Rapture only, or do I have to cast the Cure with it on?

  5. #305
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    Quote Originally Posted by Byrthnoth View Post
    It means that it depends on the monster's stats when you cast the spell. So Impact -> Burn gives the monster lower INT than Burn -> Impact.

    Something like:
    (INT*.8)-13 vs. (INT-13)*.8
    Does the stat down effect apply no matter what?

  6. #306
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    I think it can be resisted to half duration like additional effect WSs, but I haven't exactly run around spamming it. I would think of it more as an additional effect than a spell. In my experience it is fairly accurate.

  7. #307
    Cerberus
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    What are best atmacites for apoc drk post save-tp nerf? Thinking of using Valiant & Coercion.

  8. #308
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    Quote Originally Posted by Byrthnoth View Post
    I think it can be resisted to half duration like additional effect WSs, but I haven't exactly run around spamming it. I would think of it more as an additional effect than a spell. In my experience it is fairly accurate.
    Half duration would still be a full 90 seconds of a significant stat down. I'm wondering about it's utility in endgame for anything being a bitch about resists. etc. "Is this worth the inventory slot" basically.

  9. #309
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    What's a good safe strategy for Jailer of Love nowadays. Never done it before.

    What's a good lowman strategy for after getting some exposure to it?

  10. #310
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    Quote Originally Posted by pancakesandsex View Post
    What's a good safe strategy for Jailer of Love nowadays. Never done it before.

    What's a good lowman strategy for after getting some exposure to it?
    My LS did 3 yesterday with BSTx3, RDM, THF.

  11. #311
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    Quote Originally Posted by GImpers View Post
    My LS did 3 yesterday with BSTx3, RDM, THF.
    Could you elaborate more? I have never done him before. How were adds handled?

  12. #312
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    Just came back to the game after a little break, what's my best dynamis Aegis farming method with: Main account 99Nin(Kannagi) / 99Pld / 99Drg / 99Bst / 99Sam / 99Thf with all subs levelled. Access to all Dynamis areas

    Alt account 99Whm/Sch, access to San/Bas/Win/Jeuno areas.

    Thanks.

  13. #313
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    Get your mule CoP Dynamis access and go WHM/SCH + THF/DNC to farm Nightmare monsters. Once you're used to proccing, the key is going to be to pick a time when other people are not in zone. Look at the Dynamis page on bgwiki if you need more information.

  14. #314
    Banned.

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    The trick is to find a zone with people in it already filling up all the camps, enter at the same time you see someone else enter so you both fuck yourselves on getting TE's, and find a camp with little to no mobs up and camp there so you can fight the 2-3 another group would be fighting and fuck their day up because you are selfish.

  15. #315
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    Quote Originally Posted by Kaope View Post
    What are best atmacites for apoc drk post save-tp nerf? Thinking of using Valiant & Coercion.


    I used Valiant and Coercion last night with great success. I haven't build my sets for the additional haste as of yet.

  16. #316
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    Quote Originally Posted by Churchill View Post
    The trick is to find a zone with people in it already filling up all the camps, enter at the same time you see someone else enter so you both fuck yourselves on getting TE's, and find a camp with little to no mobs up and camp there so you can fight the 2-3 another group would be fighting and fuck their day up because you are selfish.
    It's good to know I am doing Dynamis exactly right.

  17. #317
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    Quote Originally Posted by Taint View Post
    I used Valiant and Coercion last night with great success. I haven't build my sets for the additional haste as of yet.
    Thank you for the reply. Just curious, is Valiant's haste considered as magical, or is it gear haste?

  18. #318
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    Quote Originally Posted by pancakesandsex View Post
    Could you elaborate more? I have never done him before. How were adds handled?
    The 3 BSTs used Nazuna. Just the 3 pets on JoL, with the THF going in for SA for TH procs. BSTs needed to use Reward a couple times, or, call a new pet. RDM diaga upon summon of adds. Each BST and THF engaged adds. Fight took 10-15 minutes.

  19. #319
    The Spooniest of Bards
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    Can Orichalcum Bullets be pouched?

  20. #320
    xXNyteFyreXx420Sharingan
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    Quote Originally Posted by Khamsin View Post
    I'd cut out the middle part entirely, there's no way for spellcast to adjust for fast cast and other cast time reductions. It simply uses the default recast from the dats.
    You missed a fairly extensive discussion on this a few months back. It's entirely possible with some lateral thinking.

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