Why do you think that Wild Fire MAcc would depend on your main weapon instead of the 200 Marksmanship skill they'd doubtlessly be adding to iLevel-whatever Armageddon? You'll probably get by using a Chatoyant staff just fine.
Why do you think that Wild Fire MAcc would depend on your main weapon instead of the 200 Marksmanship skill they'd doubtlessly be adding to iLevel-whatever Armageddon? You'll probably get by using a Chatoyant staff just fine.
I thought the +skill wasn't adding macc at all for ranged weapons, or do you have information to the contrary?
Forgot about blus since they blu magical dmg has been mostly ignored by soa so I'll concede that.
Rdm however if you do the math depending on augments you're still going to have more Mac with staff instead of swd. Even more so if they finally make a higher ilvl staff for most jobs
You don't lose anything. Nobody was getting magic attack from these adjustments. Who use quick draw for dmg anyways?
Well, until they *do* make a higher iLVL staff, you're looking at (potentially) 156+13+5 on fully augmented Sooth +5 from grip = ~179 MAcc, vs a potential 181 on the sword + 1 from shield.
So I'll grant that +3 Macc is not a big deal, but you *do* have more with sword. (You can actually get another +20 Macc if you D/W, but that's not really a great idea)
Unless they removed the int/mnd from base sooth should be 10-20 macc from that not 5. And grips gives another 5 on enfeebles. To be fair though swd can use genbu shield which if you are weird or lucky might have 5 macc on it.
But lebh+1 has same base stats as sooth but can get most likely up to 30 macc
Small differences but staff still wins
Okay yeah, so soothsayer/grip picks up another 5, and sword/shield picks up another 4, which still leaves you at 184 vs 186. Or 2 Macc in favor of sword!
I wasn't considering Enfeebles, because Magic Damage doesn't matter there, so there's no tradeoff and it doesn't "matter" whether staff or sword is better.
Ok yeah, so a hypothetical lucky augmented lebh+1 wins.But lebh+1 has same base stats as sooth but can get most likely up to 30 macc
Also and lower dints. But even at higher dints lehb only needs 20 macc to tie. And to get that much macc on shield you'd probably have to sacrifice getting more cure cast time or potency so yeah lucky or crazy
wildfire wont be usefull at all, magical weaponskill are sadly not based upon base dmg of the weapon as far as i know, so last stand/slugshot will win regardless ¬.¬. This is a huge oversight on the magical dmg WSs, not to mention cor didnt get alot of MAB gear at all... so
Wildfire will be useful on any fight where mobs have resistance to physical or piercing damage or are weak to magic. I didn't think m.acc mattered for WF though...
sorry to break it to you, but after the magic dmg update I would rather take a geo/sch/blm against a mob that only takes magical dmg, constant tier I nuking alone without running out of MP will outdo any WF dmg...
and we are on the beginning of gear being added with magic damage + on it
Quick Draw is still the only decent damage source for Wildskeepers in areas too irritating to get colonization rate up (Foret, Yorcia, probably the new area for a while).
Its relevancy (or lack thereof) doesn't make it any less of a strange design choice when put in perspective of the goals of the iLVL system. Hopefully they'll either change their mind or make a new magic oriented mainhand for COR/RNG.
People on qding naakuls to death?
Doesn't the marksmanship skill on item level guns increase the magic accuracy of quick draw and wildfire naturally anyway? Stacking on bonus MACC from a sword or dagger is technically double dipping from the item level system.