Sure if there was alot of + parry skill gear. But there isn't and even if there was it wouldn't be worth using 99% of the time.
I can understand that thinking but SE has definitely made changes when it comes to RUN. In the past the best way to hold hate was through dealing damage. For RUN this does not seem to be the case. I'm able to hold hate so far in parties with Flash, JA's and Lunge. I'm also feeling this job is more complicated then I thought it would be. Finding out certain Runes will let you resist status ailments and then change the rune to help resist elemental magic has me macro seeking and mashing quite frequently.
What weapon are you using to get 38-44 a hit, out of curiosity?
Also, the mobs you are fighting in Abyssea Altepa are not the same level as the mobs you are fighting in SoA areas. Those mandragora are estimated to be level 79-89 while SoA mobs are typically 99+. That can easily account for the discrepency in his 18% parry rate on SoA mobs versus your findings.
@Huntyadown
I think the reason you see more discussions about damage for Rune Fencer than you do about super tanking is due to a few factors. First is the fact that the game had largely moved away from Super Tanking as your turtle tanks didn't have the enmity to match up with DD's. Secondly is the fact that, despite being able to gear for -pdt, physical mitigation of runes still comes nowhere close to that of either ninja's or paladins. Paladins have +72 more defense from traits, +40ish defense from shields, and another 30-50 defense difference from armor due to differences in heavy versus medium armors. Combine that with the fact that Paladins also get significantly better mitigation from shield block (very high rates and moderate damage blocked on good shields), as well as ways of mitigating enmity loss from damage taken and you can start to see why its tough to get Rune Fencer close to paladin in that super tank category.
For me personally I am fine on skipping out on major damage increases, I don't think a Rune Fencer should ever really compete with warrior or drk or mnk or sam as a DD. I do however think that it should be up there in the mix with things like Drg (maybe slightly behind) and it should have better physical mitigation (at least equal to samurai which is debatable atm).
I'm using Hatzoaar with 310 GS skill ATM. Ill improve the skill tonight when I get off from work and see if the numbers change.
Doesn't. I'm at 440 from quite some time now, but skilled up in the process from 420 and saw no change. However, your sword has higher base damage and lower delay than Gram, which fits quite nicely from dasva's earlier theory of en-spell damage increasing from main hand weapon damage and with lower delays.
So, I was doing some testing, and if you divide the weapon Damage on Gram by 3.25 it comes out as 38.8(rounded up) which would fall in line with the 34-40 that I have seen (Probably lower/high based on partial resists) Works out the same with Hatzoarr as well . The varying damage could also be accounted for by some additional modifier for weapon delay, I'm not that good at math so someone else will have to confirm.
DPS may go up with lower delay due to more frequent attacks but i think that the enspell damage itself is purely based on weapon DPS. Try testing with a 1h (mainhand only) versus a 2h with similar/identical dps #'s and see what your rune enchantment damage value comes out to?
Evidence: Page#6, post #113. Macross identified same damage on runes with Hoarfrost blade as he had with Sanus Ensis. Hoarfrost = 1575 weapon dps, Sanus Ensis = 1579. 480vs228 delay.
Since the rune damage is therefore identical, it seems lower delay = more rune damage overall than higher delay. Would have made a whole lot more sense to use a calculation more in line with samba's imo.
Would be interesting to see how this interacts with h2h weapons as well due to vastly different dps calculations for h2h versus other weapon types.
I dunno if you've noticed but Adoulin mobs hit HARD. And light armor jobs are squishy as all hell now. I watched my THF go down in 4 hit's yesterday to a simple Jagel. If we're gonna tank any of these later bosses, I don't see it happening in TP gear.
My point is if we're just gonna sit there and do damage in TP gear and *NOT* tank the mob, why the hell would anyone bring you over any of the MUCH better DDs?
/nin tank like a boss
@Hunty, I would like to test your tanking theory myself, though I don't have Twilight Torque. Also, currently Some of the pieces of Dux are hard to come by, but as soon as I get a full set I will start looking at some numbers and see how feasable it is.
Also, now that I know what Dark Rings you are talking about, I will need to spend some time farming to get -6% PDT on two of them, results probably won't be soon since my playtime is pretty limited currently.
I can solo cleave on average 3-4 rings in 90 minutes while farming something else lol. Not all are good but npc for 30k+ and might get refresh hairpin
What mob stat does parry skill get checked against?
so, is there an opinion on this job so far? work in progress? no good, stick to something else? As a new convert to blue mage, having melee and mage ability drew me to this job, plus the GS, GA and axe skills, high parry, etc, but so far it doesn't seem so great.
maybe the new light armor and all that AGI was meant to help RUN? anyone have a full set yet? does it have set bonuses?