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Thread: Rune Fencer Findings     submit to reddit submit to twitter

  1. #461
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    Also, I have to test it, but I suspect weather/day bonus can proc on Lunge. If that's the case, an Obi in the waist slot, specialy considering there's no MAB nor skill gear in that slot, can greatly increment Lunge damage (assuming that you use runes of the corresponding day, as I usually do if there's no special reason for other type of runes).

  2. #462
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    Is there a spellcast for Run yet?

    I haven't found one that works yet, maybe because lunge is under another category?

  3. #463
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    My spellcast works fine with all run abilities.

  4. #464
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    ok let me go look at the spell cast thread again maybe I missed it, thanks

  5. #465
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    Quote Originally Posted by Moozie View Post
    ok let me go look at the spell cast thread again maybe I missed it, thanks
    Make sure your resources.xml is up to date...

  6. #466
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    Quote Originally Posted by Moozie View Post
    Is there a spellcast for Run yet?

    I haven't found one that works yet, maybe because lunge is under another category?
    I asked the questin before, it was answered.

    This works fine for me-

    <if Spell="Lunge">
    <cancelspell/>
    <cmd>sc set MAB;wait 1;input /raw /ja "%spell" &lt;t&gt;; wait 3;sc set TP</cmd>
    </if>

    MAB - is my MAB set name.
    TP - is my TP set name.

  7. #467
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    That shouldn't be needed at all. Are you still on old windower maybe?

  8. #468
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    Quote Originally Posted by chichicha View Post
    Just a bit bored with Reive...
    Then I went to play with Lunge Formula, base on BGwiki.

    1) 440 Skill, with MAB 6 x 3 Runes = 1749dmg (As non-resisted, regular dmg)
    2) 445 Skill, with MAB 0 x 3 Runes = 1668dmg (Since, I recalled that those Headband with Skill+5, trying a comparison with MAB.)
    3) 467 Skill, with MAB 0 x 3 Runes = 1751dmg (i.e. You need to push +26 to +27 Skill level to make it even with MAB+6)

    Then I came out with my Ideal Setup - MAB+46 set with 445 Skill level , I can get approx. 2436dmg every 3 minutes (as non-crit, non-resisted, regular.)
    And I believed, if you do Gambit before you make a 3 Runes Lunge, dmg should be boost for another 25% to 50%
    (by eyeballing during my fights)

    Next thing, I am going to look at Mag Crit Hit rate+ for any slot free...

    If there is merit that reduce Lunge recast, I will definitely hit it ^.^
    I just had a thought, what if we also get a merit to increase Lunge damage per Rune? o.O

  9. #469
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    Quote Originally Posted by Sayzar View Post
    I just had a thought, what if we also get a merit to increase Lunge damage per Rune? o.O
    Too good to be true

  10. #470
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    Quote Originally Posted by chichicha View Post
    I asked the questin before, it was answered.

    This works fine for me-

    <if Spell="Lunge">
    <cancelspell/>
    <cmd>sc set MAB;wait 1;input /raw /ja "%spell" &lt;t&gt;; wait 3;sc set TP</cmd>
    </if>

    MAB - is my MAB set name.
    TP - is my TP set name.
    This was needed for the first few days after the update, but you should be able to do standard equip rules for lunge now. My guess is that sending the "lunge" command to the game previously would try to use sudden lunge, the blu spell, so spellcast was trying to cast that, not use the new /ja.. like how bst pet moves try to cast BLU spells. It has been resolved, as long as your resources are updated.

  11. #471
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    Quote Originally Posted by Esvedium View Post
    This was needed for the first few days after the update, but you should be able to do standard equip rules for lunge now. My guess is that sending the "lunge" command to the game previously would try to use sudden lunge, the blu spell, so spellcast was trying to cast that, not use the new /ja.. like how bst pet moves try to cast BLU spells. It has been resolved, as long as your resources are updated.
    I am using Windower 4. I had that on day 2 or 3 after new pack released. I do see Spell cast updated automatically on resource files and etc. But I didn't know it was fixing this.

  12. #472
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    Quote Originally Posted by Sayzar View Post
    I just had a thought, what if we also get a merit to increase Lunge damage per Rune? o.O
    T1 Merits:
    Ignis Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Gelus Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Flabra Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Tellus Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Sulpor Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Unda Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Lux Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Tenebrae Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%

  13. #473
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    Quote Originally Posted by cassiraa View Post
    T1 Merits:
    Ignis Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Gelus Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Flabra Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Tellus Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Sulpor Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Unda Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Lux Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Tenebrae Effect: Increase damage and resistance by 2. Increase lunge magic attack by 2%
    Perhaps, but I think SE will have to add Embolden Cooldown, and maybe Gambit cooldown to the list as well.

  14. #474
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    Quote Originally Posted by chichicha View Post
    Too good to be true
    You are probably right, would be nice though lol.

  15. #475
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    Quote Originally Posted by Taim Meich View Post
    Also, I have to test it, but I suspect weather/day bonus can proc on Lunge. If that's the case, an Obi in the waist slot, specialy considering there's no MAB nor skill gear in that slot, can greatly increment Lunge damage (assuming that you use runes of the corresponding day, as I usually do if there's no special reason for other type of runes).
    Did a few Lunges on rabbits outside town in Adoulin on darksday. Small sample size but looks like it might work. Could've been resisted.

    1st Lunge was 2522 no Obi
    2nd Lunge 2441 no Obi
    3rd Lunge 2685 with Obi

    RUN/DNC
    GS 440 w merits
    MAB +48 from gear

  16. #476
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    Can't you go RUN/SCH and put up weather to test it?

  17. #477
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    Yeah, didnt think of that, ill do that now.

  18. #478
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    Doing test again, cept on the mandies this time.

    RUN/SCH

    GS skill 440
    MAB +48

    Lunge without Obi
    2441
    2441
    2441

    Lunge with Obi + weather
    2304
    2685
    2685

  19. #479
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    That 2304 is curiuos. It almost looks like a 1/2 resist from just 1 of the 3 runes. Or just wardrobe malfunction

  20. #480
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    So, I've been following the stuff about RUN and GEO pretty closely, despite being too broke to reactivate (let alone buy seekers), and I got bored, so I figured I'd contribute what little I can.

    First, though, I have a question. Has anyone played with the feasibility of PLD/RUN? I imagine that, given the runes all generate decent hate, and what you can get from subbing the job, wouldn't they have a decent amount of synergy? At least in magic-tank situations.

    Now, on to my "helpful" contribution: Speculation!

    Based on what I've been reading, and SE's general SEness, this is what I'm predicting for AF/Relic/Empy(or equivalents):
    Spoiler: show

    Standard A/R/E stats:
    - Some MDB
    - Some MAB
    - Parry Skill (regardless of how worthwhile it is, you know it'll be there)
    - A fair amount of Evasion/Skill
    - Various other semi-useful stats
    - Lots of useless shit, with less useless stuff the higher level you go

    Predicted AF stats: (Most likely to be on ONE of the sets are all listed here, so these are things I expect to be on at least one, and most likely AF)
    - Enhances "Rune Enchantment" Effect (Increase Enspell Damage, Resist amount, or both)
    - Enhances "Lunge" Effect (Small damage increase, akin to Cor's AF hat; If not on AF, I'd expect it on one of the other sets)
    - Enhances "Tenacity" Effect (You know it's coming)
    - Enhances "Swordplay" Effect (Maybe. It'll probably be on one of the sets)

    Potential Relic (or Equivalent) stats:
    - Augments "Rune Enchantment" Effect (Runes applied with this bonus will also increase their related attribute (str/dex/vit/etc, fuck knows for tenebrae))
    - Alternatively; gives runes a potency boost if they match day/weather
    - Enhances "Ward" Effect (small potency boost for Vallation/Valiance and Pflug, maybe a short duration boost for liement?)
    - Enhances "Inquartata" Effect (if this isn't on any of the sets, I'd almost guarantee it to be a cat1 merit)
    - Enhances "Gambit" Effect (small potency increase)

    Predicted Empy (or Equivalent) stats:
    - Enhances "Tactical Parry" Effect (you KNOW this will be here)
    - Augments "Gambit" Effect (Gives gambit a similar debuff-boosting effect to Quick Draw's, only applied before hand (ie: if a matching debuff is cast while the target is under gambit's effect, its potency will be upped a bit)
    - Alternatively; Augments "Lunge" Effect (which would do the same thing, only be even more like quick draw, and be applied after the debuff, when lunge is used)
    - Alternatively; See Cat2 Merits
    - Augments "Inquartata" Effect (small counter % on parries)
    - Augments "Swordplay" Effect (Adds one of any number of additional things to the buff, in the same way Tantra Cyclas boosts Impetus)
    - Potential additions: Crit Evasion, Magic Evasion, Magic Defense, Attack, etc
    - Enhances/Augments "Not-yet-added ability" Effect
    - Set: Augments "Embolden" effect (For each piece, reduce the buff duration penalty)


    and for merits:
    Spoiler: show
    Potential Cat1 Merits: (Note: I don't think ALL of these will get in, but I think the final choices will be from this list)
    - Rune Enchantment Effect (If AF only increases damage or resistance, this would increase the opposite)
    - Swordplay Recast
    - Swordplay Duration (up to 3 minutes)
    - Embolden Recast
    - Ward Recast
    - Effusion Recast
    - One For All Recast
    - Inquartata effect

    Potential Cat2 Merits:

    - JT: Better Stormsurge (My normal creativeness for new ability/trait names is gone today, sorry)
    - Effect: Runes will increase an additional stat based on their element. Potency varies with merit level
    - Ignis: +% Attack
    - Gellus: +MAB
    - Flabra: +Evasion
    - Tellus: +% Defense
    - Sulpor: +Accuracy
    - Unda: +MDB
    - Lux: +MEVA or Regen
    - Tenebrae: +MAcc or Refresh
    - Potencies would be +10/% for physical stats (atk/eva/def/acc) and +5/10 for the second (except in the case of regen/refresh, which would likely not scale by merit and be a flat amount per rune)
    - For the sake of balance, it could also be reduced to half for each merit after the first (meaning, for example, 3x Ignis would give 20% atk instead of 30%)

    - JT: Effusion Efficiency trait
    - Gives effusions a chance to not consume runes (either each rune individually, or all of them as a whole)

    - JA: New Ward: Reflect (these could also be new JAs added outside of cat 2 merits)
    - Effect: Redirects the next hostile magic attack back at the caster (could be specifically damage, debuff, or both)
    - D: 1:00 or until activated R: 10:00
    - Alternative: Negates the next magic attack received and counters with magic damage based on active runes

    - JA: New Effusion: Ghetto Quickdraw
    - Effect: Same thing I described in the Potential Emp Armor section; either boosts matching debuffs cast after it's used, or boosts matching effects already on the mob; whether or not it would stack with quickdraw's effect would dictate its potency
    - D: n/a or 1:00 R: 3~5:00 (Depending on potency)


    Aaaaand for potential other stuff:

    Spoiler: show
    Potential New Abilities:
    - AoE Ward Ability (Could potentially be a merit JA, as well)
    - Effect: The effect of the next ward used will be applied to all near by party members (Basically like Diffusion)
    - D: 1:00 R: 10:00~20:00

    - Conversion effect
    - Effect: converts a % of incoming physical damage into magical damage, depending on the type of damage dealt (or some other factor)
    - D: 1:00~3:00 R: 5:00~10:00 (duration and recast depending on how much damage it converts)
    - Ex1: Slashing -> Fire, Piercing -> Wind, Blunt/Striking -> Water, Non-elemental (If any mobs even do this) -> Light
    - Ex2: Slashing -> Fire/Light, Piercing -> Wind/Thunder, Blunt/Striking -> Water/Ice, Non-elemental -> Earth/Dark
    - Alternative: Phys damage converted based on the game day, and/or active weather.
    - EX: On firesday, 50% (arbitrary value) physical damage taken is converted to fire damage, and if rainy weather is present, an additional 25% is converted to water damage (or, alternatively, it becomes 25/25 fire/water
    - Alternative2: Forcibly apply Formless Strikes to incoming physical damage, converting them to non-elemental magic damage which is easier to resist

    - Physical Rune
    - Effect: replaces En-effect and resistance with +atk and +def
    - D: 3:00 (or 5:00, the wikis disagree and I'm too broke to afford to reactivate) R: 0:10

    - Offensive Stance (mutually exclusive with the defensive stance)
    - Effect: Increases Attack (or Crit rate or whatever), and increases the enspell effect from Runes, but reduces the elemental resistance gained, and the potency of wards
    - D: 3:00 R: 5:00

    - Defensive Stance (mutually exclusive with the offensive stance)
    - Effect: Increases Enmity, and Defense, as well as the elemental resistance from runes, but reduces the enspell effect, and the potency of effusions
    - D: 3:00 R: 5:00

    Other Potential Changes:
    - Ten min recast on Valience and Embolden definitely needs to come down
    - They may need to open up RUN's gear selection just a bit. I mean shit, if ninjas can wear chainmail without any issues, I don't see why RUNs can't at least get that much.

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