Unless they ya know have other things to buy with it.... plus you probably swapping head out during ws probably more like 90-92% overall recycle rate (though I almost want to gimp my ws just to keep capped). But in the end assuming normal plasm farms you are at best probably going to end up farming 1 hours to get 2 hours of shooting. Still kinda painful but god that dmg... especially when higher ammo is even worse
Herald Henry (Translucent Broth) is CourrierCarrie 2.0. Costs 2000 plasm.
Edit: Call Beast w/Beast Affinity level 2 (and Monster Gloves +2) and Brethren Axe (Item Level 113):
Max HP: 5514
Removing the Brethren Axe gives Max HP: 5416.
Did RUN LB as well. Talk to RUN NPC then go to raptor coliseum in Rala Waterways. There's a taru NPC at the start who engages you as soon as you enter, but he dies in 2~ hits. After him there's a main person in the middle who's the "real" fight. She's stupidly easy as well. Afterwards go to Octavian to finish quest. for 3k bayld and the title Trialed and True Runist.
4th expansion, "Second Floor"
Ionis benefit and Guild Unlocks
Peacekeeper: Minor Enhancement to max HP/MP & Traditional Weapons II staff
Scout: Minor Increase to all Ailment Resistances & Library Cards staff
Inventor: Minor Synthesis Success Rate & Growth Agents and Materials staff
Pioneer: Minor Gathering Efficacy Enhancement & Colonization Support Provision staff
Courier: Minor Haste Effect & Kinetic Unit Cost Adjustment staff
Mummer: Moderate Combat Skill Gain Rate Increase & Mummers' Medal Prizes will provide additional services
Naakual WK Reive KI Cost (75k pre-update):
Original 3: 25k
New 2: 50k
It was windsday when i did GEO fight.
All I'm seeing as a benefit from the +188 skill is fulltiming RCB with zero gear change to cap acc/atk when getting sub-par buffs, which is almost never(all I can think of is Bee and Gnat that this would be relevant with proper buffs). Razorfury should maintain an edge, but Ixtab is a nice, free alternative. Weary to say if it will be easy, since I believe these new wildskeepers were listed as content level 17(?), so I highly doubt it'll be a walk in the park like the last batch of Naakuals were.
It doesn't really specify what effects the amount of modification. Hell it doesn't even say base dmg transfer
"•The damage of physical blue magic spells will now increase depending on the item equipped in the main weapon slot.
* This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill."
It almost sounds like it be tying into those +188 skill thing...
Are you sure fantasicdan. I went back to reread the version update notes because I thought I misread them after your comment and they don't say anything about adding the base damage to the spells. So that is why I thought it was depended on item levels. Here is the text:
The damage of physical blue magic spells will now increase depending on the item equipped in the main weapon slot.
* This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill.
I don't understand that last part.
Wyvern is quite a bit stronger after leveling it up a few times on mobs outside of Adoulin. Regular hits for about 200, breath for 500-600. Healing breath has also drastically improved, I got a 1200 breath without using DB
With which polearm?Wyvern is quite a bit stronger after leveling it up a few times on mobs outside of Adoulin. Regular hits for about 200, breath for 500-600. Healing breath has also drastically improved, I got a 1200 breath without using DB
The breath damage doesnt matter since most new NMs take SEVERELY reduced damage to breath. Breaths that ususally cap at ~414 on outside mobs hit delve NMs for 30-60 on an unresisted breath.
BTW did anyone stop to think how useless Stun will be on these new Naakuals and their Delve counterparts? One is a Thunder-based NM and the other is an Earth based NM. gg?
post on official forum
Quote Originally Posted by Akihiko_Matsui View Post
Hello, Matsui here.
I'd like to inform you about the adjustments to the damage values of physical blue magic spells.
We are currently making preparations to implement the full-blown adjustments to the damage values of physical blue magic spells in August.
There's a reason why I am saying "full-blown" here and I would like to explain what I mean by this.
With the July version update it has become possible to increase the damage value of physical blue magic spells depending on the weapon you have equipped, but in order for this to take place the weapon must have an item level displayed and there has to be stats that modify the weapon's skill.
While this was implemented in the July version update, there are not many weapons that fulfill the above criteria at this point in time and I wanted to let you know ahead of time.
(In the July version update the only one that fulfills the criteria is a club from a new Naakual.)
The adjustment that was made in the July version update was performed in preparation for the new equipment and stat adjustments on existing equipment that will occur in the August version update. I apologize to keep you waiting until August, but we appreciate your patience.
Putting 188 skill on weapons would be equivalent to roughly +35-40 levels of skill. This would indicate that the newer NMs might be something ridic like level 150-160.
Agreed, but SE's new policy is to not make an NMs "IMMUNE" to any debuffs. Because pretty much every VW/Abyssea NM was 100% immune to Bind/Silence/Sleep/Gravity/Sleep which comprise more than 75% of RDM's enfeebling arsenal. Letting newer NMs be enfeebled makes for more interesting strategies and also makes RDM somewhat useful now, though no more than 1 per alliance unlike other mages.Ice debuffs land on Tojil though.
That being said, I hope they are immune to stun. I wish the previous 3 bosses were too tbh.