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Thread: Skirmish 2: Equipment     submit to reddit submit to twitter

  1. #81
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    Event can be pretty boring at T1~3, T4/5 Pick up a bit but still rather dull until the last 10 minutes or so... I wish the event was a bit more fast paced but at the same time... IDK, I'm happy its doable. I don't want them adjusting it the wrong way and making it painful...

  2. #82
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    I guess the good part is that with a good group in old Skirmishes you could make up for very fast runs, whereas with this new one it's gonna last a lot. At least this is the impression I got from yesterday.
    Like Karbz said I like it in the end, but it becomes kinda painful if you wanna do multiple high-tier runs, like 1 for each member of the group.

    Maybe they should make waves succeed one another more "dynamically", according to how fast/slow you killed the previous one? A fix such a this alone would probably be more than enough to make the event less tedious.
    Still, it's a shame considering how much I loved Rala and Cirdas skirmishes.
    They were fresh, easy, relaxing and lots of fun.

  3. #83
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    Quote Originally Posted by Karbuncle View Post
    Event can be pretty boring at T1~3, T4/5 Pick up a bit but still rather dull until the last 10 minutes or so... I wish the event was a bit more fast paced but at the same time... IDK, I'm happy its doable. I don't want them adjusting it the wrong way and making it painful...
    I like that it's rather accessible upgrade path to people who don't already have top tier gear, but also contains some unique pieces for folks who do. The fact that it's essentially ALL -pdt gear is nice as well. If you're rocking full delve boss gear I'd imagine it's pretty slow, but I found it the pace to be pretty aggressive when I went with people mostly decked out in ilevel 100-106 gear. It really does fill in the gaps nicely.

  4. #84
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    Some results on Lehbrailg+1:

    +1 stone:
    dmg+16, fastcast+5

    nq stone:
    dmg+6
    dmg+4 int+4 mab+1
    dmg+1 mnd+8
    dmg+4 int+3
    dmg+4 macc+8
    dmg+3 chr+7 macc+2
    dmg+5 int+3 mab+19
    dmg+4
    dmg+2 mnd+1
    dmg+2 mnd+2
    dmg+1
    dmg+4
    dmg+6 chr+6
    dmg+2 mab+12
    dmg+2
    dmg+1
    dmg+1 int+3
    dmg+8 chr+1 mab+8
    dmg+5 chr+3
    dmg+5 mnd+7

    None of the mab results are even remotely close to making up for the 21mab the base item loses from NQ Lehbrailg, so I'm aiming for macc, to try to close the Atinian gap rdm suffers from now. At least it has a different name for macro purposes, so I can have an nq for nuking and an hq for macc.

  5. #85
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    Doesn't the 80~90 Magic Damage make up for the 21 MAB Lost? Moreso only 2 MAB Lost according to your 7th Augment >_>? I'd imagine if you got MAB+19 from an NQ Augment that It could go pretty high...

  6. #86
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    Quote Originally Posted by Karbuncle View Post
    Doesn't the 80~90 Magic Damage make up for the 21 MAB Lost? Moreso only 2 MAB Lost according to your 7th Augment >_>? I'd imagine if you got MAB+19 from an NQ Augment that It could go pretty high...
    Lehbrailg (NQ) can get MAB augments that are probably almost as good as whatever the max on this is. We've seen in the mid to high 20s. So apples to apples, NQ Lehbrailg is still better on higher tier nukes since magic damage has relatively small impact for them on a percentage basis.

  7. #87
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    Thats pretty awful. But... We Still don't know the Maximum Number for MAB On +1 So i wouldn't condemn it just yet? Though i see your point. NQ Stone on Lelb has +12 listed as possible, So its safe to assume the NQ/HQ/HQ2 values are within similar variables... Just weapons have higher base stats and such. Kinda sad if so, This event will be mainly about the armor but im sure most people expected that.

  8. #88
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    Quote Originally Posted by Aumaan_Kujata View Post
    Some results on Lehbrailg+1:
    dmg+5 int+3 mab+19
    Considering this is an NQ stone, it's one pretty cool of an augment!
    Dunno if you have to "make up" for the 21 mab loss (assuming it really is a loss and the two values on the two items are real and there are no description errors). Do not forget you get more than double the "Magic damage" on the +1 version, more int and a hell more of macc.
    Or am I missing something here?
    Even with 2 less mab (+19 -21) it still seems much better than the NQ staff, and we're talking about just silly NQ stones here!

    Until I have enough +2 stones to waste on it I'd call myself very happy and very lucky to get an augment such as the one above :Q__ _

  9. #89
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    Quote Originally Posted by Sechs View Post
    Considering this is an NQ stone, it's one pretty cool of an augment!
    Dunno if you have to "make up" for the 21 mab loss (assuming it really is a loss and the two values on the two items are real and there are no description errors). Do not forget you get more than double the "Magic damage" on the +1 version, more int and a hell more of macc.
    Or am I missing something here?
    Even with 2 less mab (+19 -21) it still seems much better than the NQ staff, and we're talking about just silly NQ stones here!

    Until I have enough +2 stones to waste on it I'd call myself very happy and very lucky to get an augment such as the one above :Q__ _
    You are missing the augments on the nq... not really fair to compare augmented HQ to unaugmented NQ and the magic dmg is as previously mentioned more of a boon on low tier stuff. Would really have to run the numbers to see where which one becomes better right now though. But I think the point kinda is an HQ should be definitely better in all ways. Not add to some lower others and make it situationally better

  10. #90
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    Yeah, my NQ Lehbrailg has +27mab/+6int as an augment, and the int can go at least 6 higher that I've seen. So that's really a 48mab deficit that the augment on the HQ has to work against. The extra mdmg on the HQ is nice, particularly for the low-D nukes, but it's not enough to really be competitive unless a surprisingly large augment shows up. And even then, I'd prefer that the surprisingly large augment be macc, since we're basically just talking about non-Atinian-Staff mages here, and macc is more their bailiwick anyway. Or it used to be...

  11. #91
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    I have to wonder if "magic damage" is really doing what they intended it to do. I find it hard to believe that they wanted to make it so significantly biased towards improving low tier nukes, especially when I see them do things like drop MAB to compensate for magic damage.

  12. #92
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    Clearly the JPs put in a request that they wanted us to cast like Shantotto.

  13. #93
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    Anyone test out the shield yet?

  14. #94
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    A comment on FFXIAH says that it has a 75% blockrate with 501 skill on the mandragora in Ceisak. I believe that would put the block rate enhancement at +10%.

  15. #95
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    +1 Stone.

  16. #96
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    Wow. Now, if only they would uncap cure potency....

  17. #97
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    Quote Originally Posted by Kyte View Post
    A comment on FFXIAH says that it has a 75% blockrate with 501 skill on the mandragora in Ceisak. I believe that would put the block rate enhancement at +10%.
    Hard to say I think since they've recently been throwing out the whole shield size block rate caps out of the window. That's still a rather sexy block rate for rdm

  18. #98
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    Quote Originally Posted by Slycer View Post
    Wow. Now, if only they would uncap cure potency....
    like seriously, i am cirumventing this atm on SCH by adding additional cure potency with a korin obi/chatoyant staff/twilight cape set with aurorastorm/light weather/lights day, but its still shit.... so much cure potency and so useless -_- they really should raise the cap to 100% cure potency. albeit that would prolly make some things a bit OP with whms empy pants +2. but then again a whm can toss out 1200 cure IV with a chat/korin obi/twilight 50% cure pot set on lightsday/aurorastorm etc... so we are basicly allready there.

  19. #99
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    Anyone else feel Each set of armor has a "Pool" Of augments related to the Jobs on it and all those Augments can appear on any piece of the Set? (Maybe with 1 Unique Augment per piece).

    Cause I get that vibe.

  20. #100
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    The heavy 2hand set is *almost* useful, the hands have potential if they had more Store TP. The feet, I want to use for Jump but they still lose to AF3 feet and/or Huginn. The legs have potential too but hardly beats out Ares+1/AF3/Mikinaak r15. Hopefully the augments will be boss. It's very hard to beat some pieces of gear just due to special stats and/or job specific stats. I really want to see more job specific boosts on new gear, tired of them releasing sets like this where maybe 1/5 of the set is good for one of your jobs only under one or two circumstances. Like the Jump: Double Attack+3% seems good but when you compare it to +5TP on Spirit Jump or +10% Damage on Soul Jump, the 3% is pretty meh, not to mention you could just use Phorcys Shuhs which have 3% DA on it too. 3% DA on a JA you use every 50-90 seconds is underwhelming, hopefullt here's an augment that could add another +7% DA to that.

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