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  1. #41
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    Honestly, this is another pointless modification to weapon stats. Since the stat seems to be independent, they may as well had just said they're adding a new stat to the game named "Magic Accuracy Attribute 2" and be done with this. However, if there is a conversion between magic accuracy and this new attribute (And there is good reason to believe so given the table), why not just use the existing term?

  2. #42
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    Quote Originally Posted by CDF View Post
    The only issue I have is why exactly "magic accuracy skill+" can't be 1:1 with effective/equivalent magic accuracy.
    Yes I agree. Why do they have to make things so complicated? Or at least seem so complicated?

    One possible reason for their choice is because with a 1:1 conversion they wouldn't have been able to give the same macc to same ilevel weapons with different +skill values, and because they wouldn't have been able to give different values to Backline Vs the rest.
    Altough, I dunno, they could have used 1:1 as a baseline and then add a bonus/negbonus according to the weapon being backline or not. Would have seemed simpler, more streamlined and less confusing? And it wouldn't have required the data to be displayed in the description.

    I mean, I'm having difficulties understanding their choice. Why did they remove macc from the description? I assumed it was to simplify things and making them more streamlined/linear, creating a correlation between the +skill value displayed and the +macc received. If they had succeded, this would have made things more simple with less data displayed.
    But now all these posts and the fact they want to put macc back into the description... I don't know, what were they trying to do? To achieve? I'm lost.

  3. #43
    CDF
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    In practice any non-1:1 conversion between "magic accuracy skill+" and equivalent magic accuracy (if it's still related to weapon skill, if it ever was in the first place, they need to decouple weapon skill from magic accuracy FFS), even if it's utterly nonsensical and pointless, and will be opaque to the end user so ideally the same "magic accuracy skill+" value for different weapons will represent the same equivalent magic accuracy bonus...

  4. #44
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    All of my LOLs:
    http://www.bluegartr.com/threads/112...92#post5912092

    They aren't using Magic Accuracy because the effect only applies to the player if it is on the main hand weapon.

    Their iLevel implementation is such bullshit.

  5. #45
    CDF
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    So '"Magic Accuracy Skill+" value only to the main weapon' but 'Elemental weapon skills from the ranged weapon (such as Wildire) would reference the "Magic Accuracy Skill+" of the ranged weapon.' (main weapon in the discussion is distinct from ranged weapon)

    LOL

  6. #46
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    That addressed the largest issue people had with the system, but doesn't really justify giving 1H weapons lower MAcc values than 2H weapons. Very few (if any) 1H users will use a sub weapon for the sake of MAcc. Doing so would require Dual Wield, which BRD and RDM do not have native access to, and Ninja is unlikely to use a subweapon for a few more MAcc even in a situation where their spells would be optimally benefited by it. Even a 1H user did want to sacrifice their sub slot for more MAcc, the best sub-weapon only gives 10 MAcc at the moment while the best grip gives 5 MAcc. As a result, 1H weapon users just have permanently lower MAcc than 2H weapon users.

    Of course, none of this is important due to the lack of competitive iLevel alternatives.

    PS. They had no problem putting single-weapon stats onto weapons in the past without noting it, like Senju, Heartsnatcher, etc.

  7. #47
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    "The individual values are not set weapon by weapon, but rather in accordance with weapon category and item level"
    And further than that, they also sometime put different values according to the subcategory (like Poles and Staves).

    This still seems unnecessarily convoluted to me.
    The main factor here seems to be ilevel btw, with additional bonuses according to "preference" (backline vs frontline) and type (2h vs 1h).


    Doing a practical example once again, for BRD:

    Izhiikoh
    + iLevel 119
    - Frontline weapon
    - 1h weapon

    Soothsayer
    - iLevel 113
    + Backline weapon
    + 2h weapon
    + Can get additional +15 macc with Airlixirs


    In spite of all this I still believe that iLevel plays the biggest part compared to the other factors, and that Izhiikoh will still provide more macc than a Soothsayer staff, atm.
    This is based on nothing of course, just my hunch.

  8. #48
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    You don't really need to hunch it they give example values which you can extrapolate. Iztaasu +1 a front line weapon with 162 skill has 126 macc and is ilvl 113. Depending on exactly how it's figured that would put Izhiikoh 180-188. They stated Lehbrailg +1 given the same ilvl and skill it should be the same for sooth which is 156 so 169 with full augmented. int and mnd wont help brd so that's moot. Both can get 5 macc in the sub slot though it's much less likely with shield. Of course if you really really want to max out just get Lehbrailg +1 with max macc on augment based on best reported on bg wiki that would end up with right about in 184 though can likely go a little higher.

    So abou the samish to slight lead to Izhiikoh for brd debuffs though for regular debuffs staffs will win. But to give another example even though brd can't equip it Atinian Staff with only ilvl 117 completely demolishes the 119 front line weapons so while obviously more skill/ilvl has more the weighting factor makes a huge difference too.

  9. #49
    CDF
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    Agreed, what valid justification is there for giving 1H weapons lower MAcc values than 2H weapons?

    How do they expect anyone to accept their reasoning as though they were trying to restore the pre-SoA status quo regarding magic accuracy (maybe this is a straw man; they don't really GAF about anything but their misplaced concern about potential "imbalance'):

    pre-SoA
    • weapon category (including subtype like pole vs staff) independent of native/base magic skill
    • dual wielding for magic accuracy virtually irrelevant (Chatoyant or Magian Staves or GTFO)


    post-SoA
    • "preferred weapon categories for back line jobs such as staves and clubs receive a higher 'Magic Accuracy Skill+' value than front line melee weapons such as swords." (but magic accuracy is dependent on item level...)
    • Additionally, even within weapon categories we have made categorizations of weapons such as "Poles" which are more attack-based and "Staves" which are more magic based, and granted slightly higher "Magic Accuracy Skill+" to the magic-based weapons. (who cares?)
    • Additionally, considering that a sub weapon can be equipped, two-handed weapons receive a slightly higher "Magic Accuracy Skill+' value than one-handed weapons (this is only a slight difference, not nearly the same as if we had to account for Dual Wielding). (BFD, again irrelevant pre-SoA)
    • Basically, we have retained the magic-oriented characteristics of many staves and clubs, but also allowed for practical magic use while equipped with swords and great swords. Please consider these adjustments when decided which weapons to use for casting spells. (there was nothing usefully magic accuracy-oriented about staves and clubs pre-SoA aside from Chatoyant and Magian staves, and those at least conferred damage bonuses and/or recast/casting time bonuses in addition to magic accuracy beyond native/base magic skill AND Chatoyant was all jobs)

  10. #50
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    So someone give me a simple yes or no here. Do I have to skill staff to cap or can it sit at 200somethijg where it has been for the last 7 years?

  11. #51
    D. Ring
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    You have a claustrum and you don't even have capped staff? You make me a little sad. You should just hop on war and afk retaliation skillup one day, can't hurt to have it!

  12. #52
    Ridill
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    Quote Originally Posted by cdgreg View Post
    So someone give me a simple yes or no here. Do I have to skill staff to cap or can it sit at 200somethijg where it has been for the last 7 years?
    No you don't it was just random speculation

  13. #53
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    Quote Originally Posted by Darkmagi View Post
    You have a claustrum and you don't even have capped staff? You make me a little sad. You should just hop on war and afk retaliation skillup one day, can't hurt to have it!
    I made claustrum for sweet town gear. Don't need any skill for afk!

  14. #54
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    Not sure if it was brought up, but noticing a marked difference on Yumacax in resists by swapping to Aphotic Kukri over Chatoyant Staff. Conditions arnt ideal for testing and I am just eyeballing the numbers but it does seem noticeable. Using Skirmish+1 Gun/Hurkan Bullet.

  15. #55
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    Quote Originally Posted by cdgreg View Post
    So someone give me a simple yes or no here. Do I have to skill staff to cap or can it sit at 200somethijg where it has been for the last 7 years?
    Late response to this, but I completely forgot that you're gimping yourself badly on not having a major free mp restoral with spirit taker. You can do enough damage to easily cap out mp with it now, and you rarely need to be swapping weapons if at all.

  16. #56
    Ridill
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    If he is a blm or sch it wont matter soon anyways

  17. #57
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    I guess you have a decent point there. I still think Spirit taker would restore more mp sometimes though! Example: uncapped staff skill, no gear at all for it was doing 400-1000~ in skirmish2

  18. #58
    Ridill
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    Probably will get more but is it more you can use? Especially with todays let's spam stone 1 way of playing lol. Plus ewww getting in range

  19. #59
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    Yeah, that was my attempt to validate the use despite Myrkr. But the thing is, if you can make up the mp difference, it's certainly worth using higher nukes than stone1.

  20. #60
    Ridill
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    True there is always the other tier 1 spells lol

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