Just confirming that the refresh on the Assimilator's Jubbah is 2 mp /tic. I think it is safe to assume all the mage bodies have +2 refresh.
Just confirming that the refresh on the Assimilator's Jubbah is 2 mp /tic. I think it is safe to assume all the mage bodies have +2 refresh.
Dunno how reliable it is, but a guy on my server reports new AF boots for SMN to be 3-5% BP damage.
Assuming it's 5%, it should still be inferior to Hagondes feet, even unagumented, for magical BP.
Should of course be better for physical BPs.
I wonder how much BP would you need to be better than a ~15 mab augmented Hagondes. Over 10% BP damage for sure?
That's going to wildly depend on current pet mab and bp dmg. Prettty easy to figure out though just multiply the different mab and bp dmgs in each set
Relic boots beat Laksamana when you don't need navarch bonus.
6MAB beats 5DMG? Good to know.
I can't see either New AF boots or AF2+2 boots beating AF3 boots paired with AF3 hands (there's no MAB hands that I'm aware of) for pure damage. I mean 11 Wizards roll added about 80dmg to my QD, so say (being generous) the 6MAB on AF2+2 added 40dmg. My normal QD does 1400ish, AF3 set proc does 4450-4500. For AF2+2 to win for DoT the AF3 set proc would need to be less than 0.8% and it is much much higher than that.
(Surefire + Animikii)
kheper/khepri wristbands
I played around with it in excel, and yeah that seems to be the case:
gun 90
bullet 200
feet 0
mab 106
1194.8 damage
feet 5
mab 100
1180 damage
Unless i screwed up the calculations, I think its mostly due to the already high damage from the gun and bullet, as cutting the gun/bullet damage in half, but leaving the other two as is gives:
gun 45
bullet 100
feet 0
mab 106
597.4 damage
feet 5
mab 100
600 damage
Seeing as how the original COR hat was devised when the highest gun was DMG 42 (Corsair Gun +1) and the highest bullet is DMG 70 (steel bullet), it stands to reason in SE's infinite copy/paste wisdom, they just copy/pasted the AF QD effect. Or the person who tested it may have messed up, since SE seems to have marginally raised the other AF effects.
Potentially they're getting another upgrade in the future, so who knows, might get a bigger boost.
Any news about the hat? Has that one changed?
I think -and hope- this is the case.
So far there have been reports of "no change" and "small increases" somewhere else.
I'm leaning to think that all fall into the second category, but sometimes it's so small/strange that people didn't even notice it.
Would be very strange for SE to only update some of those effects, where on AF2+2 if I'm correct all of them got enhanced one way or another.
Maybe the increase is so small because, like Seha said, there is another version incoming and maybe that will bring another further enhancement and at that point things will start to be more relevant.
In terms of pure damage, anything greater than ~3 MAB will beat the +5 base damage boost offered by the neo-AF feet. MAB will always be more effective because it is multiplied onto to the total base damage. I can't see Laksamana's Bottes as a good option for QD in any situation.
Anyone beat the SKC10 "Factory rejects" in very hard mode? can't seem to kill the 5th doll, hits very hard for 600+. And we all /NIN to avoid hate reset from en-bind.
Is it that high?
Should be 2% at two pieces.
Guess I'll need to parse more. I have about 3.75% proc rate since I've returned, although it's a very small sample size (6 procs in 160 shots against Hurkan/Tchukka).
4.5k QDs are very satisfying, I can't begin to imagine what it's like with DP.
Anchorite's gaiters are +65 kick damage. Almost as good as otronif DA/crit. The iLvl 119 will be better.
http://www.ffxiah.com/forum/topic/36...uide/61/#reply
Tough battlefields are not really that bad. Did Kindred Spirits with MNK MNK SAM BLU PLD WHM. We were nervous about doing Tough because we heard you needed a BRD or something. We did 5x "Normal" and breezed through it, this could probably be trio'd tbh. My CDC's were taking off 10-15% of each mob's HP, they hit like babies. For Astral Flow, can Sancrosity/Rampart/Diffusion+Magic Barrier. When we did Tough it was a bit harder but not unmanagble. Mobs had a lot more evasion but each still died in ~1min-90sec. Astral Flow hurt a bit more but with Sancro/Magic Barrier it only did 800-900ish. Make sure to Barblizzara, he always Astral Flows with Shiva regardless of day. You definitely don't need a BRD for 'Tough' battlefields but sushi is definitely recommended. Parsed 63% acc on my BLU and I have a pretty near top tier gear set. Also as an aside, can Thunderbolt SMN and usually keep it stunned long enough to kill before Astral Flow; didn't work for Sudden Lunge, as most times when I Lunge'd it would knockback very far instead of slightly(a sign that the stun didn't proc)
5x Normals, nothing of interest dropped. Two of them dropped a Pluton, one of them dropped a Riftworn Bolder. The last fight we did a "Tough", dropped 4 Rem's Tales instead of 2 and got a Predatrice.
Kindred Spirits in Very Difficult, SAM/MNK/PLD/WHM/BRD/GEO. Acc was ok with Sushi, Blade Madrigal, Ind-Precision and Geo-Torpor but not capped. At a moment Quadrastrike one shoted the MNK for 2614 damage. Diamond Dust did about 1800-2500 damage on everyone with Barblizzara, Shellra V and Scherzo up and 800 on the Aegis PLD. Some magic from the BLM Kindred (Blind, Bind, Sleep, Sleepga II...) were casted on a random target, not necessary on the PLD who was super tanking.
Total HP on parser :
WAR : 76,370
DRK : 77,991
BLM : 69,996
SMN : 66,384
Just got Ninja Body, Hachiya Chainmail
I tried to test the amount of DW using TP return.
This is the setup I used:
1) Completely naked (to avoid STP, DA, and whatever else
2) /BLM (to avoid specific DD traits that would alter my TP return, and to warp back faster!)
3) Was standing turned around most of the time, then turning around to perform my tp round (to avoid parrying)
4) Was keeping shadows up to avoid getting hit (and gain TP)
5) Used Dynamis Katana (1 damage, 999 delay) and Senjuinrikio (dmg 25, delay 227).
TP return without body:
20 40 61 81 102 122 142 163 183 => 20.4 TP per attack round
TP return with body:
18 36 55 73 92 110 128 147 165 => 18.4 TP per attack round
Does this mean the body gives 10% Dual Wield?
Sorry, I suck at math D:
Considering Ninja already gets DW5 (35%), how much more DW is neeed to reach delay reduction cap?
This body looks very good for solo but for group play it's, I dunno, depends on the amount of magic haste you get. Having 10% DW concentrated in a single slot, which also gives other useful stats, is still a nice thing anyway, opens up more options in the other DW slots like Legs and Head for example.
Or is my analysys wrong?