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  1. #221
    Sea Torques
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    Marootsoobutsu, could you please test whether the phalanx is at cast or if you need to wear it full time?

  2. #222
    Shootin' rocks at monsters
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    Shiva

    Quote Originally Posted by Protey View Post
    Marootsoobutsu, could you please test whether the phalanx is at cast or if you need to wear it full time?
    Not sure how to do that testing, and I have bare minimum interest in RDM... but if someone lets me know how to go about it, I could give it a shot.

  3. #223
    Old Merits
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    I'm really not sure why having to full time it is even being entertained as a possibility. Pre-existing Phalanx + gear has always been wear on cast, and effect remains after removal.

  4. #224
    Ridill
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    Quote Originally Posted by Marootsoobutsu View Post
    Not sure how to do that testing, and I have bare minimum interest in RDM... but if someone lets me know how to go about it, I could give it a shot.
    Find some source of known fixed dmg cast full timing it cast after remove compare dmgs.

  5. #225
    Relic Shield
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    Cactuars! 10000000 Needles!

  6. #226
    Sea Torques
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    Quote Originally Posted by Martel View Post
    I'm really not sure why having to full time it is even being entertained as a possibility. Pre-existing Phalanx + gear has always been wear on cast, and effect remains after removal.
    The same reason that the Regen Potency+ augments is straight up HP+ while pre-existing Regen Potency+ gear acts differently.

  7. #227
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    Quote Originally Posted by Protey View Post
    The same reason that the Regen Potency+ augments is straight up HP+ while pre-existing Regen Potency+ gear acts differently.
    That would be a logical reason to test the potency of the phalanx, and see if it's directly +x to dmg reduciton, or a +x% gain to current phalanx.

    It is not, however, a logical reason to think that you have to keep it equipped.

  8. #228
    Sea Torques
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    Quote Originally Posted by Marootsoobutsu View Post
    Not sure how to do that testing, and I have bare minimum interest in RDM... but if someone lets me know how to go about it, I could give it a shot.
    Go to a cactuar and get it down to 25%, then spam dia on it. I recommend the test as follows:

    1. no gear on, cast phalanx for base amount > 1,000 needles > known base amount.
    2. only your augmented phalanx+ gear on, cast phalanx > remove gear > 1,000 needles > different from known base amount?
    3. only your augmented phalanx+ gear on, cast phalanx > 1,000 needles > different from known base amount?
    4. no gear on, cast phalanx for base amount > put your augmented phalanx+ gear on > 1,000 needles > different from known base amount?


    edit: please record your damage values

    thanks!

  9. #229
    Sea Torques
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    Quote Originally Posted by Martel View Post
    That would be a logical reason to test the potency of the phalanx, and see if it's directly +x to dmg reduciton, or a +x% gain to current phalanx.

    It is not, however, a logical reason to think that you have to keep it equipped.
    things are acting differently than what they were previously. so to not even bother testing makes no sense.

  10. #230
    Ridill
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    Don't even have to use 1k needles.. Any mob that can consistently land nukes on you would work

  11. #231
    Old Merits
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    Quote Originally Posted by Protey View Post
    things are acting differently than what they were previously. so to not even bother testing makes no sense.
    A different method of increasing potency is not the same as potency loss on gear removal. A change to one factor does not imply changes to a completely different mechanic.

    But by all means, let the testing go on! Nothing wrong with finding out with certainty.

    I just wanted to know if you had some specific basis for assuming the potency+ would need to remain equipped, post cast. Which, it appears, you do not.

  12. #232
    RIDE ARMOR
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    Dagger augments 2x built for AoEs: #1 MAB+15 (snowdim +1), WSD +4% (leafslit+1), delay -4% (duskslit)
    #2 MAB +14, WSD 3%, Save TP +40. (Same stones). I also saw: STP, DBL ATT, Waltz pot(leafslit).

  13. #233
    Sea Torques
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    Quote Originally Posted by Martel View Post
    A different method of increasing potency is not the same as potency loss on gear removal. A change to one factor does not imply changes to a completely different mechanic.

    But by all means, let the testing go on! Nothing wrong with finding out with certainty.

    I just wanted to know if you had some specific basis for assuming the potency+ would need to remain equipped, post cast. Which, it appears, you do not.
    I didn't assume it was one way or the other. that's why i asked for testing. If it is on casting, that means a RDM can gain 13 reduction (Only 13 instead of 15 because would lose so much in enhancing skill from gear) from phalanx if +3 phalanx potency is max and it works as a straight +3 and not a %. But if it is worn after casting then can gain the full benefit. Though would have to lose out on WSD or stat increase. The first way I would have to create two sets of Taeon, losing inventory space in my wardrobe, the second way I'd lose out on damage. Before I go try and get another set and spamming many millions of gil worth of stones, it'd be nice to know for sure which way it is from someone who already has the augment.

  14. #234
    Ridill
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    Quote Originally Posted by Protey View Post
    I didn't assume it was one way or the other. that's why i asked for testing. If it is on casting, that means a RDM can gain 13 reduction (Only 13 instead of 15 because would lose so much in enhancing skill from gear) from phalanx if +3 phalanx potency is max and it works as a straight +3 and not a %. But if it is worn after casting then can gain the full benefit. Though would have to lose out on WSD or stat increase. The first way I would have to create two sets of Taeon, losing inventory space in my wardrobe, the second way I'd lose out on damage. Before I go try and get another set and spamming many millions of gil worth of stones, it'd be nice to know for sure which way it is from someone who already has the augment.
    If it was the 2nd the only way I could see that being implemented that way is if it cared about who was being casted on instead of caster which would be rather funny

  15. #235
    Campaign
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    Quote Originally Posted by Protey View Post
    The same reason that the Regen Potency+ augments is straight up HP+ while pre-existing Regen Potency+ gear acts differently.
    No, there always have been different types of Regen Potency augments.
    It's never been the case for Phalanx (altough that doesn't mean this couldn't be the first time).

    For a buff you can apply to others (like Regen) it makes no sense that potency is calculated with an item that has to be kept equipped by the caster. Game would have no way to update the buff on people it has been cast to.
    For Phalanx, I dunno, it's in theory a buff that applies only to yourself but that can be given to others through Accession, so... It could be possible I guess.
    Stoneskin buffs do not apply to other people when you accession it, maybe it's the same for Phalanx, don't think it's ever been tested.

  16. #236
    Ridill
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    I think that's more of a case of specific equipment/jas instead of spells. I believe stoneskin buffs work with accession if the player getting stoneskin has them equipped no? Similarly embolden bonus actually cares about the next spell cast on you not one you cast (though obviously SE intended those to be the same thing)

  17. #237
    Sea Torques
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    Leviathan

    i noticed that there is magic evasion augment, but has anyone seen magic defense bonus augment at all?

  18. #238
    Ridill
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    Quote Originally Posted by Protey View Post
    i noticed that there is magic evasion augment, but has anyone seen magic defense bonus augment at all?
    I have not.

  19. #239
    Ridill
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    Quote Originally Posted by dasva View Post
    All right time for some taeon body
    leaforb +1 - pet crit rate 1-4, pet breath +5-8, pet da 3-5, pet regen 2-3, pet subtle blow, repair potency 2-4

    So either I have really really bad luck or there are different pet options between the individual pieces in a set... maybe between sets too so I might have to try arco next.
    So decided to compare to the other body bst gets Arco... so used about 30 nqs (yay for a stack only costing 50k lol)

    Leaforb - pet store tp 1-5, pet regen 1-2, pet da 1-3, pet crit rate 1-2, call beast timer -2-3, pet breath 1-4.

    Then threw a bunch at the axe.

    Leaforb - avatar perp rate -2, pet haste 1, pet pdt -1-2, repair pot 1-3%, pet haste 1, pet regen 1

    leaforb +1 - repair potency 1-5%, pet haste 1-2,

    Not sure why I didn't get crit rate or da after a total of a good 40 stones but I'm 100% sure I've gotten them on that axe plus they are confirmed from old. Also I'm 100% sure I've gotten dt on axe but only once and was only 1%. Might have been an off thing or I'm thinking based on it's rarity and the fact it's a combination of pdt mdt bdt it might just be rarer similar to how acc+ att is rarer than either.

    So it appears I may have been mistaken when I thought I got pet haste/dts from leaf on armor. Based on this and based previous stuff it seems leaforb general stats are pet regen, crit rate, da, breath (this might only be on melee sets though), then Arco can get call beast timer and pet store tp, taeon can get subtle blow and repair potency, and helios can get blood boon and maybe something else (maybe perp rate? idk haven't really followed it that much). And axe (or perhaps just weapons) can get pet haste, pet pdt, perp rate and lol repair potency and according to bg wiki the combined crit/da stat though armors might be able as well but it's just rarer similar to how getting acc and att is a lot rarer than just 1. Since smn is on it too Telchine can probably also get some avatar related stuff but haven't seen anyone trying for that.

    Looking at this probably could get a fun pet regen idle set going lol.

    But yeah so based on this no defensive pet stat or haste for leaf on armors for bst or pup so might have to rethink what to use the dusk for as it has been shown to be pet haste and dt or in my case just a bunch of base stats.

  20. #240
    Old Merits
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    I wonder how much base damage Duskslit +2 caps at for 1H/2H. Just got +35 on my Olyndicus, definitely happy with that.

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