Quad, unlike Delta, is slanted towards STR since they're equal before considering the benefits of BLU ATT and fSTR.
Quad, unlike Delta, is slanted towards STR since they're equal before considering the benefits of BLU ATT and fSTR.
Hm what type of data would you like to see? I don't have a parse program anymore but I can do a video of a NM fight if you would like. I find it extremely helpful tanking mobs that have fast attack speed or mostly anything since you gain extra dmg and the added bonus of not having to cast shadows lol. Can get around 70% counter rate.
He probably wants counter%, counter dmg%, and dmg taken to compare to /NIN's DMG potential. Otherwise, /MNK is meaningless unless it lets you survive where /NIN will not.
I have a 70% counter rate with trait + counterstance + GH. I would think /mnk would out damage /nin, you get the dmg from counters and no lost melee time due to casting shadows. Also in certain fights where mob attack speed is an issue, such as Amphitrite or other faster attackers, it would definiately be more beneficial than /nin. I always had a lot of trouble keeping shadows up when tanking Amphitrite due to his attack speed but /mnk and it was np.
Well that's probably why he asked for numbers. You're sacrificing 15% delay reduction and massive points (Counter + DW) to make the change.
You don't spend points for counter, /mnk already gets it as a trait. It's not really that big... Animating wail (assuming you don't set this /nin due to having a healer with haste) 5 pts, blazing bound 3 pts, delta (most have this set /nin anyway) 2pts, empty thrash (most have this set /nin anyway for DA) 3 pts, QC (obviously everyone has this set) 4 pts. The only extra points you really spend is 3 from blazing bound or 8 if you never set animating wail /nin due to having a healer. When you factor in shadow casting time and the dmg counter itself adds, I would imagine /mnk pulling far ahead. I mainly use it due to fast attacking mobs, almost impossible to keep shadows up full time so you end up taking a lot of damage.
Ah right, I forgot sub MNK comes with it. And DW points is easy to set. That leaves you parsing the fight (I think primarily defensive stats/dmg output) so we can compare it with the increase from DW's heightened attack speed.
Counter + Counterstance is the base 50% value iirc, so unless you've got 10% in gear somewhere that's really a 60% counter rate.
Nightfyre is correct according to wiki.
Alright so 60% counter rate, thanks for the correction. It's still a good chunk.
Thanks for replying Draylo,
Don't worry about parsing if it's not something you're able or want to do. Just anything like a screenshot of your party log and counter going off or a video would be great.
You've already wet my appetite to taste /MNK and I've already gotten to LV14 since previous post. I'll do any parsing or data hunting I need myself if and when.
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I have a Question - Here's what I call my multi-hit spell build.
Mavi Tathlum; Anwig Salade (4 STR etc), Ire Torque, Something, Minuet Earring,
Magus Jubbah +1, Heafoc Mitts, Spiral Ring, Rajas Ring
Potentia Cape, Warwolf Belt, Mavi Tayt +2, Mederi Brogues (+6 STR)
It's pretty much just what I use for convienience as various contributions makes using even more macros than I already do a pain (e.g. No Spellcast).
With Delta Thrust and Quad Cont. being my two main multi-hit physical spells to how much worth would adding more Vitality to equipment slots grab me? Is it something I should run and update to my build/make a specific build for?
If you wish to know an Atma Setup for Physical Spell situations (low-man/merit party) I typically use Voracious Violet, Razed Ruins and Stout Arm. If I must, I'll use Minikin Monstrocity but I try to avoid it.
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Another Question - Has anyone used a brew on BLU?
I've used it twice, once for Shinryu and another for Orthrus and having seen my stats maxed out I feel slightly disappointed.
Does anyone else feel this way?
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Last question - In my absence from the game last year, Nightfyre shared with the Blue Mage forums on FFXIclopedia.org Doctorugh's Blue Magic Attack equation:
Blue Magic Attack = (8 + Blue Magic Skill + STR/2)
Is this equation still applied as being correct? Has it reconfirmed differently at all?
And has any data been released on potential BLUATK hard/soft caps for physical spells? i.e - Bludgeon caps at 8 + 412 Skill + xSTR / 2.
Thanks as always, Tashan
Ain't gonna' give me credit for the /MNK thing, I see how it is.
I think you might be mixing up damage rating and attack? The wording of your question could just be throwing me off. At any rate, attack for blue magic functions similarly to melee attack for WS- the ability to cap PDIF will vary based on the monster's defense and level, in addition to the PDIF boosts some spells seem to have (Goblin Rush is good example of this).
My guess is that you're only trying physical spells. Try magic ones, in addition to Sanguine Blade (although Sanguine will give poor returns on certain monsters such as Shinryu that take reduced damage from dark element sources)Another Question - Has anyone used a brew on BLU?
I've used it twice, once for Shinryu and another for Orthrus and having seen my stats maxed out I feel slightly disappointed.
Does anyone else feel this way?
You helped
Sure np, I'll try and get a videoTashan
Thanks for replying Draylo,
Don't worry about parsing if it's not something you're able or want to do. Just anything like a screenshot of your party log and counter going off or a video would be great.
You've already wet my appetite to taste /MNK and I've already gotten to LV14 since previous post. I'll do any parsing or data hunting I need myself if and when.
If it's not correct it's at least close. Pretty easy to see how low our attack is when fighting high def/level stuff.
Should roughly conform to 1hander cRatio/pDIF equations afaik. I could test more extensively sometime, maybe test the spell acc bonus as well but bleeeeeeh.And has any data been released on potential BLUATK hard/soft caps for physical spells? i.e - Bludgeon caps at 8 + 412 Skill + xSTR / 2.
Here is a SS of few counters, fast attacking mob Bennu.
http://i821.photobucket.com/albums/z...515_183347.jpg
Looks pretty useful actually. I will have to try it out sometime.
Yep, was worded kinda weird - I'm looking for towards a rough idea of a pDIF cap for general purpose. Something which may not be capped in all situations but on average possibly.Kite says - I think you might be mixing up damage rating and attack? The wording of your question could just be throwing me off. At any rate, attack for blue magic functions similarly to melee attack for WS- the ability to cap PDIF will vary based on the monster's defense and level, in addition to the PDIF boosts some spells seem to have (Goblin Rush is good example of this).
The reason why I thought of this was because, while meritting in Altepa, as I was adding atmas and wondering "How much STR can I keep adding til it stops being useful?" "If I add another 40 STR, would I be making a dramatic increase to my spell damage?"
Yeah, I know Magical is a lot better. I just expected so much more for Physical.My guess is that you're only trying physical spells. Try magic ones, in addition to Sanguine Blade (although Sanguine will give poor returns on certain monsters such as Shinryu that take reduced damage from dark element sources)
Lmao xDbut bleeeeeeh.
Same for me; I was hoping I'd get lucky and find someone else has already done it. ^.^
RE: Counter SS
That's awesome - Please sir, may I have some more?
Tashan.
Btw, Draylo - What's your atma setup for that besides Gnarled Horn?
Pretty safe to assume you're uncapped pDIF tbh. Spell attack is REALLY low, I don't know that you'll cap on anything inside Abyssea short of brewing. Old content is the same way since you're losing a lot of STR and thus attack.