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  1. #12301
    Yoshi P
    Join Date
    Dec 2006
    Posts
    5,360
    BG Level
    8
    WoW Realm
    Arthas

    You can get ~2 DA or crit on each iuitl piece (~0 with nq stone, ~1 with +1, ~2 with +2 I think?) but it seems very rare due to the giant augment pool full of ranged stats and other crap. I'm not about to break the bank trying to get perfect yorcia skirmish gear just to have it be obsoleted next patch (especially when I'm barely playing the game outside of monstrosity lol).

    For the setup above, you're losing 4TA not 2 if you're comparing it to a build using iuitl head.

  2. #12302
    Melee Summoner
    Join Date
    Dec 2010
    Posts
    26
    BG Level
    1
    FFXI Server
    Shiva

    This may be old news to some, but the combination of item level weapon + full hajondes set seems to make our magical damage quite decent. I noticed in skirmish 2.0 a SCH one shotting mobs, so I decided to try the same with some blu magic.
    using charged whiskers I would either 1 shot (if double damage kicked in) or would require 1 additional spell to kill any mob. At one point a wave of 10 mobs came, and 2 spells killed them all (about 40,000 damage in 2 spells).
    So afterward I tried out some spells I had not used in quite a while - like Magic hammer. On colibri in Marjami, was doing 450, on easy prey fodder in other areas was doing 600+. Perhaps this is not all that significant as blm can wear the same gear and I'm sure nuke alot stronger.

  3. #12303
    New Merits
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    Dec 2010
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    213
    BG Level
    4
    FFXI Server
    Cerberus

    Quote Originally Posted by Prothescar View Post
    Sticking to this at the moment myself:

    Thurandaut chapeau/Asperity necklace/Brutal earring/Suppanomimi
    Thaumas coat/Nomkhapa mitts/Rajas ring/Epona's ring
    Atheling mantle/Twilight belt/Iuitl tights/Manibozho boots


    Not sure what the "good" augments on Iuitl are, haven't seen it mentioned. If the hands can get DA then Nomkhapa can be replaced. The 5% dual wield should be capable of edging out the additional 1QA and 2TA by a small amount with just self buffs.
    The Iuitl head has +2 TA on it also, so the comparison is:

    4 TA, 1QA, 5STR, 6DEX (+any aug, its ez to get 7 att or acc on NQ)vs 2DA 5 DW and 10 acc

    Moving from 30% DW to 35% is a 7.7% increase in total damage if you ignored the fact that it will affect your TP return. And 2 DA (when sitting at roughly 1.5 multiattack per round) is a 1.33% total damage increase.

    4TA and 1QA is roughly a 7.3% increase in total damage.

    I'm thinking its a bit of a "push" either way, but personally the added PDT, defense and reduction in inventory space works for me.

  4. #12304
    New Merits
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    Dec 2010
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    213
    BG Level
    4
    FFXI Server
    Cerberus

    Quote Originally Posted by larrymc View Post
    So afterward I tried out some spells I had not used in quite a while - like Magic hammer. On colibri in Marjami, was doing 450, on easy prey fodder in other areas was doing 600+. .
    Ive forgotten about that spell.....good point

  5. #12305
    Ridill
    Join Date
    Apr 2011
    Posts
    23,594
    BG Level
    10
    FFXI Server
    Bahamut

    Almost a shame can't use atinian staff probably be pretty awesome for that. Nice though some of the nuking pieces for it have haste since it's recast is kinda horrible

  6. #12306
    Impossiblu
    Join Date
    Mar 2010
    Posts
    10,445
    BG Level
    9
    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    Quote Originally Posted by doctorugh View Post
    The Iuitl head has +2 TA on it also, so the comparison is:

    4 TA, 1QA, 5STR, 6DEX (+any aug, its ez to get 7 att or acc on NQ)vs 2DA 5 DW and 10 acc

    Moving from 30% DW to 35% is a 7.7% increase in total damage if you ignored the fact that it will affect your TP return. And 2 DA (when sitting at roughly 1.5 multiattack per round) is a 1.33% total damage increase.

    4TA and 1QA is roughly a 7.3% increase in total damage.

    I'm thinking its a bit of a "push" either way, but personally the added PDT, defense and reduction in inventory space works for me.
    I'll probably end up switching over then, means I don't have to carry as much gear

  7. #12307
    Cerberus
    Join Date
    Feb 2010
    Posts
    410
    BG Level
    4
    FFXI Server
    Odin

    Quote Originally Posted by Slycer View Post
    Matsui: Blue Magic Adjustments

    Hello, it's Matsui.

    I wanted to speak a bit about adjustments to blue magic.

    In the July version update, we updated physical blue magic so that D value of the spells was dependent on the combat skill+ present on the main weapon. However, the development team believes that we need to further adjust the power of blue magic spells. Based on this, in the fall version update, we will make additional adjustments to physical blue magic so that the attack value rises with the combat skill+ value present on the main weapon.

    Additionally, we also plan to add new blue magic in the fall version update. We will talk some more about the new blue magic spells once we are at a stage where we can give you all of the details.

    From the Dev tracker findings !!

  8. #12308
    Ridill
    Join Date
    Apr 2011
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    23,594
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    10
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    Bahamut

    Oh snap gotta actually make spell sets again lol. Wonder if it will be enough to make them worth using outside of CA/Efflux... on soa content

  9. #12309
    Salvage Bans
    Join Date
    Oct 2007
    Posts
    771
    BG Level
    5

    I heard it was happening seeing the post just has me pretty ecstatic now make combat skill also = macc and I will do back flips...

  10. #12310
    Ridill
    Join Date
    Apr 2011
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    Bahamut

    Maybe more backflips are in order after a few facepalms

    http://forum.square-enix.com/ffxi/th...d-Crescent-Etc.

  11. #12311
    New Merits
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    Dec 2010
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    4
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    Cerberus

    Nice, this gives us roughly a 40% boost (assume MegaDelve sword). Ought to be worth using again.

  12. #12312
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    So that could potentially bring out Blue Attack to somewhere in the 900ish range then? Assuming 1 Skill= 1Attack(or maybe it'll be 1 Skill= 0.9 ATK). The only thing that could be problematic is that it would make BLU extremely powerful in low level fights, not that anyone levels 1-99 normally anymore anyway but still. Personally I think it should be a bit higher given that unlike melee's Attack, we can't increase our Blue Attack with songs/berserk etc; but I guess I have no right to complain.

  13. #12313
    Impossiblu
    Join Date
    Mar 2010
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    10,445
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    9
    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    One skill is never .9 attack, it will more than likely be 1if they go that route. Wouldn't mind an extra multiplier tacked onto it for good measure since to reach any reasonable attack score for most Adoulin things you'd need over 300STR on top of 5/5 Physical Potency merits (to break 1k, you need around 500STR).

    Blue Magic skill + MH weapon skill * 1.5 + 8 + STR/2 would work just fine

  14. #12314
    Salvage Bans
    Join Date
    Oct 2007
    Posts
    771
    BG Level
    5

    Crusher of dreams lol....

  15. #12315
    E. Body
    Join Date
    May 2008
    Posts
    2,083
    BG Level
    7
    FFXI Server
    Siren

    Granting blue magic the same attack increase from STR that every other physical damage source now benefits from couldn't hurt either.

  16. #12316
    Salvage Bans
    Join Date
    Oct 2007
    Posts
    771
    BG Level
    5

    Well looks like MACC should be addressed as well:

    Quote Originally Posted by Camate View Post
    Hello!

    In addition to questions about blue magic spell damage and new blue magic spells, I know there have been a lot of questions about blue magic spell accuracy and magic accuracy in general, so I wanted to let you all know that the development team is aiming to implement adjustments in the fall version update to address this.

    The adjustments will make it so magic accuracy increases when a weapon equipped in your main hand has an item level as well as combat skill+ on it. This is not only for blue magic, but for all magic spells.

    We’ll let you know more details once more aspects of this become finalized!

  17. #12317
    Ridill
    Join Date
    Apr 2011
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    Bahamut

    Oh yeah that was first in the dev notes awhile ago... though before they were talking about it mostly for the hybrid jobs not all jobs getting macc

  18. #12318
    Salvage Bans
    Join Date
    Oct 2007
    Posts
    771
    BG Level
    5

    Yep yep I am just glad they still have it on the radar and it didn't become another broken promise in a long line of broken promises like regain for Geo and those 2 vapor wear avatars they talked about. How can programming new avatars ever take this long is beyond me lol...

    Still no matter what happens we will be better than before and can't wait for new spells but not trying to learn then that horror just never goes away on this job lol....

  19. #12319
    Ridill
    Join Date
    Apr 2011
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    23,594
    BG Level
    10
    FFXI Server
    Bahamut

    I'm still waiting for the spider move from the blu section of the trailer in aht urghan <.<. But at least my monstrosity spider has it!

  20. #12320
    Relic Shield
    Join Date
    Dec 2012
    Posts
    1,766
    BG Level
    6
    FFXI Server
    Siren

    Goobbue don't randomly eat mandragora and Fafnir doesn't fly into dragon's aery. I wouldn't put too much stock into promotional videos. There was something in the WoTG trailer that didn't make it into the game either but now I can't remember what it was. I know you were mostly joking but w/e!

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