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Thread: Magic Accuracy     submit to reddit submit to twitter

  1. #21
    Cerberus
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    I find it extremely funny how many RDM's ive met have no idea that MND influences potency/accuracy. I hate seeing so many RDM's with all +MP gear, it just makes me cringe. Even some RDM's that have been 75 for a year or more, and some still have no clue....come on. Some just think if you stick the spell thats it, set amount of time that it stays on the mob, and how much it procs. I myself have no Wise gear...shit is junk. Overall i think there is a better option of equip for every slot of wise. Not to mention its extremely ugly, and we all know you gotta look sexy sticking enfeebles, its just a part of the job

  2. #22
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    Quote Originally Posted by Ravenlokk
    i couldnt be wrong but i dont know if mnd makes dia3's defence down any more potent.
    I try not to get too hung up on things like this. Stacking Skill + MND will effect at least one of the following: Initial damage, DoT potency/duration, -DEF. All of which are a good thing, I would take a guess and say it's probably going to be more than one of those, maybe all 3; and as Dia III is important enough for you to cast each mob in a Merit PT, then it would seem like a good idea to carry gear to boost it.

  3. #23
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    Is there some sort of inherent difficulty in enfeebling higher level mobs like there is for melee? My PLD/RDM can stick blind on level 73-76 mobs at a rate obviously higher than a 37RDM could, I was wondering if this is due only to higher INT.

  4. #24
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    INT/MND cap out on offering extra accuracy to a spell, based on the level of the mob you're casting a spell on.

    Note: Meeting that cap is a very good thing. For instance, I get less resists when I nuke Fafnir in 314skill and +43INT then 333 skill and +23INT. However, I get less resists on a VT mob with the latter, however the damage is slightly lower.

    If it doesn't make sense to you, go try it for a long, long time. After taking Wafik's advice and switching to a full -enmity setup for certain things and that basically giving me more INT as well, it's kinda clear to me.

  5. #25
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    Quote Originally Posted by Bagel
    Is there some sort of inherent difficulty in enfeebling higher level mobs like there is for melee? My PLD/RDM can stick blind on level 73-76 mobs at a rate obviously higher than a 37RDM could, I was wondering if this is due only to higher INT.
    It's probably taking the level difference (of your main) into account too.

  6. #26
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    Its so all kinda random sometimes, like youll be running through Valkurm dunes and messing with a gob, and SOMEHOW something crazy happens and they cast bind on you............and stick it. come on wtf.....lol
    level 10 mob sticking bind on a level 75 nin that has resist bind traits... orz
    yet i can resist Jormungands Bind, but not the level 10 gob :X

  7. #27
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    Quote Originally Posted by Bkbahamut
    I hate seeing so many RDM's with all +MP gear, it just makes me cringe. Even some RDM's that have been 75 for a year or more, and some still have no clue....come on.
    I cringe everytime a RDM comes into the party with only 600-650mp to main heal/haste with. I find it hard to believe anyone would think that MP+ is the way to go for enfeebling HNMs.

  8. #28
    Mr. Bananagrabber
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    Quote Originally Posted by Lithiani
    Magic accuracy also affects the resist rate of skillchain effect (Mag.Acc. on the skillchain closer being important).

    DoT effects have their potency calculations that I can't remember right now.

    The gods alone know how all of this works with Blue Magic, especially given the odd effect with other magic skills feeding in that I have read about.
    I never realized that.

    That makes Abyss Cape alot more appealling for my LSs DRKs then I previously thought (though granted they're on other jobs 95% of the time)

  9. #29
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    Quote Originally Posted by spooky
    Quote Originally Posted by FFXIFlux
    INT/MND don't have anything to do with accuracy. No one that I've seen has tested magic accuracy but it being equivalent to skill is the most reasonable guess.
    If by accuracy you mean resistance, then I beg to differ. I've certainly seen a big difference INT has on my resists on Kirin in the past, double Etude FTW!
    I once had a dream of having uber-sexy high INT. After spending millions gil on my gear "pimpin' out that shizzle," (this was before Wise, also) I ended up with a whopping 70+102 INT (with bard, no 2hr, but with food). Even throughout the entire Ulli camp party-this was back when you could party there, mind you-I was resisted right and left and non-stop on most of my nukes and some enfeebles. It was enough to convince me that A: RDM aren't for nuking and B: INT doesn't help land shit. I could be wrong, but this was my strongly supported assumption after the three hours of partying.

    EDIT: After reading Geno's post, I'm pretty sure he is accurate in what he says. Skill balanced with the stat involved is better than having a huge number of one or the other. I had 250 Elemental Magic skill when conducting this experiment. (230+10+10)

  10. #30
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    I'm a BLM I was talking about nuking kirin. >.>

  11. #31
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    Quote Originally Posted by Krandor
    Quote Originally Posted by Lithiani
    Magic accuracy also affects the resist rate of skillchain effect (Mag.Acc. on the skillchain closer being important).

    DoT effects have their potency calculations that I can't remember right now.

    The gods alone know how all of this works with Blue Magic, especially given the odd effect with other magic skills feeding in that I have read about.
    I never realized that.

    That makes Abyss Cape alot more appealling for my LSs DRKs then I previously thought (though granted they're on other jobs 95% of the time)
    Every single time I say this, someone comes back with the emoticon. I guess I just see the effects of days of the week more, being SAM and doing so many more renkei. than anyone else. That's how I noticed the effect in the first place. Nowadays I ask for threnodys on a mob to boost renkei damage (assuming there is no BLM).

    Skillchain effects are magical damage effects, with a source equal to the source of the closing weaponskill. Anything that affects magical damage will affect the renkei. This is why if you can persuade a RNG using a Light or Fire staff to close Light or Fusion with the weaponskills on the level 3 section of the chart, they will get both a magic accuracy and magic attack effect from the staff for the renkei effect.

    DRKs get access to quite a bit of Magic Acc gear. IIRC, there's a few scythes, said cape and Homam Zuchetto.

    The main problem with the concept is that there's relatively little point boosting the power of the renkei effect if you have to gimp the damage of the weaponskill to do it, because the base damage of the renkei effect comes directly from the weaponskill damage. Hence why you don't eften get RNG using the aforementioned weaponskills.

  12. #32
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    Quote Originally Posted by spooky
    1 Magic.acc = 1 Magic skill in all areas, ele, dark, enfeeb, healing, etc, etc.
    that is false for the most part. I dont' think 1 Magic Acc = 1 Ele skill, I think it would be like 0.5 of everything even if that. I don't think Magic Acc. increases potency of Drain or Aspir either, but simply not to get it resist.

    As far as I am concerned, BLM should only get Ele skill+ gear instead of Magic Acc.+ Gear since I'm pretty sure Ele Skill > Magic Acc.

    Imo, Magic Acc. is a placebo for BLMs.

    Also for healing magic, Magic Acc. isn't going to make you Cure better

  13. #33
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    Quote Originally Posted by Lithiani
    Quote Originally Posted by Krandor
    Quote Originally Posted by Lithiani
    Magic accuracy also affects the resist rate of skillchain effect (Mag.Acc. on the skillchain closer being important).

    DoT effects have their potency calculations that I can't remember right now.

    The gods alone know how all of this works with Blue Magic, especially given the odd effect with other magic skills feeding in that I have read about.
    I never realized that.

    That makes Abyss Cape alot more appealling for my LSs DRKs then I previously thought (though granted they're on other jobs 95% of the time)
    Every single time I say this, someone comes back with the emoticon. I guess I just see the effects of days of the week more, being SAM and doing so many more renkei. than anyone else. That's how I noticed the effect in the first place. Nowadays I ask for threnodys on a mob to boost renkei damage (assuming there is no BLM).

    Skillchain effects are magical damage effects, with a source equal to the source of the closing weaponskill. Anything that affects magical damage will affect the renkei. This is why if you can persuade a RNG using a Light or Fire staff to close Light or Fusion with the weaponskills on the level 3 section of the chart, they will get both a magic accuracy and magic attack effect from the staff for the renkei effect.

    DRKs get access to quite a bit of Magic Acc gear. IIRC, there's a few scythes, said cape and Homam Zuchetto.

    The main problem with the concept is that there's relatively little point boosting the power of the renkei effect if you have to gimp the damage of the weaponskill to do it, because the base damage of the renkei effect comes directly from the weaponskill damage. Hence why you don't eften get RNG using the aforementioned weaponskills.

    Elemental Obis also effect the damage of Renkei.

  14. #34
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    Quote Originally Posted by Bkbahamut
    I find it extremely funny how many RDM's ive met have no idea that MND influences potency/accuracy. I hate seeing so many RDM's with all +MP gear, it just makes me cringe. Even some RDM's that have been 75 for a year or more, and some still have no clue....come on. Some just think if you stick the spell thats it, set amount of time that it stays on the mob, and how much it procs. I myself have no Wise gear...shit is junk. Overall i think there is a better option of equip for every slot of wise. Not to mention its extremely ugly, and we all know you gotta look sexy sticking enfeebles, its just a part of the job
    There's a big difference between a rdm not realizing mnd effects potency and not realizing mnd effects accuracy. All you have to do is equip more mind gear in diorahma ballista, slow someone and you can see how their recast is effected to test potency. The question is specifically targetted at mnd's effect on accuracy, since it's much harder to prove. It sounds like mind effecting accuracy is more of an opinion, judging from the responses..

    I use two macros, similiar to someone earlier in this thread. One is purely enfeebling skill / magic acc and one is mind gear. Then in the Para/Slow etc. macro itself, I will equip gear that is elemental or spell specific.

  15. #35
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    Quote Originally Posted by nekoshoonen
    Elemental Obis also effect the damage of Renkei.
    I've not had the opportunity to test it myself, but it cetainly doesn't surprise me to hear it. Skillchains have always had the potential for base damage boosts by day and weather.

  16. #36
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    Quote Originally Posted by spooky
    Quote Originally Posted by Lockecole
    Quote Originally Posted by spooky
    Quote Originally Posted by Septimus
    Quote Originally Posted by spooky
    1 Magic.acc = 1 Magic skill in all areas, ele, dark, enfeeb, healing, etc, etc.
    Dark magic skill is the exception because it affects the potency of Drain and Aspir as the accuracy. (Not sure how skill affects the potency of the Absorb line.) I think someone said that Magical Accuracy only reduces resistance for Drain and Aspir, not potency.
    I am pretty sure that is the case with all magic skills, the only time you see an increase in potency (due to more skill) is because you were getting partially resisted in the first place.
    Dark Skill actually INCREASES the potency of Drain/Aspir spells. Yes it also affect resists.
    Seriously, I really think it only does because you’re getting partial resisted in the first place. I’m open to suggestions though.
    It is accuracy and potency for Drain/Aspir, Lockeole is correct.

  17. #37
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    Mage argument make head hurt.

  18. #38
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    Quote Originally Posted by Zetah
    Mage argument make head hurt.
    yeah it's like when i first started playing blu and i started asking melee friends questions i still don't really get all this WS modifiers' real effect or fSTR and crap <.<

    But i can tell you that using Burn reduces the resist rate of Black Magic and Shock of White magic (damage or enfeeble) thus its not a simple thing of your MND but it's more of a your mind vs the mobs mind. Kinda like the damage you inflict on a mob is dependent on the mobs VIT/DEF your STR/ATT

  19. #39
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    INT doesn't do jack shit for elemental magic resistance.

  20. #40
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    hence why Tarutaru always have lower resist rates than any other Race and get less resists consisntently with less Elemental Skils than I do as a mithra on Sky gods...... yup yup

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