unfortunately for BLU attk does absolutely nothing for my spells that i may use while TPing as well.. So i do chose STR gear over ATT gear even for TPing
unfortunately for BLU attk does absolutely nothing for my spells that i may use while TPing as well.. So i do chose STR gear over ATT gear even for TPing
The question would be, do you melee? If you do melee, then why the fuck would you ignore adding attack instead of going all str? Last I remember some of the best blue's I partied with not only did great damage with spells, they also added quite a bit from their swords.Originally Posted by nekoshoonen
Cause its impossible to macro STR in when you use a spell, right?Originally Posted by nekoshoonen
If I were endgame BLU I'd be decked in +Haste for TPing.
from personal experience, samurai with a hagun hits dimishing returns on str around +62ish... with hasso now i cap out around +75, and the difference between 65 and 75 isnt nearly as significant as the difference between 55 and 65.
and lol@flameringtp. the only time i go completely +str is /thf, which is only for sky/grand wyrms. otherwise i balance str, attack and acc and sub war for exp. for example, for weaponskills, i swap out my turban for shura kabuto, okote for alkys, togi for hachiman, byakko's haidate for shura haidate +1, but i leave on my peacock charm(or use appropriate sea gorget), rings, life belt. when /thf i swap everything out for str.
While I cant wrap my head around the technical terms people use ftpdstr+pfdeflolyomama
My normal all STR setup for SAM/THF is about +65. Could be more but I dont see any point. With Hasso up, It's +75...
I can honestly say I dont see any difference at all on normal mobs w/ hasso up or not when using sneak attack.
I see a very obvious difference /WAR using overwhelm but thats the only time the extra 10 str seems to matter.
It hasn't pushed my avg damage on sky gods and sea jailers much at all.
Havent poked a wyrm since the patch on SAM so I dunno there.
Instead, Ive just traded the pieces of gear equaling 10str and substituted attack gear instead....
I still dont see any difference... but I do it anyway... cuz well... I'm too lazy to change the macro.
lol
lolOriginally Posted by nekoshoonen
No because it's impossible to carry MND gear INT gear STR ACC gear Staves and ATTK gear not to mention the fact that i simply do not have enough macro for all the blu spells since i have BLM and RDM 75 (2 of the most Macro consuming jobs you can possibly imagine)Originally Posted by Lockecole
at level 67 on IT+> ITs I'll TP in SH, Feral trousers, Mithra RSE boots, Akinji gloves, Woodsman x2, Emp Pin, Minuet + diabolos, amamet (at 73 i'll get commander's cape and ZOMG TP in it), chiv chain and potent Belt. so yeah there is /some/ attack there but i wouldn't swap my minuet earring for a spike earring (when exping w/o a brd) or w/e attk earring is at 67 because it simply isn't worth my bother.
And if I'm fighting VTs i will adjust my gear and take off woodsamn for Victory (1 or 2) and Akinji for Pallas according to how much i seem to miss with each change.
go on smart ass you tell me what you would carry at 67 with only 60 slots available
Out of interest, do you use Windower macros? They are an absolute godsend for me on BLM. I think I would have stopped playing long ago without them. lol Also you can do fun things like map you're TP gear to ctrl-a so when you go to attack a mob it put's all your gear on for you.
i use non-bindable ones for BLM yes. but tbh not to sure on how to really make them from scratch for RDM or BLU so yeah BLM has them but i still need the same ammount of macro slots as before.
A mini question if most people dont mind:
I'm leveling monk and wondering if it is better to wear STR earrings (Triumph) or attack earrings when gaining TP? Also are the +Acc (small boosts like +1 or +2) earrings better to wear over STR or Attack when gaining TP.
I dont have a parser or alot of time to do this testing since I am so busy with school, so i was just wondering if someone had an opinion/answer.
Thanks
I'd wear +attack for TP
with a decent gear +sushi, you wont be having acc problem that needed you to wear +acc earring.
Acc(till capped) > Atk > Str for TP gain, definately use Atk earrings. Whether to use small ACC boosts depends on what you're replacing it with.Originally Posted by Daveys
Maybe someone who reads here regularly knows how to save macros externally from ffxi, and switch them out. I used to know someone who did that for his jobs but hes long since quit. I guess what people would need to know is which file macros are stored in so they can just switch them back and forth.Originally Posted by nekoshoonen
From my parsing (mostly skilling up weapons solo on BRD/BST) it has seemed that the boundary between "medium" evasion and low evasion works out to about 75% acc.
In other testing (as both BRD and BST 75, on different mobs and with different weapons) I found that the difference between low and high evasion is exactly +40 accuracy.
Given this, it seems reasonable to expect that adding some consistent amount of +acc past the low evasion boundary would give capped 95% acc. Does this seem sensible to other people? Anyone have a guess (or better yet, data) about the number?
question about Accuracy on gods
when I fought Suzaku I kept missing like a sad man @ +64 acc with +5% acc meat food and still missed until a bard came to sing the acc songs
I was wondering what amount of acc would be needed in order to hit without bard support atm I have +74 acc would it really matter?
"When combat skill is beyond 200
Accuracy = ( 200+ (Combat Skill-200)*0.9[0] + DEX/2 + (+accuracy from gear) + (+accuracy from trait/ability) ) * (1+ percentage from food effect)"
note having pulled that from http://wiki.ffxiclopedia.org/Accuracy it is 0.92 there, vzx said 0.90 when i was bothering him about acc caps, and that's why i have changed it, if someone knows it is 0.90 for sure, please change teh wiki ><
"low evasion (75%+ hit rate) occurs when your accuracy is 10+ points above the monster's evasion."
above posters are correct in saying a static amount of acc over the low evasion point will result in 95% hit rate (excluding effects like AGI boost tp moves, and so on).
i don't know if it's static insofar as being one number at all lvl/lvl differences, however if anyone feels like parsing for capped acc and noting what acc over low eva point is required, that would be very interesting!
maybe someone like aurik already knows?
incidentally given this 'acc required to reach cap' value you can put in the numbers for any equipment build using the information on http://www.freewebs.com/vzx-01/ and http://www.geocities.co.jp/Playtown-Part/6371/ then determine your damage over time (given some information like what def/vit the mob has too).
i've been toying with the idea of doing this myself by creating a calculator for it but i don't have access to ffxi right now ><;
There's a level based modifier to accuracy. It's easy to see, just take out a low-skill weapon and attack something 15 levels below you. I was hitting lesser colibri regularly as level 75 with my skill-110 staff and about 30 accuracy.
The level-based modifier doesn't seem to factor into the /check return. Those same lesser colibris conned as high evasion, and I was hitting them just fine.
For things like gods, you're fighting against a huge level-based penalty, huge agi, and huge evasion.
It's most likely a function which compares the difference between accuracy and evasion. 5 accuracy on top of 300 is still significant when you're fighting things with 300~ evasion, even though its only about a 2% change in actual accuracy. There's also diminishing returns. I remember once parsing a hedgehog pie (+5 acc) to increase my overall hit rate by 2-2.5% in KRT, but 5 acc on top of 93%~ acc won't cap you out.
I remember hitting lvl 51 and got a dark staff for WHM. Zero skill in it and no acc equips.and the first thing I whacked was battering ram chasing some noob to the zone. Didn't miss a single swing.