Oh well just lol thenOriginally Posted by Carbon
Oh well just lol thenOriginally Posted by Carbon
I'd like to see what data you got this from. I remember seeing hojo:Ni data that said that ninjutsu gear had no effect on the potency of the slow. That being said, I assumed that skill would have no effect on kurayami as well.Originally Posted by Carbon
Basically I thought that skill did nothing except determine resist rates for NIN, but if it indeed 'moves up' a tier (even if potency remains the same) then that is kinda strange.
That being said I've never seen blind II(level1) overwrite kurayami and i've never seen Kurayami overwrite blind II. Maybe there is some factor into it such as level of mob vs potency of blind II.
another question-
I've heard/read that Bio 3/Dia 3 work differently than previous dia/bio debates. Through level two they overwrite in this manner:
dia << bio << dia 2 << bio 2.
Meaning dia 2 will overwrite bio 1, but bio 2 overwrites dia 2.
Now I've read that dia3/bio3 will BOTH overwrite eachother, which could be of a nice benefit at certain HNM/gods situations.
RDM 1 has 3 levels of Bio3, and uses it as DoT on Kirin to help negate regen.
RDM 2 has one level of Dia3, and casts it before weaponskills to increase damage dealt, and will overwrite the Bio3.
RDM 1 then recasts Bio3 after the skillchain to slap the increased DoT back on Kirin.
Just a thought, but if this IS the case, it seems like a great way to work the two newer DoTs RDMs have for maximum effect at long fights.
Yes yes yes. It took me about 66 levels to realize that, but once I did it was like a very large light bulb over my head. The spells you are casting as rdm are constant from 48 to 75 (save the occasional Protect/Shell IV and lolnukes) -- more MP available converts directly into being able to do your job better. This is why wearing a few pieces of Zenith at the beginning of a party and whenever you convert is great; three Zenith (say, head/hands/legs, all of which are easy to get) = three more refresh/haste casts = one more person you can sustain effectively in a cycle. Contrast this to blm, my first job, where sure I got more MP every level, but the spells I was casting cost more MP too.Originally Posted by Lylie
Then when you hit 75 and get expensive Tier 2 merits, more mp helps for casting those :D
A BLMs Bio II will do more DOT than Bio III making it useless for RDM to waste merits on.Originally Posted by Celebrindor
Since you're doing it on Kirin, why not:
BLM Bio II > RDM Dia III > 30 seconds/SC > Dia wears off > BLM Bio II
Originally Posted by MikedeeFenrir
Only reason not to? We're tight on BLMs compared to RDMs in my shell. Your point is valid, but for us, the plan I describe above is more plausible.
how did group 1 merits derail into group 2 merits? D:
A BLM's BIOII wont do more than a RDMs bio3 if the RDM has all the dark skill available to them.
I'd agree with the 5/5 wind/ice thing being a compensate thing, but it is helpful until you can get some of the more gamebreaking endgame gear like af2 hat and ultima stuff which isn't a picnic to get. at the same time I don't understand why anyone would want to consider earth merrits when you can cap slow2. if 5/5 wind/ice is too much (ie: should have more on convert) then having more earth accuracy than 3/3 slow2 just seems the same.
only reason i'd lean away from convert merrits is because of how often I find myself going rdm/whm to things and wanting to DS > convert > cure4. and i'd personally find it annoying to not have DS ready with convert. but w/e gets mp up faster i guess.
I'm hardly a rdm main, but from a tank perspective:Originally Posted by yrpaine
-Anything except slow is useless. Para is too random, lolblind.
-Phalanx2 is a must. Too many people dont have it, and its nothing short of godly in situations where you have to take damage(Wyrms in the Air, Wings, Shadow Stripping AoEs/Spells, Flares, Khimaria, Chariot Moves... etc). There's nothing better.
The best way to achieve maximum results with the above would be 3/3 Phalanx 2, Slow 2, and Earth Accuracy.
LOLOriginally Posted by MikedeeFenrir
Gotta love those misinformation.
?Originally Posted by wop
Bio2 @ 220skill does 7dmg/tick
Bio2 @ 276 skill does 8dmg/tick
Bio3 @ 220 skill does 8dmg/tick
RDM Caps @200 btw, so you're informed.
RDM Caps @200 Gear(Listed): 228Originally Posted by Delekii
Abys. Ear+5, Crimson Hands+10, Subligar Body +3, Dark Torque +7, Dark Earring +3. Anything I missed? I think there's new items IDK, @Work lol.
I'm still trying to figure out how I'm misinformed.
wow-Anything except slow is useless. Para is too random,
You have just answered your question.Originally Posted by MikedeeFenrir
With appropriate gear, RDM's Bio3 slip dmg is equal to BLM's Bio2.
However, RDM vs RDM on Bio2 vs Bio3,
Bio2 6dmg/tick = 120 seconds total 240 dmg
Bio3 8dmg/tick = 90 seconds total 240 dmg
Imo, soloing or w/e, anything that is able to cut kill time by such a significant amount, is pure win in my books.
p/s aren't you the RDM that insists Dalmatica is crap for RDM and was flamed back by the rest of the RDM community eg Morathi, etc??? I think you should stick to BRD.
No, just no. Paralyze my be random, but when it kicks in the effect is amazing. You may not notice it as a tank, but trust me, the Red Mage is sitting in the back smiling every time "xxx is paralyzed" appears on the screen, and the White Mages shed a little tear for each Cure V they don't have to cast because of it.Originally Posted by Celeras
Fact, and when it procs 2 or 3 times back to back, oh boy, /joy+1Originally Posted by Septimus
Bio II is 7HP/Tick if you're saying Bio III is doing 8HP/Tick (Guessing @220 Dark Magic)Originally Posted by wop
What you're saying both spells do 240 dmg over time. II last 120 seconds, III lasts 90 (@ 3/3 merits).
Bio II MP Cost: 36
Bio III Mp Cost: 54
In overall time Bio III will do more dmg, but, I still can't see any reason to dump 3/3 Tier II merits into this and ignore SlowII or Paralyze II (even Phalanx II).
p/s No, I'm not, I do make fun of RDMs for Enfeebling in it however (same with BRDs who cast Lullaby/Elegy in it). I also make fun of WARs who TP in Osode/Amir, but that has nothing to do with the topic.
equipment:
RDM&BLM
+7 dark torque
+3 dark earring
+5 abyssal earring
+5 nashira manteel
+5 merciful cape
RDM
+3 glamor jupon
+10/11 crmsn fng gnt/+1
BLM
+5 blackjack
+10/12 sorcerer's gloves/+1
+15 wizard's tonban
+4/5 igqira huaraches/+1
Other
+15 diabolos' ring (darksday only)
+3/5 inferno sabots (new moon only)
+5 killer mantle (drk SJ latent)
Does this exist yet?+5 killer mantle (drk SJ latent)
I've seen as many of those as I've seen Wrestler's Mantle.Originally Posted by Raineer