Do NM's gain resistance to non-sleep, non-gravity enfeebles if you keep using the same element to nuke (e.g. bind and blizzard 3)?
Also, do obis affect enfeebling duration/proc rate?
Do NM's gain resistance to non-sleep, non-gravity enfeebles if you keep using the same element to nuke (e.g. bind and blizzard 3)?
Also, do obis affect enfeebling duration/proc rate?
I take the higher drop rate as a no then?Originally Posted by elphaba
As dumb as I feel asking this, I guess it's what this thread is for.
Monk is my main but I've gotten Blue Mage up recently and I'm wondering about Elemental Obis. I've heard conflicting things about them... I'm curious as to when the bonuses to spells are in effect. I've heard here and there that the obis only are active during the element's day.
Please help enlighten a career monk.
They are active during the corresponding elemental day or weather for magical blue magic. For instance, while casting Mind Blast (thunder elemental) with a Rarin Obi equipped, you would gain a 10% damage boost for each lightning effect. For example, just one lightning weather on firesday would give you a 10% damage boost, while 2x lightning weather and thundersday would net you a 30% increase.Originally Posted by Spoony Bob
The weaponskill gorgets however, do not work with physical magic during chain affinity.[/u]
Did this twice, just coins. Lots of death, not even that much coinage, and no AF upgrade items dropped.Originally Posted by BRP
do the obis work on elemental WSs? be interesting to see how much more damage they'd do. i think wiki says elemental WSs have a MAB portion in the formula.Originally Posted by fantasticdan
obis are for magic onry.
MaB itself I don't think is calculated into magic WS damage, only the bonus from elemental staves, thou obis might affect them anyways. I can't test it myself, only obi I have is rarin, and I don't think rdm/blu/brd can use any lightning WS.Originally Posted by DreizehnOfSiren
is it actually possible to get first-class strength/endurance with a first-gen chocobo after the patch?
Where can I solo on my rng from 37+, which worms specifically?
ok random question: 75 blm, rng and sam. elvaan. atm, 3 mp merits and 3 elemental skill merits.
im thinking about leveling red mage after i finish mnk. it looks like a fun job from an HNM standpoint, and the solo stuff looks cool to me as well.
so here is my question... can someone explain 'skill' to me? i had never experienced various magic skills until i leveled black mage. i grew to understand that elemental skill increases did not increase your damage, but rather decreases your resistance of spells, avoiding those potentially embarrassing 'so and so uses flood2. magic burst! nidhogg takes 40 dmg'
i have a vague understanding of this from the point of view of enfeebling on blm. but blm enfeebling skill is so low that basically, we just jack in as much skill as possible, and dont worry about modifiers that much.
now with red mage enfeebling, there are many many more offensive spells out there, and i understand the concept of adding mnd to increase the proc rate of para and the % slow of slow. but given HNMing, how do i find that balance? assuming im going to have 4/8 enfeebling merits, and fairly good gear(i dont know if i'll level into a dualist chapeau, but leveling into wyrmal head wouldn't be out of the question), maxed slow 2, then probably para2 and phalanx2(which is part of my next question).
like, let's say that we're fighting cerb. and i want my slow 2 to really own his ass. is it just a mob by mob basis on which i could wear crimson body/errant body for the mnd+10, and others where i'll need the af1 body? and examples of that with gear and whatnot? i know there was a thread not too long ago about rdm cat2 merits and it had a lot of useful info in it about skillcaps/mnd/int/etc, as well as magic accuracy stuff, etc., but my searches that i did turned up fruitless.
finally, when it comes to enhancing and healing skill, i have no understanding. i know as an elvaan blm that i need to get to 114 mnd to cap out stoneskin at 200 enhancing skill. and im sure i can figure out the negligible amount i'll need for rdm at a higher skill rating. but what about gear? when casting phalanx, should i use an enhancing torque? can anything enhance the haste spell? when curing someone, with say, a cure 3 or 4, should i wear a healing torque or a promise badge?
sorry for so many questions, im sure there will be more. many thanks to any answers and/or links to the thread i referenced earlier.
I just keep multiple macros for para and slow, each with progressively more skill and less MND.Originally Posted by Martinius
Cast the max-potency macros first, if the spell doesn't stick I try the next one.
After a while if you're fighting the same mobs on a regular basis you won't have to guess anymore.
its just like blm and elemental basically. With gear and merits, you'll get to the same argument with them. The only difference is that with RDM enfeebles, it either sticks or resists. the biggest thing to look at in what a mob resists naturally. Stuff like kirin will be hard to land things like para/slow, grav will get harder as time passes, etc.
Basically you'll see four resistance "tiers", dependant on spell and nm:
1) mob has no real resistance to the spell. You can cast til you're blue in the face and it will still land. Here you'll want to use max potency, or close to it.
2) mob has a gradually increasing resistance to the spell, like Grav on Kirin or Stun on Khimaera (for RDM). Those spells work differently, but adapt to para/slow. You'll start with potency-heavy build, then work towards an accuracy-heavy build. Or just use an accuracy-heavy build off the bat to reduce casts, making it last longer.
3) mob has high resistance, but you can land the spell somewhat often, with or without assistance of ES. Slow on Khimmy comes to mind. RDMs *can* land Slow II without ES, but its hard regardless of the skill equipment you have. Here, again, you'll want an acc build unless you somehow get to use /blm and have ES up, where you can sub in a lot of potency equipment.
4) mob has high resistance, if not outright impossible to land. Thinking Seiryu/slow here. If you can land it, its a once-in-a-lifetime achievement. You'll begin to see these, and just stop using the spell. Other jobs, like NINs and BRDs, will pick up the slack here. Just not much you can do.
Even without ToAU, no. Our RNG that didn't get Dyna Sandoria drops would sport them from time to time, and occasionally our melees that wanted to look cool by wearing pants. Pahluwan pants trump it pretty much and are much easier to get in comparison to fighting the potential fustercluck that is Kurrea.Originally Posted by elphaba
My first chocobos before they buffed stats had first-class Strength and Average Endurance, had I known to just spam carry packages instead of deliver messages, they would have had first class in both. I don't see why you wouldn't be able to do it now with a first-generation egg. (One was an ISNM egg, the other was store bought.)Originally Posted by Mifaco
I use them with my Town Gear. I'll end up using them on my WAR because I lack Haidate. Even still, it's decent WS gear for WAR.Originally Posted by elphaba
I use Pln. seraweels to WS on NIN, but they're not WAR euippable.
Does anybody know where I can find what .dat files are specific models? I have Folye's Model Viewer, but I'm not sure how to do use it to find what's what (or if it's possible at all). Basically, I want to turn gear like Optical Hat, Walahra Turban, Voyager Sallet, and Adaman Barbuta into mask-type of graphics (i.e. anything that won't show from behind the character).
In the upper right hand corner of the selection pane there is a number that reads X-XXX-XX.dat. When you change a piece of equipment, that number will change to reflect which dat was just loaded. Note that each race/sex has it's own unique set of dats for equipment, i.e. an optical hat for a Hume F does not use the same dat file as the optical hat for a Galka.Originally Posted by Anakron
Got it to work, thanks. =)Originally Posted by Allundaria
*expecting 1 page long replies*
How much TP you WARs / DRKs accumulate before releasing rampage so you can expect a good critical hit rate on it?