Hmm true, I probably should look into store TP formulas lol before making assumptions, this is what happens when I'm tired and hungry![]()
Hmm true, I probably should look into store TP formulas lol before making assumptions, this is what happens when I'm tired and hungry![]()
Misread what you wrote earlier as "2 extra TP," so yea, only need 100 sTP to get to a 2TP DA. As Amele just said though, 17.8 would still show up as 17, not 18. The game shows a floored integer, even though the number is calculated to the .1. I'm also pretty sure my standard /SAM Raging Rush return is 18 TP whether I'm wearing 1 or 2 STP, which would be the tipping point between 17 and 18 if STP wasn't added onto the extra hits (13.7 > 15.8 with 1 STP, 16.0 with 2). I could blame it on Double Attacks, but as much as I'd like to think I DA more often than not, I know it's not true.Originally Posted by RKenshin
Yup, thats another thing, I usually RR in Spike Necklace lately, since the acc from Chiv Chain just doesn't really matter so much (already at +45ish Acc during WS BEFORE the base Dex gains, merits, and whatnot) and I still get 18% Tp RR's with just Rajas+Brutal.
Could anyone tell me what quantity of DEX would be needed to break the crit tier thing on Greater Colibri? Or, if not, simply give me the formula (if it's known)?
Also, I read on these forums that "Enhances Triple Attack" or "Double Attack +1" effects give diminishing returns, i.e. with a 15% DA rate "Enhances Double Attack" gear won't help me as much as if I had, instead, a 10% Double Attack rate to start out with. I also read that Haste+X% works just opposite of that, giving increasing returns. So, I figured that the reason for these reverse results for what seemed to be similar things is because the haste gear directly says "+X%" as opposed to "enhances the effect of". If that is the reason why, then would Pole Grip's "Double Attack +2%" also give increasing returns? And what about Crit+X%; would that give increasing returns too? Or am I assessing this completely incorrectly?
I haven't read the last 30 pages of this thread, so if I'm repeating a question asked previously, banish me there.
The reason double attack, triple attack, and critical +% give diminishing returns is because you can't double/triple/critical on a hit you already double/triple/critical.
For example, say you have 0% double attack, and you add a brutal earring(5% DA). You go from an average of 100 melee rounds over time to 105, a 5% increase in number of swings. Now say you start with 15% double attack and add a a brutal earring, you go from 115 melee rounds to 120, that's a 4.3% increase in number of swings. Math for critical +% or TA works the same way.
Adding dex for critical build may have increasing returns due to dex vs. agi crit tiers, but that is a different story.
Thanks :D That's the more important question answeredOriginally Posted by fantasticdan
Was it 122 Dex? Dont remember exactly, the original thread got eated.
118 DEX; apparently you ought to reach the Crits cap (20%, not counting merits/gear) when your Dexterity is 50 units higher than mob's AGI, at least Studio Gobli said so and their conclusion sorta matches the data I collected a while ago.Originally Posted by LordMagnus
EDIT: I'm not completely sure the same DEX/Crits relation values could be applied to 2 handers though (albeit it'd make sense), all of the above was gathered by either dual wielders or monks and I recall a parse posted by Rukenshin where his SAM scored a meager 13 or 14% Crits despite being loaded with a metric asston of DEX gear (pretty sure he was above 120), I can't remember which camp they were exping at though.Code:Nyzul Isle (Greater Colibri) 90 DEX -> 11,49% Crits; 91 DEX -> 17,50% Crits; (w/ Destroyers) 94 DEX -> 11,22% Crits; 94 DEX -> 12,52% Crits; 95 DEX -> 12,83% Crits; 95 DEX -> 13,14% Crits; 96 DEX -> 12,62% Crits; 96 DEX -> 12,42% Crits; 100 DEX -> 13,28% Crits; 101 DEX -> 13,72% Crits; 109 DEX -> 15,86% Crits; 110 DEX -> 17,61% Crits; 110 DEX -> 23,20% Crits; (w/ Destroyers) 110 DEX -> 20,62% Crits; (w/ Senji) 110 DEX -> 17,52& Crits; 111 DEX -> 20,89% Crits; 112 DEX -> 21,07% Crits; 115 DEX -> 21,47% Crits; 117 DEX -> 23,03% Crits; 118 DEX -> 24,04% Crits; 118 DEX -> 23.38% Crits; 118 DEX -> 23,31% Crits; 118 DEX -> 24,41% Crits;
I think Ryko has tried a few DEX-oriented gearsets on his SAM not too long ago, so we should ask him!
ENM's question.
All of the popular FFXI websites say that the ENMs at Monarch Linn are 6 member max. Checking the dat files there though for the wiki page says exp penalty is incurred for more than 7 members. It says this for one of the 40 and one of the 50 capped ENM. So I'm wondering which are they (one is the bomb I believe) and what is the maximum party members allowed since 6 is wrong? I don't know why you'd take more than 6, but it's good if info is... ya know, correct. Someone I know remembered doing one with 10 members so maybe it is 12 or 18 max.
Where should I be fishing (and with what bait?) from level 11 until 20ish?
here. target fish/location/rod/bait for skill up 1~100 + moar.Originally Posted by evilpaul
That's how ENM's work. They don't cap your total members (except I think at 18 for all of them), they just have a 'recommended number' and any amount of people you bring above the recommended results in reduced exp for all. It even says as much in the dialog when you enter, I just did Vahzl ENM so I'll just transcribe it here:Originally Posted by Gwynplaine
Level limit of 50. The experience point reward for this battlefield will be reduced for parties of seven or more members.
Entering the battlefield for "Pulling the Plug"!
Currently, 18 members of your alliance (including yourself) have clearance to enter the battlefield.
The time limit for this battle is 30 minutes.
[etc.]
I seem to remember the rule of thumb being about 50 dex over target agi.Originally Posted by Retrieving/C.D/Searain
which for colibri would be something like, 117-120
for mamool it'd be closer to 125-140 probably. (depending on job)
I have a question about Sea Gorgets. I used the search but it came up with too many results, and I'm much too tired to look at them all. Forgive me if this has been asked many times before.
Light gorget; does it cover all the elements of light, (Wind, Thunder, Fire & Light) or does it only cover Transfixion?
And a second question:
As a result of having both Light and Dark Gorgets, would you cover every weaponskill that can be used in conjunction with an Elemental Gorget?
No. Light gorget will only work for WS with transfixion, fusion, or level 3 light (relic) properties. Same thing for dark except compression, gravitation, and level 3 dark instead obviously.Originally Posted by [Vax
And no, there is no real reason light and dark gorget require an extra yovra organ.
Ok thanks. I had forgotten how the updates were implemented. Checking back, they released half the ENM which were a max of 6 people. Then when the rest were added they were made to be 18 max with penalties past X number of people. For some reason all the major sites say 6 for most though so I'll change it.Originally Posted by Suiram
Quite noobie question: If you have upgraded your NPC's weapon all 7 times, is there a way to change it? I was really smart and gave mine a great sword, resulting in a death or two.
trade the quest npc a weapon of the type you want your npc to use. can do it at any time.
IIRC, Flame Gorget doesn't work with Tachi: Kaiten ("can continue Light" property) according to Ruke test.Originally Posted by fantasticdan
Uhm, why would it? Kaiten is light/fragmentation isn't it? I don't see how that relates to flame gorget, or the topic at hand...Originally Posted by VZX