It's always been my understanding that the effect of Phalanx 2 was helpful for damage taken in the air by wyrms, especially useful on top of a resist build.
Is this innaccurate or just not well known? I'm confused
It's always been my understanding that the effect of Phalanx 2 was helpful for damage taken in the air by wyrms, especially useful on top of a resist build.
Is this innaccurate or just not well known? I'm confused
Pretty sure that Phalanx reduces just about every kind of damage around. So Phalanx would certainly help, especially when used with a resist build.Originally Posted by SathFenrir
Glad to have it confirmed, maybe next Ouryu or something I can parse the difference, my fire set still fails a bit too hard since I don't have W legs (Ares body, no W legs, it's wonderful)
No one really does sky anymore. Sky needs a revamp of some sort.
Phalanx is a flat -X damage which is done at as the step before player health is adjusted.
I forget the actual values but rdm can push -30 on themselves. and phalanx II i believe (at level 3) is around -22.
So lets say this attack did 55 points of damage and you have a -22 phalanx effect on. you only take 33 damage
Its not a HUGE effect but over time it is more effective then curing (and less hate).
With a good 170+ resist set, carol, Barspell merits for MDB, fully merited Shell V, and capped P2 aerial damage from Tiamat is a constant 0 damage without even using Rampart, lol.Originally Posted by Hanyoko
That's what I'm going for, flat 0's - 10's and using berserker's torque for hate, only thing I need is the W legs, 1 more cerb claw, and a RDM who will Phalanx 2 me constantlyOriginally Posted by Therin
Level 3 Phalanx 2 with 300+ enhancing skill is -22 damage, and that's the max for it.Originally Posted by Hanyoko
The highest Phalanx1 can go is indeed -30, and that's with B+ native skill, 16 from merits, 15 each from af tights and relic gloves, torque, earring, jse body, and sea cape (320 skill).
'tis a handy spell though :D
I capped Phalanx II (need to work on enhancing merits.) And I never use itI should look at the calculator to see how much enhancing I need before I cap it incase I don't need to merit it and buy torque etc.
When I tested it on Cactaurs, I got -23 with 3/3 PhalanxII and 302 Enhancing (but close enough, lol). The way I see it, even if you're getting hit for 200+ damage, that's still the equivalent of a Defending Ring's worth of damage mitigation. I love this spell as a support mage, and I love it even more as a PLD. This spell wins.Originally Posted by Eraphiel
since when mobs are designed, they're aiming for a rough DoT from their attacks, attack speed is inversely proportional to damage per attack. anything that swings fast will be heavily impeded by p2. it's truly famous for mnk type mobs too, since their damage is split into 2 halves, and as such, they get twice the reduction and many other mobs see a similar result.
Unless you have the Merciful Cape, you'll only be able to hit 299 without merits. I didn't feel like using the inventory space/gil on an augmenting earring, so put 2 merits into enhancing for the +4 skill, putting me at an even 300 skill (no sea cape/earring), which going by the ffxi calculator thing, is the -23dmg phalanx2 cap.Originally Posted by Tricen
My setup:
256 native skill
+4 2 enhancing magic merits
+15 Warlock's Tights
+15 Duelist's Gloves +1
+7 Enhancing Torque
+3 Glamor Jupon
300 even skill.
+16 skill from merits.
that's a good setup, but for those who don't want to spend merits on enhancing magic you can still hit the 300 skill tier with all of the above and a merciful cape.My setup:
256 native skill
+4 2 enhancing magic merits
+15 Warlock's Tights
+15 Duelist's Gloves +1
+7 Enhancing Torque
+3 Glamor Jupon
300 even skill.
Actually, you don't need the Jupon anymore if you have the Cape. Puts you at 302 without it. I just wish Duelist's Gloves +1 gave you JUST ONE MORE SKILL!!! Then I wouldn't have to carry around a damn Augmenting Earring.
We have enough BLMs who still want the cape, and I'm not bothered enough by it to want to give up the inventory space (obsessive...slightly) to go solo one (duo/trio luck's been...crap on drops). So meriting it was an easier choice for me; 8 enfeeb, 6 dark skill, and 2 enhancing merits.Originally Posted by dyluck
Hmm...you're positive it was 23? I recently updated the wiki page with a table that lists the different possible values and gear combos to reach them, but mind you all I did was take the formula they give and plug numbers in it. I didn't include merits because it didn't allow to break another 25 skill tier, so I'm kinda confused how you got 23. Would mean the formula is wrong then :/Originally Posted by Sylvrdragon