Chocobo Jig = +25% Move speed![]()
Chocobo Jig = +25% Move speed![]()
Same as NIN AF boots. Nothing special.Originally Posted by Tsuko_Asura
My NIN AF boots only work at night.Originally Posted by Shadowhusky
people say this often, but the vast majority of the time they only change rules for ballista if it is a specific problem for ballista - certainly they dont think about what problems something might cause for ballista BEFORE releasing it (rofl). Case in point, self destruct on release in ballista, disseverment STILL in ballista, etc etc.Originally Posted by Rhinox
you can test things in ballista, just be cautious about what results you accept as fact and what seems a little fishy.
My mazurka works all the time and it's +25%, really that number is not surprising. What is surprising to me(and disappointing) is that chocobo and spectral jig are self-target only. Not sure why they didn't make them a party buff like mazurka, unless SE is intending to add higher level AoE versions?Originally Posted by Rowe
On the topic of dancer. I was getting to thinking today while I was farming...Dancer could make a great farming job (Main or sub.) It uses TP to heal buff/debuff instead of MP. So pretty much zero down time. Getting TP shouldn't be much of an issue if you're only farming TW/EP mobs. And now that they get dancing edge, that just helps even more farming with a dagger. Or use a joytoy if you want for multi hits. Drain samba helps heal back HP too. Along with "haste" and you're pretty much set. Still having access to drain samba and curing waltz as a sub still helps too.
Just thinking outside the box really.
Dear jesus we have a 75 dancer here on siren. This guy got all jobs to 75 before toau iirc, dunno about his toau jobs though.
have a 75 SCH as well lol.
edit: make that 3 75 dnc
Koyangi posted about lv66 Dancer on your server:Originally Posted by Issac
Your post:Posted: Mon Nov 26, 2007 6:39 am
21 freaking hours from 66 to 75. That's some good consistent zombie partying right there. <_<Posted: Tue Nov 27, 2007 3:32 am
http://img.photobucket.com/albums/v2...27_003541a.png
All I have to say is asdfghjkl;
It's seems as if Drain Samba is calculated based on delay (not on DMG per hit) against a formula per level of the ability. It needs further testing, but I drain more as a low-level Dancer with Hand-to-Hand, than with my 75NIN/DNC or 75MNK/DNC. The only thing that I can assume is the delay is the attributing factor.
Get out the 'ol Relic Knuckles.Originally Posted by Dense
can use Chocobo Jig in all areas, but it's self only.
maybe this is old news, but out of the 20 levels i have done as dnc i have never done more then 7 till this one time on lightsday, and it hasnt been higher then 7 since this either, drain samba 1 on lightsday for 8hp (with h2h)
(oh and i was hitting for 30's on EP/DC mobs, this mob was a T so didnt hit as hard)
http://img503.imageshack.us/img503/5...wotg005hn0.jpg
Not sure what's the drain effect base on.
Try to contribute something here.
THF75/DNC35 (gimp sub ^.^
Used Drain Samba II , Weapons Mercurial Kris
Attached is my damage and drain, from 7 HP to 15 HP back down to 7 HP... and average dmg around 30+
SE is really confusing me
-----
Just done another - same weapon, but Drain Samba I
Drain effect is around 2 - 4 HP only...
I've done drains up to 10-11 HP at points, with critical hits using HTH. It really just depends on your damage, I think.Originally Posted by Koeta
Still looks plan as day to me that drain sambas vary between a low number and about half the damage your strike deals. Higher level Sambas might have a higher minimum/maximum drain no?Originally Posted by Wizerd
Originally Posted by Meiyu
You place a "daze" effect on the mob when you hit it, your partymate also did the same with their aspir. I've seen it NOT give both effects but give only the effect of the partymember whose daze last proccessed, but I wasn't in that party, so perhaps there was something else happening that I am not aware of.
Did you say something about PLD/DNC?Originally Posted by Wizerd
I agree about delay having something to do with it, at least for drain samba 1 (though I don't understand h2h delay enough to comment), but at level 15 using a bilbo I couldn't get over 7 drained, even when I hit for around 30, yet at level 6 I duoed with a drk who hit for 25 and drained 11.
I went mnk/dnc to sea last night since I hit 37 on sunday and just noticed a few things, 2-handers seemed to do about 30 with drain samba II, I was able to land steps pretty efficiently, even managed to gravity an aern.
Finishing Moves gained from steps are halved when subbed, so you only get one per step [which could seriously hurt this tanking theory subjob people are going about if you miss] but it is a great farming subjob overall for killing placeholders and kept the melee party sustained.
Aside that, last night I had the first real party where I seemed to get a workout of all aspects since I duo'd to 26 with a SAM, and after that there was always a PL present with parties I joined, I never really got much experience in a proper party.
Everything from keeping slow off NIN tanks in Crawlers Nest for those parties with a RDM main healer(in this case a BLM main healer) was a nice added bonus with drain samba 2 and a decent NIN everyone kept to full HP.
Also provided a nice back-up provoke for Ichi recast and kept box stepping to counteract cocoon the best I could while the DRK used acid bolts.
It wasn't groundbreaking EXP but it was the consistant chain 5 that a slightly good party gets, the job shined in the diversity of that specific party I suppose, I switched to federation kukri with /nin and a sarashi from impact knuckles with /mnk and h2h merits and TP was never low in supply for dances, save the few minutes I forgot to take my sunglasses off at night 8)
Other thing I noticed, though not really that exciting is that your flourish animations vary from weapon to weapon, from h2h looking something like spinning attack to viper bite with desperate flourish.
[tl;dr gtfo and get a livejournal you galka fairy]