You're weirdOriginally Posted by Starless
And your avatar is adorable
You're weirdOriginally Posted by Starless
And your avatar is adorable
QFT!!!!Originally Posted by Starless
I suppose it's possible to customize both icons, may be a possible addition to Brandson UI?
I don't see the point to reset Arts when zoning too, I always don't remember to use JA after I zoned ; ;
That was the biggest problem when I was using /SCH to solo nuke on RDM, the 1:00 timers on Light Arts / Dark Arts could hurt a bit, when you want to recast Refresh / Haste, maybe occasional cure, when you're also nuking/bind/grav/sleeping, you have to really pay attention to the timing/order you do things in. That being said, Dark Arts makes nuking so much nicer since you can reliably use an Ugly Pendant. Stacked with Moldavite/Novio/HQ Staff, those are some pretty nice numbers for a RDM.
Hello^^ I'm back again, my SCH got 61 last night. My friend and I jumped into Diorama to test Geohelix.
My friend was on their naked 75 taru monk.
The initial damage hit for 15(resist) to around 30 unresisted. The highest number I got with Ebullience and was 36 damage. The DoT ticked for exactly what the initial damage hit for, so if the spell landed for 36, it did 36 damage per/tick, if the initial damage was 15, it would do 15 damage per tick. It seemed to tick less then once per tick, once every other tick or less would be more accurate, sorry I'm not more detailed, but it was definately slower then Bio for example. (Please note: In Ballista, spells do a lot less damage)
I'm pretty sure weather effects duration. On too weaks in Batallia the numbers were so random I couldn't really figure out if it greatly effected damage. It was hitting for 60-100 (I only saw 60 once, I think it was a resist, normally it was 100-120ish) on the too weaks with or without weather, but the duration was atleast 1 minute with weather on outside of Ballista.
I haven't tried it on exp mobs yet, I went to sleep as soon as I got 61 last night. If anyone has any questions or better testing methods please let me know I'd be happy to help out.
Well that's interesting.
So for a Helix to be worth its MP cost, you'd have to hit around 100 damage initial.
So /RDM for graviga? D:
So another question, what type of magic are the helices? Enfeebling?
At 100 damage initial, you'd be getting 2,000+ damage for ~300MP. That would be beyond worth it's MP cost.Originally Posted by Priran
I love when its the optimist's turn to speak.Originally Posted by Bleu
So, in reality it sounds like almost all the spells in FFXI; not too great at first, but at a good skill level and the right gear, shows its worth.
100 damage initial + 5 ticks at 100 damage each = 600 total damage, not 2000. Unless you're going by the 1 minute duration with weather cited above, in which case that'd be 10 ticks, not 20, since it was mentioned it only kicked in every other tick. So in that case, it'd be 1100.Originally Posted by Bleu
Which is equal to a BLM tier IV nuke with less hate. It sounds pretty nice actually if not for the high MP cost, which can thankfully be reduced. Plus whatever Modus Veritas adds during its duration.
That's assuming it only lasts for the 5 tics. It weather really affects duration and if it can really reach up to a minute, you at least get your MP's worth, by nuking standards, anyway.
It's about as MP-efficient as a 1200 damage Thunder IV.Originally Posted by Bleu
And he said that its ticks were slower, not that they were twice as long.
Hmm...on mobs that won't die in 30 secs,
I can see SCHs in later parties buffing themselves with a weather spell, using 1 strategem to cast a Helix at 1/2 MP and then adding some tier 3s for extra damage in between debuffing and backup curing.
Regardless, I'm excited to learn what modifies the Helix spells (INT? MAB? MND?) and how well they can transfer to the big HNMs.
P.S Don't forget the 10% decrease in MP from Dark Arts and the activation of other traits (ie Conserve MP).
If the damage is based on the first hit, then odds are MAB and other attributes that increase spell power would produce the best results. Also, there's Modus Veritas. I'm not sure if its a stance or an ES-type ability, but lets say it doubles the power and halves the duration. You're getting the same damage in half the time.
Kinda surprising that this job has more potential in a DD capacity than in a support role.
Plus, we are basing all this info on lvl 61 data. Let's see how the helices are at 75 :D
relly what id like to know is which magic skill the helices's are. I probably guess elemental in which case a sch could get up to 304 elemental magic skill currently (10 weapon 4/5 head 7 neck 3 ear 7 hands (master casters bracer's) 5 back 5 legs 16 merits) from 246 with dark arts. Add in some decent af pieces to boost skill and the land rate should be reasonable on the toughest mobs in the game.
As far as mp efficiency if the target is aspirable then could use that to reduce cost of the spells as well over time. With /rdm we could possibly be the best DoT job in the game. Poison II Bio II and helices (if we can hit 100 initial damage and last 1-2 minute) would have us at around 125 hp/tic though /blm adds the elemental dots as well (assuming they can stack with helices).
All considered im happy to hear this news about hilece's. One possible way to exp i imagine would be to dot and bind/gravity aspirable mobs for exp with /rdm. (use bio/poison/helice(s))
The only support it offers are the cures really. The weather effects are really to boost their dots.Originally Posted by LD
They're DDs like i said!
If it got Regen 3 & 4, it'd have a bit more potential as a healer (gets Regen 1 & 2 earlier than WHM), HOTs to match the DOTs. Be nice if RRga works out.
Screw all this shit though, I want Libra. -_-
I'm guessing that MB'ing a Helix would also increase its DoT. How long do these spells take to cast?