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Thread: Randomer Question Thread     submit to reddit submit to twitter

  1. #6461
    Pens win! Pens Win!!! PENS WIN!!!!!
    Sweaty Dick Punching Enthusiast

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    People could make arguments for both sides. Generally the 6 M.ACC is going to help you be able to land and face less resists then the Fast Cast could help you out, because if you get resisted the Fast Cast is then pretty meaningless if you die.

  2. #6462
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    Quote Originally Posted by rlas549 View Post
    recast only happens if it is on when spell goes off, so if that is a concern, you need to keep it on the whole time. Out of curiosity, is this a hypothetical or a specific mob you are worried about bind timer?
    Hypothetical. I've solo'd on a friend's account before, but they didn't have the best of gear or merits, so I couldn't really solo much.

  3. #6463
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    Personally I'd go for the M.ACC, maybe as you get more comftorable switch to the Fast Cast. Reason being that at least if you can land the spell you are buying time to space yourslef from the mob, with the mob then having to catch up to you it's giving your timer time to cool down, if you stick with the Fast Cast and get resisted you could end up in a bad situation where the loewer timer isn't going to mean that much.

  4. #6464
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    Quote Originally Posted by Aragon of Odin View Post
    Personally I'd go for the M.ACC, maybe as you get more comftorable switch to the Fast Cast. Reason being that at least if you can land the spell you are buying time to space yourslef from the mob, with the mob then having to catch up to you it's giving your timer time to cool down, if you stick with the Fast Cast and get resisted you could end up in a bad situation where the loewer timer isn't going to mean that much.
    Alright then, my build will probably be

    Aquilo's/Bugard+1//Phantom
    Wise+1/Enfeebling/Loq/Phantom
    AF/Errant/Snow/Snow
    Prism/Penitent's/Mahatma/Avocat.

    Will that be good enough to solo most things? I'm definitely going to cap merits beforehand.

  5. #6465
    #Despair
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    What is Ouryu's air time? We did three runs of Ouryu Cometh tonigh and he always had a two-minute ground time, but once he took to the air he'd be up there for anywhere between 60 seconds and 210 seconds. It was rather unstatic and I'm curious as to what his actual air time is. If he's asleep when he should take to the air, will that cut into his air time?

  6. #6466
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    I don't recall exactly, but is it possible you can force it to land in the same manner as Tiamat and that accounts for the variance? The times I remember doing it, it seemed to be roughly the same amount.

  7. #6467
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    I think Ouryu is somewhere along the lines of 120 secs in air but can be forced down with enough damage done to him just like Tiamat.

    Looks good Stewie, upgrades can always be made but it's experience more then the gear that will make the solos easier. Don't get too frustrated and give up the first couple times you fail, gotta start and learn somewhere. Also makes it a lot easier to have a friend there the first few times you try, mistakes and resists are bound to happen so having a friend to fall back on makes life simple.

  8. #6468
    Cerberus
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    For Battle-Clad Chariot:
    Is there a certain positioning that allows back line to help absorb Discoid, while staying out of Discharge range?
    Also (this one will probably answer my first question) is Discharge's AoE 10' around the person it was used on, or the chariot itself?

  9. #6469
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    Quote Originally Posted by ClarkSammich View Post
    For Battle-Clad Chariot:
    Is there a certain positioning that allows back line to help absorb Discoid, while staying out of Discharge range?
    Also (this one will probably answer my first question) is Discharge's AoE 10' around the person it was used on, or the chariot itself?
    @ second question, discharge is 10' around chariot while discoid is 10' around target

    @ first, i'm sure you know now

  10. #6470
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    Discoid is 10' on the target. Discharge is 10' on the chariot itself.

    Tanks can melee at max range of like 6', that leaves 6' of room to maneuver so that people can be in the 10' to their tanks to help absorb discoid, but out of range of discharge.

  11. #6471
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    Awesome, thanks. Thought my mages were going to have to eat Discharge for a while...

  12. #6472
    Ridill
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    Quote Originally Posted by stewie View Post
    Alright then, my build will probably be

    Aquilo's/Bugard+1//Phantom
    Wise+1/Enfeebling/Loq/Phantom
    AF/Errant/Snow/Snow
    Prism/Penitent's/Mahatma/Avocat.

    Will that be good enough to solo most things? I'm definitely going to cap merits beforehand.
    If this is for bind, some people put in some haste gear in slots that can afford it. Dusk hands, and swift belt might be a good idea if you are comfortable with your binds. But it's more or less an argument towards INT affecting bind duration/stickyness

  13. #6473
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    Quote Originally Posted by Tricen View Post
    If this is for bind, some people put in some haste gear in slots that can afford it. Dusk hands, and swift belt might be a good idea if you are comfortable with your binds. But it's more or less an argument towards INT affecting bind duration/stickyness
    The effect of INT on duration/stickyness doesn't factor in for me anymore ever since that statistically-sound testing stuff done for elemental magic (which I blindly trust). Even if INT doesn't affect potency of a bind it's very likely to be an caster INT vs target INT/AGI/something that determines part of the m.acc like with elemental nukes where it's an INT vs INT check.

    I don't know how much INT things have, so it's hard to say how much INT you need against any one mob to be at the whole +10 dINT, but even beyond that you're adding some m.acc. So belt slot is going to stay penitent's rope and until I get goliard I'm gonna stick to Yigit over Dusk outside Signet areas on anything I can't cap the land-rate on.

  14. #6474
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    bind,gravity,paralyze etc duration is randomly generated and unaffected by accuracy/stats with an upper cap of 2 minutes (at least for gravity/para).

  15. #6475
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    Duration isn't completely random, its skewed by stats and skills. Also Bind has a chance to break when the enemy takes damage, that chance is also skewed by stats and skills.

  16. #6476
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    You must be new here, most of us know to ignore pchan by now. Gravity isn't random either, it's ~90 seconds and lowers with successive casts on any ITG mob.

  17. #6477
    D. Ring
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    Is there a way to edit ingame macros outside of the game? It's annoying as hell trying to edit macros on a laptop from scratch for 6 different jobs(even if im mostly using windower macros)

  18. #6478
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    there are a few programs to do it, try pebbles polutils(can find on google)

  19. #6479
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    Quote Originally Posted by Aragon of Odin View Post
    Looks good Stewie, upgrades can always be made but it's experience more then the gear that will make the solos easier. Don't get too frustrated and give up the first couple times you fail, gotta start and learn somewhere. Also makes it a lot easier to have a friend there the first few times you try, mistakes and resists are bound to happen so having a friend to fall back on makes life simple.
    I solo on NIN often so wiping doesn't really phase me at all anymore haha, and yeah, I'm guessing RDM will be totally different than NIN.

  20. #6480
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    Does using the one time item recovery on an item like anniversary ring give you another with full charges? Considering doing this on a secondary account.

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