So I just realised I don't actually remember this; does haste take effect at the start or finish of casting a spell?
So I just realised I don't actually remember this; does haste take effect at the start or finish of casting a spell?
At the end
The number of maneuvers you can put up depends on how long you're willing to wait before deploying. I'm not sure exactly how long it takes for the necessary burden to decay to be able to use two or three, though I would estimate it's less than a minute. You might be able to get a more concrete answer on the ZAM PUP forum; I think Nateypoo quantified that stuff a while ago.
Edit: and yes, you can still nuke after overloading- just not apply any maneuvers.
Regarding Dynamis - Xarcabard eyes 53-56, I could have swore if you pulled 53 first the summoner pop wouldn't link and you could then safely pull 54 through 56 in order? It's been a while since I've done it, but last attempt pulling 53 resulted in all 4 of them linking(which was rather massive carnage with 8 people <_<)
I am looking to learn how haste and fast cast reduces recast timers. I understand 1% haste is 10/512 but i don't know how to use that to work out how it reduces a recast timer. Also i don't know how to apply fast cast reductions in the same manner. Can anyone help me?
If you just activate the puppet and use a manoeuver rigth away the chance of overloading are very high.
The safe way to put 3 ice manoeuvers is to wait 10 sec after each manoeuver is ready again, so 40 sec total. Another way is to use condenser and 1 water man > 3 ice man.
If you overload, you still nuke but no magic acc or attack bonus.
Something worth noting is that the BLM head spontaneously cast FIre IV on puddings which is fail (they probably resist fire less often.. )
Wow tyvm. I can't believe it is so simple.
k, Just a really stupid question. Do salvage pieces give partial set bonuses ? like I have Marduk's Jubbah and Shalwar, I can't reliably see the difference in casting time/recast, but I know jubbah gives 5% fast cast, assuming there is a partial set bonus 2 pieces would give 4% in order for full set to give 10%, so technically I should have 9% fast cast if there is one, can anyone verify this? I only ask because someone is trying to convince me of such.
The game works out haste as a fraction of 1024.
Item have a decription rounded to the nearest whole percentage.
Eg. The turban = 5% which should equal 0.05
but the game actually calcualtes it as 50/1024 (= 0.0488 or 4.88%)
So the description on the item is always higher than the actual amount of haste given.
Which is why to truely cap haste with gear you need 26%.
I don't pull so I don't know about position when to shoot or w/e but when we pull those eyes a kindred pops (i think it's a smn but it might be a brd?) with no aggro and that's the next thing the puller grabs after we take out (i think) #53 and friends. Sorry I can't help more ;/
yes
http://starflare.usc.edu/ffxi/linked...d_question.jpgOriginally Posted by Thorny
The trick with this pull is to use the terrain to limit the link. The best approach is to pull 358, which spawns the Kindred SAM, DRG, NIN, and SMN set south and up the steep end of the hill. As long as you do not sleep the Kindred NIN on the hill AND you force it to go down the hill first after it's pulled (we usually pull it from the east side, but the north side could probably work as well), it will not link the Kindred SMN higher up on the hill and you can break the link chain.
Then it's just a matter of clearing counter-clockwise (358 > 344 > 351 > 337) and you won't link any further Kindred as each Vanguard Eye spawns its Kindred clockwise around the square.
I don't think it's possible to pull 351 and not link 344 through the Kindred SMN due to the way 344 is initially facing.