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  1. #1281
    Melee Summoner
    Join Date
    Dec 2008
    Posts
    33
    BG Level
    1
    FFXI Server
    Diabolos

    Thats really intresting thanks, i surpose it depends what you are doing helix spells on though, i never have any issues with duriation of my helix spells tbh but i never really watch it unless thats all i'm doing. Still! thats very useful thanks will look more into this for sure.

  2. #1282
    Old Merits
    Join Date
    Jun 2008
    Posts
    1,151
    BG Level
    6
    FFXI Server
    Leviathan

    I wouldn't wear any Magic Attack equipment that doesn't beat out the highest Intelligence available by at least 3:1, which is only earrings. 1 Intelligence on Mahatma Cuffs beats out Yigit Gages, Goliard beats Yigit Crackows, Scholar's Mortarboard +1 beats Selenian Cap, unless you get the Intelligence +6 version, and a Houppelande will always beat anything else.

  3. #1283
    Melee Summoner
    Join Date
    Dec 2008
    Posts
    33
    BG Level
    1
    FFXI Server
    Diabolos

    For my helix spells atm i use the following setup

    Main - HQ Staves
    Sub - Bugard Strap +1
    Head - Selenian Cap (+6 INT, 2 Macc, 2 Fast Cast)
    Neck - Prudence Torque
    Ears - Morion Earring +1 / Abyssal Earring
    Body - Errant Body
    Hands - Mahamta Cuffs
    Rings - Snow Ring / Tamas Ring
    Back - Gleemans Cape
    Waist - Penitent's
    Legs - Mahatma
    Feet - Yigit Crackows

    I know i need a few upgrades and i obvioussly switch in skill if its really needed of course everything is situational but thats my base set. Working on Goliard feet they dont drop for me =(... But i agree on the INT side i see better results with a high INT set than with Matt.

  4. #1284
    Eracle
    Guest

    I skimmed through the 19 pages of SCH information and didn't see the correct info listed on helixes about the damage ticks. The bg wiki and ffxiclo wiki are both wrong. It's something I found out ages ago but only made a small post on the wiki forums about. I figured other people would figure it out by now... but apparently that wasn't the case lmao...

    Helix spells always deal their damage ticks on the same 10 second interval server-side.

    Example:

    I land Cryohelix on a mob at :22(real seconds of a real minutes), the damage ticks at :24. Next tick is :34. Following tick is :44. And so on until the helix wears off.

    I land Ionohelix on a mob at :55, first damage tick is at :04. Then :14. Then :24. And so on.

    On my current computer(according to its clock) ALL helix spells tick on the :04 second interval.


    No matter when you land a helix, the damage will always occur on the same 10 second interval. Knowing this, it's possible to time casting with that tick so you can effectively add more potential damage to your helix.

    This is also what probably lead to the mass confusion on helixes; why some people only see 3 ticks and others see 8, why some people get a really fast tick and others have this long wait before their first tick.

    Of course, if this was already posted somewhere, ignore me.

  5. #1285
    Hydra
    Join Date
    Jul 2008
    Posts
    108
    BG Level
    3

    Helix there's relly 2 types of gear set's for it max dmg and resist. Max dmg has been covered at 50 int over a mob you have a 3 mab=1 int for dmg. The real issue is trying a resist set on helix. There's a few things to figure out first to know if its worth casting.
    One your T4 dmg and second mobs int. The reason for T4 is given that you must have at least the same dmg/mp ratio to find what is the initial dmg needed on a helix to make it worth casting. Seance we will work with ratios will assume a 1200 dmg blizz 4 and 1/2 cost mp (82) compared a X dmg helix and 20% potency with 79 mp cost. (both will assume the same day/wether bonus and only use 10% to make it easy.)
    1200/82=14.62 dmg/mp ratio on blizz 4.
    so now for a helix to equal that we go:
    14.62 (dmg/mp)*87(mp)*.1 (9 tics+intial dmg)=127.19 dmg (or 106 before potency ja)

    so 127/1200= 10.5% so a helix need to do at least 1/10 the intial dmg to be equal to a T4 in a resist situation. Most resist situations such as kirin/jol/gods has you doing 700 dmg nukes. this means you must get a helix to do as close to 70 dmg as possible to be worth using but you must also have a reliable resist rate as well.

    Anyways as far as helix resist you can do two options. Stack as much int as possible you can cram in to maxmize dmg and lower resist. Though after more then 10 int past a mob your getting inferior returns on resist point for point then skill/macc.
    For a resist set that's int/skill base this is probly the most reasonable set up i can come FFXIGEAR.com
    The total acc of the set is just above 320 for resist rates.
    256 base 16 ele merits 15 helix merits 15 body 7 neck 8 hands 2 feet =322 magic acc/ele skill.
    I intentially left back/waist/main/grip open slots open for opinions based on what you wanted. (obi vrs Pen./relic waist back gleemans vrs sea cape main HQ staff vrs alkatrops grip macc vrs int)

  6. #1286
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    What will serve me better: INT+6 Magic ACC+2 Hat or INT+4 Magic ACC+2 MAB+2 Hat.

    Look at each in a:

    Full Resist Set
    -Nukes
    -Helix
    Hybrid Set
    -Nukes
    Damage Set
    -Nukes
    -Helix

  7. #1287
    Lostbane
    Join Date
    Jun 2006
    Posts
    3,052
    BG Level
    7
    FFXIV Character
    Mexi Lostbane
    FFXIV Server
    Siren
    FFXI Server
    Shiva

    Quote Originally Posted by Yugl View Post
    What will serve me better: INT+6 Magic ACC+2 Hat or INT+4 Magic ACC+2 MAB+2 Hat.

    Look at each in a:

    Full Resist Set
    -Nukes
    -Helix
    Hybrid Set
    -Nukes
    Damage Set
    -Nukes
    -Helix
    Depends on a lot of things? What race are you? What merits etc do you have? What are you using SCH for?

    Resist/Helix sets you'll want INT+6? I think I'd tend towards INT+6 - but I ended up with a cure hat for my WHM

  8. #1288
    Sea Torques
    Join Date
    Mar 2007
    Posts
    723
    BG Level
    5
    FFXI Server
    Sylph

    Quote Originally Posted by Eracle View Post
    I skimmed through the 19 pages of SCH information and didn't see the correct info listed on helixes about the damage ticks. The bg wiki and ffxiclo wiki are both wrong. It's something I found out ages ago but only made a small post on the wiki forums about. I figured other people would figure it out by now... but apparently that wasn't the case lmao...

    Helix spells always deal their damage ticks on the same 10 second interval server-side.

    Example:

    I land Cryohelix on a mob at :22(real seconds of a real minutes), the damage ticks at :24. Next tick is :34. Following tick is :44. And so on until the helix wears off.

    I land Ionohelix on a mob at :55, first damage tick is at :04. Then :14. Then :24. And so on.

    On my current computer(according to its clock) ALL helix spells tick on the :04 second interval.


    No matter when you land a helix, the damage will always occur on the same 10 second interval. Knowing this, it's possible to time casting with that tick so you can effectively add more potential damage to your helix.

    This is also what probably lead to the mass confusion on helixes; why some people only see 3 ticks and others see 8, why some people get a really fast tick and others have this long wait before their first tick.

    Of course, if this was already posted somewhere, ignore me.
    POsted this a while back, though for me it was : x7 on the server clock. Might have changed now, this was tested as soon as I got Helixes spells way back in 2007 lol.

    Also, I went out and tested last night with my gear to see what setup on Cap would be better for pure damage. Whether INT+6 or INT+4 MAB+2 was the better choices. Ultimately, for Sch nukes INT/MAB was greater, where as for Helixes, both setups did the same damage. However, I have Blm too, and I tested it there and INT/MAB won over INT, so I concluded that for nuking on Sch, INT/MAB is the better one. For Helixes, INT is the better one (because more INT = less resists). So it is entirely dependant on your gear setup and how you work your Scholar to certain events.

    I picked the INT/MAB setup, then realised that I nuke in Ixion Cloak, and don't have a Houppelande because I got Yigit Gomlek... But I do look cute as fuck in my Errant and Cap lol. I also couldn't decide if I wanted the Mage Hat or Cor WS hat, because it's not a great improvement for Sch, and I'm 1 piece away from 5/5 Morrigans for my Blm (fucking Battleclad, been 2/3 on Legs for over a year now, fkr just will NOT dorp them) so the cap wouldn't get used on Blm if/when I do eventualyl get full Morrigans.

  9. #1289
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    SCH I use for duoing ENMs, Apollyon (Especially) trios/duo/Omega, random Yovra fight, and potentially Einherjar. I don't want to limit my gear to these events in case I ever get the chance to fight major stuff, but this is going to be the vast majority of my game play.

  10. #1290
    Cerberus
    Join Date
    Jun 2007
    Posts
    436
    BG Level
    4
    FFXI Server
    Sylph

    aside from goin for max dmg i would choose the fast cast since your lowmaning. might not be much, but shit happens

  11. #1291
    Hydra
    Join Date
    Jul 2008
    Posts
    108
    BG Level
    3

    If you get relic hat can use for that for fastcast (in precast sets) if you use spellcast.

  12. #1292
    Banned.

    Join Date
    Jul 2008
    Posts
    53
    BG Level
    2
    FFXI Server
    Caitsith

    Dont NEED spellcast. You should have an idle set already, it can easily be added to it.

  13. #1293
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Quote Originally Posted by eotfofyl View Post
    Dont NEED spellcast. You should have an idle set already, it can easily be added to it.
    Why would you idle in RELIC cap?

  14. #1294
    Cerberus
    Join Date
    Feb 2009
    Posts
    482
    BG Level
    4
    FFXI Server
    Asura

    Quote Originally Posted by Yugl View Post
    Why would you idle in RELIC cap?
    Mnd adds to magical defense duh

  15. #1295
    I enjoy tapping my sisters fine ass
    Join Date
    Aug 2006
    Posts
    2,120
    BG Level
    7

    Quote Originally Posted by Yugl View Post
    Why would you idle in RELIC cap?
    one less HP a tic when your sublimation is active DUH?

  16. #1296
    Banned.

    Join Date
    Jul 2008
    Posts
    53
    BG Level
    2
    FFXI Server
    Caitsith

    Pfft oh yeah my mistake, carry on =P

  17. #1297
    The Sig...
    Join Date
    Apr 2005
    Posts
    4,934
    BG Level
    7
    FFXI Server
    Sylph

    Anyone know the .dats for LA/DA and all the stratagem charges?

  18. #1298
    Sea Torques
    Join Date
    Jul 2009
    Posts
    679
    BG Level
    5
    FFXI Server
    Leviathan

    1/195/112.DAT Light Arts
    1/195/113.DAT Penury
    1/195/114.DAT Celerity
    1/195/115.DAT Rapture
    1/195/116.DAT Accession

    1/195/117.DAT Dark Arts
    1/195/121.DAT Parsimony
    1/195/122.DAT Alacrity
    1/195/123.DAT Ebullience
    1/195/123.DAT Manifestation

    Merit Stratagems
    1/218/104.DAT (white)
    1/218/105.DAT (white)
    1/218/106.DAT (black)
    1/218/107.DAT (black)

    Addendum: White has the particle effects as Penury, but different audio. Same with Addendum: Black and Parsimony. In AltanaViewer, the non-merit stratagems don't play with audio, but the merit ones do.

    This is for HumeF

  19. #1299
    The Sig...
    Join Date
    Apr 2005
    Posts
    4,934
    BG Level
    7
    FFXI Server
    Sylph

    Quote Originally Posted by Cymmina View Post
    1/195/112.DAT Light Arts
    1/195/113.DAT Penury
    1/195/114.DAT Celerity
    1/195/115.DAT Rapture
    1/195/116.DAT Accession

    1/195/117.DAT Dark Arts
    1/195/121.DAT Parsimony
    1/195/122.DAT Alacrity
    1/195/123.DAT Ebullience
    1/195/123.DAT Manifestation

    Merit Stratagems
    1/218/104.DAT (white)
    1/218/105.DAT (white)
    1/218/106.DAT (black)
    1/218/107.DAT (black)

    Addendum: White has the particle effects as Penury, but different audio. Same with Addendum: Black and Parsimony. In AltanaViewer, the non-merit stratagems don't play with audio, but the merit ones do.

    This is for HumeF
    Oh yeah forgot race. Elvaan M if you can please, for some reason my AltanaViewer lacks the list files and doesnt want to work....If I replace it with say, an object .dat, will that make it fire off and do no animation and just say in chat "gains ebullience"? I'm trying to get out of blinking out of it.

  20. #1300
    Sea Torques
    Join Date
    Jul 2009
    Posts
    679
    BG Level
    5
    FFXI Server
    Leviathan

    Quote Originally Posted by Ohemgee View Post
    Oh yeah forgot race. Elvaan M if you can please, for some reason my AltanaViewer lacks the list files and doesnt want to work....If I replace it with say, an object .dat, will that make it fire off and do no animation and just say in chat "gains ebullience"? I'm trying to get out of blinking out of it.
    It's funny, I started looking into that before I saw your post. I don't know much about dat moding, but I'm going to say no, it's probably not that easy. There *is* a mod for dances where they play the audio, but no dancing animation (those can't be blinked out like normal JAs -- you can find it on ffxidats). So my plan was to take the dancing mod and swap in the SCH JA audios.

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