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  1. #1321
    EternalBlowJob
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    Does anyone have a link to kaeko's live journal where he has that scholar info? I forgot the link to it.

  2. #1322
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  3. #1323
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    I've been scouring this thread but I can't seem to find a definitive answer for a few helix gearing questions

    For head: Will the MKD hat with INT+6 or INT+4 MAB+2 be better, if there's even a noticeable difference, and how will they compare to AF+1?

    For waist: Obi's, Penitent's and Argute Belt, how do they compare?

  4. #1324
    An exploitable mess of a card game
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    Quote Originally Posted by Akairyu View Post
    I've been scouring this thread but I can't seem to find a definitive answer for a few helix gearing questions

    For head: Will the MKD hat with INT+6 or INT+4 MAB+2 be better, if there's even a noticeable difference, and how will they compare to AF+1?

    For waist: Obi's, Penitent's and Argute Belt, how do they compare?
    Moogle Hat with INT+6 is good for resisting mobs and helixes. Moogle Hat with INT+4 and MAB+2 is good for getting more damage and is comparable to INT+6 for Helixes if the mob doesn't have ridiculous INT.

    Obis - Increase Duration of the helix
    Argute Belt > Penitents since it's the same INT but with more Magic ACC.

    I would use Obis in a situation where you're worried about duration resists and Argute Belt for situations where you simply want more DMG.

  5. #1325
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    Quote Originally Posted by Yugl View Post
    Moogle Hat with INT+6 is good for resisting mobs and helixes. Moogle Hat with INT+4 and MAB+2 is good for getting more damage and is comparable to INT+6 for Helixes if the mob doesn't have ridiculous INT.

    Obis - Increase Duration of the helix
    Argute Belt > Penitents since it's the same INT but with more Magic ACC.

    I would use Obis in a situation where you're worried about duration resists and Argute Belt for situations where you simply want more DMG.
    Since Kaeko posted in the MV thread that duration purely is random, that means it's better to use Argute Belt for all helices right? Or did I miss something?

  6. #1326
    Cerberus
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    Quote Originally Posted by Arcanesoul View Post
    Since Kaeko posted in the MV thread that duration purely is random, that means it's better to use Argute Belt for all helices right? Or did I miss something?
    For pure initial dmg, yes Argute wins out, however, there aren't really any conclusive tests done to rule out sea obis for duration and Macc. The guy that done the tests in this thread didn't account for when the helix landed.

  7. #1327
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    Quote Originally Posted by Arcanesoul View Post
    Since Kaeko posted in the MV thread that duration purely is random, that means it's better to use Argute Belt for all helices right? Or did I miss something?
    I would be interested in seeing his test for that. A conclusive test using windower macros that let you know when the tick is coming would one means of resolving this confusion. It would actually benefit me if Obis weren't required for helix, but I don't want to disregard them unless there's solid proof that they don't affect the duration.

  8. #1328
    EternalBlowJob
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    I'm elvaan and I was wondering do you guys know what it would take for me to hit the 320skill/120int D:

  9. #1329
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    The guy below me likes penis!

  10. #1330
    EternalBlowJob
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    stop trolling!

  11. #1331
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    Quote Originally Posted by EternalSnow View Post
    I'm elvaan and I was wondering do you guys know what it would take for me to hit the 320skill/120int D:
    With a 64 base Int and 256 base skill(69/272 with full merits)

    Sch 320/120 - FFXIAH.com

    You need this setup, with capped merits in Int, Elemental magic, and Stormsurge, to get a 325/121 for ice spells only.

  12. #1332
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    Quote Originally Posted by Bikpik View Post
    With a 64 base Int and 256 base skill(69/272 with full merits)

    Sch 320/120 - FFXIAH.com

    You need this setup, with capped merits in Int, Elemental magic, and Stormsurge, to get a 325/121 for ice spells only.
    This is a prime example of how the 320/120 'rule' is miss understood.

    You shouldn't be using bad gear just because it gets you closer to 320/120, you should be aiming to use the best item in each slot while still keeping an eye on your overall stats.

    Goliard clogs > Numerist Pumps in terms of both damage and accuracy.
    Moldy > Morion Earring +1 for damage, and the loss of a small amount of INT (read: accuracy)

  13. #1333
    Cerberus
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    Quote Originally Posted by Argettio View Post
    This is a prime example of how the 320/120 'rule' is miss understood.

    You shouldn't be using bad gear just because it gets you closer to 320/120, you should be aiming to use the best item in each slot while still keeping an eye on your overall stats.

    Goliard clogs > Numerist Pumps in terms of both damage and accuracy.
    Moldy > Morion Earring +1 for damage, and the loss of a small amount of INT (read: accuracy)
    I agree, but since he asked for a 320/120 setup, that's what I gave him.

    IMO it's more important to hit +10Int over the Mob then worry about skill, since that would add dmg as well as Macc. I don't fully agree with adding MAB over Int (for highly resistant mobs only) though because the extra MAB won't help if you're always getting resisted.

  14. #1334
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    Quote Originally Posted by Bikpik View Post
    I agree, but since he asked for a 320/120 setup, that's what I gave him.

    IMO it's more important to hit +10Int over the Mob then worry about skill, since that would add dmg as well as Macc. I don't fully agree with adding MAB over Int (for highly resistant mobs only) though because the extra MAB won't help if you're always getting resisted.
    2 INT isn't going to make or break you, and without moldy you have 0 MAB in that set... 0...

  15. #1335
    Cerberus
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    Quote Originally Posted by Argettio View Post
    2 INT isn't going to make or break you, and without moldy you have 0 MAB in that set... 0...
    Well no, you'd have 20 with /rdm. And 2 Int probably wouldn't break you on every Mob, but I'd use it on Kirin or anything else with a really high Int.

  16. #1336
    Cerberus
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    With the set I posted earlier this is what you end up with:

    69+28+7(food)=104 INT

    272(DA+8 merits)+37+16 M.Acc=327 Skill

    Swap out the Balrahn's for a Snow/Tamas and that will put you at 109 with 323 Skill.
    Further more, if you really want to get closer to more int, swap out the Sturm's Report for a Phantom. I thoroughly enjoy my Magic Accuracy, so I would more than likely skip both of those changes out of preference, but to each his own.

    Obviously if you have a Novio, use it in lieu of the Elemental Earring

  17. #1337
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    Quote Originally Posted by Bikpik View Post
    Well no, you'd have 20 with /rdm. And 2 Int probably wouldn't break you on every Mob, but I'd use it on Kirin or anything else with a really high Int.
    If you are nuking Kirin you don't use 320/120 set you use a super INT build.

    "you have 0 MAB in that set", meaning the set contains 0 MAB.

  18. #1338
    EternalBlowJob
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    you guys see the new pants augments??? :O

  19. #1339
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    I'll be making my idle pants from the new set (Physical DMG Reduction 4% + Movement speed).

  20. #1340
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    Yeah that seems like the best combo over all for mages that don't already have some form of movement

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