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Thread: Shamefull nuke questions     submit to reddit submit to twitter

  1. #21
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    Re: Shamefull nuke questions

    I read about the 320 Skill / 120 INT build a while back and have always wanted to try it~ (Being a hume and not having access to some of the gear I've given up on the idea for now) But to be honest I find a decent change in resists around 320-330 skill ~

  2. #22
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    Alexander

    Re: Shamefull nuke questions

    What would be a good nuking set for Sch? Does the lower base skill make stuff like Druid's and Elite Beret necessary?

  3. #23
    E. Body
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    Re: Shamefull nuke questions

    Quote Originally Posted by Kerberoz
    http://66.221.121.71/kerberoz/resistgear.png

    I use that on "resistant" mobs and hardly ever resist, without "stacking" anything, really. 128 INT, 329/339 ele skill. Used to use nashira feet, but I can't tell any difference in resist rate between those and goliard, so I stick with goliard now. I don't see the point in making huge sacrifices like elemental earring or druid/nashira pants, or taking sorc ring off... or ridiculous "superINT" theorists nuking tiamat in prudence torques...

    I really doubt 320ele/120int is some "special" tier; it's just where people end up when they balance their gear out.
    Kerb's is perfect and pretty much the same thing I used except that I didn't have the robe (fuck QQTH).
    I used Mahatma Hpl. in place of the Robe and Nashira Crackows in place of Goliard.

  4. #24
    Genoslut
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    Re: Shamefull nuke questions

    the reason why things generally get a 320/120 response is because none of us feel like explaining all of it and why we're saying it for the five billionth time--normally, I don't even include any kind of a guideline in numbers, I'd rather just say 'go try it out for yourself and find out what works' because you learn a lot more about the game that way.


    In regards to getting resisted based on character INT vs. mob INT:

    It's less often a resist, and more often the fact that when it did the calculation to see if you got the tier bonus multiplier (like Tier IV's 2.0x), you failed the check and you got your damage halved. I know that INT has some factor in resist in general, but make sure you're explaining things accurately and including the fact to noobs that there is this tier multiplier concept they need to be made aware of.

    Personally, in the end, I used a lot of different setups of course, pending on where I was.

    For example, Wyrms:
    Staff / Grip / X / Tathlum
    Mahatma Hat / Ele Torque / Magnetic / Moldy
    Errant Body / AF1 hands / INT ring / Trooper's ring
    Prismz / PenRope / Mahatma / Yigit

    which brings me to, um, 1,3,7,17,20,25,29,34,44,+46? INT, 276+16+22->314? yeah, eleskill, and -6,9?,3?,4,3,4 or something I forgot enmity, with a measly +4 MAtk. The focus on -enmity is entirely Wafik's fault, and then it became my standard after I saw how freaking amazing it was that I could keep nuking throughout a whole fight and hardly have to worry about pulling hate. When you're the only BLM at a Fafhogg, it sure pays off then, big time. Oh well, preparing for the many flames I'm gonna get for even remotely hinting at this setup. Wouldn't use it for kited mobs or speed kills, though.

  5. #25
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    Re: Shamefull nuke questions

    Quote Originally Posted by Genosync
    It's less often a resist, and more often the fact that when it did the calculation to see if you got the tier bonus multiplier (like Tier IV's 2.0x), you failed the check and you got your damage halved.
    wut

    If you did half damage (or 1/4, etc) you got resisted.

  6. #26
    Nidhogg
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    Re: Shamefull nuke questions

    I think the "tier bonus multiplier" is misunderstood here. All it is, is an expression of the rate at which base damage rises as a function of difference in INT, but it's not something which can fail or result in lessened damage as a resist can. There is the information about it being halved at some point, but all that means is that at high values of INT, the slope of the function changes, but it won't result in less damage, just in damage that doesn't "grow as quickly". Also, the point at which this occurs takes place much later as you get higher in spells, to where you never see it even on level 0 mobs after the mid-tier II spells.

    So look at it this way: As examples, Thunder 4 has a constant of 541, multiplier of 2, so starting with the same INT as your target and adding 1 INT at a time your base damage goes up 541 > 543 > 545 > 547 > ...and so on. Stone 1 has a constant of 10, multiplier of 1, so it grows 10 > 11 > 12 > 13 > ..., but it's low enough level spell that you hit that inflection point, I think it's at 16 dINT so at that point it progresses ... > 26 > 26 > 27 > 27 > 28 > ... and so on, until you reach 42 damage at 48 dINT where it caps out. Thundaga 3 has a constant of 697 and a multiplier of 1.5, so it grows 697 > 698 > 700 > 701 > 703 > 704 > ... likewise never reaching the point where the growth rate decreases.

    These are fixed values based on the spell, the INT of the caster, and the INT of the target, and true of every cast. Once this value is calculated, then the game, having run it's magic accuracy equation to decide if you resisted or not, may apply the 1/2, 1/4, 1/8 reduction as a resist.

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