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  1. #21
    Relic Weapons
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    doesn't matter what zone you grind points in, but behemoth's dominion is the zone that does the 50 cap augments.

  2. #22
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    Quote Originally Posted by zagex View Post
    got this on my 2nd try a couple weeks ago what up... can't get a 2 mind version though
    http://i71.photobucket.com/albums/i1...FFXI/kaman.png
    what ? you can get 2 mnd. Fack I need to try that again.

  3. #23
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    Quote Originally Posted by Questionable View Post
    Funny how I was RDM first when I started playing.. and still don't know much about this job as I should.

    So 1/4 is full even on nukes? or there's 1/8.. anyways for enfeebles if what you say about resist, then is it better to cast full potency on slow/para and keep casting even if it wears due to resist, or add more macc/skill so last longer and don't have to recast...

    I thought Blind has potency too?

    HOw does Bio/dia work, they have fixed durations and potency based on skill(bio i mean)?
    Poison and Poison II?

    I just noticed that if Bio is on a mob, and if I recast it before it wears or someone else does, it doesn't override it really...
    sleep I/II/ga/gaII, slow I/II,Poison I/II,blind I/II have fixed resist duration (1/1 and 1/2)
    bio and dia have fixed duration
    Gravity, silence, paralyze, bind have a fixed maximum duration of 2 minutes but the duration is always random between 0 and 2 minutes and doesn't seem to be affected by skill/stats.

  4. #24
    Hydra
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    keep in mind that in pure accuracy, at best, 1 stat = 1 macc which is about equal to 1 skill (1 skill may be 0.9 macc instead). This means that, 80 INT with +100 macc is the same as 120 INT with +60 macc, and the first has the higher macc on low INT mobs, but on high INT mobs, they're the same. As such, stacking INT is NOT necessary, and for accuracy, HQ staves are always equal to or better than Alkalurops.

    EDIT: Also, for your maxed out INT enfeebling set, valkyrie's cuffs are at worst 7 macc and at best 10, beating out master caster's. INT+6 MACC+4 lol. And, I'd use goliard over avocat, they're at worst +4 macc, while avocat are always +3. Everything else seems ok, except I'd personally use morrigan's over nashira... they're about equal but morrigan's gives +25 MP too so, yeah that's just preference though.

  5. #25
    CoP Dynamis
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    Quote Originally Posted by pchan View Post
    Gravity, silence, paralyze, bind have a fixed maximum duration of 2 minutes but the duration is always random between 0 and 2 minutes and doesn't seem to be affected by skill/stats.
    You're sure that more INT has no effect on Bind/Gravity Duration? (I know duration especially on Bind is highly random, but I was under the impression that having more INT helped it not wear off as quickly) Currently I'm choosing to use Morrigan's Slops over Nashira Seraweels (just got these on Monday) because I can already land bind/grav reliably on everything I fight with my current gearset(before I got Nashira legs) and felt +10INT was better because it would help the potency. Am I mistaken on this choice? I don't see any reason to use Nashira in this slot when I'm not getting resisted anyways?

  6. #26
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    Quote Originally Posted by Chantal View Post
    keep in mind that in pure accuracy, at best, 1 stat = 1 macc which is about equal to 1 skill (1 skill may be 0.9 macc instead). This means that, 80 INT with +100 macc is the same as 120 INT with +60 macc, and the first has the higher macc on low INT mobs, but on high INT mobs, they're the same. As such, stacking INT is NOT necessary, and for accuracy, HQ staves are always equal to or better than Alkalurops.
    My point was on all the slot except the head, body, neck and 1 ear, you can get a larger stat boost than skill/m.acc increase.

    You can therefore get a greater increase you over all hit rate by adding stats in places like legs, feet and hands rather than using the skill/m.acc alternative.

    Stats can often be bought of the AH (although rare/ex improvements often exist) whereas skill/m.acc is mainly exclusive to rare/ex.

    The message was, don't just stack skill/m.acc as you used to... Think about your sets, compare them to your target and make informed compromises.

  7. #27
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    I don't tend to use M.Acc/skill on enfeebs, it seems barely needed. A RDM with some enfeeb merits isn't really going to struggle landing something that is possible to land. In my situation, this means, HQ stave, Warlock's Tabard, a few merits, then stacking mnd/int. Besides, it's alot cheaper as an AH RDM, or easier as a EG RDM, to stack attributes than it is Skill/MAcc. So win/win.

    My problem with having a potency/macc/skill sets is, making macros for that shit. Certainly with my complete lack of XML knowledge, and using SpellCast. The way I would have it now if I felt nessacery, would be different books/XML, a catch-all reguler one for 'nornal' mobs, up to say level 80, then maybe if you wanted a MAcc/Skill heavy set, for HNMs and the like.

    Anyway, my gear is way out of date it's pretty embaressing, to much start/stop playing, rubbish with gil, etc. I don't really have the choice anyway. I would advice other EG RDMs, if they're int/mnd stuff was good, to get dark, +hmp,, etc, gears before MAcc gears.

  8. #28
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    I think Blind has an Intelligence potency modifier for the amount of accuracy reduction, as well as Bind for the chance of it breaking when the enemy takes damage.

  9. #29
    rog
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    Quote Originally Posted by Chantal View Post
    (1 skill may be 0.9 macc instead).
    no it's not.

    You're sure that more INT has no effect on Bind/Gravity Duration? (I know duration especially on Bind is highly random, but I was under the impression that having more INT helped it not wear off as quickly) Currently I'm choosing to use Morrigan's Slops over Nashira Seraweels (just got these on Monday) because I can already land bind/grav reliably on everything I fight with my current gearset(before I got Nashira legs) and felt +10INT was better because it would help the potency. Am I mistaken on this choice? I don't see any reason to use Nashira in this slot when I'm not getting resisted anyways?
    as far as i've ever been able to tell from countless hours of soloing, int doesn't seem to effect bind/grav duration at all. i've seen bind vary from several seconds, to almost a minute, on the same mob. i also never noticed any differences with/without errant hands+wise feet+int food, which i often don't bother carrying around. if a 16 int difference doesn't make any noticable difference, then even if it does increase the average duration, i highly doubt it's significant.

    besides, unresisted bind will basically always last until it's recast is ready, or within seconds of it being ready anyway, so having it last longer would be mostly overkill, and just the 2% haste would be better to have tbh.


    I think Blind has an Intelligence potency modifier for the amount of accuracy reduction, as well as Bind for the chance of it breaking when the enemy takes damage.
    people actually use blind? lol.

    the chance of bind not breaking is so ridiculously low anyway, there's really not much point worrying about it.

  10. #30
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    It helps when I can Blizzard or Bio something without breaking Bind almost half the time on weaker enemies.

  11. #31
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    Just for arguements sake, a Bind longer than the recast means casting Bind less, which in turns means more use before the mob builds resistence. When resistence building is a factor.

  12. #32
    Relic Weapons
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    Quote Originally Posted by pchan View Post
    what ? you can get 2 mnd. Fack I need to try that again.
    I got +2 agi on a promise badge, so I assume the Kaman can get +2 mind on it

  13. #33
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    @Argettio: I get your point, I was just saying that, telling people to favor stats instead of skill/macc works, but, the way you stated it made it sound like those are more important. This is untrue, as an amount of skill/macc is superior to an equal amount of a stat in all situations barring potency.

    @rog: I didn't think that 1 skill = 0.9 macc, but some people do, which is why I put it in parentheses.

    Also I'm fairly certain that if anything affects bind/grav duration, its all kinds of macc, not just INT. Though they very well may be one of those "if it sticks, it sticks" spells with a random duration.

  14. #34
    rog
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    Quote Originally Posted by Chantal View Post
    @rog: I didn't think that 1 skill = 0.9 macc, but some people do, which is why I put it in parentheses.
    but it's been disproven, so there's no reason to even mention it.

  15. #35
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    Quote Originally Posted by zagex View Post
    doesn't matter what zone you grind points in, but behemoth's dominion is the zone that does the 50 cap augments.
    Any reason to use a level 50 bow over just a level 1 shortbow or something? Does a higher level cap give you better chance of +2 stats or something?

    Sorry, I haven't done ANY of the new FOV shit

  16. #36
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    Quote Originally Posted by rog View Post
    but it's been disproven, so there's no reason to even mention it.
    Tests? I believe you, I always thought 1 skill = 1 macc, but I'd like to see the tests lol.

  17. #37

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    Fuck.. is it possible to get mnd+ on devotee's or promise badge? Or geist earring even?(would make for a cheap +2mnd earring and possibly +3 so I can forever shrug MMM off)

  18. #38
    rog
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    Quote Originally Posted by Chantal View Post
    Tests? I believe you, I always thought 1 skill = 1 macc, but I'd like to see the tests lol.
    The unbearable triteness of preening: Give me data or give me...

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