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  1. #281
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    Quote Originally Posted by Rocl View Post
    So question for all our blm mathologists out there;

    In order to achieve a decent rate of no resist you need roughly 120INT and 320 Elemental Skill, correct? This set-up was based off of Tiamat's INT if I remember correctly, right? The idea is that at +10 INT from the monster, resist rates change dramatically, etc, etc, right?

    Now can this work in reverse? Can you pile on a whole bunch of INT gear and resist most of Tiamat's nukes, let's say? Would it be to actually create a magic evasion build for certain jobs that encompass all elemental damage by way of INT check?
    http://www.bluegartr.com/forum/77819...ml#post2874468

    That's pretty much what it will do.

  2. #282
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    I am asking about specifically spells, and not magic WS. Magic WS can have some sort of retarded AGI vs INT check or some shit, but I am fairly certain all black magic damage is INT v INT.

  3. #283
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    Quote Originally Posted by Pocketrockets View Post
    I've done that twice on some lowman Byakko. During one of them, one of our tanks and our brd both d/c'ed at the same time and couldn't get back on. I zombied it for awhile, then the other tank (a nin/drk) solo tanked it while 2boxing the brd. Fun times.
    So if for instance you got a nm to say 30% health left, cast bio II and then die, even if it goes yellow it won't regen till 2 mins have passed and bio wears off? (for arguments sake the nm doesn't have any natural regen).

    Thanks for the responses thus far.

  4. #284
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    Quote Originally Posted by homerun View Post
    So if for instance you got a nm to say 30% health left, cast bio II and then die, even if it goes yellow it won't regen till 2 mins have passed and bio wears off? (for arguments sake the nm doesn't have any natural regen).

    Thanks for the responses thus far.
    Correct. It will start regening 10% ticks something like 10 seconds after the dot wears. Long enough that you can recast the dot again before it regens. Hence why it's possible to zombie hold something indefinitely, as people have said.

  5. #285
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    Quote Originally Posted by Nerull View Post
    Correct. It will start regening 10% ticks something like 10 seconds after the dot wears. Long enough that you can recast the dot again before it regens. Hence why it's possible to zombie hold something indefinitely, as people have said.
    Note that you may need to move the mob in order for this to work. I tried Disseverment holding Chamrosh, but as soon as poison wore off, he depopped @ 15% HP. Someone later informed me that it was because I didn't move him far enough from the pop spot.

  6. #286
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    Quote Originally Posted by Yugl View Post
    Note that you may need to move the mob in order for this to work. I tried Disseverment holding Chamrosh, but as soon as poison wore off, he depopped @ 15% HP. Someone later informed me that it was because I didn't move him far enough from the pop spot.
    Hmm that's odd. I zombie held the tier3 troll znm at its pop spot for a while after a wipe, and it didn't depop. Not sure why that happened to you.

  7. #287
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    pop spot isn't relevant to depop that i know of. we've held prudence at his pop for a while when it was still new to us and we wiped and it sat there for a good 10 min while we stood everyone up, recovered MP, etc. sacing it everyone once in a while. meanwhile, one of the best strategies for an easy prudence is to let one depop while you beat down the other and finish it right after the first depops. the depopping prudence is never at the spawn when it depops and it depops just fine.

    btw, in response to the question above about dot blocking regen, remember it will only block the 10% chunks the mob regens when it's idle, it will NOT stop a natural regen effect that a mob gets, such as KV.

  8. #288
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    Quote Originally Posted by Yondaime View Post
    When I *do* get into merit pts with 2 BRDs, it's always Marchx2/Minx2... BRD/COR is Marchx2 + DRK/SAM rolls, so yeah, I hardly get accuracy. Don't have an Ohat I can steal from anyone (damn R/E shit) and haven't really looked at getting one really. I'll try the sushi, I've got a few spare plates of Squid, been reluctant to burn through those though. Crab's a ton cheaper and not much lighter on accuracy, so those'd be the best for me.

    I just don't get parties enough to merit on SAM, so it's not a top concern, and like I said before... endgame on SAM when I've said I have BLM? Haha, no. Thanks for the tips, I'll try it out!
    Never accept not receiving Corsair's Roll.

  9. #289
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    Quote Originally Posted by Tsuko_Asura View Post
    Never accept not receiving Corsair's Roll.
    False. Some situations it is beneficial to have 2 melee buffs instead of 1 melee buff/1 cor roll.

    One such example is middle bird camp. You'll need:

    2 Insanely strong melee. Relics. Apocalypse, Amano or Bravura.
    1 COR
    2 BRD
    1 RDM


    Kill EVERYTHING. Send the 2 BRD's to pull everything. Mamools from top, birds from bottom, wivres from middle. With 2 melee buffs instead of 1 EXP roll, you'll get more EXP per hour. Albeit only by a small margin. What you miss in EXP bonus, you gain in killing speed.

    And yes, I merit with similar party setups a LOT and we try different roll/song setups quite often.

    Pick up parties or a party where you have even one weak melee link generally is the best situation for COR roll.

  10. #290
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    Quote Originally Posted by Rocl View Post
    So question for all our blm mathologists out there;

    In order to achieve a decent rate of no resist you need roughly 120INT and 320 Elemental Skill, correct? This set-up was based off of Tiamat's INT if I remember correctly, right? The idea is that at +10 INT from the monster, resist rates change dramatically, etc, etc, right?

    Now can this work in reverse? Can you pile on a whole bunch of INT gear and resist most of Tiamat's nukes, let's say? Would it be to actually create a magic evasion build for certain jobs that encompass all elemental damage by way of INT check?
    Resist rate does NOT change dramatically. It improves as you add more m. accuracy/skill. Think of it like melee accuracy gear, it is a proportional relationship between accuracy and hitrate. 320/120 thing is there to stop people piling on 'too much' INT or Skill... you need a balance.

    In reverse: if you pile on INT you will reduce the base damage of the spell cast on you. You are not going to increase resists as they are not controlled by INT (you need a fire resist build for that). But stacking INT is a very ineffective way of tanking magic attacks, either use MDT/MDB or Resist build.

  11. #291
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    Do Valor Leggings have to be actively worn during Sentinel to get the extra 10% reduction, or can you just pop them on when the JA is used then take them back off?

  12. #292
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    Sentinel then take them off. The extra 10% reduction only lasts for like 5 seconds, as the effects still diminish over the course of the 30 seconds.

  13. #293
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    Quote Originally Posted by Rocl View Post
    So question for all our blm mathologists out there;

    In order to achieve a decent rate of no resist you need roughly 120INT and 320 Elemental Skill, correct? This set-up was based off of Tiamat's INT if I remember correctly, right? The idea is that at +10 INT from the monster, resist rates change dramatically, etc, etc, right?

    Now can this work in reverse? Can you pile on a whole bunch of INT gear and resist most of Tiamat's nukes, let's say? Would it be to actually create a magic evasion build for certain jobs that encompass all elemental damage by way of INT check?
    Stacking more INT wont make you magic evade or resist spells in any ways, it will decrease the damage from spells you take, you need elemental resistance builds to resist spells simply.

    Edit, doh beaten

  14. #294
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    Quote Originally Posted by Argettio View Post
    Resist rate does NOT change dramatically. It improves as you add more m. accuracy/skill. Think of it like melee accuracy gear, it is a proportional relationship between accuracy and hitrate. 320/120 thing is there to stop people piling on 'too much' INT or Skill... you need a balance.
    Isn't if prior to reaching +10 INT over the monster, INT is equal to +1 skill in terms of accuracy? Perhaps I was too vague in my post:

    My idea was, that as magical accuracy returns from INT diminish past +10 INT, then is there some number in which a mythical magical evasion diminishes?

    In reverse: if you pile on INT you will reduce the base damage of the spell cast on you. You are not going to increase resists as they are not controlled by INT (you need a fire resist build for that). But stacking INT is a very ineffective way of tanking magic attacks, either use MDT/MDB or Resist build.
    This is disappointing. I know MDB/MDT are better, but I was hoping to find some sort of mythical magic evasion stat, but it looks like that just means the little elemental icons

  15. #295
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    Quote Originally Posted by Rocl View Post
    Isn't if prior to reaching +10 INT over the monster, INT is equal to +1 skill in terms of accuracy? Perhaps I was too vague in my post:

    My idea was, that as magical accuracy returns from INT diminish past +10 INT, then is there some number in which a mythical magical evasion diminishes?
    Ok, yes you are right, so once you reach dINT 10+ the returns from stacking INT is reduced. But the rate of resists doesn't suddenly drop once you reach dINT10, the only things that changes is; the most effective means to reduce resist rate further.

    Quote Originally Posted by Rocl View Post
    This is disappointing. I know MDB/MDT are better, but I was hoping to find some sort of mythical magic evasion stat, but it looks like that just means the little elemental icons
    Yeap the little elemental icons are element specific 'magic evasion' effectively.

  16. #296
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    I realized the post made sense only to me afterwards; "resist rates change dramatically" not versus the mob, but in how they work. >_>

  17. #297
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    Quote Originally Posted by Rocl View Post
    I realized the post made sense only to me afterwards
    I know that feeling all too well.

  18. #298
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    How much HP does the ZNM T2 Marid Iriz Ima have? About 20,000?

  19. #299
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    Quote Originally Posted by Rocl View Post
    So question for all our blm mathologists out there;

    In order to achieve a decent rate of no resist you need roughly 120INT and 320 Elemental Skill, correct? This set-up was based off of Tiamat's INT if I remember correctly, right? The idea is that at +10 INT from the monster, resist rates change dramatically, etc, etc, right?
    The reason people mention 320skill/120 int is that 1 point of INT adds 1 point of magic accuracy as long as you have less INT that target'int+10. BUT, it is is by no way needed; if you are sitting at say 320 skill and 110 INT, adding a piece of gear that gives 10 magic accuracy (shadow coat) or 10 INT (errant hpplde) will have the exact same effect as for as resist go, but of course the 10 INT will also add damage. So basically there is no "tier" change or sudden change of that sort.


    Now can this work in reverse? Can you pile on a whole bunch of INT gear and resist most of Tiamat's nukes, let's say? Would it be to actually create a magic evasion build for certain jobs that encompass all elemental damage by way of INT check?
    As far as I know the only way to change your magic evasion is by adding +spell resist, and resist rates (partial or not) are totally controlled by your total magic accuracy and your magic evasion (Magic Accuracy - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more).

    To answer your question about stacking INT, yes, It will have a huge effect on resist rate if you are the one getting nuked, and actually it is more efficient than when you are the one nuking, because upping your INT past dint+10 will only add 0.5 magic accuracy (+ some damage) while upping your own INT while being nuked will remove 1 magic accuracy to the mob if your int is higher than the target's INT-10 (=100 INT for tiamat I guess).


    example :
    If you get nuked with a full firaga III 50% of the time, adding 20 INT to your gear will lower this rate to 40% and will as well reduce the amount of damage taken by every nuke. In this example, p=50% so you will get 25% 1/2 resists, 12.5% 1/4 resists and 12.5% 1/4 resists. So on average you take 0.67% of a full damaging spell. Now if you add 20 points of INT, p=40% so you'll get 24% of 1/2 resists, 14.4% of 1/4 resist, 21.6% of 1/8 resists for an average of 0.58% of a full damage spell + some damage reduction on the spell itself from the INT so it's at least -14% damage taken ("on average").








    Quote Originally Posted by Argettio View Post
    Resist rate does NOT change dramatically. It improves as you add more m. accuracy/skill. Think of it like melee accuracy gear, it is a proportional relationship between accuracy and hitrate. 320/120 thing is there to stop people piling on 'too much' INT or Skill... you need a balance.

    In reverse: if you pile on INT you will reduce the base damage of the spell cast on you. You are not going to increase resists as they are not controlled by INT (you need a fire resist build for that). But stacking INT is a very ineffective way of tanking magic attacks, either use MDT/MDB or Resist build.
    Wrong info bolded, the resist rate of spells is now totally understood, and INT check plays a huge role in it (look the above link).

  20. #300
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    Quote Originally Posted by Spekkio View Post
    pop spot isn't relevant to depop that i know of. we've held prudence at his pop for a while when it was still new to us and we wiped and it sat there for a good 10 min while we stood everyone up, recovered MP, etc. sacing it everyone once in a while. meanwhile, one of the best strategies for an easy prudence is to let one depop while you beat down the other and finish it right after the first depops. the depopping prudence is never at the spawn when it depops and it depops just fine.

    btw, in response to the question above about dot blocking regen, remember it will only block the 10% chunks the mob regens when it's idle, it will NOT stop a natural regen effect that a mob gets, such as KV.

    Pop spot does matter. The depop timer starts once the mob is back at its original pop spot. For example, Byakko has a depop timer of either 3 or 5 minutes (I forget which), he aggroes at about 27 distance, and runs so fast you don't have time to even get a dot off on him before he kills you if you're weakened, unless you get really lucky. However, his depop timer resets every time he moves, so you just keep aggro pulling him. Unfortunately he regens to 100, but at least you don't lose your pop.

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