Wiki has it as JA haste, rather than delay reduction. You have any links for testing or w/e to disprove that apart from the obvious no reduction in spell casting thing
A bit late I know but checked out the first question (about /SCH dark arts and BLU drains) and it didn't affect the damage for any of Blood Drain, Digest, or Blood Saber ([[Blue Skill]*.11]*3/5/3.5).
Hey i'm looking for some suggestions for anyone that might have some ideas to augment a piece for fire resist for pld. I have Aegis and Shadow ring and am not able to find an assault breastplate so the current body piece I use is Republic Harness for the 5 fire resist.
Couple questions I have are:
1) Can a piece with fire resist on it already be augmented for more fire resist?
2) If no to that then what body piece might be the best to spam augment?
3) How much fire resist would be the max you could get off of an augment of this item?
4) Which zone(s) would be best to try?
Haste Samba is definetly JA haste, I've tested it. When combining Hasso/Desperate Blows/Haste Samba, 25% attack speed is still the cap. Haste samba appears to be ~50/1024(5%), and each merit is ~10/1024(1%) extra.
does INT help against TP magical aoe damage? like hurricane wing, discharge, etc
also, does it give you more magic defense or a better resist rate?
What the pop condition for Sewer Syrup (Jelly ring NM)?
Wiki just says it is a lottery pop, any one know the rough percentage or the typical time taken for him to pop after the last kill?
Thanks
I've helped about 5 people with this thing so far and it's typically around 1h 30~ for me (note I have horrible luck with lotteries). My Ring I came down and found him up but all of the others I've had to camp.
While on the topic of 6-hit builds.
WAR/SAM w/ perdu voulge
What are the numbers I need for 6-hit with WS, without.
The above answer to this was incorrect. INT does not affect TP Magic damage, as far as I know. And it certainly doesn't affect your resist rate or magic defense rating at all.
The reason having more INT will decrease the amount of damage that *Nukes* do to you is because the check for Nuke Damage requires both Caster INT and Target INT. Ie: When you're a BLM, the higher your Target's INT is, the less base damage your nuke will do to them. Conversely, the same equation is applied to Mob nukes. So, the higher your INT is compared to their INT, the less damage their nukes can do to you.
The original answer was correct, however it depends on the WS. Not all magic WSs are treated equally, just like players' magic and magical abilities. Some, like Hurricane Wing, Citidel Buster, etc, have fixed base damage independent of the player target's stats (emphasis on "base damage" since you can still reduce with shell and mdb, etc). Others, like Bahamut flares, or the various Salvage mob AoEs like Mdkuser alluded to, are a function of both the monster's stats and the player's stats, so higher player INT lowers the damage to varying degrees.
So, in short answer to anathema directly. It depends on the WS in question, and it doesn't give you "magic defense" per say but it does adjust the base damage formula for the WS in question when it does affect things. Not sure about resist rates.
You need +7 Store TP (not counting /sam) for a true 6-hit build, you can easily achieve that with Rajas, Brutal and Chiv chain or Ecphoria ring.
If you are using Raging Rush (and landing at least 2 hits) you just need +6 Store TP (during WS too, but Rajas/Brutal should be a given) to reach 100.
I switch between Ecphoria ring and Iota as needed whenever I find myself with 0 tp (usually after a Feather Tickle).