I always use Player TP gain - BGWiki for questions of TP gain, and it has yet to let me down. It gives 11.3% for a 444 delay weapon, too.
I always use Player TP gain - BGWiki for questions of TP gain, and it has yet to let me down. It gives 11.3% for a 444 delay weapon, too.
Does elemental staves affect elemental weapon skills?
Like Rock Crusher does more damage on earth staff?
Or does Leadan Salute do more damage with Dark staff?
I know Vidohunir gets the bonus if used with Pluto's staff (tested when the WSs came out). I assume it works for all, I have a vague memory from years ago of farming I don't know what (clot plasma?) on BLM in bibiki bay island and noticing that the WS was doing more with terra's than with other staff.
Is there any way I can count previously collected weapon skill points needed for a crit latent weapon?
Apnea's Latent Checker.
Make sure to run as admin if you're on Vista or 7.
Is Conserve MP calculated before or after Parsimony's MP reduction?
According to otherWiki this stuff all stacks and goes up to at least 75% reduced casting time. It appears that this may be the cap - new gear like the BRD dagger, kupo hat, and moblin cest can be used to determine if 75% is actually a cap.
Also, I had left out Warlock's Mantle which goes perfectly with RDM subjob (this by far beats out a NIN sub for dual-wielded brd augmented daggers).
Is there a way to give heads up to your nation to send allies to specific campaign zones? For example, if I know that Vunkerl Inlet is about to be gang raped by 3 waves and there's no allies in the zone, is there a way to request for them or something?
Parsimony drops the mp cost immediately after you use the ability. Otherwise you'd not be able to cast spells you didn't have mp for. So I am guessing since conserve mp works on spell cast it would take effect after parsimony/penury.
Edit:
Don't want to make a new post. So here goes. I was dumb when i made my acp body. Now, I want to get a new one, but i don't want to drop it until i absolutely have to. My question is, do you have to drop the body piece before you enter the battlefield or can you drop it right before the mob dies and still get the other key? Called a GM to ask but obviously this question would totally break rules to answer.
Edit2:
I really need to stop thinking up more questions. Anyway, has anyone gotten one of the backpieces from the moogle kupo d'tat final mission that actually had good stats on it? I've redone the mission at least 5 times now and every cape is complete and utter shit. mnd+1 mp-9, mp+10 ice resist-19, and other randomly fail augments. Just curious.
Rune chopper, needs 3 mp/tic to be active full time right? friend claims its draining the 1/tic from ares body and being ative all the time.
Stolen from wiki.
* Active while weapon is drawn and MP > 0.
* Drains 3 MP per tick.
You only need 1mp for it to stay active though. even if it only drains 1mp instead of 3 that still counts. I used to use this to my advantage when soloing as bst with rune axes + gaudy harness.
It is however completely possible to have it active allt he time if your overall haste is low enough and you don't atack more than once/3 seconds. It would draw 1mp and hit -> ares refreshes 1 mp -> draw 1. I'm not good at ffxi math. But it is possible. I'm sure with 2x march and haste, with (i hope capped gear haste considering chopper) it's not going to be active all the time. You would be attacking too fast for the latent to kick in each time.
Yea, Doublechecked with my quick fail math. Rune chopper with dual march + haste (i may be overshooting) and capped gear haste would attack once every 2.94 seconds. I used 40 as march+ haste. If that's any higher than it's supposed to be i'm sorry as i said i'm not good with ffxi maths. So it wouldn't be possible to have it active 100% of the time. But it seems it would be pretty close.
Yea, I understand the whole point of chopper is to max haste. I was just covering my bases before someone came in sayin "but if you have (low ass number haste) you'll attack slow enough to keep it active"
Last merit for BLU:
Finish Enchainment (5 Total)
One Convergence
One Diffusion
Edit: If responding, can you explain what I "gain" from having 1 extra Enchainment merit (Damage increase or DMG% increase)?
So I just got a Rindomaru with Store TP+10, is it worth it to go for a 5 hit build or take my 6 hit with Dusk Gloves and be happy.
How much +MND do i need to cap stoneskin with 200 enhanceing magic? My base MND is 62