I know nuking a Djinn of the element of the day gives it 100% TP, but does this also apply to debuffs? (Paralyze on Iceday etc.)
I know nuking a Djinn of the element of the day gives it 100% TP, but does this also apply to debuffs? (Paralyze on Iceday etc.)
I was hoping that someone familiar with MMM could confirm a rune for me. I have never been into MMM, as it just confuses me.. but with the changes adding in Duplidoc, I figured I might give a shot at Koggelmander, and maybe get a mamool ja earring, and zonure for friends helping.
I got a Liquidation 7 rune, with 005, 041, 075, 017, 094, 018, 013.
Can anyone confirm if with this set up, Koggel, earring, and zonure will drop? Or will only Koggel + earring, or earring + zonure or some other set up drop?
I have beat this rune once, and believe I got 088 (goldsmithing). I just wanted to make sure before I end up having friends waste time and later finding out it won't drop with this set up.
this really just like fools blocks PHYSICAL blue magic in besieged, the drinks only seem to care about source not dmg type which odd since everything else doesn't work that way.
Also poster above that is koggelmander only u need more/different runes for other items to drop
What do PLDs merit for Group 1 and 2?
Fanatic's blocks the damage and effect of any TP move that does damage (except breaths apparently, didn't know that). It won't block the effects of TP moves that don't do damage. So for example, it does block Tourbillion's damage and defense down (dunno if it stops the knockback, I don't think it does iirc), and it does stop the damage+burn from gates. But it won't block the bio+blind from Tribulation, or the Paralyze from Ululation, since those moves don't do initial damage.
Sentinel and either Rampart or Shield Bash. Rampart is better for non-Aegis PLDs, I'd think.
For group 2 opinions are pretty mixed. Personally, I did 5 Chivalry due to lots of /RDM solo, and mainly low man stuff; even then it doesn't see a ton of use. If you only pull PLD out in situations where you'll have ample support, Chivalry will probably be wasted.
For the others, I did 1 Fealty, 4 Guardian. Fealty for the odd situational uses that pop up, i.e. you know you're going to eat a mijin soon, etc. Guardian goes hand in hand with Sentinel merits, I think with 4 Guardian, you retain ~1332 VE during Sentinel that would decay naturally, so it's like an extra weaker Flash.
If someone else has input, I'd like to hear it. Always needs to do better on PLD![]()
If someone could answer this in PMs (In case I need to ask more questions), that would be great:
How do I link stuff in excel? I don't have any experience with the program outside of using it for the pts system, so I need a way to do the following:
-A box that has the name of the stat (Like STR).
-A box next to that box that denotes a value (Like 94).
-A box with an equation where I can write (STR-DEX) or w/e, but use the values box instead of the "stat name" box.
So what it would look like is:
[STR][90]
[DEX][90]
[STR-DEX box] = [Difference box]
I'm bringing rdm up now and trying to plan out my merits but cant seem to decide what would be optimal for what I want to do. I'd like to find a balance between soloing and endgame merits choices. Any suggestions?
Maybe this should be in the crafting forum, idk, but it's just a single question...
The way I am interpreting Aurik's sticky is that if you're looking at a 99 synth, there is absolutely no reason to not try for HQs at 96 base skill (with +3 synth support). Break rate is the same at any modified skill equal or above the recipe level, and for HQs, if the recipe will never be t1 for you, you are the same at equal skill as you are 9 above.
Am I wrong?
group1 ice/wind acc for for obvious reason.
group2 id say depends on how your LS functions, and just personal pref.
i have slow2(2merits) para2(5merits) dia3(1merit) blind2(2merits)
i picked the para5 route just because every rdm and their mom has slow2 cap so no need for me to have it with other rdms in allie who can use it. and watching a mob get para'd 5x in a row esp chariots is hawt sex. blind2 was just random.
basically you want dia3 slow2 para2. how many you want to merit it into is up to you. ive spent 40+merits playing around with group to tweaking it to my style n my LS's needs. blind2/phalanx2 are just bonus goodies(if you can make use of em or not)
does Dia 3 provide more dmg taken on the mob than Dia 2?
-15% Defence vs -10%. Handy for zergs and merit parties if you can spare the MP.
Wiki dosen't have and equation for 999+ delay. But if you have it I would like it so I can update my sheet (and post the new formula here)
Personally I went for a solo(ish) set up
5/5 Convert
4/5 Ice
1/5 Wind
4/5 Bio III
4/5 Slow II
1/5 Para II
1/5 Dia III (zergs)
But I am thinking of reworking group 2 more towards salvage, losing Bio III and getting phalanx II.
Thank you for the replies~
I've got a pretty good idea of what I'll do now.
I hope you didn't listen to the blind II thing. It's as potent, at best, meaning capped int over the target(whatever that may be) as nin's kurayami: ni. Big waste of merits if a ninja can replicate the effects of your spell with no skill gear.
Bio III is nice for solo but that's about it.. I never justified getting it because I said to myself I'll solo for that extra 12%(about the increase in DoT damage you'll get from poison/bio2 to poison/bio3) and keep neat spells on for other things.
People always preached how 5/5 slow was a given and I think I more or less succumb to that, instead of weighing how good it is.
Para2 I only put 1 merit into and it's staying that way so I can overwrite para1/not be overwritten as I take a lot of pride in my slow/para gear. Also, if you consider it you should consider it for lasting longer than para1 since it really isn't agreed upon if it procs more than para1 or not.
Phalanx2 was more for the fact that I was planning on using 3 mules to enter salvage with three friends and trioing all we could before joining some shit shell for our 25s.. but that never worked out and I really think its usefulness in salvage is exaggerated. And outside of salvage the only justification of the spell I had was to cast it on hasso and/or /war melees who I'd save mp from but I believe I'd save more mp from keeping Dia3 on the mob and having it die that much faster.
Dia3, I think, takes the least credit for how good it is. Extra ~5% attack for your melees everywhere is nothing to overlook and should get maybe that second merit into it. Any more than 2 into Dia sort of cuts its usefulness down, though. Merit targets are <30sec already.. most einherjar mobs, too; the rest being <60.. so dia at 3+ merits is only helping once in a blue moon and on HNMs where mp probably isn't an issue and you can spam the hell out of dia anyway.