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  1. #661
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    Lakshmi

    Quote Originally Posted by ringthree View Post
    Very little importance. Highest priority is getting +% potency gear.

    The equation is something like:

    1 MND = 3 VIT = 5 Levels of Healing skill. And the healing skill only kicks in every fifth level, so if you have 300 healing skill and add 4 more healing skill, it will have no effect.

    Keep in mind that these stats don't have much effect on cure potency either way.
    Quote Originally Posted by Eldelphia View Post
    Apologies if your sig tells me you're a RDM or something, I have them turned off so I can browse in work. Cap your natural skill, don't ever merit it and if you're a WHM wear Blessed (+1) pants over clerics... Not only has everyone done the maths, a very long time ago I went out and tested the effect of MND and healing magic on cures. Cure potency > MND - then worry about haste/-ENM/mp and maybe healing magic.If you are a WHM, then healer's mitts +1 actually will give you the highest cure V but the difference is tiny and you lose haste etc.

    Dunno if it has been proven either way but there is some speculation that healing magic might affect your ability to remove Doom. If anyone knows of any testing on this, yell.
    Quote Originally Posted by Argettio View Post
    Furen's FFXI Cure Calculator

    For any one who isn't WHM it is pretty useless.

    For WHM it is only really useful on Cure 5, how useful depends on the rest of your gear etc.
    Thank you thank you and thank you. SCH is the job in question, which I'm just starting on, so looks like MND is the way to go.

  2. #662
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    Asura

    Quote Originally Posted by Thalandor46 View Post
    Thank you thank you and thank you. SCH is the job in question, which I'm just starting on, so looks like MND is the way to go.
    For Sch, not so much. Because of a Sch 'duties', you generate an assload of enmity from all of your AoE buffs/cures/-na's. Kaeko made a fantastic post about their hate generation potential. Here's the guide: Scholar Guide (Part III). If you're not a big number person, just read the bold and colored areas- those are the main points.

  3. #663
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    Lakshmi

    Quote Originally Posted by Miroku_Asura View Post
    For Sch, not so much. Because of a Sch 'duties', you generate an assload of enmity from all of your AoE buffs/cures/-na's. Kaeko made a fantastic post about their hate generation potential. Here's the guide: Scholar Guide (Part III). If you're not a big number person, just read the bold and colored areas- those are the main points.
    Oh wow, fascinating read. Sorry I didnt specify SCH earlier. Thanks again all!

  4. #664
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    Arximiro Dragonheart
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    Is Fstr like Ddex where you need to be 50 over the mobs Vit to cap instead of Agi? Also how relevant is a Str build with capped or close fstr vs. attack if you have capped acc of course and don't give up any haste.

  5. #665
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    fSTR cap is dependant on weapon damage, I assume you are asking for WAR where Perdu Axe is D91 so I think the cap on Greater Colibri (67 VIT) is 143 total STR.

    Found by using (D/9)+8 for the fSTR max which is 18 because it is floored at whole number, then fSTR cap is (VIT+4)+(fSTRx4) I think but it can be x4 to 6 or whatever.

  6. #666
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    Well that explains the formula to me, but what I want to know is if a STR build can be useful. For example tping in a STR build and its increase on melee hits being more useful than attack.

  7. #667
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    Never, what pieces could even be in question?

  8. #668
    xXNyteFyreXx420Sharingan
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    Fenrir

    Bumping from a few pages back and rephrasing for clarity.

    Given a Dual-Wield job with x amount of DA and a y-hit build, is there a general formula for the % of melee hits that will occur after reaching 100 TP assuming WS immediately upon finishing the attack round that reaches 100 TP and thus have no impact on WS frequency? If not, would factoring out 50% of hits in the final melee round be an acceptable approximation or should I try and work it out precisely?

  9. #669
    Sandworm Swallows
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    Quote Originally Posted by Arximiro View Post
    Well that explains the formula to me, but what I want to know is if a STR build can be useful. For example tping in a STR build and its increase on melee hits being more useful than attack.
    If you are looking at a piece of gear and the only consideration you have is STR vs. DEX it will depend greatly on if you can/already have capped fSTR (in which case you will only be gaining attack) and what your current DEX is and what you are fighting.

    In a one to one comparison, I would probably going with DEX in most situations where your accuracy is not capped.

    The problem is that you hardly ever get a situation like this, because you will have other factors like Haste, Accuracy, Attack, etc to consider and that usually makes the decision clear.

    Sidenote: Also, I personally do not believe we have the current crit % calculation correct. While I do think it caps at some point, I do not believe that it is always 50 over the target mobs AGI or whatever the current guesstimate is. It could be close, but no other calculation in the game function as plainly as this, and I don't think the very limited testing on the matter necessarily indicates this is the case.

  10. #670
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    why is there a targetable NPC called "NPC" ( duh) in the ashu talif right under the ship? lol.

  11. #671
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    Quote Originally Posted by Nightfyre View Post
    Bumping from a few pages back and rephrasing for clarity.

    Given a Dual-Wield job with x amount of DA and a y-hit build, is there a general formula for the % of melee hits that will occur after reaching 100 TP assuming WS immediately upon finishing the attack round that reaches 100 TP and thus have no impact on WS frequency? If not, would factoring out 50% of hits in the final melee round be an acceptable approximation or should I try and work it out precisely?
    You could figure it out, but it would be complicated. You would have to figure out the accuracy and DA chance for each round to figure out the chance that the last round will come out uneven. The problem is that this compounds based on misses or additional hits.

    In other words, you could do it, but it would be hard as hell to figure out.

  12. #672
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    Quote Originally Posted by mdkuser View Post
    why is there a targetable NPC called "NPC" ( duh) in the ashu talif right under the ship? lol.
    Why do you use a Rajas Ring in your MNK build (assuming your avatar is your MNK build)?

  13. #673
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    Quote Originally Posted by Starr View Post
    Never, what pieces could even be in question?
    I was asking in general not just for Gaxe. I also have Nin and Thf and was curious. I know the formulas are a little better on those weapons, or at least I think.

  14. #674
    Sea Torques
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    Just picked up a Loquacious earring, what are some simple ichi/ni macros? Something like this work?

    /equip ear "loquacious earring"
    /ma "utsusemi: ni"
    /wait 2 (wait 4 for ichi)
    /equip ear "brutal earring"

  15. #675
    xXNyteFyreXx420Sharingan
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    Quote Originally Posted by ringthree View Post
    You could figure it out, but it would be complicated. You would have to figure out the accuracy and DA chance for each round to figure out the chance that the last round will come out uneven. The problem is that this compounds based on misses or additional hits.

    In other words, you could do it, but it would be hard as hell to figure out.
    Thanks. I figured that would be the case, but I'm not well versed in statistics and probability maths. I was hoping there was a quick and easy way to figure it out, guess not.

    So in an 18-hit build post-WS with 1.8 hits/round on average for an example, 0.8/18=4.44% would be a decent approximation?

    EDIT: Looked at that again, no way 4.44% is accurate. .4/18=2.22%?

  16. #676
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    Quote Originally Posted by ringthree View Post
    Why do you use a Rajas Ring in your MNK build (assuming your avatar is your MNK build)?
    gonna make a wild guess here and say he swaps to rajas when acc is otherwise capped

  17. #677
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    I know this dosent have anything to do with "In game" but does the ffxi 14 day free trial give you the expansions?

    or do you have to purchase them too?

    I'm looking to get the game with all the expansions with out buying it and this PC is my friends so i don't want to bit torrent it... Anyway i can get the game without paying?

    Can PM me also...

  18. #678
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    14 day trial does not give you access to expansion content.

  19. #679
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    Quote Originally Posted by Unspeakable View Post
    I know this dosent have anything to do with "In game" but does the ffxi 14 day free trial give you the expansions?

    or do you have to purchase them too?

    I'm looking to get the game with all the expansions with out buying it and this PC is my friends so i don't want to bit torrent it... Anyway i can get the game without paying?

    Can PM me also...
    Even if you download an entire copy of the game from a trusted friend or forum member, you will need registration keys anyway, and those cost money.

    I highly recommend you just pay $15 for the entire collection from Gamestop
    Gamestop.com - Buy Final Fantasy XI: Vana'diel Collection 2008 - PC

    Registration keys for all 4 expansions are included. The mega-crappy addons (Crystalline Prophecy and Moogle Kupo Detat) are not included.

  20. #680
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    Quote Originally Posted by Gergall View Post
    Even if you download an entire copy of the game from a trusted friend or forum member, you will need registration keys anyway, and those cost money.

    I highly recommend you just pay $15 for the entire collection from Gamestop
    Gamestop.com - Buy Final Fantasy XI: Vana'diel Collection 2008 - PC

    Registration keys for all 4 expansions are included. The mega-crappy addons (Crystalline Prophecy and Moogle Kupo Detat) are not included.
    Sigh i might as well just wait the day out and play when i get into town tomorrow

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