Piper's Torque > Wind Torque > Temperance Torque (for Wind-based debuffs), if dCHR is greater than 10 then the difference between Piper's Torque and Wind Torque would be indistinguishable. 120 CHR total is generally considered the amount needed to reach the point of diminishing returns on most mobs.
Assuming M.Acc calculations are the same for BRD debuffs as they are for BLM spells: 1 M.Acc = 1 Skill = 1 CHR when dCHR is less than 10, and 1 M.Acc = 1 Skill = 2 CHR when dCHR is greater than 10. Keep in mind that 1 M.Acc is not the same as 1% Success Rate.
Anyone know the Food Effect of Movalpolos Water? I just used it by mistake and I don't see any differences.
Q#1:
Has anyone ever had success with, or heard accounts of, going all-out
on an elemental WS? Maybe even in 2003 or something, a much
earlier version of the game ... anyone remember them being better?
Q#2:
Do we know what determines the resist rate of elemental WS's? Just
INT or MND affecting the final damage? Or is there a magic-accuracy-
type calculation somewhere in there?
I'm picturing something hideous like a BLM with a full STR/MND/MAB WS set,
using K-Club to spam Seraph Strike, and miraculously doing 1k damage every
single time ... and outdamaging his BLM/SAM friend who's using Claustrum.
MAB effects it and obi do aswell afaik, they can resist 1/2 1/4 1/8 like nukes.
Alright, I need to know.
Does Magic Accuracy affect accuracy on Quick Draw?
Its annoying not knowing for sure D:
Calculating Weapon Skill Damage - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
Seraph Strike - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
Knock yourself out.
(It's not the least bit worth it.)
Jem's parse showed that M.Acc does effect Quick Draw accuracy. It may not be conclusive, but it's more evidence than supports the accepted fact that AGI effects Quick Draw accuracy.
I'm sorry, but those links don't answer my questions... maybe this will clarify:
Q1: "anyone done it / tried it / seen it, now or ever? were they good when the game was new (patched, something)?"
Q2: "what causes resists?" (just lists possible fractions, unless I missed it)
I think my intended question was more specific than you took it as? My math suggests at least 700 should be possible on BLM.
Elemental WS have an inherent accuracy, boosted by INT, m.acc, and staves(and most likely skill in weapon but unproven). They are subject to resists in the same manner as nukes, the problem is that you can't really stack skill or m.acc anywhere near as well as you can with elemental and if you use staff for accuracy obviously you lose out on kclub anyway. They'll stick fine on anything up to T, as you get further past that they get pretty worthless in terms of resist rate.
The whole "killing as it's been intended" thing that is brought up every time AV is attempted using an exploit/bug made me think about this question: can you even kill Dynamis Lord using a non-zerg strategy?
I think everything that is zergable is also non-zergable (yes, even KV and COP dynamis bosses too, just really hard and luck-based) but DL is the only NM I've never heard of a non-zerg version.
I'm not counting Animated Weapons, rather things that can kill you before you kill them if you don't zerg them.
I'm looking for the low man limbus strategy thread. I must be typing in the wrong words in search cause I can't seem to locate it. Please help a guy out.
shit's horribly outdated, best possible #s without risking losses:
Apo NW - RDM + as many BLMs as you can spare(can solo with decent-good luck on portals, can duo with any but the worst possible luck, trio should be 100% win if players are competent)
Apo SW - BRD + BLM(use ranged trick for 3f chests.. if you ranged with trollbane from 23'-24' it'll get you hate but you'll be too far to draw in ... other person has to just open them not touch them.. you still need to kill the first one to port up but lullaby sticks)
Apo NE - RDM BLM WAR is a good reliable setup, grav nuke the mandies/goobbue on 1f until you pop portal and chest then go. Grav nuke birds until you pop chest and portal on 2f, spam sleepgas on plain birds to get time and 2h chests before 3f port. RDM and WAR duo pot on 3f, BLM solos doll. 4f, rdm and war duo magic immune gigas while blm solos one of the others. If neither pops portal, kill last and the relevant opo then get boxes and port. 5f kill alld halmels and open box. Use 2hrs as needed.
Apo SE - Melee RDM(needs joy/justice, blau helps) + DD(2 types of weps) + BRD, kill everything
Teme west - RDM BRD DD DD - kill one mob per floor and rape last floor
Teme north - RDM WAR BRD - time chest every floor, kill essentially everything
Teme east - RDM RDM - time chest every floor, kite nuke fenrir and avoid both eating howling moon if possible
Teme c1 - RDM BRD DD DD
c2 - RDM BRD DD DD
c3 RDM BRD DD DD(would recommend adding a 5th if both dd aren't zerg-capable drks!)
glad to answer further questions
WHM/SCH > RDM/WHM on Teme C3 IMO. And Apollyon SE doesn't need a melee RDM if the melee is good enough (but still a RDM and him meleeing helps out I guess, doesn't hurt).
Does anyone know if other DoTs are affected by Modus Veritas or only helixes?
(Yes, I know the description ways only helixes but I seem to recall hearing somewhere that some other DoTs might be affected and I just wanted to see if it has been tested)