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  1. #1261
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    Do the Gorgets add to the TP effect of a WS? For example, will using Shadow Gorget add to the ACC of Penta? If so, how much. If not, would it be possible to test using Atonement and a well executed enmity test?

  2. #1262
    Melee Summoner
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    Lakshmi

    Quote Originally Posted by Shinryuu View Post
    ...NIN katanas?

    RDM/NIN SAM/THF WHM/SCH BRD/WHM is perhaps possible, but risky.

    I mean NINs using katanas instead of earth/terra staff so they do damage via Katanas.

    RDM/NIN SAM/THF WHM/SCH BRD/WHM sounds very risky with TP regain and triple attack though... How much does Byakko hit on say 20/30/40 PDT?

  3. #1263
    E. Body
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    Phoenix

    Quote Originally Posted by Uris View Post
    I mean NINs using katanas instead of earth/terra staff so they do damage via Katanas.
    Katana damage is laughable on Sky gods, both in terms of TP and WS.

  4. #1264
    Melee Summoner
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    Lakshmi

    Hmmm ok so think something like PLD/NIN PLD/NIN THF/DRK (or /SAM) RDM/DRK BRD/WHM (or /BLM for ES elergy?) and WHM/SCH will do good hopefully.

    Thing is the TH4 THF is one of the PLDs as well (><)

  5. #1265
    Nidhogg
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    Asura
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    Gurubashi

    Quote Originally Posted by Darlantan View Post
    That was the popular belief months ago. Now is generally accepted Sea Gorgets increase the fTP multiplier by +0.1 and adds around 10 accuracy to all hits of a Weapon Skill. Thus, while the increased fTP multiplier only works for the first hit, the accuracy applies to all of them.

    +0.1 ftp (first hit) and 10 acc (all hits) > the other options except for Ancient Torque if the DEX on it is getting you to the crit. cap.

    Not enough testing has been done to definitely prove one way or another, but just saying what is more accepted and what works for me.
    Hmmm..

    Thanks for correcting me, man. I had no idea D: was still living in the past... looks like I'm gonna take my Breeze Gorget out of Storage for Dancing Edge D:

  6. #1266
    xXNyteFyreXx420Sharingan
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    Fenrir

    Quote Originally Posted by Yugl View Post
    Do the Gorgets add to the TP effect of a WS? For example, will using Shadow Gorget add to the ACC of Penta? If so, how much. If not, would it be possible to test using Atonement and a well executed enmity test?
    http://www.bluegartr.com/forum/80569...revisited.html

    For other non-damage varies with TP weaponskills:

    Base Damage = floor( (D + (aD) + fSTR(2) + WSC) x fTP)

    Which means the gorget should boost damage rather than the TP effect.

  7. #1267
    E. Body
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    Siren

    Actually, I think Love torque does beat sea gorgets for Drakesbane if you're using a high DEX setup.

    (although re-reading the original question, it was focusing on sword WS xD )

  8. #1268
    Motherfucking
    NOSTRADAMUS

    Vamos los Perds!

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    Love Torque wins for SA or fully stacked WS as well I believe (THF main job).

  9. #1269
    I Am, Who I Am.
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    What do RDMs tend to merit for Group 1 and 2?

  10. #1270
    Banned.

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    Quote Originally Posted by SephYuyX View Post
    What do RDMs tend to merit for Group 1 and 2?
    5 ice 5 convert, you cna make arguments for wind or earth merits but meh

    group 2 is mostly based on what you do, phalanx2 slow2 and dia3 are all excellent.. bio 3 isn't bad if you solo a lot(though it needs 5/5) and paralyze 2 is okay for overwriting idiots' para 1.

    Solo RDM would most likely go for 5/5 slow 5/5 bio, while group RDMs tend toward something along the lines of 5 slow 3 phal 2 dia.

  11. #1271
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    Convert 5/5, Ice Magic Accuracy 5/5 are pretty standard. Taking two minutes off Convert is a lot of extra MP, and you can always find something to do with it. Bind is, in my opinion, our most potent and universal stalling spell, while Blizzard and Paralyze also share the same element. If all you care about is landing slow immediately during end-game events, I suppose you could personally justify Earth Magic Accuracy, but Its nothing I would ever do.

    Group two merits are really based on your priorities. Most soloists go with Slow II 5/5 Bio II 5/5, where as a lot of group-orriented people going with some combination of Slow II 5/5 and either Paralyze II, Dia III, or Phalanx II(generally some mix of the three). More recent data suggests that Para2 is a nice thing to max out, but as a soloist, where Para1 is just much, much more MP efficient, I never touched it.

  12. #1272

    Sweaty Dick Punching Enthusiast

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    What do bonecrafters use in thier mog house to keep Drogaroga's Fang's moghancement on? I'm currently looking at bread crocks.. is there anything better?

  13. #1273
    I enjoy tapping my sisters fine ass
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    Quote Originally Posted by Thunder View Post
    What do bonecrafters use in thier mog house to keep Drogaroga's Fang's moghancement on? I'm currently looking at bread crocks.. is there anything better?
    I just use Fang Star globe and Boneworkers sign its enough to keep your moglification.

    before i had that i was using autumn ends and chocobo bedding and republic beddings for awhile. but it looks like break crooks are the best option these days for size and aura.

  14. #1274
    An exploitable mess of a card game
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    Quote Originally Posted by Nightfyre View Post
    http://www.bluegartr.com/forum/80569...revisited.html

    For other non-damage varies with TP weaponskills:

    Base Damage = floor( (D + (aD) + fSTR(2) + WSC) x fTP)

    Which means the gorget should boost damage rather than the TP effect.
    I was looking at that, but without the entire formula for the effects of VE and CE on Atonement damage, it looks as if it's not entirely conclusive that gorgets cannot affect fTP and the TP effect. If it does, point out where and explain so I can understand.

  15. #1275
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    Quote Originally Posted by Tsuko_Asura View Post
    Convert 5/5, Ice Magic Accuracy 5/5 are pretty standard. Taking two minutes off Convert is a lot of extra MP, and you can always find something to do with it. Bind is, in my opinion, our most potent and universal stalling spell, while Blizzard and Paralyze also share the same element. If all you care about is landing slow immediately during end-game events, I suppose you could personally justify Earth Magic Accuracy, but Its nothing I would ever do.

    Group two merits are really based on your priorities. Most soloists go with Slow II 5/5 Bio II 5/5, where as a lot of group-orriented people going with some combination of Slow II 5/5 and either Paralyze II, Dia III, or Phalanx II(generally some mix of the three). More recent data suggests that Para2 is a nice thing to max out, but as a soloist, where Para1 is just much, much more MP efficient, I never touched it.
    What about people who want to do both solo and group? I was thinking about:

    5/5 Convert
    5/5 Ice
    5/5 Bio III
    3/5 Slow II
    2/5 Para II

    Am I making a bad choice by not maxing out slow or para?

  16. #1276
    I enjoy tapping my sisters fine ass
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    Quote Originally Posted by Nishida View Post
    Am I making a bad choice by not maxing out slow or para?
    Yeah probably.

    and by that I mean most of the time when people split their merits instead of capping they end up going back and capping one ( like me i dropped them out of paralyze II and pumped them into slow II / bio III cap

  17. #1277
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    Eh, I have group II split similarly to that, but 5 Phalanx II instead of Bio III. It still works nicely for Slow II at least, though if I go back and redo I'll swap Para II out for 2 in Dia III.

  18. #1278
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    So in the end I'd be better off doing Bio III 5/5 and Slow II 5/5?

    Also: to contribute some more: When does the 200 fish fatigue reset? JP Midnight?

  19. #1279
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    Bio III isn't even remotely worth it if you're trying to split your resources, its a very minor upgrade to damage over Bio II. If you're even remotely concerned with group work, just max out Slow/Para. Any dipshit Ethereal Ring red mage can toss a Dia III, and Phalanx really just isn't that important for most things(especially when a shitty RDM or SCH can apply a barely weaker version), while the potency of your slows and paralyzes are going to be noticeable.

  20. #1280
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    I may be a little out of date on Slow II knowledge, but I thought I remember reading tests Kirschy did that showed that additional merits in slow II only lowered the MND necessary to reach the hard cap and didn't increase it?

    Ah nevermind, looked up the thread and there was more testing after the group 2 limits were increased and there is indeed a difference in the cap.

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