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  1. #1281
    Banned.

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    Quote Originally Posted by Tsuko_Asura View Post
    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.
    Isnt the duration of bio 3 one of the major reason why you would get it (less stop when you kite, longer delay when you zombie).

  2. #1282
    CoP Dynamis
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    Quote Originally Posted by Tsuko_Asura View Post
    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.
    You know bio 3 is a set duration right? Capped bio 3 is set 2:30 minutes, coming out to 400 damage with 210-250 skill. Bio 2, which maxes at 2 minutes, will only hit 240 damage with the same skill. Assuming, for a minute, that bio 2 always lands 2 minutes worth (it doesn't, of course, but) in 3 casts (108 MP) you deal 720 damage. In two casts of Bio 3 (108 MP) you deal 800 damage in 1 minute less. An 80 damage and 1 minute difference every 2 casts assuming best case for Bio 2 is pretty solid, and adds up quickly over time. And if Bio 2 doesn't get its full 2 minutes in, the damage tips even more to Bio 3.

    If you're really into soloing on RDM, cap out Bio 3 and Slow 2. A solid Para 1 build will be more than enough for any mob in the game.

  3. #1283
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    bio 2 always lands 2 minutes worth (it doesn't, of course, but)
    Actually it does. Well, it's more like 1min56sec or w/e, but it's a static duration. Unless I'm crazy.

  4. #1284
    Banned.

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    Quote Originally Posted by dantaro View Post
    You know bio 3 is a set duration right? Capped bio 3 is set 2:30 minutes, coming out to 400 damage with 210-250 skill. Bio 2, which maxes at 2 minutes, will only hit 240 damage with the same skill. Assuming, for a minute, that bio 2 always lands 2 minutes worth (it doesn't, of course, but) in 3 casts (108 MP) you deal 720 damage. In two casts of Bio 3 (108 MP) you deal 800 damage in 1 minute less. An 80 damage and 1 minute difference every 2 casts assuming best case for Bio 2 is pretty solid, and adds up quickly over time. And if Bio 2 doesn't get its full 2 minutes in, the damage tips even more to Bio 3.

    If you're really into soloing on RDM, cap out Bio 3 and Slow 2. A solid Para 1 build will be more than enough for any mob in the game.
    A solid Para1 build means shit if you have every idiot red mage in your alliance trying to land their weak Para2. Bio III is nice to have around, but any group-oriented red mage shouldn't give it a second glance.

  5. #1285
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

    Join Date
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    Is there some place with a list of accurate base stats for various races at 75 on different jobs?

  6. #1286
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    Quote Originally Posted by Callisto View Post
    Is there some place with a list of accurate base stats for various races at 75 on different jobs?
    FFXI Stat Calculator

    Any job and subjob combo at any level.

    Before merits ofc

  7. #1287
    Relic Weapons
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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?
    Do you happen to know what is the Goldsmithing sub required to synth Bread Crock?

  8. #1288
    Nidhogg
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    Quote Originally Posted by Argettio View Post
    FFXI Stat Calculator

    Any job and subjob combo at any level.

    Before merits ofc
    I think I love you...ever since ffxigear went down, I didn't know where to find this information accurately.

  9. #1289
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    Quote Originally Posted by FailureMidgard View Post
    I think I love you...ever since ffxigear went down, I didn't know where to find this information accurately.
    /em waves his magic wand



    btw, I found it in: http://www.bluegartr.com/forum/41409...mpilation.html For the same reasons as you.

  10. #1290
    New Spam Forum
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    Is the haste effect from Catastrophe counted as gear haste or magic haste? As in, should I take off some haste gear for tp since assuming it is counted towards gear I should be above the 25% cap in my current setup.

  11. #1291
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    Quote Originally Posted by machiko View Post
    Is the haste effect from Catastrophe counted as gear haste or magic haste? As in, should I take off some haste gear for tp since assuming it is counted towards gear I should be above the 25% cap in my current setup.
    Gear haste, so you only need 15% in 'real gear haste' to cap.

    Turban
    Dusk+1
    V.belt
    Ares legs
    Ares feet

    is one of the more common aftermath setups (assuming you have all that)

    If you don't have that gear then its up to you to find a decent balance

  12. #1292
    Roll tide y'all
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    Quote Originally Posted by Argettio View Post
    Gear haste, so you only need 15% in 'real gear haste' to cap.

    Turban
    Dusk+1
    V.belt
    Ares legs
    Ares feet

    is one of the more common aftermath setups (assuming you have all that)

    If you don't have that gear then its up to you to find a decent balance
    That's only 14%

    Ace's
    Dusk +1
    V. belt
    Ares's legs
    Aurum feet

    Or use the above but with blitz.

  13. #1293
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    Quote Originally Posted by Aeowin View Post
    That's only 14%
    4+5+6 = 15

    Unless you are talking about /256... In which case yes blitz is a good idea.

  14. #1294
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    Should wear 16% ideally due to the Haste on gear being less than what is shown, I think the ideal set up is definately Aces Helm, Aurum Sabatons, Ares' Flanchard, Velocious Belt, and then Dusk Gloves+1 if you have them or Homam hands and Blitz Ring is cool too.

  15. #1295
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    Quote Originally Posted by Starr View Post
    Should wear 16% ideally due to the Haste on gear being less than what is shown, I think the ideal set up is definately Aces Helm, Aurum Sabatons, Ares' Flanchard, Velocious Belt, and then Dusk Gloves+1 if you have them or Homam hands and Blitz Ring is cool too.
    I often for get that aurum sabatons are more than just dusk without the movement speed BS.

    Your setup would have more acc, STR, DEX and haste, and only losses a little bit of attack compared to mine.

  16. #1296
    A. Body
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    Sir Taint
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    http://beast40.com/FFXI/cerb1.png

    Later swapped Onyx for Ares Legs

  17. #1297
    Sea Torques
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    Carbuncle

    Quote Originally Posted by Tsuko_Asura View Post
    A solid Para1 build means shit if you have every idiot red mage in your alliance trying to land their weak Para2. Bio III is nice to have around, but any group-oriented red mage shouldn't give it a second glance.
    I thought slow2 and para2 were barely worth upgrading past the 1 merit (obviously 1 merit in each is a must) because the potency increase is miniscule and Macc is rarely an issue with a decent mnd buid.

    I found phalanx 2 to be by far the most underrated spell when maxed, -28 damage and a very decent duration saves huge amounts of mp in lowman situations.

    As for bio3 I think the only solos where it would be crucial are Seiryu/Suzaku where you really are in danger for the entire fight and every second you can shave off reduces its chance of killing you (this logic can be applied to any solo but I can't think of any others that are particularly dangerous for an experienced soloer).

    Dia 3 is nice for zerging but its a lot of mp to be used generally with just 1 merit.

  18. #1298
    Sea Torques
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    Sylph

    What is the effect of "Enhances "Quick Draw" Effect" on the Death Penalty (Cor Mythic Weapon)?

  19. #1299
    Salvage Bans
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    Quote Originally Posted by Aemora View Post
    What is the effect of "Enhances "Quick Draw" Effect" on the Death Penalty (Cor Mythic Weapon)?
    No one knows, there isn't a completed one yet.

  20. #1300
    RIDE ARMOR
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    Cerberus

    I always hear that enmity is "capped" at +50. Is this for everything (JAs, cures, flash, etc.)? Could someone point me at the testing or the thread it was in? I'm interested to see it.

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