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  1. #741
    Melee Summoner
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    Quetzalcoatl

    I got a smn account and was planning on getting acp body for it but not sure what is best.

    Also what group 1/2 merits are good for smn and how did SE change the meritable BP when they changed them not long ago.

  2. #742
    Nidhogg
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    Gurubashi

    Speaking of COR solos, does Ulli have movement speed%+? I recall that he does, but I could be getting it confused with Zip.

  3. #743
    Relic Shield
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    Quote Originally Posted by Despain View Post
    Speaking of COR solos, does Ulli have movement speed%+? I recall that he does, but I could be getting it confused with Zip.
    Zip does, I don't believe ulli does, although I haven't done it in forever.

  4. #744
    Nidhogg
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    Gurubashi

    If he doesn't, fairly sure COR can solo. Should give it a shot.

  5. #745
    Sea Torques
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    Asura

    He doesnt have mov speed+. One thing that may make him unsoloable by COR is his ability to cast banishga. He is extremely easy to kite though as his TP move stuns him for a second and he stops to cast spells often.

  6. #746
    E. Body
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    Leviathan

    COR has DNC roll.

  7. #747
    Nidhogg
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    Quote Originally Posted by Shinryuu View Post
    COR has DNC roll.
    ^ This.

    DNC roll is amazing, and it becomes even more useful if you have Commodore's Tricorne. Its saved me lots on some of my COR solos.

  8. #748
    Smells like Onions
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    Bismarck

    Quote Originally Posted by Darkmagi View Post
    Is there any data supporting that INT helps the potency or duration of bind? Trying to clear something up with a friend.
    Based on only my own experiences with Zipacna/Despot/Ulli, Faust, I'd say there is a fair mix of INT/Macc/Skill you need to maintain. I'll already assume max enfeebling merits, max ice merits, and Aquilo's Staff (and daresay if solo for some of the above, Duelist's Chapeau - Faust, I'm looking at you!).

    My RDM Mentor swore by balancing some INT, in fact, she used Relic Gloves/+1 for Bind which have INT. I personally use Errant Cuffs and have Goliard Cuffs available (Mahatma Cuffs don't seem to exist on my server lately ;; - you could also use Yigit Gages if you're gear/race/merits are similar to mine).

    My current bind set (no where near perfect): (unable to post a link) - Funbardii of the Seraph server on an ffxiah item set search.

    I'm sure one of the Red Mage veterans can assist with data or linkage.

    /lights the Belkin signal!

    Granted this is purely anecdotal, but I thought I'd offer my $0.02.

  9. #749
    Banned.

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    Quote Originally Posted by Funbard View Post
    Based on only my own experiences with Zipacna/Despot/Ulli, Faust, I'd say there is a fair mix of INT/Macc/Skill you need to maintain. I'll already assume max enfeebling merits, max ice merits, and Aquilo's Staff (and daresay if solo for some of the above, Duelist's Chapeau - Faust, I'm looking at you!).

    My RDM Mentor swore by balancing some INT, in fact, she used Relic Gloves/+1 for Bind which have INT. I personally use Errant Cuffs and have Goliard Cuffs available (Mahatma Cuffs don't seem to exist on my server lately ;; - you could also use Yigit Gages if you're gear/race/merits are similar to mine).

    My current bind set (no where near perfect): (unable to post a link) - Funbardii of the Seraph server on an ffxiah item set search.

    I'm sure one of the Red Mage veterans can assist with data or linkage.

    /lights the Belkin signal!

    Granted this is purely anecdotal, but I thought I'd offer my $0.02.
    All recent tests suggest that you just need more INT than the mob and beyond that it takes roughly 2 INT to equal 1 magic accuracy or skill for resist rates. They're asking if INT changes the chance of bind breaking on cast or it's base duration, not resists. In regards to the actual question, there is no test proving anything of the sort though I've anecdotally had better luck with it lasting multiple nukes when stacking INT on mobs that won't resist me anyway(when using my full damage nuking set on spellcast it automatically swaps some of my skill on bind out for int for the purpose of testing as if I can go full damage nukes I should have 0 worries about bind resists).

  10. #750
    Smells like Onions
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    Quote Originally Posted by Thorny View Post
    All recent tests suggest that you just need more INT than the mob and beyond that it takes roughly 2 INT to equal 1 magic accuracy or skill for resist rates.
    The community already has this information from many sources, hardly answering the question directly either as pure data for potency was what he asked for.
    Quote Originally Posted by Thorny View Post
    In regards to the actual question, there is no test proving anything of the sort though I've anecdotally had better luck with it lasting multiple nukes when stacking INT on mobs that won't resist me anyway(when using my full damage nuking set on spellcast it automatically swaps some of my skill on bind out for int for the purpose of testing as if I can go full damage nukes I should have 0 worries about bind resists).
    Purely anecdotal. Funny how similar our posts really are besides the fact I posted an example of a Bind setup that works well for me given my own set of variables (merits/equipment/mob examples) that I chose to share. Also, where in my post did I mention the word resist? I typed about maintaining a balance of the most crucial statistics in addition to INT. We can't exactly go out in a Chasuble and full Macc (extreme example) nor was I implying that in regards to resist rates. Had I implied or stated that directly, I'd be on your team flaming my own post and laughing about it.

    Thorny, perhaps you can offer your own bind setup or perhaps specifics as to which equipment slots you'll swap Macc/Skill for INT for the original poster? Attempting to be pedantic to another poster does nothing to further this thread or any other.

  11. #751
    Banned.

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    Where did all these ass hole posters come from since I've been gone?

  12. #752
    assburgers
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    Nature... a vacuum... something something, abhorrence.

  13. #753
    Banned.

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    Quote Originally Posted by Funbard View Post
    Based on only my own experiences with Zipacna/Despot/Ulli, Faust, I'd say there is a fair mix of INT/Macc/Skill you need to maintain.
    Based on experience ? Did you try it 10,000 times with or without INT gear ? I guess no, so that's only a belief. Bind is a random duration between 0 and probably 120 seconds like paralyze/silence/gravity, which possibly has a form of partial resist like silence (half - random duration), and once you reach magic accuracy cap, nothing can help you, beside haste.

  14. #754
    Nidhogg
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    FFXIV Character
    Serefina Solfyre
    FFXIV Server
    Odin
    FFXI Server
    Bahamut

    Aquilo's/Ice Grip/---/Sturm's Report
    Duelist's Chap/Enfeebling Torque/INT2 Earring/Enfeebling Earring
    Warlock's Tabard/Valkyrie's Cuffs/Omega Ring/Snow Ring
    Altruistic Cape/Witch Sash/Nashira Seraweels/Goliard Clogs

    Would be the perfect Bind set I think, on mobs without crazy amounts of INT (where Morrigan's Slops would be handy)? Ignoring recast reductions too. Replace Auster's/Wind on Gravity.

    Mine is currently

    Aquilo's/Ice Grip/---/Phantom
    Duelist's/Enfeebling Torque/INT2/Enfeebling
    Warlock's Tabard/Mahatma Cuffs/Omega Ring/Snow Ring
    Gleeman's Cape/Witch Sash/Mahatma Slops/Goliard Clogs

  15. #755
    Raz
    Raz is offline
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    Naias Astraeus
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    Sargatanas
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    Phoenix

    How much accuracy is needed to cap on Kirin?

  16. #756
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

    Join Date
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    anyone know the ballpark INT of a Groundskeeper? I know the higher level pops have 1-2 more, but if anyone knows a close approx that'd be nice.

  17. #757
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    Quote Originally Posted by Funbard View Post
    The community already has this information from many sources, hardly answering the question directly either as pure data for potency was what he asked for.

    Purely anecdotal. Funny how similar our posts really are besides the fact I posted an example of a Bind setup that works well for me given my own set of variables (merits/equipment/mob examples) that I chose to share. Also, where in my post did I mention the word resist? I typed about maintaining a balance of the most crucial statistics in addition to INT. We can't exactly go out in a Chasuble and full Macc (extreme example) nor was I implying that in regards to resist rates. Had I implied or stated that directly, I'd be on your team flaming my own post and laughing about it.

    Thorny, perhaps you can offer your own bind setup or perhaps specifics as to which equipment slots you'll swap Macc/Skill for INT for the original poster? Attempting to be pedantic to another poster does nothing to further this thread or any other.
    You don't need a balance of shit. You need enough dINT then as much accuracy as you can get, assuming INT has no special effect on bind. If it does, m.acc is no more important than the same amount of stick rate in skill. That said, I'm more than happy to post my setup and swaps:

    Normal:
    Aquilo's/Bugard+1(Inventory)/Blank/Phantom Tathlum
    Duelist's/Enfeebling/Loq/Enfeebling
    Wlk+1/Morrigan's/Balrahn's/Omega
    Altruistic/Witch/Mahatma(Gimp)/Goliard

    Low M.Eva(This is entirely anecdotal and I only do it for testing purposes, I don't recommend general use of it to anyone.. spellcast automatically uses this in situations where I am nuking in full damage gear as those mobs will never resist bind anyway):

    Aquilo's/Bugard+1/Blank/Phantom Tathlum
    Wlk+1/Prudence/Loq/Enfeebling
    Errant/Duelist's/Snow/Omega
    Gleeman's/Witch/Mahatma/Goliard

    for a grand total of +34 INT at a cost of 42 skill and 5 m.acc(or a net loss of ~30 m.acc). Using this set, I have noticed that nukes seem to break bind less frequently and given the circumstances I use it it doesn't drastically alter my performance. I may do a controlled test at some point, using a set with no INT gear as well for comparison purposes. In reality, it's not very important as any situation where #/nukes makes a decent difference for your bind you're going to want max stick rate anyway. It's simply for perfectionism, determining whether you swap in haste or INT if you're over m.acc cap for trash mobs. Yes, my information is anecdotal as well.. but you're suggesting you see a difference using errant cuffs over goliard and prism over altruistic(though from the looks of it you probably don't even have an altruistic anyway), less than 1/3 of the difference in INT my sets have. Realistically, you're just gimping yourself up in one slot(2 if you own altruistic).

  18. #758
    Salvage Bans
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    Nov 2005
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    I need a new spellcast rule. Halp please.

    I have 2 gearsets. Engaged (With Blitz Ring) and EngagedAcc (With Toreador's Ring).

    I want a rule system so that If I am engaged on any of the following, with Aggressor up, I use Engaged. If Aggressor is down I want to use EngagedAcc.

    Mamool Ja Lurker, Mamool Ja Infiltrator, Greater Collibri, Fafnir, Nidhogg, King Behemoth, Aspidochelone, Saremeya, Tinnin, Tyger, else use Engaged.

    Alternatively/also, is there also a way to do it by food? Say, with Carbonara use EngagedAcc and with Pizza/+1 use Engaged?

    Gearsets:
    Spoiler: show
    Code:
                <set Name="Idle">
    				<ammo>Fire Bomblet</ammo>
    				<head>Walahra Turban</head>
    				<neck>Orochi Nodowa</neck>
    				<lear>Ethereal Earring</lear>
    				<rear>Brutal Earring</rear>
    				<body>Ares's Cuirass</body>
    				<hands>Askar Manopolas</hands>
    				<lring>Rajas Ring</lring>
    				<rring>Toreador's Ring</rring>
    				<back>Cuchulain's Mantle</back>
    				<waist>Swift Belt</waist>
    				<legs>Byakko's Haidate</legs>
    				<feet>Hermes' Sandals</feet>
                </set>
                <set Name="Engaged" BaseSet="Idle">
    				<neck>Fortitude Torque</neck>
    				<body>Askar Korazin</body>
    				<hands>Dusk Gloves</hands>
    				<rring>Blitz Ring</rring>
    				<feet>Aurum Sabatons</feet>
                </set>
                <set Name="EngagedAcc" BaseSet="Engaged">
    				<rring>Toreador's Ring</rring>
    	    </set>


    My current spellcast is below:
    Spoiler: show
    Code:
    	        <equip When="Idle" Set="Idle" />
    		<equip When="Engaged" Set="Engaged" />
    
    <!-- AfterCast Set based on engaged status -->	
    		<if Status="Engaged">
    			<equip When="AfterCast" Set="Engaged" />
    		</if>
    		<else>
    			<equip When="AfterCast" Set="Idle" />
    		</else>


    My attempt is below:
    Spoiler: show
    Code:
    		<equip When="Idle" Set="Idle" />
    		<equip When="Engaged" Set="Engaged" />
    
    	<!-- Blitz Ring -->
    		<if BuffActive="Aggressor" Status="Engaged">
    			<equip When="AfterCast" Set="Engaged" />
    		</if>
    		<else Status="Engaged">
    			<equip When="AfterCast" Set="EngagedAcc" />
    		</else>
    		<else>
    			<equip When="AfterCast" Set="Idle" />
    		</else>

  19. #759
    Sea Torques
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    Asura

    Quote Originally Posted by Severance View Post
    I need a new spellcast rule. Halp please.

    I have 2 gearsets. Engaged (With Blitz Ring) and EngagedAcc (With Toreador's Ring).

    I want a rule system so that If I am engaged on any of the following, with Aggressor up, I use Engaged. If Aggressor is down I want to use EngagedAcc.

    Mamool Ja Lurker, Mamool Ja Infiltrator, Greater Collibri, Fafnir, Nidhogg, King Behemoth, Aspidochelone, Saremeya, Tinnin, Tyger, else use Engaged.

    Alternatively/also, is there also a way to do it by food? Say, with Carbonara use EngagedAcc and with Pizza/+1 use Engaged?
    Code:
    <if buffactive="Agressor">
    <action type="equip" when="engaged|aftercast" set="Engaged" />
    </if>
    <else>
    <action type="equip" when="engaged|aftercast" set="EngagedAcc" />
    </else>
    Not sure if you can do a target ="mob" spellcast; However Id assume the rule is just that if it does exist. As for the food you would need to make a variable to do it as buff=food does not differentiate food types.

  20. #760
    Salvage Bans
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    Quote Originally Posted by Aero View Post
    Code:
    <if buffactive="Agressor">
    <action type="equip" when="engaged|aftercast" set="Engaged" />
    </if>
    <else>
    <action type="equip" when="engaged|aftercast" set="EngagedAcc" />
    </else>
    Not sure if you can do a target ="mob" spellcast; However Id assume the rule is just that if it does exist. As for the food you would need to make a variable to do it as buff=food does not differentiate food types.
    I've seen people use a target="Fafnir etc" before, so I know that works. The lack of food specification somewhat rules out that plan I guess.

    I edited in my current attempts in, off the base Xanthe provided me with.

    This being the case, is it possible to do a general rule (Aggressor up = Engaged, Aggressor down = EngagedAcc) and then a subrule dependant on monster?

    Spoiler: show
    Code:
    		<equip When="Idle" Set="Idle" />
    		<equip When="Engaged" Set="Engaged" />
    
    	<!-- Blitz Ring -->
    		<if BuffActive="Aggressor" Status="Engaged">
    			<equip When="AfterCast" Set="Engaged" />
    		</if>
    		<else Status="Engaged">
    			<equip When="AfterCast" Set="EngagedAcc" />
    		</else>
                    <if Target="Mamool Ja Lurker, Mamool Ja Infiltrator, Greater Collibri, Fafnir, Nidhogg, King Behemoth, Aspidochelone, Saremeya, Tinnin, Tyger" Set="EngagedAcc" />
    		<else>
    			<equip When="AfterCast" Set="Idle" />
    		</else>

    Pretty sure my attempt behind the spoiler here will end up causing the world to collapse though...

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