Well looks like my SAM finally gets some movement speed....
Well looks like my SAM finally gets some movement speed....
Sure the mechanic is different, but that doesn't mean its completely impossible, however unlikely, or even difficult to implement having a WS use less than 100/200/300TP respectively. Again, not likely to happen lol. That's all I'm saying. The term is too new to all of us for any speculation to be disregarded. I think the only thing we can all agree on is that however way it turns out to function, Its most likely going randomly process; Like the Conserve MP function.
This requires repeating and looking into lol. This is some very odd looking stuff:
(Yes, I am about to quote Alla. Not for the weak of heart)
Allakhazam.com: Final Fantasy XI
MAB+4 and Magic burst dmg+10% nice for situations like Sandworm KA where all you do is MB?
worth losing 10int though? idk![]()
Here I am already considering haste+3% and accuracy+7 as ghetto Haidate. Beats the hassle of trying to get the real thing, I suppose. It's either that or make it a movement piece, but given what I do that'd be a complete and total waste except for things for which I already use Sprinter's Shoes. Edit: Alternatively an ohshit/defensive piece with evasion+7 and physical damage -4%. That could be pretty nifty too.
So, what say "Conserve TP" has something to do with this "new item system" of theirs? A huge dump of new items pushing things like "Conserve TP" (my guess is a Conserve MP thing for DNC) and other nonsense would fit with why there's so much appearing all at once.
150 new sets? what the fuck? They must just be the same thing but look different or something...
I really don't believe its a typo at all in that case, the JP version being the same. Its most likely just a new stat we haven't seen before.
Been debating this myself...
Do we know how much +ACC is on Evk. Legs? (Edit... scratch that, it's +14 ACC on Evk. Legs... so +ACC would not be better for BPing)
Actually, regardless of that, I was actually considering making +3% Haste, +7 ACC for SMN Legs. M.ACC is typically capped, or near capped with full SMN Magic Merits and +7 M.ACC on ACP Body piece.
I'm also a Nirvana upgrader, so I need something for meleeing!
For MB it's unquestionably better, you're losing 8 INT actually, since the legs have +2 on them, and then you're gaining 4 MAB which in most cases will just be a slight decrease in damage, nothing at all compared to the 8~9% damage you gain from MB damage +10. The question is more whether or not you MB enough to make it worthwhile (or if you have nothing else to use these pants for).
I think 8% will do the job in almost every situation where you need to outrun a monster, it just mean you're going to run a bit more to get to a safe distance.
5% cure potency/8% run speed is definitively my pick if I was willing to throw away my money. It would be the best healing legs on every job that can equip it, and it makes up for the lack of gaiters on both blm and whm. They should be on most of the time too if they are equipped automatically for every cure
Ya I guess getting +8% movement for Blm would be tight since my LS probably isn't going to be camping Tiamat again real soon.
lol this poor guy had no idea what he was getting into .dat mining all this shit.
He updated the pictures though. Looks like some kind of modular thing with subtle differences?
MAB +4 MACC +4 for my COR QD would be nice, since I don't have Nimue's Tights or Denali Kecks. D: Or I'll do Haste +3% Acc +7 for my DRG. Dunno yet. >.>
Haha, these 150 new armor sets are making the DAT miners squeal - seems that we have a lot of new gear incoming not just these 3 pieces.
Maybe for once people might say thanks to SE for giving us loads of nice new content?
Pics of the other gearsets hopefully on the way from the Alla forums unless someone here has a model viewer handy (im at work )