How much Magic Defense Bonus and/or damage taken down would be required for a RDM to survive Citadel Buster?
How much Magic Defense Bonus and/or damage taken down would be required for a RDM to survive Citadel Buster?
Shell V + 25% MDT and a tiny bit of MDB in various places should be fine. It's like...2.3k base? or something.
Capped MDT alone (5/5 Shellra V requires only 23% in gear for this, 1/5 needs 26% I think) brings even a day and weather proc down to about 1250 damage with your innate MDB trait. Normal damage will be around 930. Cap MDT, wear MDB where you can fit it in, and get Magus Roll from a COR if you want a little extra safety.
Using RNG for mainly Ix/Odin when would Bucc belt > af2 belt for Sidewinder/Slug Shot?
Hug the wall or just flee to the porter if you aren't doing the rat.1. What's the best way to avoid the 3F flayers?
Tanks should be /nin for the boss already and shadows work fine for the Flayer, he's actually pretty easy with a good DD setup with shadows. Store TP on a mob before hand and just go ballsdeep on him.2. How hard is the Flayer to tank? What kind of support is necessary and what is helpful - both in terms of the "tank" (eg, Third Eye vs. Shadows?) and back line jobs?
Yes good drop rate the gears are easy.3. Should we farm extra SJ from the gears on 4F?
In the "Effects filters" in config. What does the filter "All effects during battle" technically do?
Turns off animations for spells, ws's, TP moves etc.
The flayers have really really short sound aggro range (wiki has it at 5' don't know if its exact but I know for a fact 8' is safe). Don't be afraid of getting past them its actuallly very easy, just make sure you don't use any magic or JA in the room because they do aggro that from far. As for the fight I can't say much since I'm usually blm stun bitch for ga spells but rdm dispel won't work so light based dispel is needed to remove ice spikes. A whm with abilities is nice for esuna but not necessary.
We also farm extra SJ from gears they usually don't take long to kill.
Any idea on what the respawn is for Gloom Eye? Its not like Ix'Drg and Temp and such yeah?
MDT in main / ring / ear slots til you have 50% combined then use MDB in other slots (kebbie? lamia +1 back and range + resolute belt)
etcetc
Possible trades:
Coral Visor +1 -> Storm Turban, 2:2
Coral Scale Mail +1 -> Dalmatica, 4:5
Coral Finger Gauntlets +1 -> Duelist's Gloves, 2:2
Coral Greaves +1 -> Ataractic Solea, 2:4 OR
Coral Greaves +1 -> Mahant Sandals, 2:2
Merman's Ring -> Volunteer's Ring, 4:3
Merman's Earring -> Static Earring, 2:2
Resentment Cape -> Lamia Mantle +1, 5:4
Of the above, two (Storm Turban and Ataractic Solea) are Assault appraisals, one (Dalmatica) is questionable due to a significant loss of HP, one (Static) is a mission reward and imo a poor choice to boot, and one (Volunteer's Ring) is actually a worse tradeoff, to say nothing of Gobniu's Ring.
That leaves Duelist's Gloves and Mahant Sandals. You gain 1 MDT (irrelevant, you're capped anyway), and maintain equal MDB. Thus the setup with Lamia Mantle +1 is superior for the fact that it's active everywhere. If you have Ataractic Solea then you can gain 2 MDB, but that's the only way you'll gain anything from using Resentment Cape unless you feel comfortable using Dalmatica, which is only a gain of 1 MDB.
EDIT: Forgot one major exception. Merman's -> Shadow Ring would definitely justify Resentment Cape.
that gain of 1 though could also mean saving good bit of gil via not needing all 5 HQ coral pieces since you're only need 2 HQ, and 1 NQ between legs, body, and head, which is probably good bit since you're going have to craft it yourself generally since on levi anyways it's almost never on HQ.
Random question,
Who honestly believes this? Someone in IRC asked "how much are seasons proved in game?" and then linked to wiki. Says it's some kind of fishing theory. Lol >.>Seasons
Vana'diel also experiences the four seasons which also follow exact calculations. While the seasons go by relatively without notice, they are part of the conditions and mechanics for some of the game's events; one of the most notable is the Noble Mold Notorious Monster in The Sanctuary of Zi'Tah. You'll also find it much easier to experience the weather you may need for whatever circumstance if you try to plan your event during a specific season.
Each of the seasons is three months long, similar to Earth seasons. The Winter season consists of the first three Vana'diel months followed by Spring, Summer, and Autumn. Each season takes exactly 3 Earth Days 14 Earth hours and 24 Earth minutes to run its course and is typically followed by specific weather patterns, especially in certain areas. You'll notice more heat spells during the Summer while in the desert and you'll notice more rain and thunderstorms in the tropical areas during the Spring.
It is worth noting that Vana'diel's sun rises and sets nearly exactly in the eastward and westward directions, with very little deflection to the north or south (unlike most of Earth); while this may not be intentional, it implies that Vana'diel's tilt on its axis is significantly less than that of Earth, though still large enough to create seasons. If it is indeed an intentional effect, it provides a neat explanation for why the variation between seasons in Vana'diel seems slight by Earth standards.
edit: calling it, Almighty Apkallu only spawns during migration/mating season. After all, he doesn't want to be lonely.
Since subtle blow caps at 50 and having a cor and whm can easily reach that would that make penance useless or does that count as extra ontop of the cap?