For Trial of the Magians, can I just equip the weapon before the killshot and get credit?
Specifically: Im a Campaign/Besieged WHM with 180-ish Staff Skill looking to get the +15% Cure Potency staff for LS events/etc and its miserably weak, compounded on top of my uncapped skill. Can I just club the mobs down to 5% and Staff the final bit?
Is there a way to view all of the Vana'del Censuses? Using the search function, I was only able to come up with 7th, 8th, 9th. Even google took me to these but on the playonline site. Browsing the Playonline site, I wasn't able to find them at all. I'm more curious about earlier ones and comparing the data.
5 to 9
http://www.playonline.com/ff11us/gui...ent/census/xx/
change the XX to the year you want, but this only works for 05-09
fourth:
http://wiki.ffxiclopedia.org/wiki/Th...805/14/2004%29
first-third were not translated into english, I think elmer has them on jpbutton somewhere
from wiki "Calculating magic damage":
This is for calculating spell base damage. Since people seem to know exactly how much INT certain mobs have, can't we (or do we already) know what the const/inflection point is? All in all, how accurate is this model on wiki?For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))
Also, some part of magic spell damage is random. Do we know how to predict the band/margin?
The only random parts to magic damage are the possibility of resist and weather/day effects (if you let it be random).
Why am I seeing different numbers when Chainspell nuking the same target with he same spell with the same gear?
EDIT:
Admittedly the variation is minimal, but I have one concrete example of 693 Bliz3 followed immediately by 690.
Is this the "NM's take less damage from repeatedly eating the same type of elemental damage" thing from the a patch a long time ago?
I forgot about that. It seems difficult to characterize partly because it is onerous to set up controlled conditions for testing it.
If you were chainspelling an NM, that was probably it. Their "building resistance" pretty much only matters for near-simultaneous nukes (even chainspell is too slow most of the time apparently). It was basically implemented to try and prevent people from time-aga-ing stuff.
How do people feel about 6-hit GA/NIN vs. Dual Wield? Thinking:
Main: Lyft Voulge
Sub: Rose Strap
Ammo: Fire Bomblet
Head: Turban
Neck: Fortitude or an Acc neck depending on target
Ear1: Assault or Atilla's depending
Ear2: Brutal
Body: Aurum Cuirass
Hands: Dusk Gloves
Ring1: Ecphoria or Blitz depending
Ring2: Rajas
Back: Forager's
Waist: Swift
Legs: Byakko's
Feet: Aurum Sabatons
Food: PizzaPizza!
With both additional hits landing, you don't need to WS in Aurum Cuirass (or Atilla's/Ecphoria). If you do, then you don't need to land both extra hits. You need 1 STP from your earring/ring slot combined, and what you pick is probably going to depend on how much Acc you need for what you're fighting. With Pizza, Acc with this build is going to be fine on all the mobs that you'd consider using Ridill on.
For Cor quick draw earrings (since Novio is not an option atm):
Altdorf's/Wilhelm's or
Casandra's/Helenus's or
Drone/Moldivite ?
Tried the spellcast thread and got nothing, was wondering if anyone had a decent White Mage spellcast they could pm me so i have something to do at worth rather then work.
The difference is too small to be the elemental magic nerf. The most likely possibility I can think of is that your Bliz3 macro equips gear as well, and server lag resulted in the spell being cast before all the gear swaps took place (assuming you're OCD and switch to idle sets between chainspell nukes like I do).
Well, I was thinking of situations with a minimum of competent support (where Refresh is perhaps off the table.) I mean, if you're fighting monsters that Ridill is worthwhile on then you could probably be subbing SAM if you had good support and other comparable DDs.
Also, taking Fort Torque entirely off the table might not be the best. Currently I know I have about 420 attack pre-food. You're comparing 1 fSTR on a Great Axe that's probably already running ~100 damage from fSTR to a 1.66%+ increase in attack (going to be close to 2% increase in cRatio post-level correction) and more Acc. It's essentially a glorified RK Collar that's likely to become worthless after the level cap update (and subsequent potential skill adjustments), but for 2H DDs I'm still not convinced that torques are that bad.
I'd pretty much always take 1 fSTR and 4 dDEX over 4 attack in ACC-capped situations. Did you account for the attack 4 STR gives? 4 attack is less than 1% more attack. 1 fSTR is more than 1% DMG.
Ah true! I forgot the 3 Attack from it.
..... I'm 0/18 on Fortitude with another 16 chips on me. If I'd sold all the chips I could have just bought an Ancient Torque by now. . . . Currently my WAR's neck item is a Spike Necklace (read: Ghetto Kubira without a PDT penalty).
Yeah I have a Spike too currently. A signed one! If Fort torque drops just sell it though <_<
http://images1.wikia.nocookie.net/__...llNecklace.png
Not a viable option? Or does the lack of Dex make it less desirable than even Spike necklace?