Ahh, I see. Thanks.
Ahh, I see. Thanks.
Your best bet would be to start in Fast Cast gear, then switch in enough MND/Enhancing Magic gear to hit the cap, then fill the rest with haste gear if you're worried about the recast.
I balance mine with MP gear so that I can cast while at full MP and don't lose anything more than the base cost of the spell.
Anyone have any info on dint and various int ranges for most endgame mobs? Wiki isn't terribly helpful on the specifics. I'm trying to compare hecate's cape to a 5int cape. I know depending on your dint and nuke one is slightly better than the other. I'm a taru and /rdm i have 79 base int, +49 int from gear, +37 mab in gear, full ice/thunder pot merits. I'm leaning towards int cape at the moment but would like some input.
For now, Hecate is better for Thunder4 on mobs with <111 int with my gear (very similar to yours, 125INT +80MAB with hecate and Ugga) but with increased levels, Hecate will get stronger until another MAB trait is added.
If you don't use a resist set (wyrms baha kirin etc) Hecate is probably > Gleeman/Ixion
Edit: Added in code for comparison - Staff bonus and weather/MB etc is left out since multiplies everything evenly.
Edit2: if dINT caps on your target, Hecate pulls away more.Code:% Cases: Hecate&Ugga, Hecate&LGM+1, Gleeman&Ugga, Gleeman&LGM+1 INT = [125,130,130,135] MAB = [1.8, 1.72, 1.77, 1.69] Mob = [1:1:150] %Mob int, 1-150 for i=1:4 for j=1:150 Damage(i,j)=(541+(INT(i)-Mob(j))*2)*MAB(i); end end
99% sure Howling gets an atk/acc boost, so I gear for it similar to how I do for Y/G/K. So for your set, I'd use Alkys on hands, str earring, smilo+1 (forager's maybe better, not entirely sure, depends if it gets a Gekko-esque boost or a smaller attack boost), denali boots, bibiki shell.
Since all mnk ws are 2hit atleast by default and I'm pretty sure the second hit doesn't get an acc or atk boost you probably want some acc in there. I tried a full stat mod HF build on chariots and would get half tp returns a lot. Idk if i was just unlucky but I figure the second hit doesn't get an acc boost.
Ah, yeah, totally forgot about the second hit (it's 5am, I'm allowed to make mistakes!), haven't done many chariots yet on mnk so my experience is limited. I guess Cuchu or Forager's for back, Astrolabe for ammo? Denali still has some acc on so I'd stick with that.
Question regarding STR vs. VIT for Cannonball (obviously shit's situational, shut up)
Bobcat Belt (STR8 ) vs Warwolf (STR5 VIT5)
Ire Torque +1 (STR7) vs. Auditory Torque (STR4 VIT4)
Random ranged bullshit (STR2) vs. Bibiki Seashell (VIT4)
Koggelmander + Acheron +1 (STR4 DEF28 ) vs Vulcan's + Brave (STR5 Crit dmg+3.5%)
Full merits + AF2+1 head, AF+1 body, etc etc. Also assume max STR spells, fuck magic fruit and others.
Anyone know if you can Augment a bow that RDM can equip with 2 or more MND? I've seen a Kaman with +1 MND, about it. :/
You can augment Kaman with 2 MND. If you have BLM though, you're better off augmenting Rune Bows and hoping you get 2 MND or 2 MAB.
Depends on what your defense was before you added the feet. Askar would be better at very high defense, while Koenig/Kaiser would be better at 4-500 defense (and vastly better anywhere below that). Honestly, they would be damn close even at high defense, and Koenig/Kaiser have more HP, so I would stick with those over Askar for terror/PDT sets. It's the reason I use Kaiser hands over Heavy Gauntlets in my PDT set.
I suppose I was unclear and it wasn't a valid comparison, Enemy INT != MEva.
Wyrms (Tiamat, Jorm, Bahamut, etc) have ~120 INT iirc, Kirin has ~150. Maybe sky gods are in the high range as well but Dynamis, Ein, Sea etc should all have <120.. AV has 89, for example.
What family does Odin belong to?
Playing around w/ evoliths on Kaiser Shield and seems like I'd use it most often on Odin.
Open to any suggestions for other evolith choices though.
He probably just counts as an Avatar. ;/
Any alternative ideas for 6hitting footwork?
6Hit needs 29 stp, -15 from /sam is 14. 2wtath 5rajas 1brutal leaves 6. Usu feet are out for these. Usu body works, but is there another way? Can do Hachiryu Body/Hands for 5, needs one more.
I'd like to avoid the neck slot, since faith could be providing a damage boost depending on skill progression 76+.
I assume /drg best 7hit would be rajas + usubody or 2 Hachiryu parts, only need 10stp there.
Anyone have any experience with super-tanking in Dynamis? Does it work?