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Thread: What's Better?     submit to reddit submit to twitter

  1. #1381
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    The +2 add 7 skill though. So it'd be 391*0.11 = 43.01, just barely over.

  2. #1382
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    +2 gloves have 7

  3. #1383
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    Teal Slops or Savant's Pants +1 for INT based enfeebles?

  4. #1384
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    Quote Originally Posted by Fereydoon View Post
    Teal Slops or Savant's Pants +1 for INT based enfeebles?
    I may be mistaken, but I believe M.Acc only pulls ahead when stacking more M.Acc, where as INT is a constant. Again, may be mistaken, maybe someone can second this.

  5. #1385
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    Stats for reference

    Teal:
    DEF: 32 HP +14 INT +5 CHR +5
    Magic Accuracy +3
    "Magic Atk. Bonus" +3

    Savants:
    DEF: 38 MND +8
    Enfeebling magic skill +7
    Grimoire: Magic Accuracy +7
    Enhances "Penury" effect
    Enhances "Parsimony" effect

    So the biggest question really is 5 INT better or worse than 7 Enfeebling. Wanna say Savants pulls ahead.

  6. #1386
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    As far as accuracy is concerned I believe INT is only worth 0.9 magic accuracy when below a dINT threshold (forget what the number is) and 0.5 magic accuracy when above it. In terms of accuracy, I think Savant wins.

    Whether or not you need that accuracy in exchange for whatever effect the INT would have on potency is a different matter.

  7. #1387
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    I was mostly wondering if the INT would have a profound effect on potency, I usually don't need the accuracy.

  8. #1388
    Kevin Chang
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    Quote Originally Posted by Pandorablue View Post
    Oh for some reason, I was thinking Twilight was 44DMG and Kila was 41. What is your reasoning behind those other choices? The 5% delay reduction on Auric is kind of offset by the fact that it's more delay than both the Kila and the Fusetto (not to mention DNC has plenty of delay reduction choices in other slots), and since the Twilight Knife gives me "Quadruple attack", why would I waste the other slot on a low-damage multi-hit weapon? The reason I mentioned Kila/Fusetto is because I already have those, but if you can reasonably convince me those other options are worth it, I'll look into it.
    Quadruple attack is 9 extra attacks per 100 strikes. Iirc the way OA2-4 works is 50:16:16:16 which comes out to an average of 2.3~ strikes every swing. Over the 50 swings that take place in your offhand, that will result in 50 extra swings.

    You will be swinging a dagger with half the damage, but we're talking half damage for 2x the amount of hits, so it's actually a good trade because you actually get extra TP this way so long as you're not swinging for 0's which shouldn't be happened with Atma crack.

    Remember you also specified "for TP Gain" -- quadruple attack is nothing special in that regards.

    Now there's an issue with diminishing returns with double attack, but quadruple attack is affected by the same principle. I'm not well versed in Dancer, but one option is to replace saber dance and let the dagger do the work.

  9. #1389
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    dINT is pretty much capped in abyssea with just cruor buffs + decent gear, more so if you use MM, the difference is +2 MACC roughly in favor of savant. Most INT enfeebles besides blind don't have potency anyway, and blind doesn't matter pretty much ever other than to say you landed a spell.

  10. #1390
    xXNyteFyreXx420Sharingan
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    Quote Originally Posted by Obsidian View Post
    As far as accuracy is concerned I believe INT is only worth 0.9 magic accuracy when below a dINT threshold (forget what the number is) and 0.5 magic accuracy when above it. In terms of accuracy, I think Savant wins.

    Whether or not you need that accuracy in exchange for whatever effect the INT would have on potency is a different matter.
    1:1 or 2:1, never 0.9:1. Rest of your post is correct, but hardly anything (uh... bind? maybe break I guess) INT-based is variable potency.

    Also no to Nocturne's post in its entirety.

  11. #1391
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    Forgot about break honestly since I've been lazy :/ no tests done on it either.

  12. #1392
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    Quote Originally Posted by Nightfyre View Post
    1:1 or 2:1, never 0.9:1. Rest of your post is correct, but hardly anything (uh... bind? maybe break I guess) INT-based is variable potency.

    Also no to Nocturne's post in its entirety.
    Woops. Wonder where I pulled 0.9 from.

    I was trying to think of things where INT would affect potency and was drawing blanks (lolBlind?), but he asked about SCH pants so perhaps he may have been considering options for Helix spells? I have no idea what category of magic those fall under though or the math behind them (reverse nukes in the sense that INT> MAB I believe?).

  13. #1393
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    Quote Originally Posted by Nightfyre View Post
    1:1 or 2:1, never 0.9:1. Rest of your post is correct, but hardly anything (uh... bind? maybe break I guess) INT-based is variable potency.

    Also no to Nocturne's post in its entirety.
    Really? I could have -sworn- that stacking more M.Acc had more effect. Pretty sure I read that on this very forum in fact. Ha. But I don't know, I guess I misread. Learned something new today.

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    Quote Originally Posted by Obsidian View Post
    Woops. Wonder where I pulled 0.9 from.

    I was trying to think of things where INT would affect potency and was drawing blanks (lolBlind?), but he asked about SCH pants so perhaps he may have been considering options for Helix spells? I have no idea what category of magic those fall under though or the math behind them (reverse nukes in the sense that INT> MAB I believe?).
    Helixes are Elemental magic. And I wanna say they work similar to T1 nukes math wise, not sure though. But INT is better for them.

    I'm gonna go with Savant for int enfeebles. Thanks!

  15. #1395
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    Quote Originally Posted by Obsidian View Post
    Woops. Wonder where I pulled 0.9 from.

    I was trying to think of things where INT would affect potency and was drawing blanks (lolBlind?), but he asked about SCH pants so perhaps he may have been considering options for Helix spells? I have no idea what category of magic those fall under though or the math behind them (reverse nukes in the sense that INT> MAB I believe?).
    Forgot about Blind, good call. Still haven't come up with anything past that though. As mentioned, helices are elemental.

    Quote Originally Posted by Fereydoon View Post
    Helixes are Elemental magic. And I wanna say they work similar to T1 nukes math wise, not sure though. But INT is better for them.

    I'm gonna go with Savant for int enfeebles. Thanks!
    They all have the same base damage as Aero I iirc.

  16. #1396
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    Quote Originally Posted by Neisan View Post
    dINT is pretty much capped in abyssea with just cruor buffs + decent gear, more so if you use MM, the difference is +2 MACC roughly in favor of savant. Most INT enfeebles besides blind don't have potency anyway, and blind doesn't matter pretty much ever other than to say you landed a spell.
    All, not most. And in the case of blind it is supposed to be int-mnd not dint.

  17. #1397
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    Int's effect on Blind potency can essentially be ignored anyways unless you have abysmally low INT or something with really high MND since the int-mnd caps at 20 over.

  18. #1398
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    What's the currently accepted best piece for MNK in: back piece, non-rajas ring, non-brutal earring?

    Currently using Rvnt+2, full usu (no+1,+2 yet), foragers, bb, rajas, sniper (nq), brutal, ethereal (gimp :/), and the mnk jse tathlum.

    Thanks

    edit: I also just got NIN to 75+ (84 :D), wondering on weapons? I'm assuming Emp or WOE mainhand and Kamome offhand? Would this setup also hold outside abyssea?

  19. #1399
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    Merman's Leggings vs Bale Sollerets +2 for MDT- set?

    -2%MDT vs 9INT

  20. #1400
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    Quote Originally Posted by Marcicus View Post
    Been out of the loop for any recent upgrades in COR QD builds; anyone mind posting a good one?
    I'm pretty satisfied with my QD set, though it could be improved in a few slots:

    http://www.ffxiah.com/item-sets/144719

    Another demon's ring would be ideal, if you have +2 hands and feet they'd be the best way to get the set bonus without giving up much in another slot.

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