The +2 add 7 skill though. So it'd be 391*0.11 = 43.01, just barely over.
The +2 add 7 skill though. So it'd be 391*0.11 = 43.01, just barely over.
+2 gloves have 7
Teal Slops or Savant's Pants +1 for INT based enfeebles?
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.
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.
I was mostly wondering if the INT would have a profound effect on potency, I usually don't need the accuracy.
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.
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.
Forgot about break honestly since I've been lazy :/ no tests done on it either.
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?).
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.
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?
Merman's Leggings vs Bale Sollerets +2 for MDT- set?
-2%MDT vs 9INT
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.