good pos for bombs? Doing fire day trial in ifrit cauldron, didn't get there till about 9:00, but had no clue where a good spot was and just dickin around I only got like 25ish, which i consider a waste.
There's no single "good pos" for Bombs in IC. You have to run the whole loop. JPs start at the east entrance from Yhoator and kill in a big weird-shaped loop. You start out going west, loop through that tunnel, somehow end up at the scorpion NM at some point, go kill bombs between raptors and gobs, and either use an Ice cluster and continue your path or don't and just back track. I can't really explain it, because frankly IC still confuses the shit out of me. Catch a firesday in JP time and show up on late Darksday and you'll see what I'm talking about.
been having an error with spellcast,
i do //load spellcast, then //stoneskin xx, and it:
brings up Microsoft C++ has been asked to close in an usual way, needs to close, then windower shuts down, any ideas?
West entrance and you have that circle to roam around - even solo you will probably need to run up tunnel K and loop around to BQ and Tyrnic w.e and to the room in the back. I accidentally went through the flame spout earlier and there seems to be a decent amount of bombs on the other side but Im not too sure of a route for that side.
Edit : Meh beaten
too add to above, it actually causes same error when i select any spell, like thunder III from the list.
halp![]()
Bleh not too familiar w/ the zone myself and was nobody there last firesday, except for some JP doing opos and bees. How are the bombs in halvung?
Is there an updated status icons that covers the new spells yet?
call me a lazy nin but having a dual box rdm with me has left me very inexperianced with trying to land enfeebling ninjutsu. how much ninjutsu+ skill and macc is needed to land enfeebles consistantly?
i can come up with:
af head +5skill
relic feet +10skill
relic sash +2macc
sea cape +5skill
balrahn's ring +4macc
omega ring +3macc
Ignoring the acc and attack, it's 7 stp versuses 35-40 extra base damage (not sure what +1 or +2 feet add) on the: 10(job traits)+5 (merits) + 7(+2 legs) = 22KA% rounds. I don't see how maybe saving a round to 100 tp on mnk (especially when you factor in tp bleed over and not getting WS off at 100% every time) can beat that massive improvement in DoT.
Kick attack boots were already comparable to Usukane/Fuma, and now that we can still keep capped haste AND kick attacks boots, with even higher KA+ gear, I don't see how Usu feet win..
Is there a website or spreadsheet floating around to calculate StoreTP needed depending on subjob and weapon? Or is the formula simple enough to learn?
http://ffxicalculator.com/
Statistics > Delay
Originally Posted by Maxwell
Comparing a fairly standard non-Usukane build (Turban, Byakko's, etc), non-Focus DPS:
Code:No shoes : 138.681 [at this point, acc is 3 below cap] Dunes : 141.477 Poise : 141.943 Tantra +2 : 147.683 (assumes +40 dmg) Fumas : 147.840 Usukane : 149.970
If using Tantra +2 legs:
Code:No shoes : 149.281 Dunes : 153.334 Poise : 154.010 Fumas : 156.804 Tantra +2 : 158.184 (assumes +40 dmg) Usukane : 159.249
If using Tantra +2 legs and Tantra +2 head (haste on feet negated):
Code:No shoes : 158.007 Fumas : 158.007 Dunes : 162.269 Usukane : 162.363 Poise : 162.980 Tantra +2 : 166.004 (assumes +40 dmg)
Variant of first: Change Ulthalam Ring to Toreador to reach capped accuracy before adding shoes. Negate all acc benefit of Usukane and Tantra +2s, but not the haste.
Code:No shoes : 139.759 Dunes : 142.569 Poise : 143.038 Tantra +2 : 146.812 (assumes +40 dmg) Fumas : 148.971 Usukane : 149.296
* Caveats: Obviously the numbers are for a specific build against a specific target. Race hume, lvl 85, capped merits, fire Taipan +1's; fstr 8 before shoes, so full str of Tantra feet applied. True average number of rounds to 100 TP calculated, including spillover, and 0.5 rounds of over-TP. Target lvl 92 mob with rough estimated stats (400 def, 390 evasion, 82 vit, 77 agi).
Different progressions if assuming different initial gear set (eg: starting from full Usu). Started with a more standard set since Fumas were mentioned.
In any case, the final conclusion Maxwell stated does hold, but the caveat is that it only holds *at that point* where you have capped haste without shoes (ie: Tantra +2 legs and head, or Tantra +2 legs and Aurore hands plus Turban or Tantra +1 head). Also, "Kick attack boots were already comparable to Usukane/Fuma" isn't quite true; they are a notably weaker option unless you can negate all the benefits of the other shoes. Tantra +2 shoes are much more in line with Fumas and Usukane, though, because they also provide 8 str and 8 acc.
Thanx Motenten.
Probably will do Sam AF3+2 head before MNK AF3+2 head, so I would have this for Mnk options:
Full usu, or:
Tantra+2 hose (or +1 if I pick Sam AF3+2, though I'll probably Tantra as well either way) + tantra+1 head/feet. (Will be a while till I can get the +2 head).
That would give me 12% haste (+2 legs and +1 head) and KA+ feet, as well as the other stat boosts. Capped haste + KA boots once I finish the +2 head.
I could then swap the hands between Bandy's, Usu, and Aurore based on acc/attack/buffs (not needing Aurore at all once +2 head is done..)
I'm going to do some testing in the present zones later, I'll post if I manage to find any. Also highly interested in this.