I find that my success in dodging Thunderstrike increases if I move away from the gnat (just a bit, probably edge of lancer range) before I start circle-strafing it. If I circle-strafe at point-blank range, I tend to get hit.
I find that my success in dodging Thunderstrike increases if I move away from the gnat (just a bit, probably edge of lancer range) before I start circle-strafing it. If I circle-strafe at point-blank range, I tend to get hit.
Just as a followup on my own question of Cure vs. Sacrifice...
R30 ARC with Prime Conditioning:
Cure1- 194, 194 HP healed
Sac1- 377, 349 net HP healed
Obviously Prime Conditioning is a factor, as Sac's return goes up but the HP cost does not.
That sounds better than cure 2 as well unless you have plenty MND, which a DoW won't.
1 - +3 from the default position
2 - Assuming you have any Prospects you need, Stone Resolve and Master of Rock are the next best two. Beastkin Eluder could be after that (use so far has been extremely limited). The abilities for stats and for crystals are so far seem pretty worthless.
3 - No, still can only get shards.
You mean Sac II right? I'm pretty sure Sac I wouldn't do that much when subbed.
Cure II would be around 400 on Conj (no conditioning)?
Way it works generally is that Cure will give you more HP instantly, but Sac will give you more HP in the long run. I use both, Cure for when my HP is getting low (Yellow/Red) so that if I get hit I don't get cock blocked by the HP cost.
When you guys talk about Sac numbers, do you subtract the HP cost and add the total amount of HP through regen on top of what is healed right away?
Or how are we calculating here?
Yes, I meant Sac1. The difference between Sac1 and Cure1 is that great.
As for healing numbers, as stated, I am calculating net HP gain. I take my amount of HP at the end of Sac1's regen, then subtract the amount of HP I had before I cast Sac1.
Jesus, I didn't know Sac I was so good compared to Cure. But then again, I've always been in favour of Sac > Cure (unless you're Conj main).
It's really not as great when you're actually using it in a fight. If for example, you get hit for 220, and the initial HP from sac1 is only 180... you're going to need to spam it to keep up with the damage you take. Regen doesn't stack so the amount you get from it would be more like 200 per cast during the fight. "Shits situational" -- FFXI
For soloing: I use both cure and sac. I use sac at the start of a fight for regen and cure during for the instant HP.
Edit: I know that wasn't part of the original question, but it did turn itself into sac vs cure.
I'd say Sacrifice is more important for whatever grinding on easier shit and Cure is more important for more difficult fights. Preferably both.
I was wondering if anyone knows. If I want to run 2 FFXIV accounts, at the same time, on separate PCs, do I need 2 separate SE accounts for them?
no, but you do need two reg codes on one account if you dont have separate
So I can add my buddy pass code as a 2nd FFXIV service account and run that on 2nd PC, linked to my current SE account? Wonderful!
Does anyone know what the elemental resist +x on gear means? It would be easy to assume it means well, elemental resistance, but how does it work? It goes up as the gear gets higher, so it can't be a percentage, otherwise that would be broken. It's not magic Def since we actually have magic def on the equipment. It doesn't add to the real elemental resistances in any visible way.
So what the fuck is it? Is it even doing anything or is it just something left over from a previous beta version?
http://lodestone.finalfantasyxiv.com...5e1bf4ab725f29Elements
Increases damage dealt by attacks of that element
Reduces damage taken from attacks of the opposing element
When does Fatigue reset? It's been 9 days since I started gaining SP and it hasn't reset yet. Anyone know wtf is up?