STR/PIE I think.
STR/PIE I think.
GLA: VIT/MND
MRD: STR/VIT
MNK: STR/INT
ARC: DEX/PIE
LNC: STR/PIE
With these all purpose dyes now, can you use any color with something that is listed in other colors or is it still just a few colors per item?
Unfortunately, each dye-able item is still limited to a small variety of colors.
For example, Cobalt-plated Caligae can only be dyed grey.
Figured so. Still glad with the way this outfit came out, even if it is low level gear.^^ Though I feel like I'm committing a sin with a simple velveteen rope in the waist slot...
Spoiler: show
Something I noticed when leveling jobs is you generally get uglier with level.
Now with AF and the way regular gear clashes with it so bad, it's just awful.
Enjoy it while you can.
Sorry I'm a new player so please forgive me if this question is silly.
For DRG, would +15 Att or +15 STR be better? At the moment I'm using Electrum rings (+15 acc) but I wasnt sure if I should go dual Rubelite rings (+15 str) or explorers ring (+15 att) + whatever.
How do you get Guild Marks for Pts resets?
I did DEX and VIT for PLDGLAD and wanna change. I got the Hymn items but no Guild Marks
Huh? The only way to reset is using Hymn.
Keep the Electrum Rings. The mobs that matter actually evade quite a bit now. If you don't feel like you're missing that much, however, then go STR. It's one of the modifiers for auto-attack bonus.
Feel free to correct me if someone disagrees with me otherwise, though, as I'm not a melee player.
I think you're a bit confused. You speak to the person in charge of Guild Marks and exchange your Hymn to reset your stats. You don't have to have Guild Marks for a reset, as there is no way to get Guild Marks in this game anymore.
Well since STR caps around 280 (but still gives +attack power after that) I'd say +15 atk ring would be better if you're > 280 str, assuming 2 str = 1 attack power or something. It's not displayed, so I can't say for sure unless someone's done testing on it.
ATK:STR is 2:3 and it doesn't show in the menu, 15 STR ring (which is 10 ATK) is better than the 15 ATK ring for everything except ARC/BRD (who don't get an increase in damage from STR but they do benefit from the ATK it gives).
From the patch notes:
We won't know what this means for sure until someone re-tests it but it seems to imply that the previous stat cap (~280) may have been lifted or adjusted.[dev1316] The method in which player attributes are calculated into weaponskill attack power has been changed, resulting in an increase in the maximum amount an attribute can affect damage.
Everyone's been telling me that the cap was raised to 290 or so... which seems a little low considering how easily stat allocation, AF, and a few rings can get you there.
Is there some way to macro your mounts?
If I remember correctly, a stat cap exists on damage, but damage is only capped only when the dLv between you and the mob is low enough. Because most 'tests' are done against mobs you can actually survive against, the cap is more easily reached. Against mobs with a higher dLv, the cap is harder to reach.
This is where it gets iffy though. You can cap damage from M.Atk, but INT on the other hand doesn't seem to have a limit, albeit it increases damage at a less steeper pace than M.Atk. I had figured the same kind of relationship exists with STR and Attack, but seeing everyone claim 'there's a cap on STR' I'm not so sure. Maybe it's only for Auto-Attack and you see the same relationship as INT/M.Atk with STR/Attack for WS's maybe? (since both of them are 'skills')
Unfortunately I don't pay that much attention to how melee stats works as I'm a mage, hence why I can only offer the above as my best explanation. I'm sure Kaeko can provide a better answer.
You can hotkey them in config, if that's close enough.
My testing partner Seiken already redid the stat cap testing for melees. He prefers to post his results and methods directly into the official forums. Thread here:
http://forum.square-enix.com/ffxiv/t...l=1#post607045
New stat caps according to his post-1.21 testing are...
PGL/MNK: 348STR/305-310INT
LNC/DRG: 348STR/305-310PIE
MAR/WAR: 348STR/305-310VIT
ARC/BRD: 330PIE/295-300DEX
GLA/PLD was not tested. Tested using Ifrit's weapons. If you use another weapon with lower base damage, these caps will DECREASE. The base damage alters the caps. These are the caps for weapon skills. He assumed that all WSs would have the same cap after testing 2 WAR WSs and found they had the same cap. Auto-attack stats will cap earlier, but he figured people would only care about the WS caps so he focused on posting that. If you want the auto-attack / light shot caps I can dig up the excel file he gave me.
It is ALWAYS to your advantage to cap the stat before focusing on ATK. Also remember that if STR is your modifier (say on MNK), you get 2-fold benefit for +1STR (1 for the mod and 1 for the fact STR is always 0.67 ATK). After you hit your 348 STR cap, you'll only get the 2:3 ratio bonus.
***
There is a MATK cap. There is also actually an ATK cap. They are both essentially unreachable for anything you would ever care about killing. The only spell that is ever in danger of having a capped MATK on R45+ mobs is Thundara (combo) because the Thundara combo bonus gives you an additional +700 MATK, and I've never seen it cap on an R45+ mob. INT does not cap like melee stats. Unlike the melee formulas, INT and MATK are DEPENDENT variables (similar to XI's magic damage formula). The difficulty of testing with dependent variables is 1 reason why we have not posted MATK testing but nearly all the melee stuff is out (besides this, Seiken is a more rigorous tester than me). This means that the effect/bonus generated by 1 is dependent on what the other currently is. For all spells other than Thundara on combo, MATK is better than INT when talking point for point. For thundara on combo, INT beats MATK easily due to the fact the game is giving you +700MATK for doing it in combo. This means if you are fighting something where you spam thunder combo (e.g. Chimera or Ifrit), stack INT once you have sufficient MACC. For something where you would spam fire nukes (normal stuff, Miser's Mistress), stack MATK first. Just remember that 4 INT = 1 MATK as well so don't disregard INT.
I'm slightly confused, you say the above caps are for WSs but his prior testing showed that only 1 of a job's 2 stats effected WS damage.
Does that still hold and the latter stats are caps for purely AA damage?
edit: never mind, read his post in more detail and it mentions that secondary stats now effect WS damage as well, but to a lesser degree (and a lower cap)
Upon further testing we did back in 1.20, Seiken actually concluded that both stats always mattered; however, the cap for the secondary stat was so low that everyone automatically capped it no matter what due to natural stat gain at R50 if using an Ifrit's weapon. So it's likely that both stats always mattered - it's just that the caps are high enough that you cannot hit them automatically now.
Curious, did Seiken do tests against a slightly higher level mob (say, R54, as his post mentions he did testing against a R52) and the stats cap held true there too? Because if that weren't the case and different caps exist for different dLvs, different setups for bosses can be considered. To make things easier, I guess one can do tests against a mob with a lower dLv (R50) and see if the stats cap at a lower level.
This discussion should probably go into the stats thread though, lol