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  1. #4621
    New Merits
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    Sep 2010
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    Cerberus
    WoW Realm
    Spirestone

    STR/PIE I think.

  2. #4622
    the whitest knight u' know
    Join Date
    May 2006
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    FFXIV Character
    Miya Kai
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    Excalibur

    GLA: VIT/MND
    MRD: STR/VIT
    MNK: STR/INT
    ARC: DEX/PIE
    LNC: STR/PIE

  3. #4623
    Relic Horn
    Join Date
    Dec 2007
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    FFXIV Character
    Purrrfect Lee
    FFXIV Server
    Hyperion
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    Cerberus

    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?

  4. #4624
    the whitest knight u' know
    Join Date
    May 2006
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    FFXIV Character
    Miya Kai
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    Excalibur

    Unfortunately, each dye-able item is still limited to a small variety of colors.

    For example, Cobalt-plated Caligae can only be dyed grey.

  5. #4625
    Relic Horn
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    Dec 2007
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    Purrrfect Lee
    FFXIV Server
    Hyperion
    FFXI Server
    Cerberus

    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



  6. #4626

    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.

  7. #4627

    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.

  8. #4628
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
    Sep 2007
    Posts
    37,803
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    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

  9. #4629
    Ridill
    Join Date
    Jun 2007
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    FFXIV Character
    Teisha Linne
    FFXIV Server
    Moogle
    FFXI Server
    Bahamut

    Huh? The only way to reset is using Hymn.

  10. #4630
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    Stanislaw Ziolkowski
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    Quote Originally Posted by Zanz L. Barre The 3rd View Post
    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.
    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.

    Quote Originally Posted by Ratatapa View Post
    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
    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.

  11. #4631
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    Lakshmi

    Quote Originally Posted by Zanz L. Barre The 3rd View Post
    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.
    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.

  12. #4632

    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:
    [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.
    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.

  13. #4633
    the whitest knight u' know
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    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.

  14. #4634
    Relic Horn
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    7

    Is there some way to macro your mounts?

  15. #4635
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    Stanislaw Ziolkowski
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    Quote Originally Posted by miokomioko View Post
    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.
    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.

    Quote Originally Posted by Kurp View Post
    Is there some way to macro your mounts?
    You can hotkey them in config, if that's close enough.

  16. #4636
    Kaeko
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    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.

  17. #4637

    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)

  18. #4638
    Kaeko
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    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.

  19. #4639
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    Stanislaw Ziolkowski
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    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

  20. #4640
    Kaeko
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    Quote Originally Posted by Stanislaw View Post
    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
    I'll reply to this comment with quote in the stat thread.

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