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#1 Jul 23 2009 at 1:03 PM Rating: Good
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So was going through the list of augments when I got mine, some really great ones for a whm who wants to melee, and of course the curing whm hat. What augments are you getting? (only if you are getting whm augments. IE melee whm or nuking whm or healing setup lol.)

I got the MND4 Cure Potency +3% and MND2 Cure Fast Cast+2%.

Edited, Jul 23rd 2009 5:17pm by lightningcount
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#2 Jul 23 2009 at 1:32 PM Rating: Good
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Just got mine today, and of course with those augments.

http://img263.imageshack.us/img263/760/img20090723163007.png

It doesn't look half as bad on WHM as I expected. Kinda matches Noble/Aristo's. Almost like a nightcap for our pajamas. XD

And the storyline was so cuuuuuuute! <3
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#3 Jul 24 2009 at 12:22 AM Rating: Decent
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As a Goliard Chapeau user, I'm pretty much settled on
3% cure +4 MND
-4 Enmity +10 Magic Crit Rate

Losing that -4 enmity and 20 HP from goliard is is going to hurt my WHM. So I want to at least keep -4 enmity and just lose the HP.

I've already lost -enmity from my waist slot when I got Cleric's belt, and though -enmity as a stat has somewhat gone out of fashion, or at least much less sought after in terms of epeen bragging rights due to the sheer number of -enmity gear out there these days, it's no less important to have -enmity

And I thought I was really 'out there' on this choice, until I checked a JP WHM, a very well known hardcore one, and guess what she had on

my stats :)

Edit: the Magical critical hit rate, may just come in handy for the Holy. Yes, very crude rationalization here, but I've managed to scrounge up a +22 MAB set plus Apollo's Staff 12% potency for my fully charged Afflatus Solace Holy.


Edited, Jul 24th 2009 1:53am by Dekusutaa

Edited, Jul 24th 2009 1:54am by Dekusutaa
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#4 Jul 24 2009 at 5:06 AM Rating: Decent
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Magic Crits aren't that great, they're a %age chance of getting +10MAB on a nuke, so you're packing +10MAB every 1/10 shots with this.

As for -enmity, it depends where you're packing the -enm, Novios are quite cheap atm and -7enm on the earring slot is always a plus :P

Personally I might be more tempted to go for the +4MND +3% Cure , +3MACC +3HMP which would make it comparable to an Elite Beret +1 on enfeebles whilst providing MND for potency and 3hmp saving a lot of macro space.

But in all honesty, when you see things like "+15WS Acc +4STR, +10acc +5att" I really have to wonder if it's worth being unique on the cures. It's a very nice and noticable bonus to be sure MND bonus + (2.5% extra if youre using +20%), but a 25 acc WS piece? :S
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#5 Jul 24 2009 at 7:39 AM Rating: Good
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Quote:
Edit: the Magical critical hit rate, may just come in handy for the Holy. Yes, very crude rationalization here, but I've managed to scrounge up a +22 MAB set plus Apollo's Staff 12% potency for my fully charged Afflatus Solace Holy.


The +2MAB augment will be twice as good for your Holys than +10 Mcrit.
#6 Jul 24 2009 at 8:35 AM Rating: Decent
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yeah and I just noticed you said HQ staves give 12% bonus to nukes but it's 15% :P
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#7 Jul 24 2009 at 12:46 PM Rating: Decent
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I did the MND4 Cure potency+3% Enmity-4 magic crit+10% Augments on mine.

First charged up afflatus solace holy: 1096, and I still have to make a proper holy macro!
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#8 Jul 24 2009 at 3:55 PM Rating: Decent
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I stand corrected. 15% potency!

And just to clarify, not getting the augment for the magic crit, but since SE, in their great wisdom chose to pair those stats, I'm forced to get it to get -4 enmity, which is the stat I want.

I'm a goliard chapeau user and do not wish to lose any more -enmity gear. I already swapped out -5 enmity theta sash in favour of my relic belt.

:)
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#9 Jul 25 2009 at 7:11 AM Rating: Good
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I'm having a very hard time picking between another 2MND for cure (and 2 fast cast); or the STR+4 WS Accu +15 for when meleeing.

I need to go play with the stat calculator and see if I'll still break 900 Cure V without those 2 MND <.<
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#10 Jul 25 2009 at 7:58 AM Rating: Good
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Quote:
I'm having a very hard time picking between another 2MND for cure (and 2 fast cast); or the STR+4 WS Accu +15 for when meleeing.

I need to go play with the stat calculator and see if I'll still break 900 Cure V without those 2 MND <.<

But....curepot? You could be losing 30? 35 MND? and still have higher cures with +3% curepot >.>

(am I missing something here?)

EDIT: sorry, shoulda specified: V would prolly be more like 10 or 15 MND difference, I just thought it'd be obvious, but I prolly play with the calculator more than I should ._.

Edited, Jul 25th 2009 12:06pm by RyaWHM
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#11 Jul 25 2009 at 8:17 AM Rating: Good
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I was talking about the second augment. MND+4 Cure pot +3 is a given already.
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#12 Jul 25 2009 at 9:05 AM Rating: Good
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...yeah (?)

What I'm saying is, 2MND is gonna change Cure V by... like 2 hp

so, I'm preeeeetty sure the 3% will keep you breaking any personal milestones/tiers you were already breaking. :)


I was just trying to reassure you really >.>
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#13 Jul 25 2009 at 10:54 AM Rating: Decent
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I have 50+ mnd on gear alone, not including the MND merits I have and I'm getting serious diminishing returns on any additional mind. I think the last +5 MND piece I added (Goliard) returned 3 hp extra cured on Cure V.

Which is why I'm less concerned about going from +5 MND on chapeau to +4 MND +3 Cure Potency on the MKD augment than I am about losing the -4 enmity.

There's certainly the option to make a completely off the wall swap piece, where enmity wouldn't be a huge issue. I could build a Hexa strike WS hat or something, but since I've decided to put in that cure potency augment, it will have to be my 'casting' piece and not having that -4 enmity to me, is unacceptable since my goliard is currently offering me -4 enmity and I'm already losing +20 hp from switching out the Chapeau.

If I was coming from Walmart Turban, I could see the rationale where it wouldn't be a huge deal if I didn't get the -enmity since my current piece isn't giving me the stat. For me, its about getting a better piece than what I have.

Understandably losing the 20 hp +5 CHR , and 1 mnd is a bit of a negative,but im getting back +3 conserve MP +3 cure Pot which I think outweighs it...



Edited, Jul 25th 2009 12:19pm by Dekusutaa
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#14 Jul 25 2009 at 12:55 PM Rating: Good
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if I remember correctly you can keep rerolling your mini-expansion rewards if you toss them and redo the mission. (CHECK UP ON THIS BEFORE TRYING lol)

if you wanna get a piece for WHM and aren't planning on meleeing much at the current moment then there isn't anything really stopping you from rerolling it at some point further down the line... I think :P

as I already said +123% from +120% is a 2.5% (1/40) increase, from 135% it's a 2.2% increase just to give you a general range based on your current heals :P (don't forget to account for any MND VIT adjustments)
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#15 Jul 25 2009 at 2:21 PM Rating: Good
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Yeah, I never thought I'd see the day where I turn away cure potency, but HexaHat is just TOO good.

And yes, for me the 3% really is only a 2% increase over my current cures:

46 -> 46 (+0.00%)*
130 -> 133 (+2.31%)
271 -> 277 (+2.21%)
543 -> 555 (+2.21%)
942 -> 961 (+2.02%)*

*(because I'd lose 1MND from current set, Cures #1 & #5 are affected)

Edited, Jul 25th 2009 6:22pm by RyaWHM
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#16 Jul 25 2009 at 3:08 PM Rating: Decent
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if I remember correctly you can keep rerolling your mini-expansion rewards if you toss them and redo the mission. (CHECK UP ON THIS BEFORE TRYING lol)


The game even tells you that you can re-obtain them after you get them out of the coffer by redoing the fight, so yes, you can.
#17 Jul 25 2009 at 8:31 PM Rating: Decent
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running the cure calc, 1 mind shouldn't affect your cure V. because im returning <1 hp cured per 1 mnd at +66 MND (with 5 mnd merits - not that it matters as I'm a taru so my mind sucks)

And don't forget the +3 conserve MP. my math I've done a year or so ago.

Quote:
According to studies done, each ratio has an equal probability of occurring (1/8 chance or 12.5%). As you can see, conserve MP cannot save more than 50^ of your spell costs. Here's the math
n = 8,9,10,11,12,13,14,15

8/16 = 50% of original cost (1-8/16 = .5) or 50% mp conserved.
9/16 = 56.25% of original cost (1-9/16) or 43.75% mp conserved
10/16 = 62.5% of original cost (1-10/16) or 37.5% mp conserved
11/16 = 68.75% / 31.25% mp conserved
12/16 = 75% / 25% mp conserved
13/16 = 81.25% / 18.75% mp conserved
14/16 = 87.5 / 12.5% mp conserved
15/16 = 93.75 = 6.25% mp conserved

From this we can calculate your expected average savings when conserve MP kicks in. 50+43.75+37.5+31.25+25+18.75+12.5+6.25 = 225/8 = 28.125% mp savings on average when conserve MP kicks in.

However since conserve MP (without Conserve MP+ gear) only kicks in 25% of the time our actual savings we multiply our average MP savings with the probability of conserve MP kicking in = 28.125% *25% = 7.03% mp savings


So MKD hat, Magnetic and SCH sj should give you +33 Convserve MP or 9.28% mp saves on average.

+3 Conserve MP adds about 0.85% mp savings. Yes it's fractional and a small number, but considering its always on, paired with cure potency, it could easily extend your MP 3-4%.

For me its an effiency gear, and I can't pass that up. As much as I'd love a WS hat =[


Edited, Jul 25th 2009 9:34pm by Dekusutaa

Edited, Jul 25th 2009 9:34pm by Dekusutaa
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#18 Jul 25 2009 at 9:01 PM Rating: Decent
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personally I think a -5% fastcast hat could be very very awesome, definitely something unique.
You could also make a very nice MB hat but I dont think youd make much use of it
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#19 Jul 25 2009 at 10:01 PM Rating: Decent
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Problem with -5% fastcast is that we already have 5% haste Walmart Turban. which will beat the 5/2 = 2.5% recast bonus from the +5 fastcast effect.

I've tried to play around with the -7.5% recast on full marduk set vs. -7% from blessed pants +1/pumps +1 and could barely tell the difference, and its usually just on haste where I have the most problem in terms of hitting the timer when i want/need to cast the next spell.

So the only benefit you'd get is spells casting faster by 5%. It really takes the massive bonuses red mages get on their job traits plus AF/relic combo to get a noticeable reduction in spell speed and casting time.

Unfortunately, SE's been timid, probably rightly so, in adding fast cast gear at the right amounts for other jobs that the pieces we do get are little chunks of fast cast. you'd have to wear a ton of them just to come close to the desired effect and you'd be giving up a lot of other stats for it.

edit: now im seriously thinking about a WS hat fro both my RDM and WHM. XD

Edited, Jul 25th 2009 11:49pm by Dekusutaa
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#20 Jul 26 2009 at 7:29 AM Rating: Decent
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-5% hat
-5% body
-2% earring
-2% boots
-10% /sch, it's %age relative to the base time not the current time you're using :P so they stack quite well together, shaving time off of the 5-20s spells by 24% is not to be sniffed at :P You are of course sacrificing 8% haste for 7% fast cast though (assuming no goliard saio). I guess you could macro it out for recast if you were extremely OCD on your gear swaps :P

Also stacks with curecast (assuming it's not capped) so you might even wanna fiddle with it that way, the point is though that it is there *to* be fiddled with, which makes me go all geeky and tingly ;)

and {found it!} curecast thread haven't read it though lol
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#21 Jul 26 2009 at 7:36 AM Rating: Good
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running the cure calc, 1 mind shouldn't affect your cure V

+/- 1 MND could potentially change any/all of your cures, try using the "BC Frac" option on Furen's and you'll see what I mean -- it all depends on your setup (might change @+65mnd>+66mnd, but not @+66mnd>+67mnd for example)

Edited, Jul 26th 2009 11:37am by RyaWHM
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#22 Jul 26 2009 at 12:51 PM Rating: Decent
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I said and I quote:
Quote:
adding fast cast gear at the right amounts for other jobs that the pieces we do get are little chunks of fast cast. you'd have to wear a ton of them just to come close to the desired effect and you'd be giving up a lot of other stats for it.


Never said it was not possible to load up on fast cast gear. but you need to spend a lot of slots on it. slots which could be better used for other whm specific bonuses. And looking at your list, your giving up a good headpiece (goliard/+3 cure pot MKD hat), ear (magnetic/novia/roundel), feet (blessed/blessed+1/marduk), body (noble's/Aristo)
for 9% fast cast /4.5% casting timer reduction. And you're losing 10/12 potency, about 10-15 MND, tons of -enmity.

/SCH's -10% already outperforms it without us changing anything, which is part of what makes the SJ so awesome.


I never use loquacious earring for example, because novia/magnetic is better. or roundel/novia/magnetic combination.
Body is always a refresh piece, I can swap in Jubbah for fast case, but why would i use that for cures?

Just saying given we have a fairly accessible 5% haste piece already (which I know isn't quite the same as fast cast, but still out performs a +5 fast cast piece on timers), I don't think its that great to have a fast cast head piece for WHM when you're giving up a potential +3 cure potency in its place, or the much talked about WS macro piece.

There's a theoretical limit to how many pieces of fast cast gear you can load up on whm, and a practical one.


Edit: Rya, noted, and thanks for the clarification.


Edited, Jul 26th 2009 2:33pm by Dekusutaa

Edited, Jul 26th 2009 2:34pm by Dekusutaa
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#23 Jul 26 2009 at 7:57 PM Rating: Default
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Dekusutaa wrote:
I said and I quote:

see that's funny cause I said and I quote:
ZiGG wrote:
I guess you could macro it out for recast if you were extremely OCD on your gear swaps :P


I don't have to give up *anything*, but it would require me to make a double macro in the official windower, so I *button* pause *button* (maybe put in /macro set x in to preserve the slot space). If you're going to be standing there for a few seconds it's not that big a deal to carry around a couple more pieces of gear and tap a button :P

You could shave a couple of seconds here and there off of useful/practical/maybe even essential things, which for me atleast is a very cool/beneficial thing to do/have.
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#24 Jul 27 2009 at 11:09 AM Rating: Decent
I initially had MND + 4 Cure Potency+3%, MND + 2 Fast Cast +2%, but then I didn't really like the idea of just having a hat that I felt was sort of limited. Then I changed it to MND + 4 Cure Potency +3%, Magic Accuracy +3, hMP +3. I also have Goliard Chapeau and I'll keep that for -Enmity (Cure IV, etc.). But now I can macro in the Selenian Cap for Enfeebs, Repose, Holy, etc. And I get more hMP than Goliard. :3
#25 Jul 27 2009 at 3:25 PM Rating: Decent
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seems a shame to not use it in all cures, what -enmity gear are you using? maybe we can juggle some around
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#26 Jul 28 2009 at 1:21 PM Rating: Decent
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Was playing around with the new hat and my cures...I believe that I will be pulling hate more often now. Cure 4 = 500 Hp cured.
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#27 Jul 28 2009 at 1:29 PM Rating: Decent
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Was playing around with the new hat and my cures...I believe that I will be pulling hate more often now. Cure 4 = 500 Hp cured.


Did you really need to play with the hat to figure out that you were going to heal more HP per Cure with +3% Cure Potency and thus generate more enmity?
#28 Jul 28 2009 at 7:13 PM Rating: Decent
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Did you really need to play with the hat to figure out that you were going to heal more HP per Cure with +3% Cure Potency and thus generate more enmity?


No...but I did need to play around with my cures to figure out exactly how much my cures would go up.

The taking hate comment was meant as a joke.
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#29 Jul 29 2009 at 7:47 AM Rating: Good
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Kumihokitsune wrote:
I initially had MND + 4 Cure Potency+3%, MND + 2 Fast Cast +2%, but then I didn't really like the idea of just having a hat that I felt was sort of limited. Then I changed it to MND + 4 Cure Potency +3%, Magic Accuracy +3, hMP +3. I also have Goliard Chapeau and I'll keep that for -Enmity (Cure IV, etc.). But now I can macro in the Selenian Cap for Enfeebs, Repose, Holy, etc. And I get more hMP than Goliard. :3

I also ended up choosing cure potency & magic accuracy for mine. 2% fast cast just doesn't seem worthwhile to me, I'd rather keep using W.Turban to reduce recast timers on spells where it mattes (Haste/Regen/Erase/etc). As it was, thanks to having MND, magic accuracy, MP, and hMP, it totally replaced Goliard Chapeau. I've placed the Chapeau in my locker now, probably soon to go to storage. Good riddance too, the thing is hideous. Now I use Selenian Cap for Cures & Enfeebles, Marduk's Tiara for divine magic & max MP build, and WaTurban for haste build & max HP build.
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#30 Jul 29 2009 at 2:21 PM Rating: Decent
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I want to get enmity/curepot hat for cure 3 and 4, but I want to get my aristocrat's augmented with enmity- to make up for loss of tiara Q_Q!!!!
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#32 Aug 03 2009 at 9:21 PM Rating: Decent
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I've decided on MND+6 Cure Potency+3% Fast Cast+2%. I see the use of the Enm- augment, but I just don't pull hate often enough for me to consider it.
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#33 Aug 04 2009 at 10:54 AM Rating: Decent
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thats a shame, I'm such an -enm ***** :P (although I have to choose between getting a sorc ring or a novia atm and it looks like I'm not gonna be upgrading that whm in a while lol :/)
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#34 Aug 04 2009 at 11:00 AM Rating: Decent
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I see you've glued a moon to the front of your O-Hat.
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#35 Aug 05 2009 at 4:04 PM Rating: Decent
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isuckatffxi wrote:
I want to get enmity/curepot hat for cure 3 and 4, but I want to get my aristocrat's augmented with enmity- to make up for loss of tiara Q_Q!!!!


You're as likely to get a number of magey stats, like resist silence +1, before you get -enmity on your aristos which afaik very few if any has gotten spamming noble's in FOV. and now your stuck woth a ~2million dollar piece of gear that is effectively worthless if they ever decide to replace Noble's/Aristo as the top WHM piece and with the way things are going lately, they very well may do it.

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#36 Oct 09 2009 at 8:30 AM Rating: Good
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ZiGG wrote:
-5% hat
-5% body
-2% earring
-2% boots
-10% /sch, it's %age relative to the base time not the current time you're using :P so they stack quite well together, shaving time off of the 5-20s spells by 24% is not to be sniffed at :P You are of course sacrificing 8% haste for 7% fast cast though (assuming no goliard saio). I guess you could macro it out for recast if you were extremely OCD on your gear swaps :P

Also stacks with curecast (assuming it's not capped) so you might even wanna fiddle with it that way, the point is though that it is there *to* be fiddled with, which makes me go all geeky and tingly ;)

and {found it!} curecast thread haven't read it though lol


That's an interesting thread. Based on those tests it seems that single target cures cap at 35% casting time reduction. But the tests for curaga imply that that you must hit somewhere between 48-50% casting time reduction to reach the highest tier for that spell. Anything from 35%-47% had the same results, but when over 50% was used, it shaved off about a third of a second.

Whm/sch with light arts and full cure casting time merits and cure clogs is already at 45% casting time reduction. So it would take 3-5% more cure casting time reduction to reach that tier.

If the fast cast from the "mnd+2, enhances fast cast" option gives 2% casting time reduction, loq earring and the augmented hat could put you at 49% cure cast reduction, possibly enough to break the last tier on curaga's cast time. If the "enhances fast cast, blood pact ability -3" augment is -3% casting reduction, then it and loq would put you at 50%, which should definitely break the tier as 50% is said to be the cap for fast cast.

At the very least I think it'd be worth trying just to find out (whether shaving off 1/3 of a second from curagas are worth it is another discussion...) Maybe someone with a fast cast augmented hat, cure clogs, and a loq earring could test curagas with and without the hat, and see if there's any noticeable difference in casting time?
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