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Noob BLU questionsFollow

#1 Jul 07 2011 at 2:01 PM Rating: Good
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So, I started in on BLU, and I was hoping someone could help me with a question please.

Where monster correlation charts are concerned, I'm looking at this one:
http://wiki.ffxiclopedia.org/wiki/Blue_Magic_Monster_Correlation_Chart

When I look at the second ecosystem, for example, I see that Helldive is from the Bird Family. I have two questions, please.

1) Does this mean, as the chart implies, that Helldive is strong agains Aquans?

2) Does this chart mean that Helldive is weak agains either Birds or Amorpha or both families or neither family?

Thanks in advance.

Edited, Jul 7th 2011 3:02pm by Thydonon
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#2 Jul 07 2011 at 3:52 PM Rating: Good
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Helldive would be stronger against aquans and weaker against amorphs. It won't be affected against birds.
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#3 Jul 16 2011 at 4:56 PM Rating: Default
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I've not touched BLU in several years, I got it to 37 long ago as a Rdm SJ and then just left it there. I geared it up again today and began to level it, but there are a few things I'm curious about though, and I have a nooby question my self. I figured I'd post here rather than start a new thread.

Looking at the ingame spell descriptions, It seems like most spells are modified by TP in some way or another. So should I ever sit on TP and sacrifice my Weaponskills? I dont recall ever seeing any BLU's save their TP, so I'm assuming that the TP mods are too small to be worth the sacrifice? Is there any exception to the rule? Or am I misundestanding how it works?

#4 Jul 16 2011 at 7:10 PM Rating: Default
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CourierBarry wrote:
I've not touched BLU in several years, I got it to 37 long ago as a Rdm SJ and then just left it there. I geared it up again today and began to level it, but there are a few things I'm curious about though, and I have a nooby question my self. I figured I'd post here rather than start a new thread.

Looking at the ingame spell descriptions, It seems like most spells are modified by TP in some way or another. So should I ever sit on TP and sacrifice my Weaponskills? I dont recall ever seeing any BLU's save their TP, so I'm assuming that the TP mods are too small to be worth the sacrifice? Is there any exception to the rule? Or am I misundestanding how it works?



There's really not many reasons to sit on TP for a spell. The only reason I can think of would be if you were /thf and thought a preceding WS would pull hate before an SA, CA, Efflux one hit spell.
For max damage, hitting a WS before a CA Spell that it chains with, results in more overall damage than boosting that spell.

Example: savage blade -> CA Efflux QC + Distortion > CA Efflux +100tp QC
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#5 Jul 16 2011 at 7:31 PM Rating: Excellent
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That is the single biggest newb mistake with BLU. I really wish this was limited to people under 37... but I've been seeing it come back with Abyssea noobs.

Short answer, No, do not sit on 300% TP

Long answer:
The "Damage/Acc/Addition effect varries with TP" ONLY applies under the effects of Chain and Burst Affinity.
This is why our 2hr SUCKED *** until this recent version update (where it gained the properties of CA & BA along with 300% TP effect).

This also applies to modifiers (yes, IIRC, mods to spells still apply without CA/BA but the effect is dramatically increased, and without the CA, particularly, buffer, you can suffer). Loading on STR for certian spells will help. BUT, do not do it at the sacrifice of Haste/Acc Gear. It doesn't matter if you have +300 STR if you can't land the first 2 hits of QC.

BLU is a bit of a balancing act there.

For the OP - Monster correlation is pretty cool, but once you start getting into the 70's - 90's it really stops mattering. Your big spells (Goblin Rush, Quad. Cont. Bethenic Typhoon, Disseverment, etc) - all come from mobs that are really outside of the standard "food chain". Second of all, even if it's slightly affected by correlation, you're not going to stop using it, nor are you going to remove it from your spell set.

We really need a new sticky about BLU myths again....

Anyway, quick rundown:

Myth: 300% helps my spells all the time.
Fact: This only helps under Chain and Burst Affinity. You're actually hurting your damage output by not WSing and SSCing every chance you get.

Fact: Monster Correlation does help in certian situations
BUT: Do not give up a good spell/spell set trait just because of the mobs you're fighting

Myth: I should be wearing MP+ and refresh gear.
Fact: While MP+ and Refresh gear can help at the start of a fight/event, they dramatically lower your damage potential in all situations. Refresh gear is great for idling in (IE, between pulls or between pops). +MP doesn't help at all. Never give up MAB/Macc for refresh if you're nuking (IE Serpentes boots/gloves for AF3+1/2 hands and feet) or Acc/Haste (Serpentes for Homam/Dusk/Aurore/Enkidu's boots) or Smexy (Walmart Turban for AF3+1/2 head). You should, instead focus on Auto Refresh trait, Battery Charge, Refresh Atma's (MM is a MUST in most situations) and temp items for your MP issues. The exception is Mirage Jubbah and Mavi Minitan +2. Both these items feature the refresh trait (1 & 2 MP/tic respectively) - but also feature +acc and/or Haste.

Myth: Magic Attack Bonus affects my physical spells
Fact: WRONG!!! I don't know where this one started. Perhaps because we're mages and we have spells. The reality is: Physical spells are affected by: STR/Attack, DEX/Acc, Blue Magic Skill Level, and Weapon Skill Level of the weapon in your main hand. Conversely, Magical Blue Spells are affected by INT/MAB/Macc, MND for cures and Blue Magic Spell levels.

Fact: Macc helps me land additional effects better
BUT: This should be added in, in macros, only when spell casting. You know what affects your additional effects even more? Blue Magic skill. Cap your skill. Merit your skill. Swap in Magus Jubbah, Mirage Mantle, Mavi Scarf, Mirage Head, BLU+ ring and gloves if you've been lucky enough to get them. If you have problems landing an addition effect then... the mob's naturally resistant/immune and you can't do jack about it.
Macc/MAB swords are a WASTE. You have so much more potential with STR/DEX/OAX swords than you do with those.

Myth: Elemental Magic Skill + affects our Magic Spells
Fact: The only SKILL that has any effect on our spells is Blue Magic. Further more, BLU Skill is only important for landing Debuffs. Stacking it on does not help our damage. In that case, it's all about MAB. So, when nuking MAB > BLU Skill/Macc > Int/mods

Myth: Anything you've ever heard about learning a blu spell in regards to "tricks"
Fact: Here's how you learn a BLU spell: You must be engaged with the mob (attacking), you must be facing it, you must be within XP range. What helps you learn: Capped Blue Magic Skill, + BLU Skill gear and your AF1 Hands. Period. I have seen and had experience with +CHR gear helping. But due to the nature of learning BLU spells, this could be pure placebo and cannot be held as fact.


Hope this helps...

~Ashoka
Your Friendly Neighbourhood Blue Mage

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#6 Jul 16 2011 at 8:11 PM Rating: Excellent
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Rated up for a lot of good points. A few minor clarifications I wanted to address:

AshokaPrime wrote:
Physical spells are affected by: STR/Attack, DEX/Acc, Blue Magic Skill Level, and Weapon Skill Level of the weapon in your main hand. Conversely, Magical Blue Spells are affected by INT/MAB/Macc, MND for cures and Blue Magic Spell levels.

Attack does not affect any of our spells. I'd also point out that DEX doesn't directly affect all of them; this should really be summarized as "Check wiki for individual spell modifiers to know how best to gear for that spell."


Quote:
Fact: The only SKILL that has any effect on our spells is Blue Magic.

Healing skill affects cures. Useful to know for purposes of going BLU/SCH Light Arts if you want to heal exclusively for some reason.


Quote:
Here's how you learn a BLU spell: You must be engaged with the mob (attacking), you must be facing it, you must be within XP range.

Those first two are also placebo. It's really just "you must be within XP range when the mob dies." From what I understand, you could wander up to someone in your party that's been fighting a mob and learn the spell without ever touching it. Overall very good information though for people new to the job.
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#7 Jul 16 2011 at 10:15 PM Rating: Decent
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SebastionMaugris wrote:
Rated up for a lot of good points. A few minor clarifications I wanted to address:

AshokaPrime wrote:
Physical spells are affected by: STR/Attack, DEX/Acc, Blue Magic Skill Level, and Weapon Skill Level of the weapon in your main hand. Conversely, Magical Blue Spells are affected by INT/MAB/Macc, MND for cures and Blue Magic Spell levels.

Attack does not affect any of our spells. I'd also point out that DEX doesn't directly affect all of them; this should really be summarized as "Check wiki for individual spell modifiers to know how best to gear for that spell."


I always took it as Attack to help in the same way that main weapon does. If it doesn't, even more of a bonus.
As for dex, I lumped it in with Acc - IE 2DEX = 1 ACC, not in the case of spell modifiers.


Quote:
Quote:
Fact: The only SKILL that has any effect on our spells is Blue Magic.

Healing skill affects cures. Useful to know for purposes of going BLU/SCH Light Arts if you want to heal exclusively for some reason.


Our cures are kind of in a group all on their own isn't it. Does cure potentcy affect it? Honnestly, I've never really done front line healing, so I don't know too much - more information there, the more it can help people


Quote:
Quote:
Here's how you learn a BLU spell: You must be engaged with the mob (attacking), you must be facing it, you must be within XP range.

Those first two are also placebo. It's really just "you must be within XP range when the mob dies." From what I understand, you could wander up to someone in your party that's been fighting a mob and learn the spell without ever touching it. Overall very good information though for people new to the job.


I've, personally, never learned a spell unless I was engaged and facing, but seen plenty of people not learn it by facing away. Again, as you said, this could be pure placebo again. But, with something so simple as pressing the attack command and facing the mob, kinda easy to hedge your bets.
Learning Blue Magic can be such a pain, with no clear answer from SE....

Thanks for the info though ^^, it will deffinatly be added in :D
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#8 Jul 16 2011 at 11:09 PM Rating: Default
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Quote:
Quoted Text
Macc/MAB swords are a WASTE. You have so much more potential with STR/DEX/OAX swords than you do with those.



While most of yuor advice is good. This one is false. I won't speak of the M acc swords, as they are a waste.

But the MAB swords work for many of our spells, and on top of the MaB they give +9, +10MAB INT each. So please don't spread false myths like you stated your thread is about

Sblade, TP, CW, EG, work well for MAB. Some spells work well for int as well.


#9 Jul 16 2011 at 11:39 PM Rating: Decent
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kimjongil76 wrote:
AshokaPrime wrote:
Macc/MAB swords are a WASTE. You have so much more potential with STR/DEX/OAX swords than you do with those.


While most of yuor advice is good. This one is false. I won't speak of the M acc swords, as they are a waste.

But the MAB swords work for many of our spells, and on top of the MaB they give +9, +10MAB INT each. So please don't spread false myths like you stated your thread is about

Sblade, TP, CW, EG, work well for MAB. Some spells work well for int as well.




Here's the thing, and it comes down to "what kind of BLU do you want to be?"

My question for you is, why are you mage-ing it up while wearing a sword? Yes, Sang Blade benefits from MAB, but this should not be your go-to WS unless you're in trouble or trying to get amber light. Outside of Abyssea, it's even worse. Base Damage is nice on all of the Magian +2's, but, for Physical spells and TPing +str/att and +dex/Acc are going to do so much more for you.

On the flip side, Elemental Staves (esp HQ's - and don't say they're unobtainable, they're like 80-100k, that's 8-10 head pieces from La Theine, you can get that in an hour) and grips are going to do much more for you TP/CW/EG's.

I would actually question why you're TPing with CW/EG in your spell set to begin with. (TP actually works with Attack bonus, though I prefer Uppercut (stats) and Temporal Shift (AoE Stun) - but that's a personal thing).

The best part about BLU is you can customize it to your advantage. But as a general rule, some things fit, some things don't. You wouldn't TP full time in Moldy Earring, because it helps some spells. MAB swords, are, generally inferior for TPing, and Elemental Staves will beat them every day of the week for nuking.


It's also not a myth, there's the math to back it up.

The only situation, I can even remotely see using them is if you're CW/AoE farming. Then drop it in to make sure the stun off of Whirl of Rage ... nope... that doesn't even work, as that's an Macc issue and +BLU skill would help you more.

I could be wrong, please give me examples where an MAB sword would be better for TPing or Nuking in, and I'll change my above statements.
I'm not trying to sound stuck up, as with Sebastion above, there's things I don't know - this is how we all learn. ^^

Edited, Jul 17th 2011 1:43am by AshokaPrime
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#10 Jul 16 2011 at 11:47 PM Rating: Excellent
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The must be facing/engaged is definitely not true. A BLU friend and I went spell hunting in maze to catch up. I was fighting leeches, had never engaged the scorpion he was on once, and I still learned Death Scissors. Good luck spell hunting! :)

Serena
#11 Jul 17 2011 at 12:41 AM Rating: Excellent
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#12 Jul 17 2011 at 1:47 AM Rating: Good
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Thanks a lot, you cleared things up nicely for me.

Quote:
Long answer:
The "Damage/Acc/Addition effect varries with TP" ONLY applies under the effects of Chain and Burst Affinity.


That I didnt know, from the ingame spell descriptions I figured it was always in effect. Seems I still have a lot to learn.
#13 Jul 17 2011 at 1:56 AM Rating: Good
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Don't worry, I think just about every BLU has made that mistake.

You're 100% right, the game text is a bit misleading. It's only through a lot of trial did the early BLU's learn about this.

And, believe it or not, I've been in PT's with noob BLU's at 90 who STILL think this is true.

That's why we're here, to help out ^^
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#14kimjongil76, Posted: Jul 17 2011 at 6:04 AM, Rating: Sub-Default, (Expand Post) I agree with you on one point you made. Blu is a job you can play the way you desire. In my case I solo many things as a blu/sch.
#15 Jul 17 2011 at 9:53 AM Rating: Decent
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kimjongil76 wrote:
I agree with you on one point you made. Blu is a job you can play the way you desire. In my case I solo many things as a blu/sch.

Either going the route of regertation C oose and other water spells thatcan do 2-3k with right atmas and my swords.

Or I CW Sblade. If I Sblade, I do atma build for 7tp regantick, plus a sch +3. With memori Mori up you can have +50 MB on swords/1 spell alone outside other gear.

I generaly dont spam big STR/DEX spells not that they cant do great dmg as they can, but i dont try feeding TP.en on sch,

Some NMS i solo with Sblade alone are the bomb for blu feet, the crawler in attata, many of the gigas for trigger pops atamace, among others.

Its just my play style to play more along mage as even on sch or blm, i cant put out as much dmg as I can with blu nukes.

I dont like swapping hq staffs much when dual wielding 2 MAB swords is close to hq staff and only get better at 95.

My play style may not be for everyone but works well for me

Edited, Jul 17th 2011 8:12am by kimjongil76



Ummmm.....
I honnestly don't know what to say....
Other than, if it works for you... then that's cool. But here, what you're doing is VERY situational and won't work for everyone as a general rule.

I'm also betting that if we sat down and worked out what you're doing we could find better ways for you to solo - but I'm not here to change your play style.

What I am talking about is for most players, mostly within parties - and as a general rule, what I said sticks.
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#16 Jul 18 2011 at 12:58 AM Rating: Good
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To learn blu magic spells you only need to be in the same zone as you party and have party claim, OR in beseiged you or your party lands the killing blow on the mob after it used the TP move.

The OCD anwser to the swords is make as many as you can find a use for. I have 2 mab swords for brewing. I have 2 eva swords for blink tanking, never know if that thf or nin in a pug can even tank. I have one acc sword which gets no use lately since in abyssea you should be at acc cap with basic acc gear, RR, and cuor buffs. Haven't bothered with Voidwatcher since not much incentive at the moment. Str/att sword doesn't need much explainning, can make 2 but other easy to get swords are out there that can replace one. The macc swords are ok if you need to stun lock mobs but anything that is worth wild build stun resist. Basic skill/macc gear can cover whats needed if your trying to stop a TP move or spell with out tossing other parts of the job.
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#17 Jul 18 2011 at 2:40 AM Rating: Excellent
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Quote:
The only situation, I can even remotely see using them is if you're CW/AoE farming. Then drop it in to make sure the stun off of Whirl of Rage ... nope... that doesn't even work, as that's an Macc issue and +BLU skill would help you more.


Whirl of Rage can only stun if it hits, good luck hitting with no acc from melee skill.
#18 Jul 18 2011 at 5:13 AM Rating: Default
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Eva swords are nice for BT as well, if you macro them in as that spell is agi based.

Thanks for everyones good advice.
#19 Jul 18 2011 at 6:24 AM Rating: Default
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MAB swords wouldn't/shouldn't have any affect on brewing since Brews set it to cap. This is why only retards choose MAB atmas over affinity damage.

Macc Swords are good for landing headbutt or any other physical spells with added effects on higher level, more resistant mobs. If you ever plan to be a stun lock BLU on anything that can tear its way through wet toilet paper, you should have MACC swords to decrease your chances of a resist.

The MAB swords would affect stun accuracy, but only because INT affects MACC for the stun added effect, not the MAB itself.

Two MACC Shamshir +2 gives the same MACC as an HQ elemental staff.

Two MAB Shamshir +2 would never beat an elemental staff inside Abyssea unless didn't set MAB trait and you had no atma, at which point you're either a giant gimp, or a total ******* ******. Outside of Abyssea, they can compete with a staff for damage, but cost you a lot of MACC, and only surpass it when you have no MAB trait, the WSC of the spell has a high INT value, and the spell is modified by dINT.

There's more things that probably need to be cleared up, but I'm cooking atm. It's really surprising how much the BLU community has forgotten, or the new generation hasn't learned.
#20 Jul 18 2011 at 6:42 AM Rating: Excellent
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Return1 wrote:
MAB swords wouldn't/shouldn't have any affect on brewing since Brews set it to cap. This is why only retards choose MAB atmas over affinity damage.

Is there some testing for this I missed or something? Because I've never heard that and have in fact always heard the opposite.

Edit: BGWiki claims that brew gives +900 MAB but claims nowhere that this is the cap.


Edited, Jul 18th 2011 6:53am by JulianneRagnarok
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#21 Jul 18 2011 at 6:54 AM Rating: Default
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Well, my BLM gets a massive boost to nukes from Brews. There is a point where the damage from dINT caps, and this point is well before 999INT. There would have to be MAB to see that kind of damage increase.


Edit: The effect of brew doesn't add +900, it sets it to 10.00 multiplier. The base is 1.00, so +900mab would put you at 10.00. I'll go burn a brew later and strip my BLMs coat. after the first nuke.

Edited, Jul 18th 2011 8:57am by Return1
#22 Jul 18 2011 at 8:50 AM Rating: Default
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People also forget the MAB swords also give +9 int each. helpful for some spells.

Regergation, Consective ooze and others are int based. So the swords serve in more than one way.
#23 Jul 18 2011 at 11:06 AM Rating: Default
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Quote:
People also forget the MAB swords also give +9 int each. helpful for some spells.

Regergation, Consective ooze and others are int based. So the swords serve in more than one way.


Yeah, this is what I was getting at. In spells with INT as a WSC mod or using dINT as a mod, the INT would make the swords better. Unfortunately, if you have any MAB gear, set the trait, and have a decent INT build, the Swords will always get beaten out by a staff. The only situation where the swords are better than the staff, for damage, is when your gear is just plain bad and/or you didn't set MAB. The MAB swords would never be as good as the proper staff for the spell in terms of accuracy (Barring already capped without obviously).
#24 Jul 19 2011 at 10:27 AM Rating: Good
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Return1 wrote:
Quote:
People also forget the MAB swords also give +9 int each. helpful for some spells.

Regergation, Consective ooze and others are int based. So the swords serve in more than one way.


Yeah, this is what I was getting at. In spells with INT as a WSC mod or using dINT as a mod, the INT would make the swords better. Unfortunately, if you have any MAB gear, set the trait, and have a decent INT build, the Swords will always get beaten out by a staff. The only situation where the swords are better than the staff, for damage, is when your gear is just plain bad and/or you didn't set MAB. The MAB swords would never be as good as the proper staff for the spell in terms of accuracy (Barring already capped without obviously).


Pretty much what I was going for - just said a lot better ^^

The spells you mentioned are all magical spells - You are going to get more bang and better results with a full "Mage" build. IE: AF3+1/2 Feet and hands, Int and MAB rings/earrings, Int/MAB neck and waist and back piece, Mage-y bodies and of course Elemental staves. Further more, in Abyssea, you'd be setting MAB/spell specific atmas.

If you're going to melee, very few (if any, ICBA'd to really look them up) physical spells use MAB or INT as modifiers. At least... none you're going to set on a regular basis.

+9 int may help some things (though Return pretty much poked holes in it)
+9 STR or +9DEX, plus the attack and acc are going to help all the time with your melee game.
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#25 Jul 19 2011 at 1:42 PM Rating: Decent
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Also, I used a brew and used Sanguine Blade on a couple of birds. I used one and then removed my Morrigan's Robe for the next. I dealt the same damage with both, which while a small test, seems pretty indicative that MAB is useless when brewing.

Aloso, BLU is a great tank for nonmelee fights, which are currently rare, but due to make a comeback.
#26 Jul 19 2011 at 5:40 PM Rating: Decent
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RavennofTitan wrote:
To learn blu magic spells you only need to be in the same zone as you party and have party claim, OR in beseiged you or your party lands the killing blow on the mob after it used the TP move.




I have always had to be within xp range to learn the spell.
#27 Jul 20 2011 at 10:18 AM Rating: Good
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All right, I don't feel like making a new thread for this, and its a noob BLU question sort of, so I'll put it here. I'm having trouble learning infrasonics. Yes, I know, its not the most useful spell, but I want to learn all my spells. For the life of me I cannot get lizards to do it. I mass pull them, get them to 25% health, diaga spam and they do TP move after TP move but not once have I gotten one to do infrasonics. I've easily done 30 lizards like this, and its boring as crap to watch them die to dia. Do I need to do something specific to get them to do it?
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#28 Jul 20 2011 at 10:28 AM Rating: Excellent
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Lizards have something like 8 TP moves, and I'm pretty certain at least some mobs are predisposed to favoring some moves over others which may or may not (usually won't) be the one you need to learn. In short: there's no good way of making them more likely to use it, no.

My approach was to find a mob you can easily tank, take it to 25%, and then wail on it with something DMG:1 such as Signet/Ram Staff or ideally Ibushi Shinai. Also while you're correct in trying to learn every spell, Infrasonics isn't one you'll need immediately so if you get too frustrated just go try another and come back.
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#29 Jul 20 2011 at 11:27 AM Rating: Default
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JaxReborn wrote:
All right, I don't feel like making a new thread for this, and its a noob BLU question sort of, so I'll put it here. I'm having trouble learning infrasonics. Yes, I know, its not the most useful spell, but I want to learn all my spells. For the life of me I cannot get lizards to do it. I mass pull them, get them to 25% health, diaga spam and they do TP move after TP move but not once have I gotten one to do infrasonics. I've easily done 30 lizards like this, and its boring as crap to watch them die to dia. Do I need to do something specific to get them to do it?


Pretty much random from what I have seen I actually like /bst for farming off low level mobs. Its pretty good and mobs feed tp without killing to fast if you pick the right mobs to toss at em. Learning blu spells is one of the random craziest about a job you can learn seeing the move once or spend a few days camping it. For me self destruct was a mother.

Also Blu Skill if it isn't capped cap it fo sure.
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#30 Jul 20 2011 at 12:17 PM Rating: Excellent
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Thanks for the responses. Guess I have just been unlucky. Regarding my skill: I'm 79, and my BLU skill is capped up to 78. I have 8/8 Blu merits and I wear AF+1 body and AF Hands when spell hunting. My problem is just getting the darn things to do the move. I'll keep at it and try and get a weaker weapon to allow me to beat on mobs more. Thanks again.

Edit: Of course, the next lizard I fight after this post does infrasonics on its first TP move, and I learned it 1/1.

Edited, Jul 20th 2011 3:48pm by JaxReborn
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Jacs of Leviathan
SAM, MNK, THF, NIN, SCH, DRK, BLU 90
Woodworking 100+3, Synergy 57
#31 Jul 20 2011 at 2:14 PM Rating: Default
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1,755 posts
JaxReborn wrote:
Thanks for the responses. Guess I have just been unlucky. Regarding my skill: I'm 79, and my BLU skill is capped up to 78. I have 8/8 Blu merits and I wear AF+1 body and AF Hands when spell hunting. My problem is just getting the darn things to do the move. I'll keep at it and try and get a weaker weapon to allow me to beat on mobs more. Thanks again.

Edit: Of course, the next lizard I fight after this post does infrasonics on its first TP move, and I learned it 1/1.

Edited, Jul 20th 2011 3:48pm by JaxReborn


See Random is Random lol we all have experienced it and the mobs with a lot of various TP moves are the worst for spell hunting fo sure.
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#32 Jul 20 2011 at 5:36 PM Rating: Good
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585 posts
destroyerXXX wrote:
RavennofTitan wrote:
To learn blu magic spells you only need to be in the same zone as you party and have party claim, OR in beseiged you or your party lands the killing blow on the mob after it used the TP move.




I have always had to be within xp range to learn the spell.



Then you wouldn't have learned it either way. Its in the stickys that no one bothers to read any more.
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#33 Jul 20 2011 at 9:40 PM Rating: Excellent
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2,720 posts
JaxReborn wrote:
Thanks for the responses. Guess I have just been unlucky. Regarding my skill: I'm 79, and my BLU skill is capped up to 78. I have 8/8 Blu merits and I wear AF+1 body and AF Hands when spell hunting. My problem is just getting the darn things to do the move. I'll keep at it and try and get a weaker weapon to allow me to beat on mobs more. Thanks again.

Edit: Of course, the next lizard I fight after this post does infrasonics on its first TP move, and I learned it 1/1.

Edited, Jul 20th 2011 3:48pm by JaxReborn


First rule of learning spells: If you're taking "too long" to learn a spell, come post on a web forum and learn it on the next mob!

Second rule of learning spells: Placebo effects always carry the most weight in learning spells.
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#34 Jul 21 2011 at 9:16 AM Rating: Good
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3,636 posts
AshokaPrime wrote:
Quote:
Quote:
Fact: The only SKILL that has any effect on our spells is Blue Magic.

Healing skill affects cures. Useful to know for purposes of going BLU/SCH Light Arts if you want to heal exclusively for some reason.


Our cures are kind of in a group all on their own isn't it. Does cure potentcy affect it? Honnestly, I've never really done front line healing, so I don't know too much - more information there, the more it can help people


Cure potency helps too, but it's a fact healing magic skill helps as well. It's easy to test. Go BLU/nomage, cast a cure. Go BLU/SCH, cast the same cure. Put on light arts, cast the cure a 3rd time. I remember testing this on... maybe wild carrot?... and seeing a 50 point cure boost from /SCH and another 50 from light arts.

It's this sort of thing that makes people think "well if healing skill affects blu healing-ish, does elemental affect blu elemental-ish? And while the answers of "NO!" are commonly tossed around, they're almost always the types of NO!"s that also deny that healing skill does anything, which it does, so that's a lil worrying. No offense. I simply having seen any data on the nukey side.
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#35 Jul 21 2011 at 9:51 AM Rating: Good
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Erecia wrote:
AshokaPrime wrote:
Quote:
Quote:
Fact: The only SKILL that has any effect on our spells is Blue Magic.

Healing skill affects cures. Useful to know for purposes of going BLU/SCH Light Arts if you want to heal exclusively for some reason.


Our cures are kind of in a group all on their own isn't it. Does cure potentcy affect it? Honnestly, I've never really done front line healing, so I don't know too much - more information there, the more it can help people


Cure potency helps too, but it's a fact healing magic skill helps as well. It's easy to test. Go BLU/nomage, cast a cure. Go BLU/SCH, cast the same cure. Put on light arts, cast the cure a 3rd time. I remember testing this on... maybe wild carrot?... and seeing a 50 point cure boost from /SCH and another 50 from light arts.

It's this sort of thing that makes people think "well if healing skill affects blu healing-ish, does elemental affect blu elemental-ish? And while the answers of "NO!" are commonly tossed around, they're almost always the types of NO!"s that also deny that healing skill does anything, which it does, so that's a lil worrying. No offense. I simply having seen any data on the nukey side.


All it really means is that the BLU healing spells count as Cure spells, minus the funky targeting factors. It doesn't take away from the fact that you can spam Blue Magic as /BLU all day, but it will never increase Elemental Magic or Healing Magic--which means they don't count as either of those, which means Elemental Magic and the other Healing magic effects don't do anything.
#36 Jul 21 2011 at 10:18 AM Rating: Decent
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556 posts
The only reason Blue Mage cures are effected by cure potency is because the formula for them is directly based off of the cures, as SE was too lazy to make a formula just for them. For example, the formula for Magic Fruit is:

"Cure V"-200hp.

The reason elemental skill is NOT related to our nukes is simple. Our nukes are NOT nukes. They're all magical WSes. The formula for every blue magic "Nuke" is the exact same for elemental WSes.

([([D+WSC]*fTP)Convergence]+dSTAT)*MAB*MDA*Staff*DW

Blue Magic is essentially all stolen from other formulas in the game. Cures are stolen from existing Cure Formula, Nukes are stolen from Magic WSes (makes sense since all of our nukes are Mob WSes), and our Physical spells are calculated from the Physical WS formula.

Also, the formula for determining Base DMG on Physical spells essentially apes the HTH formula, with a multiplier in there to make up for the lack of being able to equip a weapon to it for DMG+.
#37 Jul 21 2011 at 3:09 PM Rating: Decent
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747 posts
To learn Blue Magic you need to be within range of the mob when it dies at the hand of someone in your group and be able to get credit for the kill, you can't learn the spell if you didn't "see" it go off. You also need to have a Blue Magic skill that is within 29 skill points of the blue magic skill cap for the level at which you learn the spell.

Example: For the sake of simplicity I will use fake numbers. You want to learn a spell from a mob, that spell is a level 65 spell. The Blue magic skill cap at level 65 is 200, you therefore need to have a blue magic skill of 200-29 = 171, to even have a chance at learning the spell. Higher skill levels will increase the chance, but it will never be 100%.

Also, I saw someone mentioning INT/Magic+ swords vs STR/Attack+ swords and someone mentioned TP'ing in one then switching. Just wanted to make sure that anyone who didn't already know, switching weapons (even ranged weapons, but not ammo) reduces your TP to zero.
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#38 Jul 21 2011 at 7:45 PM Rating: Default
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556 posts
I normally don't complain about ratedowns, but it's a shame when people sub-default facts.
#39 Jul 21 2011 at 9:48 PM Rating: Decent
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344 posts
Slight update, in regards to learning blue magic.
My LS and I were in Tahrongi, farming up some Glavoid pops. My friend (BLU) and I were farming amber lights from turtles, as the rest of the LS was camping and killing Adze. Half way through a mob, he goes "huh, learned C Discharge". We were in range to get XP, but he certianly wasn't facing it, and wasn't engaged, ever.

So, I guess the only limits to learning a spell are:

XP range
Blue Skill Cap
Must be in the PT/Alliance.

Good to know.
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