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Answers to Blue Mage Questions. Clearing up all rumors.Follow

#1 Jul 26 2011 at 1:25 PM Rating: Excellent
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I've recently started reading some BLU forums and watching other BLUs again. A lot of these BLU players mean well, but know little. This is an attempt to get rid of most of these pesky questions.

I'll divide the questions up into Physical and Magical, and I'll flesh this out as time goes on.


Physical Side:

Physical Spell Damage:

Calculating Blue Magic Damage
This link is fairly out of date, but it does provide the basic Blue Magic damage formula, so you can use it to understand how damage is calculated.

Q: Does Attack have any effect on Blue Magic?

A: No. The "Attack" of Physical Blue Magic is determined by Blue Magic Skill, STR, and special modifiers on some spells. 1 Blue Magic Skill = 1 Attack. 2 STR = 1 Attack. Some spells have a Ratio bonus on them, but this is on a spell to spell basis.

Q: Does Accuracy have any effect on Blue magic?

A: Yes. The accuracy of Physical Blue Magic functions the same as your melee Accuracy, and spells have an innate boost to accuracy.

Q: Does the damage of my weapon matter when using Physical Blue Magic?

A: No. If you follow the above link, you will see that Blue Magic Skill is used in a formula to determine the base damage of the "Weapon" your Blue Magic uses.


Blue Mage and TP/Chain Affinity:

Q: Some spells say damage/accuracy/etc. varies with TP. Should I hold my tp because of this?

A: A classic question, and the most asked question by new BLUs. No. Do not hold your TP. Any effects granted by TP are only in affect when the Chain Affinity ability is used and a Physical Blue Magic spell is cast. This is know through thorough testing and through an official announcement from SE.

Q: How much TP do I need to use Chain Affinity?

A: None. You need no TP to use Chain Affinity.

Q: What exactly does Chain Affinity do?

A: It does three things at once. CA will enable you to use physical magic in Skill Chains. CA will also consume the TP you have when a physical spell is cast, and use it to enhance the spell in some way as mentioned in the description. Finally, CA increases the damage of all physical spells by doubling the effect of seconday modifiers (WSC), such as STR and DEX on Disseverment.

Q: How do I self Skill Chain?

A: All Physical spells have a SC property. It's just a matter of using a WS, then following with a physical spell with a compatible SC property, while under the effect of CA or Azure Lore. You cannot use the CA spell before the WS as the CA effect will consume all of your TP, making you unable to follow up with a WS.


Added Effects:

Q: Some of my Physical Blue Magic Spells have added effects, do they happen every time I use a spell?

A: They have a chance to proc on every use of the spell, but they are not 100%. They can be up to 95% proc rate however.

Q: Is there any way to influence the proc rate of added effects on my spells?

A: All added effects are based off of the Magic Accuracy of the spell. You can influence the proc rate of your added effects by a few means. Blue Magic Skill, dSTAT, MACC gear, or lowering a target's Magic Evasion, and some spells receive an added effect bonus from TP while under the effect of CA. Please note the dSTAT depends on the type of added effect. Slow is a White Magic family added effect, so dMND would affect the added effect of Slow, and Stun is a Black Magic family added effect, so dINT would affect the added effect of Stun.


Magical Side:

There are many different Magical Blue Magics. I'll divide them up into Magic Attack, Drain, Breath, Healing, Enhancement, and Enfeebling Spells. I will list Unique category spell too.

Magic Attacks:

Q: What effect does Blue Magic skill have on Blue Magic Nukes?

A: Blue Magic skill ONLY affects the Magic Accuracy of nukes.

Q: Is Blue Magic Skill the only thing that affects Magic Accuracy?

A: No. Blue Magic Skill, Magic Accuracy gear, Magic Affinity: Accuracy, and dSTAT stats increase Magic Accuracy.

Q. What is dSTAT?

A. dSTAT means Delta, or Difference, in the primary attribute between the caster and the target. All Magic Attack spells have a dSTAT value, but which attribute it is varies between spells, but will either be INT, MND, or CHR. See Calculating Blue Magic Damage link above.

Q: Does MAB affect my Damage?

A: Yes, but only for Magic Attack type spells.


Drains:

Q: How does Blue Magic Skill affect my Drain Spells? (ex: Digest)

A: Blue Magic Skill affects the Base Damage of Drain Spells, and their Magic Accuracy. MP Drainkiss is an exception to the static values of other Drains, but is still influenced by Blue Magic Skill.

Q: Does anything have an effect on the accuracy of Blue Magic Drains?

A: Blue Magic Skill, Magic Accuracy, and Magic Affinity all affect your Magic Accuracy with Drains. There is no dSTAT in Drain Magics, so INT/MND/CHR have no effect on Magic Accuracy in this case.


Breaths:

Q: What are Breath spells?

A: Breaths are spells calculated using your current HP as the damage modifiers. While most have "Breath" in their name, not all do, for example: Hecatomb Wave.

Q: How does Blue Magic Skill affect Breath Spells?

A: Blue Magic Skill affects the Magic Accuracy of Breaths and the chances of added effects landing if one is attached to the spell.

Q: Does INT/MND/CHR have any effect on my Breath Accuracy?

A: No. Breaths do not have a dSTAT modifiers, so they do not receive a dSTAT Magic Accuracy bonus. This means only Blue Magic Skill, Magic Accuracy, and Magic Affinity have any affect on Magic Accuracy. Your Current HP is the only variable in the Damage of Breath spells.


Healing Spells:

Q: What affects the potency of my healing magic?

A: SE became really lazy on Healing Spells for Blue Mage. All Healing Blue Magic formulas are Healing Magic spells with little changes. For example, Magic fruit is just Cure V with -200hp tacked onto the end.

Q: Does Blue Magic Skill affect my healing Spells?

A: No. Healing Spells are affected by Healing Magic Skill/MND/VIT/Cure Potency, the same as the Cures the spells are based on.


Enhancement Spells:

TBC




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That's all for now, I'm keeping it very basic for the first update. I'll keep adding more and more to this over time so I don't get burned out, so feel free to ask questions and I'll answer them.

Edited, Jul 28th 2011 4:42pm by Return1
#2 Jul 26 2011 at 1:47 PM Rating: Excellent
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Just tossing random carp out there. Feel free to use it or ignore it.

Q: Is BLU a cheap job to level?
A: Moderately. You don't need to buy spell scrolls, so that's nice, and a lot of good gear is rare/ex. But you'll still have to support it with a solid melee accuracy and haste setup. It matters a lot more if you're wearing a good ring on BLU than it does on, say, WHM or BRD.

Q: Is BLU fast to level?
A: BLU is potentially the slowest job in the game to level. Each and every blue magic spell must be aquired individually and more spells than levels to earn so you'll be averaging more than one per level up. You can work a few levels ahead and get all the spells you'll need for the next 5 or 6 levels or so, but it's still time you have to spend not getting exp.

Q: Do I need to learn each and every spell?
A: While this can vary on your definition of "need," the only safe answer is yes. Spells generally either are worth casting in their own right (for damage, buffs, etc), are worth setting for job traits, are worth setting for stat bonuses, or are necessary for yellow procs. If you find a spell that doesn't meet any of these conditions, there is a real good chance SE will give it some use in the future. Us career BLUs have seen relatively useless low level spells suddenly become part of a new job trait in a later update.

Q: Is BLU awesome?
A: Yes
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#3 Jul 26 2011 at 3:24 PM Rating: Good
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Just to clarify, you are only intending this to cover physical and magical spells and anything related to them specifically?
#4 Jul 26 2011 at 3:55 PM Rating: Decent
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I want this to deal mostly with pure facts and NOT opinions. So specific gear and playstyle decisions will not be posted, I would prefer to post the facts and hopefully those interested in learning will use facts as the basis for the construction of their own playstyle.

This will cover everything about BLU: JAs, JTs, Melee, Physical Spells, and Magical Spells.



I just hope this thing keeps from being sub-defaulted since everything I seem to post goes from decent-good to borderline Sub-Default within 24 hours regardless of post content, and I doubt many people want to read a sub-defaulted guide.
#5 Jul 26 2011 at 4:20 PM Rating: Good
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Actually, sometimes Sub-Defaulting will get people to read it as well, just because it makes the thread stick out.

You may want to rename the title a little though--maybe something like "Blue Mage Mechanics Questions and Answers" instead of "Answers to Blue Mage Questions. Clearing up all rumors." The latter gives the impression that it's version x of some random BLU guide.
#6 Jul 26 2011 at 4:33 PM Rating: Good
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Quote:
Q: Does Accuracy have any effect on Blue magic?

A: Yes. The accuracy of Physical Blue Magic functions the same as your melee Accuracy, and spells have an innate boost to accuracy.


At level 75 (back in the day when that was the cap), I did extensive testing on this.

Most all physical spells get a +20 acc boost which moves to +30 with potency merits.

Ranged physical spells (feather storm, quesyshroom, pinecone bomb) do not get this bonus.

I never tested vertical cleave specifically, but likely it either a) does not get this bonus or b) has an inate -acc.
Benethic Typhoon is likely another spell that works like this.

I havent put a ton of parses together since abyssea started, but in comparison to say Vanity Dive or Head Butt, Benethic Typhoon is more likely to miss.

Edited, Jul 26th 2011 5:33pm by doctorugh
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#7 Jul 26 2011 at 4:37 PM Rating: Decent
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People that need to read something like this are the ones that don't read forums to start. Worse are the little snow flakes that won't listen no matter what advice you give.

While the stickys are out of date the basic info and advice still stands as the starting point to be a decent blu.
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#8 Jul 26 2011 at 4:55 PM Rating: Excellent
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Return1 wrote:

Q: How do I self Skill Chain?

A: All Physical spells have a SC property. It's just a matter of using a WS, then following with a physical spell with a compatible SC property, while under the effect of CA or Azure Lore. You cannot use the CA spell before the WS as the CA effect will consume all of your TP, making you unable to follow up with a WS.


You may want to cover the multiple Skillchain properties here as well, as some Blue Magic will have this.

Also, just as a general recommendation for any Q&A or guide: Considering this isn't the in-game chat, use abbreviations sparingly unless they show up that way in game or unless you directly connect the abbreviation with what it stands for. For example, taking what I am quoting, it could be this way instead:

Modified version wrote:

Q: How do I Self Skill Chain(SSC)?

A: All Physical spells have a Skill Chain (SC) property. It's just a matter of using a Weapon Skill, then following with a physical spell with a compatible SC property while under the effect of Chain Affinity or Azure Lore. You cannot use the Chain Affinity spell before the Weapon Skill as the Chain Affinity effect will consume all of your TP, making you unable to follow up with a Weapon Skill.


It's far more clear to someone unfamiliar with the class who is doing research on it--part of the audience you want to target.
#9 Jul 26 2011 at 5:01 PM Rating: Decent
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I'm well aware the most in need of this advice will not heed this advice. What inspired me to write this was a Galka BLU in my little exp trio in the jungle that refused to use a WS or CA in the entire party because they lowered his tp and made his spells so obviously weaker that you're retarded to use them.

That said, there are those that do want to be good at BLU, and just need a guide. I won't tell someone how to play, but I can show them if something is wrong.

Also, idk if the stickys have been updated since the added effect testing and the MACC formula discovery. That's at least one huge milestone that I can explain. A lot of people underestimate the uses of MACC swords, when currently dual MACC swords gives the same MACC as an HQ elemental staff, which is huge for headbutt stuns on fairly resistant mobs.

There's also Efflux.


Edit:

Was thinking of adding an Abbreviation Guide since in game you won't encounter people that don't use them.

Edited, Jul 26th 2011 7:03pm by Return1
#10 Jul 27 2011 at 1:16 AM Rating: Excellent
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I don't recall ever seeing solid information that mnd and int actually affect duration or potency of added effects.
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#11 Jul 27 2011 at 3:30 AM Rating: Decent
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You can easily see this effect as a BLM/BLU using Headbutt on level 60+ mobs. Headbutt without INT/MACC, then stack them. The difference is so night with the ammount of INT/MACC available to BLM that it should be clear very quickly.

The reason these added affects work like this, is because the formulas for all Blue Magics are taken directly from other formulas in the game. BLU cures are based on Healing magic skill because the formulas for all blue magic cures are taken from cure formulas. The Physical Spell formula is exactly the same as Physical WSes. Our magical nukes are the exact same as Magic WSes. Our Blue Magic base damage is ripped straight from Hand-to-hand skill formula. The MACC thing is the same as all other magics in the game.
#12 Jul 27 2011 at 3:50 AM Rating: Decent
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Anyone that cares about blu can fig most of this out. Efflux doesn't take much to understand. Only thing that I think could really be added to the stickys thats niche and can be confussing is CW burning.

Most of thre blus leveling now are people that never got around to it or are leveling a job to proc on that you don't need to buys scrolls. Seeing how blm is around a mil just for T4 nukes.

I see a blu at sobak with a almace morr. robe, homam feet, legs and mission rings. That was all he had on no gear swaps or anything just a bunch of gear he had from other jobs he could find to proc. Its sad that all blu is now in the eyes of the player base that doesn't play blu.

Don't get me started on SSCs in parties. Since reading is hard for people or they really don't give 2 sh*ts I hit my macro and hope it gets off.

Headbutt is talked about at length of how you need to have a mix of haste/fastcast, acc, macc to get the most out of it. Still stands those that should be looking up this info are not.
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#13 Jul 28 2011 at 8:16 AM Rating: Default
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Please add this to op.


Q.Blue mage skill affects magical spells in this manner ______________ _____________ ________ ___!.

I've had many debates on this and have never gotten a consensus. I use stat boost gear instead of blue skill gear myself.



Edit: Obviously add with an Answer preferably linked to testing.

Edited, Jul 28th 2011 10:17am by Peimei
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#14 Jul 28 2011 at 9:55 AM Rating: Excellent
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Blue magic skills affects:
- Physical Blue magic base damage (D=floor(blue magic skill*0.11)*2+3)
- Physical Blue magic attack power
- Resist rate of any additional effects from spells (mind blast's paralyze, head butt's stun, radiant breath's slow and silence)
- Magical/Breath blue magic damage resist rate.
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#15 Jul 28 2011 at 2:44 PM Rating: Decent
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Ok, have to go to run errands, so I didn't add as much as I wanted, but I've updated some of the magic info.

Will update more when back.
#16 Jul 28 2011 at 3:49 PM Rating: Excellent
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VZX wrote:
Blue magic skills affects:
- Physical Blue magic base damage (D=floor(blue magic skill*0.11)*2+3)
- Physical Blue magic attack power
- Resist rate of any additional effects from spells (mind blast's paralyze, head butt's stun, radiant breath's slow and silence)
- Magical/Breath blue magic damage resist rate.


Also:
Potency of diamondhide, metallic body, magic barrier.
Number of shadows received from occultation.
Ability to learn blue magic at the proper level.
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#17 Jul 29 2011 at 3:14 AM Rating: Default
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When would you actually use the BLU 2 hour?
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#18 Jul 29 2011 at 10:03 AM Rating: Decent
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jtftaru wrote:
When would you actually use the BLU 2 hour?


Now that its been revamped anytime you need to dole out a HUGE chunk of damage in a short amount of time.
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MNK: "OK we're gonna go in and get those items."
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#19 Jul 30 2011 at 7:53 PM Rating: Good
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Is there an fSTR cap to blue magic spells, and if so what is it?

I suppose I should ask if there is a point where secondary mods become capped, also.
#20 Jul 30 2011 at 9:47 PM Rating: Decent
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All physical melee 75-cap spells, except smite of rage, has fSTR cap at 22 (occured when your STR is 84 points higher than enemy's VIT)

fSTR is what so called first modifier. Because it's a general term for determining base damage of physical attack
seconday modifier is called secondary because it differs from 1 type (of WS, physical blue magic) to another. And this term has no cap.
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#21 Jul 31 2011 at 12:06 PM Rating: Good
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Just incase anyone is interested, the current fSTR cap is 25 (at 90)
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#22 Aug 02 2011 at 4:02 AM Rating: Good
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Nice guide, I've been levelling my blu on and off for the last few weeks and managed to hit 71 last night, this guide has been pretty insightful.

Quote:
Drains:

Q: How does Blue Magic Skill affect my Drain Spells? (ex: Digest)

A: Blue Magic Skill affects the Base Damage of Drain Spells, and their Magic Accuracy. MP Drainkiss is an exception to the static values of other Drains, but is still influenced by Blue Magic Skill.

Q: Does anything have an effect on the accuracy of Blue Magic Drains?

A: Blue Magic Skill, Magic Accuracy, and Magic Affinity all affect your Magic Accuracy with Drains. There is no dSTAT in Drain Magics, so INT/MND/CHR have no effect on Magic Accuracy in this case.


I have a question, are our drain spells affected by enhances Drain/Aspir equipment, such as the Excelsis Ring? Or is this equipment limited to the Dark Magic Drains and Aspir spells?
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#23 Aug 04 2011 at 5:41 PM Rating: Good
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Cool this clarified some stuff for me, thanks!
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#24kimjongil76, Posted: Aug 04 2011 at 10:45 PM, Rating: Sub-Default, (Expand Post) rain aspir is affected by daiblos pole and the drk obi from sea. Used both in Apolyn for MP drainkiss and a few blu drain spells.
#25 Aug 04 2011 at 11:48 PM Rating: Decent
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I'll call bullsh*t on that as MP Drainkiss has a soft cap of ~160 damage. We also know Osmosis has a set formula based on Blue Magic Skill.


An easy way to test if "Enhances Drain and Aspir" works is to use one of the static effect drains like Blood Saber and see if the damage increases. It should only take one cast without the piece on and one cast with it off, barring an obviously noticeable resist.

Testing MP drainkiss would take a bit more effort however.
#26 Aug 05 2011 at 7:20 PM Rating: Good
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I've tested Drains and Sanguine Blade with Excelsis Ring and it has no effect.
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#27 Aug 05 2011 at 7:46 PM Rating: Good
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AniRedMage wrote:
I've tested Drains and Sanguine Blade with Excelsis Ring and it has no effect.


Aw that kind of sucks, thanks for the response!
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