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Ephramadian EruditionFollow

#1 Apr 14 2009 at 11:38 AM Rating: Excellent
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This is a compliation of sorts, intended to provide a reference and some perspective on what Corsair has to work with in terms of gear, and eventually food, drinks, and medicines as well.


The Pirate's Booty
The Pirate's Magical Booty
Victuals, Tonics, & other Libations



                ~The Pirate's Booty~                 
The Pirate's Booty will primarily focus on dealing physical damage - for Quick Draw and Leaden Salute damage, as well as the non-physical damage playstyle, click here.

Weapons__________________________
Lv 1 - Onion Sword - DMG: 5, Delay: 228
Lv 1 - Onion Knife - DMG: 4, Delay: 205
Lv 1 - Bronze Knife - DMG: 4, Delay: 195
Lv 7 - Blind Knife - DMG: 4, Delay: 201, Additional effect: Blindness
Lv 7 - Blind Knife +1 - DMG: 5, Delay: 195, Additional effect: Blindness
Lv 7 - Xiphos - DMG: 8, Delay: 228
Lv 7 - Xiphos +1 - DMG: 9, Delay: 222
Lv 10 - Royal Archer's Sword - DMG: 10, Delay: 228
Lv 12 - Aspir Knife - DMG: 5, Delay: 201, Additional effect: MP Drain
Lv 13 - Knife - DMG: 8, Delay: 195
Lv 13 - Knife +1 - DMG: 9, Delay: 189
Lv 13 - Bilbo - DMG: 11, Delay: 226
Lv 13 - Bilbo +1 - DMG: 12, Delay: 220
Lv 13 - Brass Xiphos - DMG: 12, Delay: 228
Lv 13 - Brass Xiphos +1 - DMG: 13, Delay: 222
Lv 13 - Spark Bilbo - DMG: 13, Delay: 226, Additional effect with battery equipped: Lightning damage
Lv 13 - Spark Bilbo +1 - DMG: 14, Delay: 220, Additonal effect with battery equipped: Lightning damage
Lv 15 - San d'Orian Sword - DMG: 11, Delay: 222, HP +4
Lv 15 - Kingdom Sword - DMG: 12, Delay: 216, HP +6
Lv 19 - Burnite Shell Stone - DMG: 9, Delay: 207
Lv 19 - Small Sword - DMG: 13, Delay: 226, DEX +2
Lv 20 - Mercenary's Knife - DMG: 11, Delay: 190, Acc +2
Lv 20 - Degen - DMG: 14, Delay: 224
Lv 20 - Degen +1 - DMG: 15, Delay: 218
Lv 20 - Kukri - DMG: 10, Delay: 200
Lv 20 - Kukri +1 - DMG: 11, Delay: 194
Lv 21 - Poison Knife - DMG: 9, Delay: 201, Additional effect: Poison
Lv 21 - Poison Knife +1 - DMG: 10, Delay: 195, Additional effect: Poison
Lv 22 - Kaiser Sword - DMG: 15, Delay: 228
Lv 23 - Tuck - DMG: 15, Delay: 226
Lv 23 - Tuck +1 - DMG: 16, Delay: 220
Lv 24 - Poison Kukri - DMG: 10, Delay: 206, Additonal effect: Poison
Lv 24 - Poison Kukri +1 - DMG: 11, Delay: 200, Additional effect: Poison
Lv 25 - Parrying Knife - DMG: 11, Delay: 195, Parrying skill +10
Lv 25 - Windurstian Knife - DMG: 12, Delay: 185, Acc +2, Att +3
Lv 25 - Federation Knife - DMG: 13, Delay: 180, Acc +2, Att +5
Lv 25 - Anthos Xiphos - DMG: 17, Delay: 228, STR +1, Additional effect: Water damage
Lv 27 - Gladius - DMG: 17, Delay 228
Lv 27 - Gladiator - DMG: 18, Delay 222


Starting at level 1 until 22 you'll deal the most damage TP'ing and weaponskilling with either a Dagger or a Sword, since Bronze Bullets are such an atrocity. You're going to want to favor Swords here, as their base damage is higher, yet your skill is the same as with a Dagger (there's no difference between B- vs B+ until later on). Some Daggers compete, but it's mostly Swords from 1 to 22..

From 22 to 27 I would recommend Daggers over Swords; not because of anything concerning melee damage - you should be shooting for TP 22+. But at least having a Dagger there will give you the option to use something like Gust Slash - Marksmanship weaponskills are weak in the early going, and Gust Slash can compete with if not surpass the performance of Hot Shot, Split Shot, etc. A couple keys concerning Gust Slash; you can use it from out of melee range (you don't have to move in), and it can't miss since it's an elemental weaponskill - the first point really being the reason why it's viable in comparison to your Marksmanship weaponskills.


Lv 28 - Archer's Knife - DMG: 11, Delay: 195, Raac +10, AGI +1
Lv 38 - Chiroptera Dagger - DMG: 13, Delay: 192, Raac +12
Lv 43 - Junior Musketeer's Tuck +1 - DMG: 22, Delay: 220, In areas outside of nation's control: Raac +4, Raat +4
Lv 43 - Junior Musketeer's Tuck +2 - DMG: 23, Delay: 214, In areas outside of own nation's control: Raac +5, Raat +5
Lv 50 - Mercurial Kris - DMG: 8, Delay: 192, Occasionally attacks 2 to 3 times
Lv 51 - Fire Staff - DMG: 30, Delay: 366, STR +4, Att +10, Raat +10, Additional effect: Fire damage
Lv 51 - Vulcan's Staff - DMG: 35, Delay: 356, STR +5, Att +10, Raat +10, Additional effect: Fire damage
Lv 61 - Trailer's Kukri - DMG: 19, Delay: 195, Raac +14


Here's the meat of your exp'ing weapons.. Once you hit 28 you'll want an Archer's Knife for sure. The Chiroptera Dagger at 38 is 1.5 Raac better than Archer's, though it's Rare/Ex and comes from the NM Tres Duendes bats in Phomiuna Aqueducts - not the easiest mob to kill, and when you do it's a 1 in 3-ish drop. If you can get one, great, it'll last you until 61.. If not, don't sweat it. The Junior Musketeer's Tucks +1 and +2 are an option if your Raac is very solid in an area outside your nation's control (doesn't work in ToAU or WoG areas), but for the most part the 10 Raac from Archers will be preferred.

These weapons to be mentioned are not only valuable during exp, but also at 75. Mercurial Kris at 50 becomes usable at either 53, 54, 55, or 56; whenever you happen to get Slug Shot depending on possible prior Marksmanship merits and use of a Gun Belt. Meleeing with a MK before Slug Shot is a poor choice, as there isn't much of a difference between a regular /ra shot and a weaponskill (Mercurial Kris TPing sinks your DoT but increases your rate of weaponskills).

There eventually become two distinct choices of main weapon when shooting for TP - Trailer's Kukri if your Raac stands to be improved, or a Fire/Vulcan's Staff if your Raac is sufficient. At 75, usually when you're shooting for TP it's because the target mob(s) are very difficult (read: evasive). However, there is certainly a time and a place to get the extra muscle provided by the Staff+Grip, so be ready to utilize either if shooting for TP.


Lv 65 - Phantom Fleuret - DMG: 36, Delay 224, Raac +5, Raat +5, Parrying skill +5
Lv 65 - Company Fleuret - DMG: 36, Delay 224
Lv 66 - Coral Sword - DMG: 36, Delay 233
Lv 66 - Merman's Sword - DMG: 37, Delay: 227
Lv 68 - Tutelary - DMG: 35, Delay: 226, HP +30, Att -10, DEF +14
Lv 69 - Corsair's Scimitar - DMG: 38, Delay 224, Additional effect: Paralysis, Besieged: Att +10, Raat +10
Lv 70 - Rune Blade - DMG: 39, Delay: 236, Latent effect: DMG 43, DEX +5
Lv 70 - Joyeuse - DMG: 35, Delay: 224, Occasionally attacks twice
Lv 70 - Behemoth Knife - DMG: 31, Delay: 211, HP +25, Att +8
Lv 70 - Behemoth Knife +1 - DMG: 32, Delay: 201, HP +30, Att +10
Lv 70 - Assassin's Jambiya - DMG: 30, Delay: 201, Assault: DMG: 33, Critical hit rate +5%
Lv 71 - Matron's Knife - DMG: 31, Delay: 195, DEX +4
Lv 71 - Dagger of Trials - DMG: 27, Delay 200, Latent effect: HP +20
Lv 71 - Sapara of Trials - DMG: 38, Delay: 236, Latent effect: HP +20
Lv 72 - Gully - DMG: 29, Delay: 205, HP +10, DEX +2, VIT +2
Lv 72 - Gully +1 - DMG: 30, Delay: 200, HP +11, DEX +3, VIT +3
Lv 72 - Martial Knife - DMG: 27, Delay: 186, TP Bonus
Lv 72 - Anelace - DMG: 39, Delay: 233, HP +10, DEX +2, VIT +2
Lv 72 - Anelace +1 - DMG: 40, Delay: 227, HP +11, DEX +3, VIT +3
Lv 72 - Martial Anelace - Damage: 39, Delay: 240, TP Bonus
Lv 72 - Mighty Talwar - DMG: 40, Delay: 240, DEX +2, On Windsdsays: DMG: 48
Lv 72 - Pealing Anelace - DMG: 39, Delay: 233, HP +10, DEX +2, VIT +2, Enchantment: Thunder
Lv 72 - Sylphid Epee - DMG: 39, Delay: 224
Lv 72 - Adder Jambiya - DMG: 33, Delay: 201, HP +15, Eva +4, Enhances "Resist Poison" effect, Enhances "Resist Petrify" effect, Additonal effect: Impairs evasion
Lv 72 - Adder Jambiya +1 - DMG: 34, Delay 194, HP +20, Eva +5, Enhances "Resist Poison" effect, Enhances "Resist Petrify" effect, Additional effect: Impairs evasion
Lv 72 - Amir Jambiya - DMG: 34, Delay: 194, HP +20, Eva +5
Lv 72 - Khimaira Jambiya - DMG: 33, Delay: 201, HP +15, Eva +4
Lv 72 - Koggelmander - DMG: 43, Delay: 224, STR +4, DEX +4, Enhances "Vermin Killer" effect, Vs. vermin: Critical hit rate +7%
Lv 72 - Ermine's Tail - DMG: 34, Delay: 194, Eva +8, Enhances "Lizard Killer" effect, Vs. lizards: Critical hit rate +7%
Lv 73 - Heart Snatcher - DMG: 15, Delay 205, Latent effect: DMG: 30, Critical hit rate +6%
Lv 73 - Trilling Dagger - DMG: 28, Delay: 186, Increases light elemental magic damage dealt, Silence: Att +10
Lv 73 - Mighty Knife - DMG: 28, Delay: 200, AGI +1, On Windsdays: DMG: 38
Lv 73 - Mensur Epee - DMG: 39, Delay: 224
Lv 73 - Verdun - DMG: 36, Delay: 224, MP +18, Parrying skill +7
Lv 73 - Verdun +1 - DMG: 37, Delay: 218, MP +20, Parrying skill +9
Lv 73 - Jambiya - DMG: 33, Delay: 201, HP +20, Enhances "Resist Virus" effect
Lv 73 - Jambiya +1 - DMG: 34, Delay: 194, HP +22, Enhances "Resist Virus" effect


Here lies the melee TP weapons of high levels; the Phantom Fleuret can also be used to boost ranged stats, though I would pretty much always favor a Trailer's Kukri or Vulcan's Staff + Axe Grip. It's probably best used for meleeing if you don't have a Joyeuse or Mercurial Kris, though even there it's nothing special. Which leads me to believe it's overrated and mentioned too much, so I'll stop talking about it now!

As noted above, meleeing for TP doesn't just begin and end with the multi-hit weapons Joyeuse and Mercurial Kris. Even TPing with single-hit weapons can lead to comperable or more damage dealt than ranged TPing. This is because of a severe contrast in melee vs ranged buffs (Haste is the most obvious and influential), as well as the fact that our preeminent guns have exceedingly long delays, which is an issue when mobs are falling fast. By 75, your base Dagger skill (B+) will be 256 in comparison to your Sword's (B-) 240. So in choosing a single-hit weapon, Daggers will have a 14.4 Acc and 16 Att advantage. Even so, there isn't a large difference between the high level single-hit Daggers and Swords; the 16 skill difference does help the Daggers out in relation to the Sword's higher damage unlike your experiances from Lv 1 to 22.

Some of the single hit weapons to zero in on are Ermine's Tail and Koggelmander from Maze Mongers.. Also Behemoth Knife +1, Jambiya, Corsair's Scimitar, Company Fleuret, etc. Though, if you're serious about playing COR at a very high level, you're going to want to go after a Joyeuse and/or Mercurial Kris. Either of these multi-hit weapons will obliterate a single-hitter; Joyeuse in both DoT and weaponskills, MK in weaponskills by a lot.

Martial anelace can be useful for Spirits Within, which is usually only helpful on extremely high-end mobs where your Marksmanship weaponskills won't be doing much - Sky gods for example. Also, some Hidden Effects notes: Mensur Epee's base damage increases as the members in your party decreases; when solo, it comes to 47 base DMG. Company Fleuret acts inverted to that - the more party members the higher the base damage rises, to 41 with a full party of six. Also, of less consequence, on Windsdays the Sylphid Epee gains 10 Attack and becomes Piercing damage. Finally, the Rune Blade's latent is when your MP is greater than 0, and it drains your MP at 4/tick. Some quirky stuff for sure..


Grips__________________________
Lv 55 - Mythril Grip - STR +1, VIT +1, Acc +1
Lv 55 - Mythril Grip +1 +1 - STR +2, VIT +2, Acc +2
Lv 65 - Axe Grip - HP +20, STR +3


Not much to say here.. If Lv 55 to 64 and using a Fire or Vulcan's Staff be sure to use a Mythril Grip +1, and if 65+ make sure it's an Axe Grip. The only relevent statistic here is STR.

Shields__________________________
Lv 30 - Nomad Moogle Shield - DEF: 8, Enhancement: Moogle's Japery
Lv 30 - Town Moogle Shield - DEF: 8, Enhancement: Moogle's Japery
Lv 30 - Mercenary's Targe - DEF: 6, Latent effect: HP +5, Latent effect: MP +10
Lv 30 - Beater's Aspis - DEF: 3, Latent effect: Eva +2
Lv 30 - Genin Aspis - DEF: 6, Latent effect: Att +5
Lv 30 - Healer's Shield - DEF: 2, Latent effect: DEX +2
Lv 30 - Killer Targe - DEF: 4, Latent effect: MP +5, CHR +2
Lv 30 - Magician's Shield - DEF: 2, Latent effect: HP +10, MP +5
Lv 30 - Pilferer's Aspis - DEF: 3, Latent effect: Shield skill +5
Lv 30 - Trimmer's Aspis - DEF: 4, Latent effect: MND +2
Lv 30 - Varlet's Targe - DEF: 6, Latent effect: AGI +2
Lv 30 - Warlock's Shield - DEF: 4, Latent effect: HP +7, MP +7
Lv 30 - Wizard's Shield - DEF: 2, Latent effect: STR +2
Lv 30 - Wrestler's Aspis - DEF: 4, Latent effect: INT +2
Lv 30 - Wyvern Targe - DEF: 4, Latent effect: Haste +1%
Lv 70 - Legion Scutum - DEF: 16, MP +20, Enmity -2, hMP +5


The least important of the sections here, included for completeness. All of the Lv 30 Shields (besides the silly Moogle ones) shown have latent effects activated by the sub job used - you'll notice there are fifteen shields, one for every non ToAU and WoG job class.

For brevity's sake, I'll just hit those most likely to be used; Mercenary's Targe is /War, Beater's Aspis is /Rng, Genin Aspis is /Nin, Trimmer's Aspis is /Bst, Healer's Shield is /Whm, and Wyvern Targe is /Drg - clearly the Wyvern Targe has the most valuable stat to be activated in 1% Haste, and along with the Wyvern Earring (5% Haste) are two item-related reasons some actually use /Drg.

Overall, Shields on COR are basically the appendixes. Whether you have one or not, it hardly matters. If you wanna track one down for the approperiate sub job, or use one of the Moogle-related Shields, go for it. Chances are you don't have and can't get the Moogle Shields, as they are only obtained if you went/go to a FFXI Vana'diel Festival in either California or Japan this year (2008) as a giveaway. Legion Scutum from ZNM's boasts the most defense of any Shield, and has no sub job restrictions like the Moogle Shields. It's too bad we can't use something actually really useful like a Tatami Shield..


Guns__________________________
Lv 5 - Firefly - DMG: 11, Delay: 600, AGI +1
Lv 15 - Bandit's Gun - DMG: 14, Delay: 600
Lv 15 - Bandit's Gun +1 - DMG: 15, Delay: 582
Lv 20 - Platoon Gun - DMG:15, Delay: 600
Lv 27 - Pirate's Gun - DMG: 20, Delay: 600
Lv 27 - Pirate's Gun +1 - DMG: 21, Delay: 582, Raac +5
Lv 30 - Mar's Hexagun +1 - DMG: 22, Delay: 480, Raac +3
Lv 30 - Mars's Hexagun +1 - DMG: 23, Delay: 466, Raac +5
Lv 30 - Military Gun - DMG: 23, Delay: 548, Raat +7
Lv 36 - Darksteel Hexagun - DMG: 25, Delay: 480, Raac +4
Lv 36 - Darksteel Hexagun +1 - DMG: 26, Delay: 466, Raac +6
Lv 40 - Trump Gun - DMG: 28, Delay: 480, Raac +2, AGI +2
Lv 46 - Deluxe Carbine - DMG: 32, Delay: 600
Lv 50 - Seadog Gun +1 - DMG: 26, Delay: 600, Raat +10
Lv 56 - Matchlock Gun - DMG: 36, Delay: 600
Lv 56 - Matchlock Gun +1 - DMG: 37, Delay: 582
Lv 60 - Shark Gun - DMG: 39, Delay: 582, Raac +5, Besieged: Raat +5
Lv 65 - Hexagun - DMG: 30, Delay: 480, Raac +5
Lv 65 - Hexagun +1 - DMG: 31, Delay: 466, Raac +7
Lv 69 - Basilisk - DMG: 39, Delay: 582, Raat +8, Set: Increases Eva, hHP, Reduces Enmity
Lv 69 - Murderer - DMG: 38, Delay: 600, Raac +8, Set: Increases STR, Att, Raat, and MaB
Lv 71 - Gun of Trials - DMG: 39, Delay: 600
Lv 71 - Silver Cassandra - DMG: 33, Delay: 480, Raac +6
Lv 71 - Great Cassandra - DMG: 34, Delay: 466, Raac +8
Lv 72 - Coffinmkaer - Latent effect: DMG: 40, Delay: 600, Raac +9
Lv 72 - Martial Gun - DMG: 39, Delay: 612, TP Bonus
Lv 72 - Peacemaker - DMG: 13, Delay: 270, AGI +5, Emnity -2
Lv 75 - Corsair's Gun - DMG: 41, Delay: 600
Lv 75 - Corsair's Gun +1 - DMG: 42, Delay: 582
Lv 75 - Quicksilver - DMG: 31, Delay: 480
Lv 75 - Death Penalty - DMG: 40, Delay: 480, Enhances "Quick Draw" effect, "Leaden Salute," Aftermath: Increases Raac/Raat, Occasionally deals double damage


Pre level 22, guns are inferior damage to swords, thanks to our bullet selection. The Shark Gun is terrific for 60 cap and uncapped before Lv 72, but requires 16K IS and Corporal Mercenary Rank. Lv 72 brings 3 important guns to the table - Coffinmaker is a strong overall gun, Peacemaker gives us a good pulling tool, along with our best Light/Dark Shot option, and Martial's TP Bonus can add large amounts of ranged accuracy to Slug Shot, or damage to Detonator. At 75 there's Corsairs/+1, which is what you would want when /Mage and your only damage is coming from Quick Draw. Quicksilver is our Nyzul weapon needed to obtain Leaden Salute, and is the base weapon for Death Penalty. Murderer's bonuses when used in conjuction with a Supremacy Earring are minimal, rendering it a side-grade of sorts from Coffinmaker.

Ammo__________________________
Lv 1 - Bronze Bullet - DMG: 3, Delay: 240
Lv 10 - Battery
Lv 11 - Tin Bullet - DMG: 8, Delay: 240
Lv 22 - Bullet - DMG: 46, Delay: 240
Lv 35 - Paktong Bullet - DMG: 50, Delay: 240
Lv 50 - Iron Bullet - DMG: 55, Delay: 240
Lv 61 - Corsair Bullet - DMG: 57, Delay: 240, Raac +25
Lv 66 - Steel Bullet - DMG: 70, Delay: 240


Bronze Bullets are complete garbage, but at Lv 22 we finally get something packing a punch to shoot. At 50 you can upgrade to Irons.. The 25 ranged accuracy on Corsair Bullets seems like it could be situationally useful, and maybe so. But they're 13 DMG below our premier bullet, and furthermore the available supply simply makes shooting them regularly not viable (drops from the COR ENM60 only). Steel Bullets at Lv 66 provide us with a potent 70 DMG, and while very expensive the damage increase is worth it.

Head__________________________
Lv 1 - Bronze Cap - DEF: 2
Lv 7 - Leather Bandana - DEF: 3
Lv 9 - Compound Eye Circlet - DEF: 4, Eva +5
Lv 10 - Royal Footman's Bandana - DEF: 5, AGI +1
Lv 15 - San d'Orian Bandana - DEF: 6, HP +4, AGI +1
Lv 15 - Njord's Mask - DEF: 4, Raat +1
Lv 24 - Emperor Hairpin - HP -15, DEX +3, AGI +3, Eva +10
Lv 24 - Empress Hairpin - HP -15, DEX +3, AGI +3, Eva +10
Lv 25 - Freyr's Mask - DEF: 9, AGI +1, Raat +1
Lv 25 - Shade Tiara - DEF: 10, "Empty Killer"
Lv 25 - Shade Tiara +1 DEF: 11, Eva +1, "Empty Killer"
Lv 30 - Noct Beret - DEF: 9, AGI +1
Lv 30 - Noct Beret +1 - DEF: 10, AGI +2
Lv 34 - Republic Circlet - DEF: 12, "In areas under own nation's control: MaB +5"
Lv 35 - Freya's Mask - DEF: 10, DEX +1, AGI +1, Raat +1
Lv 36 - Blink Band - DEF: 6, Enchantment: "Blink"
Lv 39 - Dobson Bandana - AGI +3, Eva +5, Enhances "Resist Poison" effect
Lv 41 - Voyager Sallet - STR +3, DEX +4
Lv 43 - Walkure Mask - DEF: 11, HP +15, Att +6
Lv 44 - Corsair's Hat - DEF: 14, DEX +1
Lv 44 - Corsair's Hat +1 - DEF: 15, DEX +2
Lv 46 - Juggler's Headband - DEF: 9, DEX +2, Eva +5
Lv 50 - Storm Zucchetto - DEF: 15, Acc +4, Magic Acc +2
Lv 51 - Vampire Mask - DEF: 17, Nighttime: Acc +3
Lv 52 - Super Ribbon - HP +5, STR +1, DEX +1, AGI +1 VIT +1, Acc +1, Att +1, Raac +1, Raat +1, Eva +1
Lv 55 - Jaridah Khud - DEF: 21, HP -5, Att +2, Raat +1
Lv 55 - Akinji Khud - DEF: 22, HP -5, Att +3, Raat +2
Lv 60 - Corsair's Tricorne - DEF: 22, HP +8, STR +2, Raac +8, Enhances "Quick Draw" effect
Lv 68 - Cobra Cap - DEF: 22, Acc +4, "Store TP" +2, Enmity -4, Set: Enhances "Counter" effect
Lv 70 - War Beret +1 - DEF: 21, HP +12, Acc +9, Raac +9
Lv 70 - Optical Hat - Acc +10, Raac +10, Eva +10
Lv 70 - Hydra Tiara - DEF: 24, Enchantment: Potency
Lv 70 - Bowman's Mask - DEF: 25, DEX +4, Raac +10, Enhances "Resist Stun" effect, Set: Increases Raat
Lv 70 - Maat's Cap - STR +7, VIT +7, DEX +7, AGI +7
Lv 71 - Zha'Go's Barbut - DEF: 23, Raac +8, Raat +8, Enmity -5, Enhances "Snapshot" effect
Lv 72 - Pahluwan Qalansuwa - DEF: 15, HP +25, Acc +7, Att +5, Raac +7, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Cap - DEF: 23, DEX +3, AGI +3, Acc +8, Raac +8, "Subtle Blow" +2
Lv 74 - Corsair's Tricorne +1 - DEF: 23, HP +13, STR +4, AGI +4, Raac +9, Enhances "Quick Draw" effect
Lv 75 - Commodore Tricorne - DEF: 24, HP +10, Raat +8, Augments "Phantom Roll"
Lv 75 - Commodore Tricorne +1 - DEF: 25, HP +12, Raat +10, Augments "Phantom Roll"
Lv 75 - Walahra Turban - HP +30, Haste +5%
Lv 75 - Denali Bonnet - DEF: 21, AGI +4, Att +3, Eva +3, Haste +4%, Set: Increases Accuracy
Lv 75 - Skadi's Visor - DEF: 15, DEX +4, AGI +4, Att +6, Raat +6, Haste +3%, Set: Increases rate of critical hits


22+ focus on your AGI options - Emperor/ess Hairpin, HQ Noct Beret, Dobson Bandana, etc - as you'll want all the Raac you can get. The Blink Band is a possible helpful tool once you get Slug Shot to mitigate damage. As far as AF goes, our Tricorne at Lv 60 is pretty much as good as it gets - you won't find a better weaponskill option in the game for the vast majority of instances save only the +1 version, and the enhanced Quick Draw is helpful in any circumstance.

HQ War Beret, Pahluwan Qalansuwa, Enkidu's Cap, Optical Hat, Walahra Turban, Denali Bonnet, and Skadi's Visor present a large variety of melee Head options - it likely depends on your hit rate as to whether you'd favor Haste or Accuracy. When shooting for TP and/or weaponskilling, Corsair's Tricorne, Optical Hat, Enkidu's Cap, Bowman's Mask, and the HQ War Beret are all solid choices. All five are outclassed by Corsair's Tricorne +1 though, our AF +1 hat is it for almost all things ranged. Commodore Tricorne is a big deal for rolls in need of a Job Bonus, and it's also a good Detonator choice if you don't have AF+1. Zha'Go's Barbut is really more of a RNG piece, but if the 8 Raac has you around capped /ra hit rate, by all means do pick up the extra 6 Raat and bit of Snapshot (in comparison to AF+1).

Commodore Tricorne's "Augments Phantom Roll" grants the PR Job Bonus if the corresponding job is not present about 1/3 of the time. Thus useless for rolls which have the job in your party, but a great asset for all rolls lacking a Job Bonus. Without question a big item for COR, it joins the list of highly coveted items from Dyna-Xarc. It doesn't need to be worn after the initial roll; if the Job Bonus is given, it'll stay upon changing to a different Head piece during any potential Double-Ups.


Neck__________________________
Lv 7 - Wing Pendant - AGI +1
Lv 7 - Feather Collar +1 - DEF: 2, Raac +2
Lv 21 - Spike Necklace - STR +3, DEX +3
Lv 33 - Peacock Charm - Acc +10, Raac +10
Lv 33 - Peacock Amulet - Acc +10, Raac +10
Lv 40 - Agile Gorget - DEF: 3, AGI +2, Eva +1
Lv 54 - Ashura Necklace - DEF: 1, STR +1, DEX +1, AGI +1, VIT +1
Lv 59 - Spectacles - DEF: 2, Acc +7, Raac +7
Lv 69 - Sniper's Collar - Raac +6, Raat +5, Emnity -1, "Subtle Blow" +1
Lv 70 - Diabolos's Torque - Raac +8, Dark weather: Raac -8, Raat +8
Lv 72 - Aqua Gorget - Latent effect: Increases weapon skill accuracy and damage
Lv 72 - Light Gorget - Latent effect: Increases weapon skill accuracy and damage
Lv 72 - Breeze Gorget - Latent effect: Increases weapon skill accuracy and damage
Lv 72 - Faith Torque - MND +5, Marksmanship skill +7, Hand-to-Hand skill +7
Lv 73 - Fortitude Torque - VIT +5, Sword skill +7, Great Sword skill +7
Lv 73 - Love Torque - DEX +5, Dagger skill +7, Polearm skill +7
Lv 74 - Qiqirn Collar - Att -4, Att -4, Raac +4, Raat +8
Lv 74 - Ancient Torque - DEX +4, Acc +9
Lv 75 - Orochi Nodowa - DEF: 1, Att +6, Enhances "Resist Poison" effect, Adds "Regen" effect
Lv 75 - Orochi Nodowa +1 - DEF: 2, Att +7, Enhances "Resist Poison" effect, Adds "Regen" effect
Lv 75 - Kappa Necklace - Raat +8, Salvage: Adds "Recycle" effect, "Ninja tool expertise"


The Feather Collar +1 at Lv 7 can last you a very long time - the PCC/PCA at 33 are our best strait Raac option in the game, and very nearly our best Acc as well (Ancient Torque just edges it out). Spectacles at 59 provide a very solid alternative as far as Acc/Raac.

Sniper's Collar, Diabolos's Torque, Qiqirn Collar, and Faith Torque round out an interesting array of /ra options (along with Peacock Charm/Amulet and Specs) - but when it comes to weaponskilling, the Sea gorgets are unequaled. Breeze and Aqua's latent works on Slug Shot, but the Light Gorget works for both Slug Shot and Detonator - Detonator in some situations competing with or even possibly surpassing Slug's performance.


Earrings__________________________
Lv 1 - Cassie Earring - DEF: 2, STR +1, VIT +1, Converts 50 MP to HP
Lv 10 - Optical Earring - DEF: 1, Acc +1, Att -2
Lv 16 - Bone Earring - Att +1, Eva -1
Lv 16 - Bone Earring +1 - Att +2, Eva -1
Lv 21 - Beetle Earring - Att +2, Eva -2
Lv 21 - Beetle Earring +1 - Att +3, Eva -2
Lv 30 - Beater's Earring - Latent effect: Raac +3
Lv 30 - Genin Earring - Latent effect: AGI +4
Lv 30 - Wyvern Earring - Latent effect: Haste +5%
Lv 35 - Drone Earring - AGI +3
Lv 40 - Intruder Earring - DEF: 6, AGI +1, DEX +1, In areas outside own nation's control: Converts 40 MP to HP
Lv 50 - Vision Earring - Raac +2, Enhances "Resist Blind" effect
Lv 50 - Storm Loop - Att +5, Assault: Att +10
Lv 52 - Accurate Earring - Acc +2
Lv 55 - Waetoto's Earring - STR +2, VIT +1
Lv 63 - Coral Earring - Att +5, Eva -5, Magic damage taken -1%
Lv 63 - Merman's Earring - Att +6, Eva -4, Magic damage taken -2%
Lv 65 - Diabolos's Earring - Acc +3, Dark weather: Acc -3, Magic Acc +2
Lv 65 - Ladybug Earring - Daytime: Raat +3
Lv 65 - Ladybug Earring +1 - Daytime: Raat +4
Lv 67 - Triumph Earring - STR +2
Lv 67 - Triumph Earring +1 - DEF: 1, STR +2
Lv 69 - Brilliant Earring - Set: Increases Eva, hHP, Reduces Enmity
Lv 69 - Supremacy Earring - Set: Increases STR, Att, Raat, and MaB
Lv 70 - Fenrir's Earring - Daytime: Att +10, Nightttime: Raat +10
Lv 70 - Pixie Earring - DEX +3
Lv 72 - Bushinomimi - STR +2, Great Katana skill +5, Parrying skill +5
Lv 72 - Suppanomimi - AGI +2, Sword skill +5, Enhances "Dual Wield" effect
Lv 72 - Hollow Earring - DEX +2, Acc +3, Raac +3, Sword enhancement spell damage +3
Lv 75 - Brutal Earring - Enhances "Double Attack" effect, "Store TP" +1
Lv 75 - Beta Earring - Raac +2, Salvage: Haste +1%


As with so much else for COR, the real helpful options start appearing at Lv 30. Do make use of the minimal +Att, -Eva choices when meleeing prior to Lv 22 though. The Beater's Earring's latent 3 ranged accuracy activates when /Rng. The Genin's latent activates when /Nin. 2 AGI = 1 Raac, so the Genin Earring equates to 2 Raac. The 3 AGI Drone Earring makes a solid choice for the other ear starting at 35. At 50 the Vision Earring's 2 Raac is also a good choice - I think 3 AGI vs 2 Raac could go either way. While the 2 Raac is .5 Raac higher, Slug Shot and Detonator both have a 30% AGI modifier. While that isn't enormous, it is a legitimate stat to boost to improve damage.

For melee Ear options, the Suppanomimi is widely regarded as an excellent piece as the 5 Sword skill will translate to 4.5 Acc and 5 Att; it also of course has the Dual Wield enhancement which is terrific - a 5% Delay reduction. The Hollow Earring's 3 Acc and 2 DEX (4 total Acc) is also very strong (note the Hollow also has 3 Raac, making it great for ranged as well). Diabolos's Earring is also a good Acc choice. The Brutal Earring is an interesting debate for CORs, as the impact is cut dramatically if using a multi-hit weapon as many CORs do. If not using a multi-hit weapon, I think that surely pushes the Brutal over the edge as an earring you have to make use of if you have it. For the multi-hitters out there, either combination of Suppa/Brutal or Suppa/Hollow is great.

A couple things to consider in terms of Hollow vs Brutal - there are many various Hand equips that can give you a temporary enspell, and having a Hollow makes that more legitimate. Meanwhile, set-up depending, you may find yourself 1 Store TP away from breaking a tier during melee, and getting that here with Brutal instead of something like an Ecphoria Ring can free up a few Acc (say, from 4 -> 7). So the point keeps being hammered, both Earrings are situationally the best and have their place alongside Suppa.

Coral/Merman's make a helpful melee Ear macro even if you don't have some Suppa/Hollow/Brutal combo. The 2 STR Triumph Earring makes a delicous weaponskill item - 4 STR vs at most 6 Raac, I like the STR most of the time. They are extremely expensive though, so don't sweat it if you don't have the funds right away. Waetoto's Earring (Taru only) and Bushinomimi are other 2 STR earrings, if you happen to be a Tarutaru and/or a SAM. Fenrir's earring is especially helpful at nighttime, giving 10 Raat. Night is 18:00 to 6:00 Vana'diel time.


Body__________________________
Lv 1 - Bronze Harness - DEF: 4
Lv 7 - Leather Vest - DEF: 7
Lv 15 - San d'Orian Vest - DEF: 11, HP +4
Lv 15 - Kingdom Vest - DEF: 12, HP +6
Lv 15 - Republic Harness - DEF 12, HP +3, MP +3
Lv 15 - Njord's Jerkin - DEF: 11, Raac +1
Lv 16 - Bone Harness - DEF: 14
Lv 16 - Bone Harness +1 - DEF: 15, Eva +1
Lv 21 - Beetle Harness - DEF: 17
Lv 21 - Beetle Harness +1 - DEF: 18, Eva +1
Lv 25 - Freyr's Jerkin - DEF: 19, Raac +1
Lv 30 - Noct Doublet - DEF: 18, Raac +2
Lv 30 - Noct Doublet +1 - DEF: 19, Raac +3
Lv 40 - Iron Musketeer's Gambison - DEF: 27, Raac +3, Raat +3
Lv 45 - Brigadine Armor - DEF: 32, HP +10, DEX +2, VIT +2
Lv 45 - Brigadine Armor +1 - DEF: 33, HP +15, STR +1, DEX +3, VIT +3, AGI +1
Lv 50 - Shikaree Aketon - DEF: 29, Raat +7, Emnity -1
Lv 55 - Jaridah Peti - DEF: 42, HP -15, Acc +5, Att +5, Raac +5
Lv 55 - Akinji Peti - DEF: 43, HP -25, Acc +6, Att +6, Raac +6
Lv 57 - Scorpion Harness - DEF: 40, HP +15, Acc +10, Eva +10
Lv 57 - Scorpion Harness +1 - DEF: 41, HP +20, Acc +12, Eva +12
Lv 58 - Corsair's Frac - DEF: 42, HP +15, DEX +2, AGI +2, Raac +8
Lv 67 - Assault Jerkin - DEF: 42, HP -1%, Acc +3, Att +18
Lv 69 - Blue Cotehardie - DEF: 43, STR +4, AGI +4, DEX +3, VIT -3, Converts 40 HP to MP
Lv 69 - Blue Cotehardie +1 - DEF: 44, STR +5, AGI +5, DEX +4, VIT -3, Converts 50 HP to MP
Lv 70 - Hydra Harness - DEF: 44, Enchantment: Att +25, Raat +25
Lv 71 - Antares Harness - DEF: 50, HP +15, DEX +8, AGI +8, Acc +8, Eva +8
Lv 72 - Pahluwan Khazagand - DEF: 42, HP +20, Acc +10, Raac +10, Increases rate of critical hits, HP recovered while healing +2, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Harness - DEF: 50, STR +5, AGI +5, Acc +10, Att +10, Eva +5, "Subtle Blow" +5
Lv 74 - Corsair's Frac +1 - DEF: 43, HP +20, DEX +5, AGI +5, Raac +10, Raat +5
Lv 74 - Commodore Frac - DEF: 45, STR +3, Acc +8, Raat +8, Enhances "Random Deal" effect
Lv 75 - Mirke Wardecors - DEF: 42, HP +10, MP +10, STR +5, DEX +5, AGI +5, [Augment*], [Augment*]
Lv 75 - Commodore Frac +1 - DEF: 46, STR +3, Acc +10, Raat +10, Enhances "Random Deal" effect
Lv 75 - Denali Jacket - DEF: 43, HP +25, AGI +10, Att +9, Raat +9, "Subtle Blow" +3, Set: Increases Accuracy
Lv 75 - Skadi's Cuirie - DEF: 40, DEX +8, AGI +8, Acc +10, Att +5, Raac +10, Raat +5, Eva -10, Set: Increases rate of critical hits


Make due with what you can until it picks up at 30 with the HQ Noct Doublet. Ten levels later you can add some defense and 3 ranged attack with the Iron Musketeer's Gambison. At 50 there's the Shikaree Aketon, which comes from the RNG/COR panties in the Sacrarium. Come mid 50's there's the Jaridah/Akinji gear, but just 3 levels later is the Corsair's Frac which is a stellar piece of AF. The Blue Cotehardies are interesting, and valuable as both DD and /Mage gear.. The HQ would act as half an Osode for a COR, with the NQ acting as slightly less than half. This has particular potential when using Detonator, as the ranged accuracy needs are far less, allowing you to pack on STR (and AGI).

The Scorpion Harness and the +1 version provide very nice options when meleeing at a lower level than the 72+ gear. This can be useful to Mercurial Kris users, Joyeuse from 70-71, or even at 75. Pahluwan Khazagand is a terrific piece of equip, and it's relatively easy to obtain given time invested in Ilrusi Atoll Assaults. It's a very solid piece for both melee and ranged. The Denali Jacket offers the most AGI (10), making it our best Quick Draw Body piece. Along with 10 AGI it has 9 ranged attack, pushing it around the top for pure damage statistics. The best Body equip out there by most accounts is Skadi's Cuirie though, offering 8 AGI, 8 DEX, 10 Acc, 5 Att, 10 Raac, and 5 Raat... It comes in as our best Acc & Raac piece, with some Att and Raat on top of it. Requiring a Freya's Jerkin and a stack of Imperial Wootz Ingots (among other things), however, ensures this to be incredibly difficult to obtain.

Antares Harness is very strong, basically a Skadi's Cuirie -1 from the melee perspective. The AF+1 Frac compliments that well, and is basically a Skadi's Cuirie -1 from the ranged perspective -a great ranged piece. Commodore Frac is rather good for Detonator (and a Random Deal macro!). Enkidu's Harness' greatest value isn't to a COR, but it's very strong for melee TP, as well as Detonator (essentially a Blue Cotehardie +1 for Det).

*With our ACP body, Mirke Wardecors, there are two augment additions you can choose. Those most relevent to Corsair are shown below:
Accuracy+10   
Attack +10 
Ranged Accuracy+10  
Ranged Attack+10   
Magic Accuracy+4   
"Magic Attack Bonus"+4   
"Snapshot"+5%   
"Quick Draw" ability delay -5
Different sets of jobs means some may want to compromise, and consider mulitple jobs when selecting.. For example, while COR doesn't really ranged TP enough to warrant Snapshot as a very influencial augment, it may be the way to go for those with RNG. For those only focusing on COR, reducing Quick Draw delay by 5 seconds is fantastic, and the MaB is a natural choice to go with it - easily making it far and away the best QD body piece. Raac and Raat is also being chosen by some, and with it it becomes the best WS and /ra TP body. One way or another, it's a seriously strong piece.

Fortunately your choices are not set in stone, and can be changed.


Hands__________________________
Lv 1 - Bronze Mittens - DEF: 1
Lv 7 - Leather Gloves - DEF: 2
Lv 10 - Legionnaire's Mittens - DEF: 3, Att +3
Lv 14 - Battle Gloves - DEF: 4, Acc +3, Eva +3
Lv 15 - Njord's Gloves - DEF: 4, Raat +1
Lv 25 - Shade Mittens - DEF: 7, "Empty Killer"
Lv 25 - Shade Mittens +1 - DEF: 8, Eva +1, "Empty Killer"
Lv 25 - Freyr's Gloves - DEF: 7, Att +1, Raat +1
Lv 30 - Noct Gloves - DEF: 5, Raac +1
Lv 30 - Noct Gloves +1 - DEF: 6, Raac +2
Lv 30 - Aiming Gloves - DEF: 7, Enhantment: Raac +3
Lv 34 - Federation Gloves - DEF: 8, AGI +1, In areas under own nation's control: Att +7, Raat +7
Lv 35 - Freya's Gloves - DEF: 8, AGI +1, Att +1, Raat +1
Lv 38 - Mage's Cuffs - DEF: 9, AGI +2
Lv 45 - Thunder Mittens - DEF: 10, Enchantement: "Enthunder"
Lv 47 - Stone Bangles - DEF: 10, Enchantment: "Enstone"
Lv 48 - Blizzard Gloves - DEF: 12, Enhantment: "Enblizzard"
Lv 48 - Fire Bracers - DEF: 10, Enchantment: "Enfire"
Lv 54 - Corsair's Gants - DEF: 11, HP +10, DEX +2, Parrying skill +5
Lv 55 - Jaridah Bazubands - DEF: 14, HP -9, Acc +3, Raac +2, Eva +2
Lv 55 - Akinji Bazubands - DEF: 15, HP -9, Acc +4, Raac +3, Eva +3
Lv 58 - Sand Gloves - DEF: 13, DEX +2, AGI +2, In Sandstorms: Eva +7
Lv 60 - Deadeye Gloves - DEF: 12, Raac +6, "Slow" +5%, Paralysis: Raac +10
Lv 68 - Cobra Mittens - DEF: 13, Acc +4, "Store TP" +3, Enmity -3, Set: Enhances "Counter" effect
Lv 70 - Tarasque Mitts - DEF: 7, Att +10
Lv 70 - Tarasque Mitts +1 - DEF: 8, Att +12
Lv 70 - Alkyoneus's Bracelets - DEF: 16, HP +40, STR +11, DEX -6, AGI -6,
Lv 70 - Hyrda Mittens - DEF: 16, Enchantment: Acc +15, Raac +15
Lv 70 - War Gloves - DEF: 15, HP +13, VIT -2, Acc +5, Eva +5
Lv 70 - War Gloves +1 - DEF: 16, HP +15, VIT -3, Acc +6, Eva +6
Lv 72 - Pahluwan Dastanas - DEF: 19, Acc +5, Raac +5, Raat +5, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Mittens - DEF: 24, STR +4, DEX +4, Acc +5, Raac +5, "Subtle Blow" +2
Lv 72 - Dusk Gloves - DEF: 24, HP +20, Att +5, Haste +3%, Decreases movement speed
Lv 72 - Dusk Gloves +1 - DEF: 25, HP +22, Att +6, Haste +4%, Decreases movement speed
Lv 72 - Commodore Gants - DEF: 14, HP +12, AGI +2, Raac +5, Enhances "Snapshot" effect
Lv 73 - Crimson Finger Gauntlets - DEF: 26, HP +20, MP +20, Raac +10, Raat +10, Hidden effect: Dragon Affinity
Lv 73 - Blood Finger Gauntlets - DEF: 27, HP +22, MP +22, Raac +11, Raat +11, Hidden effect: Dragon Affinity
Lv 73 - Barbarossa's Moufles - DEF: 22, Raac +7, Raat +7
Lv 74 - Corsair's Gants +1 - DEF: 12, HP +15, DEX +5, MND +5, Eva +3, Parrying +5
Lv 75 - Commodore Gants +1 - DEF: 15, HP +15, AGI +3, Raac +5, Enhances "Snapshot" effect
Lv 75 - Denali Wristbands - DEF: 17, STR +4, Att +6, Eva +6, Damge taken -2%, Set: Increases Accuracy
Lv 75 - Skadi's Bazubands - DEF: 17, STR +5, AGI +5, Att +10, Raat +10, Set: Increases the rate of critical hits


The best path once you begin shooting for exp is HQ Noct -> Jaridah/Akinji -> Deadeye, prioritizing ranged accuracy. I think the Deadeye Gloves are kinda silly - Slow doesn't effect ranged attacks, and they (should be) used for ranged only... So the joke's on them, lol. Also, stat increases when Para'd is cool.

Anyway, melee gloves.. War Gloves, HQ War Gloves, Pahluwan Dastanas, Cobra Mittens, and Enkidu's Mittens are ways to go for accuracy. Dusk and Dusk +1 offer nice amounts of Haste.

As far as ranged, as with the body piece the Hydra is pretty much impossible to get. The two runaway winners as far as ranged are Crimson/Blood Gauntlets and Skadi's Bazubands. Wyrmal (10 Raac/10 Raat or 11 Raac/11 Raat) and the Skadi (5 STR, 5 AGI, 10 Raat) clearly separate themselves from the rest. The Alkyoneus's Bracelets are interesting - 11 STR is simply eye-popping to a COR, but -6 AGI really leaves a nasty aftertaste to the piece. Perhaps something that could use further testing, especially with Detonator.

Any of Thunder Mittens, Stone Bangles, Blizzard Gloves, and Fire Bracers can be useful for the corresponding enspell. The enspell lasts 3 minutes -you can change gloves and it will stay active, so if you have one of these, use it as everyone is buffing up and immediately change to your normal melee gloves. Nothing gamebreaking, but a neat way to really do your best - a Hollow Earring will amp up the damage a little, so you'll probably want to use it if you have one. This is assuming there is no SCH who's going to enspell the melee -if there is, don't bother of course lol.


Rings__________________________
Lv 14 - Mighty Ring - STR +1, Enchantment: Att +5, Raat +5
Lv 14 - Vision Ring - DEX +1, Enchantment: Acc +2, Raac +2
Lv 14 - Reflex Ring - AGI +2
Lv 14 - Courage Ring - STR +2
Lv 21 - Beetle Ring +1 - Acc -3, Raac +4
Lv 29 - Bowyer Ring - Raac +3, Raat +3
Lv 30 - Rajas Ring - STR +2~5, DEX +2~5, "Store TP +5", "Subtle Blow" +5
Lv 30 - Divisor Ring - Latent effect: Acc +6, Att +3
Lv 34 - Venerer Ring - Acc +3
Lv 35 - Horn Ring +1 - Raac +5, Acc -4
Lv 35 - Jaeger Ring - Acc +4, Raac +4
Lv 40 - Marksman's Ring - Raac +6
Lv 40 - Woodsman Ring - Acc +5, Raac +5, Eva -5
Lv 40 - Sniper's Ring - Acc +5, Raac +5, DEF -10
Lv 40 - Sniper's Ring +1 - Acc +7, Raac +7, DEF -12
Lv 40 - Crossbowman's Ring - Raat +5, -14 DEF
Lv 40 - Luzaf's Ring - Increases "Phantom Roll" area of effect
Lv 45 - Carapace Ring +1 - Raac +7, Acc -6
Lv 49 - Ecphoria Ring - 4 Acc, "Store TP" +1, Enchantment: Cure Amnesia
Lv 50 - Garrulous Ring - STR +3, AGI +3
Lv 50 - Jalzahn's Ring - Raac +6, Raat +6, Assault: AGI +6, Enhances "Snapshot" effect
Lv 50 - Ulthalam's Ring - Acc +4, Att +4, Assault: STR +4, DEX +4, Adds "Regen" effect
Lv 50 - Imperial Ring - Assault: Haste +4%
Lv 50 - Storm Ring - Assault: Acc +10
Lv 55 - Scorpion Ring +1 - Raac +8, Acc -6
Lv 57 - Toreador's Ring - DEF: 1, HP +10, Acc +7
Lv 65 - Fire Ring - DEF: 2, on Firesdays: HP -15%, Att +15, Raat +15
Lv 65 - Lightning Ring - DEF: 2, on Lightningdays: HP -15%, Acc +15, Raac +15
Lv 67 - Marid Ring +1 - DEF: 2, Acc -10, Raac +10
Lv 70 - Merman's Ring - Acc -8, Raac +10, Magic damage taken -4%
Lv 70 - Behemoth Ring - DEF: 2, HP +10, Raac +11, Acc -11
Lv 70 - Behemoth Ring +1 - DEF: 3, HP +12, Raac +12, Acc -10
Lv 70 - Blood Ring - Acc +5, Enhances "Resist Blind" effect, Enhances "Resist Paralyze" effect, Enhances "Resist Curse" effect
Lv 72 - Ruby Ring - STR +4
Lv 72 - Harmonius Ring - HP +20, STR +5
Lv 72 - Triumph Ring - STR +5
Lv 72 - Triumph Ring +1 - DEF: 4, STR +5
Lv 73 - Dragon Ring - DEF: 1, Raac +10, Acc -10, Breath damage taken -1%
Lv 73 - Dragon Ring +1 - DEF: 2, Raac +12, Acc -12, Breath damage taken -1%
Lv 74 - Flame Ring - STR +5
Lv 75 - Iota Ring - DEX +3, AGI +3, VIT +3, Acc +3
Lv 75 - Psi Ring - AGI +5, Salvage: "Store TP" +5
Lv 75 - Omicron Ring - STR +5, Salvage: "Counter" +2
Lv 75 - Mars's Ring - Acc +8, Att +8, Eva -8, DEF -8
Lv 75 - Bellona's Ring - Raac +8, Raat +8, Eva -8, DEF -8


The enchantments on the Mighty/Vision rings are nice early on, but once you start shooting at 22 the -Acc +Raac rings are your best bet (first one being Beetle +1). They're often very cheap, so getting the HQ is usually no problem. After HQ Beetle, Horn +1, then Marksman's, then Carapance +1, Scorpion +1, Marid +1, Merman's, and finally Behemoth/+1 round out the strait Raac options. Most Corsairs usually opt for Mermans or Behemoth/+1 at 75 - Behemoths offer slightly more Raac, but Mermans have -magical damage taken, which can be useful in certain situations.

For meleeing at high levels, Woodsmans/Jaeger/Ulthalam's/Ecphoria/Snipers/etc suit us well just as they do any melee. If you're in need of 1 Store TP to break a tier, Ecphoria is a smart choice. Of course, HQ Snipers/Divisor/Toreador's/etc provide a slight upgrade in terms of strait Acc, but are incredibly expensive/difficult to get. Rajas is an extremely strong ring, with Store TP to help take a swing off en route to 100 TP, as well as 5 DEX (2.5 Acc, 0.5% crit increase), 5 STR (2.5 Att), and 5 'Subtle Blow' thrown in for good measure. The 4 and 5 STR rings are very nice for weaponskilling - especially so for Detonator which requires far less ranged accuracy than Slug Shot. Jalzahn's Ring is a good ranged ring by itself, but inside "Assault" areas it becomes arguably our best ring with 6 Raac, 6 Raat, 6 AGI, and a taste of the Ranger Group 2 merit "Snapshot". Snapshot is like a small amount of Haste for ranged attacks. Bellona's is awesome with 8 Raac and 8 Raat, but good luck against Absolute Virtue.

Luzaf's Ring doubles the PR AoE, which situationally is a blessing. Whether it's the ability to hit everyone with Corsair's Roll during merits, hitting all the mages (who sometimes love to scatter) during an event, or any other instance where you want a larger roll AoE, this ring is a must. Only costs 4,000 IS. Works on the initial roll and all subsequent Double-Ups; does not work with Random Deal or Wild Card.


Back__________________________
Lv 4 - Rabbit Mantle - DEF: 1
Lv 4 - Rabbit Mantle +1 - DEF: 2
Lv 12 - Traveler's Mantle - DEF: 1, Eva +3
Lv 24 - Nomad's Mantle - DEF: 2, AGI +1, Eva +3
Lv 24 - Nomad's Mantle +1 - DEF: 3, AGI +2 Eva +3
Lv 30 - Beater's Mantle - DEF: 2, Latent effect: Increases Rapid Shot activation rate
Lv 50 - Thunderer's Mantle - DEF: 7, HP -1%, Raac +4, Eva +4, Lightning damage: TP +10
Lv 60 - Pirate's Cape - DEF: 2, Latent effect: Enhances "Resist Paralyze" effect
Lv 60 - Bullseye Cape - DEF: 7, AGI +1, Raat +12
Lv 61 - Amemet Mantle - DEF: 7, STR +1, Att +10, Raat +10
Lv 61 - Amemet Mantle +1 - DEF: 8, STR +2, Att +15, Raat +15
Lv 64 - Smilodon Mantle - DEF: 9, STR +4
Lv 64 - Smilodon Mantle +1 - DEF: 10, STR +5
Lv 69 - Psilos Mantle - DEF: 6, Acc +1, Att +12, Raac +1, Raat +12
Lv 70 - Charger Mantle - DEF: 7, Att +20, Raac -10, Raat -10
Lv 70 - Gunner's Mantle - DEF: 7, Att -10, Raac -10, Raat +20
Lv 70 - Jaeger Mantle - DEF: 7, Att -10, Raat -10, Raac +20
Lv 71 - Aileron Mantle - DEF: 5, Acc +6, Raac +6
Lv 71 - Forager's Mantle - DEF: 7, STR +3, Att +15
Lv 72 - Marid Mantle - DEF: 10, HP +2%, Raat +10
Lv 72 - Marid Mantle +1 - DEF: 11, HP +3%, Raat +11
Lv 73 - Commander's Cape - DEF: 8, STR +3, DEX +3, AGI +3
Lv 74 - Cuchulain's Mantle - DEF: 8, STR +4, DEX +4, Acc +5
Lv 75 - Cerberus Mantle - DEF: 12, STR +3, Att +12, Emnity +3
Lv 75 - Cerberus Mantle +1 - DEF: 13, STR +4, Att +15, Emnity +4


There's nothing to enhance ranged attacks until the 1/2 AGI on the Nomads/+1 at 24. You could either go with one of those, or the Beater's Mantle if /Rng (the latent on the Beater's Mantle is activated by /Rng only) until the 60's - Back options are pretty weak for a long time. The Rapid Shot enhancement (and the JT in general) is not very helpful because it rarely ever procs. The Bullseye Cape would be particularly useful for 60 cap, but at 61 there's the Amemet +1 that pretty much all DD's utilize or can utilize. 2 STR, 15 Att, and 15 Raat make it a very strong overall piece - if the +1 is out of your price range right away, the NQ is very cheap, and still a good piece. Psilos at 69 is an intriguing piece, but you're trading 3 Raat and 2 STR for 1 Raac (or 3 Att and 2 STR for 1 Acc if meleeing). Not bad during TP, but during weaponskills most of the time you're going to want the HQ Amemet.

The 3 mantles from Sea (Charger, Gunner's, and Jaeger) are perplexing with their large negatives and boosts. The Charger Mantle could be used for TP if meleeing. Unfortunately I have a hard time placing how Gunner's (-10 Att, -10 Raac, +20 Raat) could be helpful in any real meaningful situation. COR's can ill afford -10 Raac, and the 20 Raat isn't a far cry better than the 15 Raat and 2 STR from the HQ Amemet - in fact during weaponskills (Detonator would be the saving grace for a -Raac item) you may even favor 15 Raat and 2 STR over 20 Raat. Either way, no matter how you look at it, it's simply not a very helpful item. Jaeger however, probably has the most potential of the three. With 20 Raac, albiet with the nasty drawback of -10 Raat, it fills out an all-out Raac set-up very nicely. That could be useful for shooting at something obscenely evasive with sushi, or bridging the gap to allow you to eat meat. No doubt very situational, but I think it does have a valuable nitche. Aileron is a subtley impressive TP Back piece (for both melee and ranged), but is one of those ??? appraisal items from Assault, meaning it can be extaordinarily difficult to get. Finally, the Cerberus/+1 give us more melee TP options.

The recently added Cuchulain's Mantle is particularly helpful for COR melee -although it's crazy expensive at the moment, it's better than Aileron for melee TP, and something you can work towards, rather than a fluke ??? Assault appraisal. Here's to hoping the price gets a bit more reasonable in the future though.


Waist__________________________
Lv 5 - Bronze Bandolier - Raac +1, Dispense: Bronze Bullet
Lv 7 - Leather Belt - DEF: 1
Lv 7 - Leather Belt +1 - DEF: 2
Lv 15 - Warrior's Belt - DEF: 1, HP +3, VIT +2
Lv 15 - Warrior's Belt +1 - DEF: 2, HP +4, VIT +3
Lv 30 - Gun Belt - Latent effect: Marksmanship skill +5
Lv 30 - Mercenary Captain's Belt - DEF: 3, DEX +1, AGI +1, VIT +1
Lv 41 - Quick Belt - HP -15, Haste +2%
Lv 48 - Life Belt - Acc +10
Lv 50 - Swift Belt - Acc +3, Att -5, Haste +4%
Lv 50 - Royal Knight's Belt - DEF: 5, STR +2, AGI +2, DEX +2,
Lv 52 - Royal Knight's Belt +1 - DEF: 6, STR +2, AGI +2, DEX +2, In areas under own nation's control: Raat +5
Lv 52 - Royal Knight's Belt +2 - DEF: 7, STR +2, AGI +2, DEX +2, In areas under own nation's control: Raat +6
Lv 55 - Speed Belt - Haste +6%
Lv 55 - Velocious Belt - Haste +6%
Lv 58 - Grace Corset - DEF: 2, AGI +3
Lv 60 - Precise Belt - DEF: 5, Acc +5, Raac +5
Lv 60 - Hurling Belt - DEF: 5, Raac +4
Lv 60 - Potent Belt - DEF: 5, STR +3, Acc +8
Lv 65 - Sonic Belt - DEF: 3, Haste +6%
Lv 65 - Sonic Belt +1 - DEF: 4, Haste +6%
Lv 69 - Grenadier Belt - DEF: 4, Att +3, STR +3, DEX +3, AGI +3, Campaign: STR +8, DEX +8, AGI +8
Lv 70 - Commodore Belt - DEF: 4, STR +4, Raac +8, Raat +5
Lv 71 - Warwolf Belt - DEF: 6, STR +5, DEX +5, VIT +3, Emnity +3
Lv 71 - Venturer's Belt - DEF: 5, HP +12, Att +5, Raat +5
Lv 75 - Ninurta's Sash - DEF: 6, Att +6, Haste +6%, "Subtle Blow" +6, Spell interruption rate down 6%
Lv 75 - Zeta Sash - DEF: 6, Att +10, Salvage: Increases rate of critical hits
Lv 75 - Nu Sash - DEF: 6, Acc +10, Salvage: "Subtle Blow" +5
Lv 75 - Buccaneer's Belt - DEF: 4, STR +4, Raac +7, Emnity -4


The first bright and shiny Waist piece is the Gun Belt at 30 - the latent of 5 Marksmanship skill is activated by /Rng. That equates to 5 Raac and 5 Raat under 200 Marksmanship skill, and 4.5 Raac and 5 Raat over 200 Marksmanship skill - a terrific ranged item, especially early on. If not /Rng, or without a Gun Belt, you have things like the Mercenary Captain's Belt at 30, and the three Royal Knight's Belts in the early 50's. Precise and Hurling give some more substancial Raac if not /Rng at 60.

Warwolf's with 5 STR makes it a strong weaponskill item, though the 3 Enmity is an unfortunate additon. Buccaneer's though, our most prestigeous Einherjar item, offers 4 STR alongside 7 Raac, and -Enmity to boot.. Clearly a fantastic belt, it was our best bet before relic was put in. Our melee options include Haste (Quick, Swift, Speed, Sonic, Sonic +1, Ninurta's), and Accuracy (Life and Potent Belts, Nu Sash). As with the other COR melee decisions, whether you favor Haste or Accuracy will depend on the target mob(s) Evasion.

Any CORs ears should perk up at the phrases Dyna-Qufim and Dyna-Valkurm; Commodore Belt is an absolute beast, and while not a whole lot better than Buccaneer's, it's the crown jewel of our relic from a damage perspective and the best ranged belt in the game.


Legs__________________________
Lv 1 - Bronze Subligar - DEF: 3
Lv 7 - Leather Trousers - DEF: 5
Lv 15 - Njord's Trousers - DEF: 8, Raac +1
Lv 16 - Bone Subligar - DEF: 9
Lv 16 - Bone Subligar +1 - DEF: 11, Eva +1
Lv 25 - Bastokan Subligar - DEF: 12, Att +3, Raat +3, VIT +1
Lv 25 - Republic Subligar - DEF: 13, Att +5, Raat +5, VIT +1
Lv 25 - Freyr's Trousers - DEF: 13, Att +1, Raac +1
Lv 30 - Noct Brais - DEF: 12, DEX +1, Raac +1
Lv 30 - Noct Brais +1 - DEF: 13, DEX +2, Raac +2
Lv 52 - Corsair's Culotte - DEF: 28, HP +20, Enmity -3
Lv 55 - Jaridah Salvars - DEF: 30, HP-12, Raac +2, Raat +3, Eva +3
Lv 55 - Akinji Salvars - DEF: 31, HP-12, Raac +3, Raat +4, Eva +4
Lv 68 - Cobra Unit Subligar - DEF: 26, Acc +5, "Store TP" +3, Enmity -4, Enhances "Counter" effect
Lv 70 - War Brais - DEF: 27, HP +25, AGI +4, Physical damage: "Blaze Spikes" effect
Lv 70 - War Brais +1 - DEF: 28, HP +27, AGI +5, Physical damage: "Blaze Spikes" effect
Lv 70 - Hydra Tights - DEF: 32, Enchantment: "Haste"
Lv 71 - Vendor's Slops - DEF: 39, HP +25, MP +25, Acc +3
Lv 71 - Prince's Slops - DEF: 40, HP +30, MP +30, Acc +4
Lv 71 - Commodore Culottes - DEF: 30, HP +22, STR +3, AGI +3, Attack +3, Eva +3
Lv 72 - Dusk Trousers - DEF: 47, HP +35, Att +14, Raac +10, Decreases movement speed
Lv 72 - Dusk Trousers +1 - DEF: 48, HP +37, Att +15, Raac +11, Decreases movement speed
Lv 72 - Pahluwan Seraweels - DEF: 36, STR +3, Acc +4, Raac +4
Lv 72 - Enkidu's Subligar - DEF: 40, STR +4, DEX +4, "Store TP" +5, "Subtle Blow" +5
Lv 73 - Crimson Cuisses - DEF: 43, HP +25, MP +25, Movement speed +12%
Lv 73 - Blood Cuisses - DEF: 44, HP +27, MP +27, Movement speed +12%
Lv 74 - Oily Trousers - DEF: 35, DEX +5, AGI +5, Acc +5, Raac +5, Decreases Movement Speed
Lv 74 - Corsair's Culotte +1 - DEF: 29, HP +25, INT +5, AGI +5, Enmity -4
Lv 75 - Commodore Culottes +1 - DEF: 31, HP +22, STR +3, AGI +3, Att +7, Eva +7
Lv 75 - Galliard Trousers - DEF: 30, HP +20, STR +2, VIT +2, DEX -2, AGI -2, Acc +5, Raac +5
Lv 75 - Barbarossa's Zerehs - DEF: 36, STR +4, VIT +4, Haste +3%
Lv 75 - Denali Kecks - DEF: 35, DEX +3, AGI +3, Acc +3, Raac +3, Eva +3, "Magic Attack Bonus" +3, Magic Accuracy +3, Set: Increases Acccuracy
Lv 75 - Skadi's Chausses - DEF: 28, Acc +4, Att +5, Raac +4, Raat +5, "Store TP" +7, Haste +2%


Bastokan/Repbulic subligar isn't bad early on, especially if your character isn't male. HQ Noct Brais will work for a long time, until Jaridah/Akinji. Vendors/Princes slops begin our melee Leg options at 71, and there are plenty of good ones. Pahluwan Seraweels and Galliard Trousers are both good choices for melee and ranged -Pahluwan only slightly better-, as are the Denali Kecks. Denali works out to 4.5 total Acc, 4.5 total Raac, as well as being one of the best Quick Draw leg pieces (3 MaB, 3 Magic Acc). Cobra Unit Subligar has decent Acc, though again if your character is male the sights won't be easy to stomach. Oily Trousers are great for Acc, coming to 7.5; the best out there, and theyre also decent for Raac.

Barbarossa's Zerehs and Skadi's Chausses are terrific Haste options - the Zerehs are mainly for melee, but with 4 STR they have weaponskill (Detonator mostly) potential as well. The Chausses though, are truly special. Offering a Homam-esque blend of both Accuracy and Haste (Att on there, too), along with seven Store TP which will most likely bump you up to the next Store TP tier depending of course on which weapon you're using and the rest of your gear.

You're generally going to want to weaponskill in either Pahluwan (3 STR, 4 Raac), Dusk Trousers (10 Raac for NQ, 11 for HQ), Enkidu's (4 STR, 5 Store TP, 5 Subtle Blow) or Skadi (4 Raac, 5 Raat, 7 Store TP). Like all Dusk gear, the decreased movement speed is abhorred, but Dusk Trousers are generally looked upon as ranged gear. The 14 Att may be considered for melee TP, but Acc and Haste are far more beneficial to COR melee in most any instance.


Feet__________________________
Lv 1 - Ash Clogs - DEF: 1
Lv 1- Bronze Leggings - DEF: 1
Lv 1 - Sprinter's Shoes - DEF: 1, Enchantment: Increases movement speed
Lv 7 - Leather Highboots - DEF: 2
Lv 7 - Leaping Boots - DEF: 3, AGI +3, DEX +3
Lv 7 - Bounding Boots - DEF: 3, AGI +3, DEX +3
Lv 10 - Royal Footman's Boots - DEF: 3
Lv 15 - Njord's Ledelsens - DEF: 4, Acc +1
Lv 20 - Royal Footman's Clogs - DEF: 5, AGI +1
Lv 25 - Kingdom Clogs - DEF: 7, HP +4, MP +4, AGI +1
Lv 25 - Freyr's Ledelsens - DEF: 5, Acc +1, VIT +1
Lv 29 - Custom F Boots - DEF: 5, HP +4, MP +12, DEX -1, AGI +3, INT +3, MND -1
Lv 29 - Custom M Boots - DEF: 5, HP +4, MP +12, DEX -1, AGI +3, INT +3, MND -1
Lv 29 - Elder's Sandals - DEF: 5, MP +12, AGI +3, INT +2
Lv 29 - Magna F Ledelsens - DEF: 5, MP +20, AGI +3, INT +2
Lv 29 - Magna M Ledelsens - DEF: 5, MP +20, AGI +3, INT +2
Lv 29 - Wonder Clomps - DEF: 5, HP +20, STR +2
Lv 29 - Savage Gaiters - DEF: 5, HP +16, STR +3
Lv 34 - Federation Gaiters - DEF: 7, AGI +1, In areas under own nation's control: Att +7, Raat +7
Lv 35 - Freya's Ledelsens - DEF: 6, STR +1, VIT +1, Acc +1
Lv 55 - Jaridah Nails - DEF: 12, HP -7, Acc +1, Raac +2, Eva +1
Lv 55 - Akinji Nails - DEF: 13, HP -7, Acc +2, Raac +3, Eva +2
Lv 56 - Corsair's Bottes - DEF: 11, HP +10, STR +2, AGI +2, Raac +2
Lv 62 - Marine F Boots - DEF: 9, HP +60, STR +3, DEX +3, VIT +2, AGI +2
Lv 62 - Marine M Boots - DEF: 9, HP +60, STR +3, DEX +3, VIT +2, AGI +2
Lv 62 - Wood F Ledelsens - DEF: 9, MP +30, STR -3, AGI +6
Lv 62 - Wood M Ledelsens - DEF: 9, MP +30, STR -3, AGI +6
Lv 65 - Marid Leggings - DEF: 13, HP +20, Raac +1
Lv 65 - Marid Leggings +1 - DEF: 14, HP +25, Raac +2
Lv 67 - Rutter Sabatons - DEF: 16, STR +3, VIT +2, Att +5, Slow +2%
Lv 68 - Cobra Unit Leggings - DEF: 10, Acc +4, "Store TP" +4, Enmity -3, Enhances "Counter" effect
Lv 70 - War Boots - DEF: 14, HP +12, VIT -1, Att +5, Raat +5
Lv 70 - War Boots +1 - DEF: 15, HP +14, VIT -2, Att +6, Raat +6
Lv 70 - Bowman's Ledelsens - DEF: 13, Acc +4, Raac +4, Set: Increased Raat
Lv 70 - Hermes' Sandals - DEF: 17, HP +12, Eva +5, Enmity +3, Movement speed +12%
Lv 70 - Hermes' Sandals +1 - DEF: 18, HP +14, Eva +6, Enmity +4, Movement speed +12%
Lv 72 - Pahluwan Crackows - DEF: 13, DEX +4, Acc +3, Raac +3, Set: Enhances "Subtle Blow" effect
Lv 72 - Enkidu's Leggings - DEF: 23, DEX +3, AGI +3, Att +4, Raat +4, "Subtle Blow" +2, Haste +2%
Lv 72 - Dusk Ledelsens - DEF: 23, HP +25, Att +4, Haste +2%, Decreases movement speed
Lv 72 - Dusk Ledelsens +1 - DEF: 24, HP +27, Att +5, Haste +3%, Decreases movement speed
Lv 73 - Commodore Bottes - DEF: 16, HP +12, DEX +3, INT +3, Acc +5, Enmity -3
Lv 74 - Corsair's Bottes +1 - DEF: 12, HP +15, STR +5, AGI +5, Raac +4, Acc +4
Lv 75 - Commodore Bottes +1 - DEF: 17, HP +12, DEX +3, INT +3, Acc +7, Enmity -4
Lv 75 - Denali Gamashes - DEF: 15, STR +3, Acc +5, Magic Acc +3, Set: Increases Accuracy
Lv 75 - Skadi's Jambeaux - DEF: 16, STR +3, VIT +3, Acc +5, Raac +5, Eva -5, Increases movement speed


Of course the most well-known low level footwear for a litany of job classes are the Leaping Boots, or the Rare/Ex version Bounding Boots. They're nice to have, but you can get by alright without if need be. The RSE at 29 can equal what Leaping/Bounding boots give to /ra for most races, and for those who don't get the 3 AGI at least get something helpful in STR. The Federation Gaiters are good, especially so if your nation controls the area you're in. At 55 are the Jaridah/Akinji set, but they end up only being worth it for one level. The Lv 56 AF Bottes are great for ranged TP and weaponskill, and the +1 version will only cement it as the best there is in that vein.

Cobra Unit Leggings, Pahluwan Crackows, Denali Gamashes, Skadi's Jambeaux, Corsair's Bottes +1, and Commodore Bottes/+1 provide the melee Acc options. The relic, Commodore, appeared with a surprising amount of Accuracy, especially the +1 which comes to 8.5 Acc. Even the NQ Commodore is 2nd best, though by a slim margin. If meleeing and prior to obtaining one of these Acc equips, War Boots or War Boots +1 are better than nothing.

Feet though, have a couple Haste options that can really complete a solid Haste set-up. As with Hands there's Dusk, though the additions are 2 and 3% instead of 3 and 4. With ZNM's came Enkidu's Leggings, and with 2% Haste and 3 DEX their value falls in between NQ and HQ Dusk.

AF, Pahluwan, and Skadi have the Raac needed for ranged TP; and Pahluwan < AF < Skadi in terms of weaponskilling. But the Corsair's Bottes +1 trump everything else for everything ranged with 4 Raac, 5 AGI, and 5 STR. They even have 4 Acc for Acc TP, but their value clearly is when you've got a gun out.

Skadi's Jambeaux, Hermes' Sandals, and Wyrmal legs are the 3 most valuable +movement speed items on COR. Any of these are very beneficial in so many different ways - you only need one as they do not stack with eachother; it's definitely something to pursue for a 'running' macro. Whether it's kiting something, or simply getting around places quicker, moving 12% faster is a significant gain. The +movement speed on the Jambeaux is 12% just like Hermes and Wyrmal legs.. Storm Crackows technically belong with these, but are restricted to working in 'Assault' areas, as well as Desert Boots in a sandstorm.

I suppose if we're talking +movement gear, Sprinter's Shoes should at least be mentioned - the enchantment increases movement speed by 12% (though the status is called 'Quickening') like the above 3, and it does stack with them. You can remove the Sprinter's Shoes while keeping the enchantment. However, "Quickening" has limitations unlike the others, explained here.


Edited, May 20th 2009 2:05pm by Carrilei
____________________________
Corsair75
Pandemonium Asura...

ffxiah
#2 Apr 14 2009 at 11:38 AM Rating: Excellent
****
5,159 posts
Screenshot
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Edited, Apr 15th 2009 5:07am by Carrilei
____________________________
Corsair75
Pandemonium Asura...

ffxiah
#3 Apr 14 2009 at 11:38 AM Rating: Excellent
****
5,159 posts
               ~The Pirate's Magical Booty~               
This Pirate's Magical Booty focuses on the magical damage aspects of Corsair, namely Quick Draw and Leaden Salute, as well as the non-physical damage playstyle in general. Click here to go to the COR physical damage guide.

Some points of note - I include MP gear for the higher levels somewhat reluctantly. Actually gearing for MP is very situational; if you're /Mage and not dealing any physical damage, you should almost always be looking to push your Quick Draw damage as far as it can go. You don't need much of an MP pool for what should be contributed from a COR/Mage in the casting department - I'd recommend 8/8 MP merits, so you can be more at ease going full-on QD gear. I've included Quick Draw options starting when you get the JA at 40, but didn't include MP choices with lower and mid-level ranges in mind.

A few things to keep in mind with the information ahead: Quick Draw's accuracy is enhanced by AGI - AGI does not boost the raw damage of the ability. MaB (magic attack bonus) however, does, and it's believed by most that magic accuracy is a second way to improve QD accuracy, though not proven. The third has nothing to do with gear, and that would be via merits. Here's the damage formula for the JA:

2*(Gun base DMG + bullet base DMG)*(1+(MaB/100))*(staff bonus)*(Day/Weather Bonus)

Leaden Salute is a Dark-based weaponskill, with AGI enhancing the damage, not accuracy. MaB and (assumedly) magic accuracy also effect Leaden Salute, just as they do with QD. With Leaden, its damage varies with TP as shown below:

Leaden Salute - Damage Multipliers by TP:  
100TP    200TP    300TP   
4.0      4.25     4.75
Also, here's what the Leaden Salute damage formula appears to be:

2*(AGI-EnemyINT)+[fTP*(75+2+[.83*[.3*AGI]])]

Weapons__________________________
Lv 51 - Fire Staff - (hidden effect) 10% increase to fire elemental damage, 10% decrease to ice elemental damage
Lv 51 - Vulcan's Staff - (hidden effect) 15% increase to fire elemental damage, 15% decrease to ice elemental damage
Lv 51 - Ice Staff - (hidden effect) 10% increase to ice elemental damage, 10% decrease to wind elemental damage
Lv 51 - Aquilo's Staff - (hidden effect) 15% increase to ice elemental damage, 15% decrease to wind elemental damage
Lv 51 - Wind Staff - (hidden effect) 10% increase to wind elemental damage, 10% decrease to earth elemental damage, AGI +4
Lv 51 - Auster's Staff - (hidden effect) 15% increase to wind elemental damage, 15% decrease to earth elemental damage, AGI +5
Lv 51 - Earth Staff - (hidden effect) 10% increase to earth elemental damage, 10% decrease to lightning elemental damage, Physical damage taken -20%
Lv 51 - Terra's Staff - (hidden effect) 15% increase to earth elemental damage, 15% decrease to lightning elemental damage, Physical damage taken -20%
Lv 51 - Thunder Staff - (hidden effect) 10% increase to lightning elemental damage, 10% decrease to water elemental damage
Lv 51 - Jupiter's Staff - (hidden effect) 15% increase to lightning elemental damage, 15% decrease to water elemental damage
Lv 51 - Water Staff - (hidden effect) 10% increase to water elemental damage, 10 decrease to fire elemental damage
Lv 51 - Neptune's Staff - (hidden effect) 15% increase to water elemental damage, 15% decrease to fire elemental damage
Lv 51 - Light Staff - (hidden effect) 10% increase to light elemental damage, 10% decrease to dark elemental damage, "Cure" potency +10%
Lv 51 - Apollo's Staff - (hidden effect) 15% increase to light elemental damage, 15% decrease to dark elemental damage, "Cure" potency +10%
Lv 51 - Dark Staff - (hidden effect) 10% increase to dark elemental damage, 10% decrease to light elemental damage, hMP +10, AGI +1
Lv 51 - Pluto's Staff - (hidden effect) 15% increase to dark elemental damage, 15% decrease to light elemental damage, hMP +10, AGI +2
Lv 73 - Verdun - MP +18
Lv 73 - Verdun +1 - MP +20
Lv 73 - Trilling Dagger - Increases light elemental damage dealt


Increases and decreases to magical 'damage' refers to both magic accuracy and magic attack. It goes without saying, HQ staves come to 150% of NQ, and you want to avoid letting off Quick Draws with the opposit staff equipped. Leaden Salute is Darkness based, so Dark/Pluto's Staff is the best way to enhance it, though it'd be quite rare to find yourself with 100+ TP and sporting a Dark/Pluto's Staff.

I'm not sure why I added the Trilling Dagger, it serves absolutely no purpose as the increased light damage isn't about to help Light Shot. Perhaps something to just remind us that Light & Dark Shot used to deal damage, those were the days..

I don't even wanna say this, but I guess I will. Cure with Light/Apollo's (+cure potency%), and rest with Dark/Pluto's (+hMP). To the basics!


Grips__________________________
Lv 65 - Staff Strap - MP +20, Enmity -2
Lv 69 - Magic Strap - MP +23, Spell interruption rate down 5%
Lv 70 - Fire Grip - Converts 20 HP to MP, Fire Elemental Magic Accuracy +2
Lv 70 - Ice Grip - Converts 20 HP to MP, Ice Elemental Magic Accuracy +2
Lv 70 - Wind Grip - Converts 20 HP to MP, Wind Elemental Magic Accuracy +2
Lv 70 - Earth Grip - Converts 20 HP to MP, Earth Elemental Magic Accuracy +2
Lv 70 - Thunder Grip - Converts 20 HP to MP, Thunder Elemental Magic Accuracy +2
Lv 70 - Water Grip - Converts 20 HP to MP, Water Elemental Magic Accuracy +2
Lv 70 - Light Grip - Converts 20 HP to MP, Light Elemental Magic Accuracy +2
Lv 70 - Dark Grip - Converts 20 HP to MP, Dark Elemental Magic Accuracy +2
Lv 71 - Wise Strap - Magical critical hit rate +3%


The Wise Strap's +3% magical critical hit rate is essentially +10 MaB when it does take effect, which is only an average of +0.3 MaB per shot; otherwise as you see, Magic Acc abounds for whichever shot you're using, which is probably the way to go (they are without question for Light & Dark Shot of course). The Staff Strap is the only to grant -Enm, and except for the Wise Strap they all have similar MP totals, though some is converted HP and some is not. All of the elemental grips are obtained through ZNM's.

Shields__________________________
Lv 30 - Warlock's Shield - DEF: 4, Latent effect: HP +7, MP +7
Lv 71 - Legion Scutum - DEF: 16, MP +20, Enmity -2, hMP +5


Included for completeness, though Legion Scutum from the T3 ZNM Mahjlaef the Paintorn does have a few things going for it in MP, -Enmity, and hMP. The -Enm is really the main positive, though a Staff Strap equals it. Really always best to go with a Stave + Grip.

Guns__________________________
Lv 69 - Basilisk - DMG: 39, Set: Increases Eva, hHP, and Reduces Enmity
Lv 72 - Peacemaker - DMG: 13, AGI +5, Enmity -2
Lv 72 - Martial Gun - TP Bonus
Lv 75 - Corsair's Gun - DMG: 41
Lv 75 - Corsair's Gun +1 - DMG: 42
Lv 75 - Death Penalty - DMG: 40, Enhances "Quick Draw" effect


Basilisk is in here for the -Enmity; Peacemaker for Light & Dark Shots with 5 AGI -it also has -2 Enmity. Martial Gun is the best for Leaden Salute, as the damage varies with TP. Corsair's/+1 is the standard when Quick Draw is your only form of damage. Death Penalty stands to hold claim to something positive, as the enhanced QD there should outdo HQ Corsair's Gun, but probably not by a whole lot.

Ammo__________________________
Lv 1 - Bronze Bullet - DMG: 3
Lv 22 - Bullet - DMG: 46
Lv 35 - Paktong Bullet - DMG: 50
Lv 55 - Iron Bullet - DMG: 55
Lv 66 - Steel Bullet - DMG: 70


The aptly named 'Bullet' and Iron are only in here since I cover Quick Draw from early on - the only choice is Steel 66+ as the ability is highly influenced by base gun and bullet damage. The only way you could use a bullet other than Steel 66+ in any instance and have it not negatively effect you in relation is when using Leaden Salute - as noted in the intro, gun and bullet damage matter not to it. That's why Bronze is listed, it's a lot cheaper if you're ever going to spam Leaden for some reason.

Head__________________________
Lv 39 - Dobson Bandanna - AGI +3, Eva +5, Enhances "Resist Poison" effect
Lv 50 - Crow Beret - DEF: 15, Eva +4, Enmity -7
Lv 50 - Raven Beret - DEF: 16, Eva +5, Enmity -8
Lv 50 - Storm Turban - DEF: 15, MP +18, "MdB" +2, hMP +1
Lv 50 - Gold Hairpin - HP -12, MP +30
Lv 50 - Gold Hairpin +1 - HP -12, MP +33
Lv 60 - Corsair's Tricorne - DEF: 22, HP +8, Enhanced "Quick Draw" effect
Lv 68 - Curate's Hat - DEF: 18, HP +25, MP +25, hMP +1
Lv 68 - Wivre Hairpin - DEF: 15, HP -20, MP +38
Lv 68 - Wivre Hairpin +1 - DEF: 16, HP -22, MP +40
Lv 68 - Cobra Unit Cap - DEF: 22, Enmity -4
Lv 69 - Mirror Tiara - DEF: 20, Enmity -7, hMP +3, Campaign: Magic damage taken -10%
Lv 69 - Megrim Crown - DEF: 18, Enchantment: ???
Lv 70 - Cactuar Ribbon - AGI +4, Enhances "Resist Sleep" effect, Enhances "Resist Paralyze" effect
Lv 70 - Faerie Hairpin - HP -20, MP +55
Lv 70 - Maat's Cap - VIT +7, AGI +7, MND +7, CHR +7, Enchantment: Teleport
Lv 71 - Ree's Headgear - DEF: 21, MND +2, CHR +2, Magic Acc +2, MaB +2
Lv 72 - Enkidu's Cap - DEF: 23, AGI +3
Lv 72 - Reikyo Hairpin - DEF: 19, HP -20, MP +20, Enchantment: Slightly Bad Breath
Lv 73 - Crimson Mask - DEF: 34, HP +20, MP +20, Enfeebling magic skill +10, Adds "Regen" effect
Lv 73 - Blood Mask - DEF: 35, HP +22, MP +22, Enfeebling magic skill +11, Adds "Regen" effect
Lv 74 - Corsair's Tricorne +1 - DEF: 23, HP +13, AGI +4, Enhances "Quick Draw" effect
Lv 75 - Commodore Tricorne - DEF: 24, HP +10, Augments "Phantom Roll"
Lv 75 - Commodore Tricorne +1 - DEF: 25, HP +12, Augments "Phantom Roll"
Lv 75 - Denali Bonnet - DEF: 21, AGI +4, MND +4, Eva +3, Haste +4%
Lv 75 - Skadi's Visor - DEF: 15, AGI +4, Haste +3%
Lv 75 - Walahra Turban - HP +30, MP +30, Haste +5%


The Crow/Raven line is really nice in terms of -Enmity, and the Mirror Tiara here also works well. The Mirror Tiara also has a nice amount of hMP. Corsair's Tricorne/+1 is the way to go for damage Quick Draws, though Ree's Headgear probably edges it out for Leaden, as does Maat's Cap. For Light Shot & Dark Shot go for as much AGI as you can (or Ree's Headgear if you believe strongly in magic acc) - nobody knows if the AF Tricorne helps with QD Acc or not.

For MP, Wivre Hairpin/+1 are good sources at low prices; Faerie Hairpin is the most MP at 55. Walahra is usable, especially if concerned about HP. The ??? Enchantment on the Megrim Crown randomly grants a beneficial effect, the most notable possibility being Refresh.

Commodore Tricorne's "Augments Phantom Roll" grants the PR Job Bonus if the corresponding job is not present about 1/3 of the time. Thus useless for rolls which have the job in your party, but a great asset for all rolls lacking a Job Bonus. Without question a big item for COR, it joins the list of highly coveted items from Dyna-Xarc. It doesn't need to be worn after the initial roll; if the Job Bonus is given, it'll stay upon changing to a different Head piece during any potential Double-Ups.


Neck__________________________
Lv 39 - Stone Gorget - DEF: 4, Enhances "Stoneskin" effect
Lv 40 - Agile Gorget - DEF: 3, AGI +2, Eva +1
Lv 40 - Republican Silver Medal - Enmity -2, hHP +1, hMP +1
Lv 50 - Benign Necklace - DEF: 2, Enmity -2
Lv 50 - Beak Necklace - DEF: 4, MP +20, hMP +1
Lv 50 - Beak Necklace +1 - DEF: 5, MP +22, hMP +2
Lv 54 - Ashura Necklace - DEF: 1, VIT +1, AGI +1
Lv 54 - Pachamac's Collar - DEF: 2, hHP +1, hMP +1
Lv 59 - Star Necklace - DEF: 1, CHR +3, Converts 15 HP to MP
Lv 60 - Grandiose Chain - HP +10, MP +10, hHP +2, hMP +2
Lv 70 - Fenrir's Torque - Daytime: MP +30, Nighttime: Enmity -3
Lv 70 - Morgana's Choker - MND +5, Converts 40 HP to MP
Lv 70 - Jeweled Collar +1 - VIT +1, AGI +1, MND +1
Lv 70 - Uggalepih Pendant - MP +20, Latent effect: "MaB"
Lv 72 - Light Gorget - Latent effect: Increases weaponskill accuracy and damage
Lv 72 - Shadow Gorget - Latent effect: Increases weaponskill accuracy and damage
Lv 72 - Soil Gorget - Latent effect: Increases weaponskill accuracy and damage
Lv 73 - Hope Torque - AGI +5
Lv 75 - Orochi Nodowa - DEF: 1, Att +6, Enhances "Resist Poison" effect, Adds "Regen" effect
Lv 75 - Orochi Nodowa +1 - DEF: 2, Att +7, Enhances "Resist Poison" effect, Adds "Regen" effect
Lv 75 - Chi Necklace - MP +20, Salvage: "Conserve MP" +2, Divine magic skill +3
Lv 75 - Phi Necklace - hMP +3, Salvage: Healing magic skill +3, Enfeebling magic skill +3


Uggalepih Pendant is the focal point here, boasting not only a good amount of MaB (some of the time), but also 20 MP. There are several things to consider about this piece -I'll lay them out here:

Regarding the latent effect of "MaB"-
* Active while the caster's MP at the completion of a spell, expressed as a percentage of maximum MP from visible equipment--discounting Convert HP to MP armor--is strictly less than 51%
* +MP has to come from either Head, Body, Hands, Legs, Feet or Merits. All other sources aren't recognized as part of Max MP
* Magic Attack Bonus is +8


(courtesy of this thread by PavFeira, tested by Spikido)
* You do not require a native MP pool (mage sub job) for latent to activate


Aside from that pendant, Agile Gorget's 2 AGI is the way to go for Quick Draw, unless you're fortunate enough to have a Hope Torque as COR. Light Gorget, Shadow Gorget, and Soil Gorget all work for Leaden Salute, making any a strong choice there. Beak Necklace/+1 provides decent MP and hMP; Einherjar's Morgana's Choker's 40 MP is the most available. The Stone Gorget is a nice item for a Stoneskin macro. Republican Silver Medal, Benign Necklace, and Fenrir's Torque round out the minus enmity choices.


Earrings__________________________
Lv 10 - Physical Earring - Converts 25 MP to HP
Lv 30 - Healer's Earring - Latent effect: Enmity -1
Lv 30 - Warlock's Earring - Latent effect: hMP +1
Lv 35 - Drone Earring - AGI +3
Lv 45 - Astral Earring - Converts 25 HP to MP
Lv 47 - Moldavite Earring - "MaB" +5
Lv 49 - Boroka Earring - hMP +1
Lv 50 - Antivenom Earring - MP +15, Enhances "Resist Poision" effect, hMP +1
Lv 50 - Insomnia Earring - HP +15, MP +15, Enhances "Resist Sleep" effect
Lv 50 - Stoic Earring - HP +20, Enhances "Resist Stun" effect, hHP +1
Lv 50 - Storm Earring - Assault: MP +15, Enmity -4
Lv 55 - Desamilion's Earring - MP +15
Lv 55 - Zedoma's Earring - MP +30
Lv 61 - Pennon Earring +1 - HP +15, AGI +3
Lv 62 - Magnifiying Earring - hHP +1, hMP +1
Lv 65 - Diabolos's Earring - Dark weather: Magic Acc +2
Lv 65 - Relaxing Earring - hMP +2
Lv 67 - Star Earring - MP +20, MND +2
Lv 67 - Celestial Earring - MP +22, MND +3
Lv 67 - Heaven's Earring - HP +11, Enmity -1
Lv 67 - Heaven's Earring +1 - DEF: 1, HP +12, Enmity -2
Lv 69 - Brilliant Earring - Set: Increases Eva, hHP, Reduces Enmity
Lv 70 - Rapture Earring - MP +10, hMP +1
Lv 72 - Crapaud Earring - HP +5, MP +5, MaB +2
Lv 72 - Ethereal Earring - HP +15, Att +5, Eva +5, Converts 3% of damage taken to MP
Lv 72 - Magnetic Earring - MP +20, "Conserve MP" +5, Spell interruption rate down 8%, hMP +1
Lv 75 - Delta Earring - CHR +2, Enmity -3
Lv 75 - Gamma Earring - MP +15, Salvage: Avatar perpetuation cost -1
Lv 75 - Loquacious Earring - MP +30, Enhances "Fast Cast" effect
Lv 75 - Novio Earring - MaB +7
Lv 75 - Novia Earring - Eva +7, Enmity -7


MaB's aplenty here, first and foremost with Mysticmaker Profblix's Moldavite Earring. For NM's, he's not that bad, as with the drop rate. With a couple more MaB than the Moldavite of course, is the Novio from the Aura of Adulation off Jailer of Love. Unlike the Moldavite, this won't be easy to come by. Crapaud's MaB +2 at least gives you more MaB to put on the other ear should you not own a Novio.

Other than MaB, there's 3 AGI earrings in the classic Drone, or new Pennon Earring +1. Astral, Zedoma's, and Loquacious (also Fast Cast on Loq) are good sources of MP; Antivenom, Insomnia, Desamilion's, Star, Celestial, Magnetic, and Gamma also being decent. There are various hMP +1 earrings.. Novia from the Aura of Voracity, also off JoL, takes the -Enm cake, and as with the hMP there's several options for -Enmity.


Body__________________________
Lv 30 - Mercenary's Captain's Doublet - DEF: 20, AGI +1
Lv 33 - Elder's Surcoat - DEF: 18, MP +32, CHR +1
Lv 34 - Federation Doublet - DEF: 22, AGI +1
Lv 34 - Windurstian Doublet - DEF: 21, AGI +1
Lv 45 - Brigandine +1 - DEF: 33, HP +15, VIT +3, AGI +1, MND +1, CHR +1
Lv 50 - Crow Jupon - DEF: 28, Eva +8, Enmity -8
Lv 50 - Raven Jupon - DEF: 29, Eva +9, Enmity -9
Lv 58 - Corsair's Frac - DEF: 42, HP +15, AGI +2
Lv 60 - Aketon - DEF: 39, HP +10, AGI +5, Eva +5
Lv 60 - Aketon +1 - DEF: 40, HP +15, AGI +6, Eva +7
Lv 69 - Blue Cotehardie - DEF: 43, -3 VIT, MND -4, CHR -4, AGI +4, Converts 40 HP to MP
Lv 69 - Blue Cotehardie +1 - DEF: 44, VIT -4, CHR -4, MND -4, AGI +5, Converts 50 HP to MP
Lv 71 - Antares Harness - DEF: 50, HP +15, AGI +8, Eva +8
Lv 72 - Enkidu's Harness - DEF: 50, AGI +5, Eva +5
Lv 73 - Crimson Scale Mail - DEF: 52, HP +40, MP +40, MND +10, Breath damage taken -10%
Lv 73 - Blood Scale Mail - DEF: 53, HP +42, MP +42, MND +11, Breath damage taken -11%
Lv 74 - Corsair's Frac +1 - DEF: 43, HP +20, AGI +5
Lv 75 - Mirke Wardecors - DEF: 42, HP +10, MP +10, STR +5, DEX +5, AGI +5, [Augment*], [Augment*]
Lv 75 - Skadi's Cuirie - DEF: 40, AGI +8, Eva -10
Lv 75 - Denali Jacket - DEF: 43, HP +25, AGI +10


Denali Jacket's 10 agility is the most going; Skadi's Cuirie and Antares Harness both coming in with 8. Outside of even those, are Blue Cotehardie/+1, Aketon/+1, and Corsair's Frac +1. As far as MP goes, that Blue Cotehardie/+1 is the standard, converting a large pool of MP while, as just mentioned, supplying some AGI. Wyrmal body is also a good source of MP, just take care that you won't be intimidated by the one(s) you're trying to cure (wyrmal abjurations grant you 'Dragon Affinity,' which means you're essentially seen as a dragon, and thus susceptible to the Dragon Killer trait). Crow/Raven takes care of -Enmity.

*With our ACP body, Mirke Wardecors, there are two augment additions you can choose. Those most relevent to Corsair are shown below:
Accuracy+10   
Attack +10 
Ranged Accuracy+10  
Ranged Attack+10   
Magic Accuracy+4   
"Magic Attack Bonus"+4   
"Snapshot"+5%   
"Quick Draw" ability delay -5
Different sets of jobs means some may want to compromise, and consider mulitple jobs when selecting.. For example, while COR doesn't really ranged TP enough to warrant Snapshot as a very influencial augment, it may be the way to go for those with RNG. For those only focusing on COR, reducing Quick Draw delay by 5 seconds is fantastic, and the MaB is a natural choice to go with it - easily making it far and away the best QD body piece. Raac and Raat is also being chosen by some, and with it it becomes the best WS and /ra TP body. One way or another, it's a seriously strong piece.

Fortunately your choices are not set in stone, and can be changed.


Hands__________________________
Lv 27 - Elder's Bracers - DEF: 6, MP +32
Lv 27 - Magna Gauntlets - DEF: 6, MP +24
Lv 27 - Magna Gloves - DEF: 6, MP +24
Lv 27 - Savage Gauntlets - DEF: 6, MP +16, VIT +4, MND +2
Lv 28 - Wool Cuffs +1 - DEF: 7, AGI +1
Lv 30 - Mercenary Captain's Gloves - DEF: 6, AGI +1
Lv 34 - Windurstian Gloves - DEF: 7, AGI +1
Lv 34 - Federation Gloves - DEF: 8, AGI +1
Lv 38 - Mage's Cuffs - DEF: 9, AGI +2
Lv 50 - Crow Bracers - DEF: 10, Eva +5, Enmity -4
Lv 50 - Raven Bracers - DEF: 11, Eva +6, Enmity -5
Lv 50 - Storm Gages - DEF: 11, MP +22, Assault: hMP +3
Lv 58 - Sand Gloves - DEF: 13, AGI +2, In sandstorms: Eva +7
Lv 62 - Dune Bracers - DEF: 11, HP -35, MP +65, VIT -5, MND +2
Lv 62 - Marine F Gloves - DEF: 11, MP +35, VIT -3, AGI -3, MND +4, CHR +3
Lv 62 - Marine M Gloves - DEF: 11, MP +35, VIT -3, AGI -3, MND +4, CHR +3
Lv 62 - Wood Gauntlets - DEF: 11, HP -30, MP +55, VIT -3
Lv 62 - Wood Gloves - DEF: 11, HP -30, MP +55, VIT -3
Lv 65 - Grand Temple Knight's Bangles - DEF: 11, In areas outside own nation's control: AGI +2, Eva skill +7
Lv 65 - Master Caster's Mitts - DEF: 15, In areas outside own nation's control: AGI +2, Eva skill +10
Lv 68 - Cobra Mittens - DEF: 13, Enmity -3
Lv 70 - Patrician's Cuffs - DEF: 16, Eva skill +6, Healing magic skill +6, Elemental magic skill +6
Lv 72 - Commodore Gants - DEF: 14, HP +12, AGI +2
Lv 73 - Crimson Finger Gauntlets - DEF: 26, HP +20, MP +20, Dark magic skill +10
Lv 73 - Blood Finger Gauntlets - DEF: 27, HP +22, MP +22, Dark magic skill +11
Lv 74 - Corsair's Gants +1 - DEF: 12, HP +15, MND +5, Eva +3
Lv 75 - Commodore Gants +1 - DEF: 15, HP +15, AGI +3
Lv 75 - Skadi's Bazubands - DEF: 17, AGI +5


It's AGI here, the most coming from Skadi's Bazubands. Outside of that, you're probably looking at one of the 2 AGI options - Mage's Cuffs have long been the way to go, but our NQ relic has come through to at least equal that; the HQ with 3 AGI.

As with Waist, the MP here mostly comes down to RSE. Marine is Hume, Wood is Elvaan, Dune is Galkan.. The Mithran and Taru Hand RSE isn't as helpful, but at least the Lv 27 Savage is usable for Mithra. Wyrmal hands are, consequentially, a bit more helpful to Mithra & Taru than the rest, just again be aware of your Dragon Affinity as with all over wyrmal abjurations. Crow/Raven are your -Enmity as usual, with Cobra Mittens contributing there as well.


Rings__________________________
Lv 10 - Astral Ring - Converts 25 HP to MP
Lv 10 - Multiple Ring - Latent effect: HP +50, MP +20
Lv 14 - Tourmaline Ring - AGI +1
Lv 14 - Reflex Ring - AGI +2
Lv 14 - Reflex Ring +1 - DEF: 1, AGI +2
Lv 30 - Sattva Ring - HP +15~30, VIT +2~5, AGI +2~5, Enmity +3
Lv 30 - Tamas Ring - MP +15~30, MND +2~5, Enmity -3
Lv 36 - Peridot Ring - AGI +2
Lv 36 - Alacrity Ring - AGI +3
Lv 36 - Alacrity Ring +1 - DEF: 2, AGI +3
Lv 40 - Electrum Ring - HP -20, MP +20
Lv 40 - Ether Ring - Converts 30 HP to MP
Lv 40 - Luzaf's Ring - Increases "Phantom Roll" area of effect
Lv 40 - Mana Ring - MP +15
Lv 40 - Vilma's Ring - MND +1, CHR +1, Converts 25 HP to MP
Lv 49 - Kshama Ring No. 3 - AGI +3, Eva +1
Lv 50 - Ebullient Ring - HP +15, MP +15, Enhances "Resist Paralyze" effect
Lv 50 - Garrulous Ring - AGI +3, Enhances "Resist Silence" effect
Lv 50 - Trooper's Ring - DEF: 1, Enmity -4, Besieged: VIT +10, Enchantment: Recover HP
Lv 50 - Balrahn's Ring - Magic Acc +4, Assault: MND +4, CHR +4, Adds "Refresh" effect
Lv 50 - Jalzahn's Ring - Assault: AGI +6
Lv 51 - Serket Ring - DEF: 3, Converts 50 HP to MP
Lv 54 - Jadeite Ring - AGI +3
Lv 54 - Celerity Ring - AGI +4
Lv 54 - Celerity Ring +1 - DEF: 3, AGI +4
Lv 56 - Zoredonite Ring - MP +20
Lv 60 - Dominion Ring - DEF: 2, MND +2, Latent effect: MP +30
Lv 61 - Vivian Ring - DEF: 2, MND +1, Converts 50 HP to MP
Lv 65 - Ladybug Ring - Daytime: HP +20, MP +20
Lv 65 - Ladybug Ring + 1 - Daytime: HP +22, MP +22
Lv 65 - Water Ring - DEF: 2, On Watersdays: MP -15%, "Conserve MP" +15
Lv 70 - Volunteer's Ring - MdB +3, Besieged: hMP +5
Lv 72 - Emerald Ring - AGI +4
Lv 72 - Nimble Ring - AGI +5
Lv 72 - Nimble Ring +1 - DEF: 4, AGI +5
Lv 72 - Star Ring - MND +4, MP +20, hMP +1
Lv 72 - Celestial Ring - MND +5, MP +20, hMP +1
Lv 72 - Celestial Ring - MND +5, MP +20, hMP +1
Lv 74 - Breeze Ring - VIT +2, AGI +5
Lv 74 - Dark Ring - DEF: 3, HP -20, MP +20, VIT +1, AGI +1, MND +1, CHR +1
Lv 75 - Epsilon Ring - Salvage: Magic Acc +3
Lv 75 - Iota Ring - VIT +3, AGI +3
Lv 75 - Omega Ring - MND +3, CHR +3, Magic Acc +3
Lv 75 - Pi Ring - MND +5, Salvage: Enhances "Fast Cast" effect
Lv 75 - Psi Ring - AGI +5, Salvage: "Store TP" +5


Clearly, there's no shortage of ways to go here. AGI rings are prevelent all over - obviously the 5 AGI ones like Breeze and Nimble are the best to work towards eventually. Jalzahn's 6 is great in 'Assault' areas, which means every Assault as well as Salvage. Another ToAU ring, Balrahn's, gives 4 Magic Accuracy, as well as a 1/tick Refresh in those same 'Assault' areas.

Many, many MP rings.. Serket and Vivian are tops at 50 MP each, but there are tons of other options in the 20-30 MP range. Multiple Ring's latent is when your main job's level is a multiple of 10. The CoP rings, Tamas and Sattva, become stronger at Lv 30, 45, 60, and 70 concerning the stats with "~" in between them. Dominion Ring's latent is activated by /Whm. Pi Ring would be a neat one to use for those quick Paralyna's and Erases on Salvage Chariots, if the ??? appraisal ever worked out. Tamas and Trooper's are it for -Enmity, though 8,000 IS isn't too bad for Trooper's.

Luzaf's Ring doubles the PR AoE, which situationally is a blessing. Whether it's the ability to hit everyone with Corsair's Roll during merits, hitting all the mages (who sometimes love to scatter) during an event, or any other instance where you want a larger roll AoE, this ring is a must. Only costs 4,000 IS. Works on the initial roll and all subsequent Double-Ups; does not work with Random Deal or Wild Card.


Back__________________________
Lv 24 - Nomad's Mantle - DEF: 2, AGI +1, Eva +3
Lv 24 - Nomad's Mantle +1 - DEF: 3, AGI +2, Eva +3
Lv 55 - Federal Army Mantle - DEF: 6, MP +6, AGI +2
Lv 60 - Bullseye Cape - DEF: 7, AGI +1
Lv 65 - Lamia Mantle - DEF: 8, MP +24, "MdB" +3
Lv 65 - Lamia Mantle +1 - DEF: 9, MP +26, "MdB" +4
Lv 69 - Viator Cape - DEF: 9, HP +15, MP +15, Campaign: HP +15, HP +5%, MP +15, MP +5%, hHP +2, hMP +2
Lv 70 - Aries Mantle - DEF: 6, Sleep: Adds "Regen" and "Refresh" effects, Enchantment: Sleep
Lv 70 - Lieutenant's Cape - DEF: 8, HP +40, MP +20, Enchantment: Restores HP and MP
Lv 73 - Astute Cape - MP +25, Summoning Magic Skill +5, Ninjutsu Magic Skill +5, Singing Magic Skill +5
Lv 73 - Altruistic Cape - MP +25, Divine Magic Skill +5, Healing Magic Skill +5, Enfeebling Magic Skill +5
Lv 73 - Merciful Cape - MP +25, Enhancing Magic Skill +5, Elemental Magic Skill +5, Dark Magic Skill +5
Lv 73 - Commander's Cape - DEF: 8, AGI +3


There isn't much here in terms of boosting QD/LS - the 3 AGI on the Commander's Cape is about as good as you're gonna get, barely edging out the very early HQ Nomad's Mantle. Lamia Mantle and the +1 version are the typical MP spot here; there are others as you see, but nothing really better.. The Viator Cape seems to be the one and only hMP Back equip, and unfortunately it only works in Campaign.

Waist___________________________
Lv 30 - Mercenary Captain's Belt - DEF: 3, VIT +1, AGI +1, MND +1, CHR +1
Lv 50 - Desert Belt - DEF: 5, HP +20, AGI +3
Lv 50 - Desert Stone - DEF: 1, MP +40, CHR +2
Lv 50 - Forest Belt - DEF: 5, HP +20, AGI +2, MND -5
Lv 50 - Forest Stone - DEF: 1, MP +40, AGI +2
Lv 50 - Jungle Stone - DEF: 2, MP +30, MND +3
Lv 50 - Ocean Stone - DEF: 2, MP +30, MND +2
Lv 50 - Steppe Stone - DEF: 3, MP +20, VIT +2, MND +3
Lv 50 - Royal Knight's Belt - DEF: 5, AGI +2, MND +2, CHR +2
Lv 52 - Royal Knight's Belt +1 - DEF: 6, AGI +2, MND +2, CHR +2
Lv 52 - Royal Knight's Belt +2 - DEF: 7, AGI +2, MND +2, CHR +2
Lv 58 - Grace Corset - DEF: 2, MP +22, AGI +3, MND +3
Lv 60 - Spectral Belt - DEF: 5, MP +10, Enmity -4
Lv 65 - Wind Belt - DEF: 6, On Windsdays: AGI +3
Lv 67 - Maharaja's Belt - DEF: 7, HP +20, CHR +3, Enchantment: AGI +10
Lv 69 - Grenadier Belt - DEF: 4, AGI +3, Campaign: AGI +8
Lv 69 - Demagogue's Sash - DEF: 6, MP +15, MND +3, CHR +3, Campaign: MND +8, CHR +8
Lv 70 - Steppe Rope - MP +30, MND +4
Lv 70 - Desert Sash - DEF: 6, MP +15, MND +3, CHR +3, Campaign: MND +8, CHR +8
Lv 70 - Forest Rope - DEF: 3, MP +60
Lv 70 - Jungle Rope - DEF: 4, MP +45
Lv 70 - Ocean Rope - DEF: 4, MP +45
Lv 70 - Sothic Rope - DEF: 5, MND +4, Full Moon: MP +20, MND +6
Lv 71 - Anrin Obi - DEF: 7, Gain full benefit of Darksday/dark weather bonuses
Lv 71 - Dorin Obi - DEF: 7, Gain full benefit of Earthsday/earth weather bonuses
Lv 71 - Furin Obi - DEF: 7, Gain full benefit of Windsday/wind weather bonuses
Lv 71 - Hyorin Obi - DEF: 7, Gain full benefit of Iceday/ice weather bonuses
Lv 71 - Karin Obi - DEF: 7, Gain full benefit of Firesday/fire weather bonuses
Lv 71 - Korin Obi - DEF: 7, Gain full benefit of Lightsday/light weather bonuses
Lv 71 - Rairin Obi - DEF: 7, Gain full benefit of Lightningday/lightning weather bonuses
Lv 71 - Suirin Obi - DEF: 7, Gain full benefit of Watersday/water weather bonuses
Lv 73 - Scouter's Rope - DEF: 6, HP -40, AGI +4, Eva +10


The Lv 71 Sea Obi's are terrific for their element - their 'bonuses' are as follows:
10% for magic of the day
10% for magic matching single weather
25% for magic matching double weather
35% for magic matching double weather and day


The Anrin Obi is great for Leaden Salute, just make sure you're on Darksday/Darkness weather- you need to use the obi of the corresponding current Vana'dielian day (or active weather) for it to work. So if without the right obi, or without a matching day/weather, Scouter's Rope has 4 AGI, along with several 3 AGI options. Maharaja's Belt's 10 AGI enchantment looks great, and it is for the short time it can be used - it only lasts 1 minute and the belt cannot be unequipped during that time.

The MP here is largely dependant on race - Ocean for Hume, Jungle for Mithra, Forest for Elvaan, Desert for Galka, and Steppe for Tarutaru. Spectral is nice for the -Enmity.


Legs__________________________
Lv 20 - Baron's Slops - DEF: 11, hMP +1
Lv 31 - Custom Pants - DEF: 12, MP +32, MND +3, CHR +1
Lv 31 - Custom Slacks - DEF: 12, MP +32, MND +3, CHR +1
Lv 31 - Elder's Braguette - DEF: 12, MP +20, AGI +2, CHR +2
Lv 31 - Magna F Chausses - DEF: 12, HP +12, MP +12, AGI +2
Lv 31 - Magna M Chausses - DEF: 12, HP +12, MP +12, AGI +2
Lv 31 - Savage Loincloth - DEF: 12, MP +32, VIT +1, MND +1
Lv 42 - Frog Trousers - DEF: 19, HP +5, MP +20
Lv 50 - Crow Hose - DEF: 20, Enmity -5, Eva +5
Lv 50 - Raven Hose - DEF: 21, Enmity -6, Eva +6
Lv 52 - Corsair's Culotte - DEF: 28, HP +20, Enmity -3
Lv 53 - Silken Slops - DEF: 23, HP +10, MP +10
Lv 53 - Magi Slops - DEF: 24, HP +11, MP +11
Lv 61 - Battle Hose - DEF: 25, AGI +1
Lv 61 - Battle Hose + 1 - DEF: 26, AGI +2
Lv 61 - Tabin Hose - DEF: 25, VIT +1, AGI +1
Lv 61 - Tabin Hose +1 - DEF: 26, VIT +2, AGI +2
Lv 62 - Luna Subligar - DEF: 28, CHR +3, Full Moon: AGI +2, CHR +7
Lv 70 - War Brais - DEF: 27, HP +25, AGI +4, Physical damage: "Blaze Spikes" effect
Lv 70 - War Brais +1 - DEF: 28, HP +27, AGI +5, Physical damage: "Blaze Spikes" effect
Lv 71 - Commodore Culottes - DEF: 30, HP +22, AGI +3, Eva +3
Lv 71 - Nimue's Tights - DEF: 28, CHR +8, MaB +4
Lv 71 - Ruby Seraweels - DEF: 31, HP +10, MP +10, MND +2
Lv 71 - Vendor's Slops - DEF: 39, HP +25, MP +25, MND +2
Lv 71 - Prince's Slops - DEF: 40, HP +30, MP +30, MND +3
Lv 73 - Crimson Cuisses - DEF: 43, HP +25, MP +25, Movement speed +12%
Lv 73 - Blood Cuisses - DEF: 44, HP +27, MP +27, Movement speed +12%
Lv 74 - Corsair's Culotte +1 - DEF: 29, HP +25, AGI +5, Enmity -4
Lv 74 - Oily Trousers - DEF: 35, AGI +5, Decreases movement speed
Lv 75 - Commodore Culottes +1 - DEF: 31, HP +22, AGI +3, Eva +7
Lv 75 - Denali Kecks - DEF: 35, AGI +3, Eva +3, MaB +3, Magic Acc +3


There're two big ones here, Denali Kecks from Nyzul and Nimue's Tights from SCNM. 3 MaB and 3 Magic Acc vs 4 MaB, either is a strong piece for QD and Leaden. Aside from those, there's AGI options as you might expect. War Brais/+1, Commodore/+1.. Our AF +1 Culotte has 5, as with Oily Trousers.

MP here, again, deals with RSE. Custom Pants/Slacks (Hume) and Savage Loincloth (Mithra) are strong for MP. Vendors/Princes Slops are solid for races without good MP RSE, as are Wyrmal legs (more on Wyrmal legs +movement speed under 'Feet'). Surprisingly, hMP boils down to the Lv 20 Baron's Slops. Crow/Raven/AF/AF+1 are the -Enmity, with the Crow/Raven on top as is the norm.


Feet__________________________
Lv 1 - Sprinter's Shoes - DEF: 1, Enchantment: Increases movement speed
Lv 7 - Leaping Boots - DEF: 7, AGI +3
Lv 7 - Bounding Boots - DEF: 7, AGI +3
Lv 20 - Royal Footman's Clogs - DEF: 5, AGI +1
Lv 24 - Winged Boots - DEF: 5, AGI +3
Lv 24 - Winged Boots +1 - DEF: 6, AGI +3
Lv 25 - San d'Orian Clogs - DEF: 6, AGI +1
Lv 25 - Kingdom Clogs - DEF: 7, AGI +1
Lv 29 - Custom F Boots - DEF: 5, HP +4, MP +12, AGI +3, MND -1
Lv 29 - Custom M Boots - DEF: 5, HP +4, MP +12, AGI +3, MND -1
Lv 29 - Elder's Sandals - DEF: 5, MP +12, AGI +3
Lv 29 - Magna F Ledelsens - DEF: 5, MP +20, AGI +3
Lv 29 - Magna M Ledelsens - DEF: 5, MP +20, AGI +3
Lv 30 - Mercenary Captain's Gaiters - DEF: 5, AGI +1
Lv 34 - Windurstian Gaiters - DEF: 6, AGI +1
Lv 34 - Federation Gaiters - DEF: 7, AGI +1
Lv 35 - Mannequin Pumps - DEF: 6, MP +12, MND +2
Lv 38 - Mountain Gaiters - DEF: 7, Eva +2, Spell interruption rate down 5%
Lv 41 - Inferno Sabots - DEF: 7, MP +10, New Moon: Dark magic skill +3
Lv 41 - Inferno Sabots +1 - DEF: 8, MP +13, New Moon: Dark magic skill +5
Lv 47 - Spirit Moccasins - DEF: 1, MP +25
Lv 50 - Raven Gaiters - DEF: 9, Eva +5, Enmity -5
Lv 50 - Crow Gaiters - DEF: 8, Eva +4, Enmity -4
Lv 50 - Storm Crackows - DEF: 11, Assault: Movement speed +12%
Lv 53 - Silken Pigaches - DEF: 9, HP +12, MP +12
Lv 53 - Magi Pigaches - DEF: 10, HP +13, MP +13
Lv 56 - Corsair's Bottes - DEF: 11, HP +10, AGI +2
Lv 62 - Desert Boots - DEF: 11, HP +10, AGI +1, In sandstorms: Movement speed +12%
Lv 62 - Desert Boots +1 - DEF: 12, HP +12, AGI +2, In sandstorms: Movement speed +12%
Lv 62 - Dune Sandals - DEF: 9, HP -20, MP +45, VIT -3, CHR +4
Lv 62 - Marine F Boots - DEF: 9, HP +60, VIT +2, AGI +2, MND -3, CHR -3
Lv 62 - Marine M Boots - DEF: 9, HP +60, VIT +2, AGI +2, MND -3, CHR -3
Lv 62 - River Gaiters - DEF: 9, MP +35, MND +4
Lv 62 - Wood F Ledelsens - DEF: 9, MP +30, AGI +6
Lv 62 - Wood M Ledelsens - DEF: 9, MP +30, AGI +6
Lv 68 - Cobra Leggings - DEF: 10, Enmity -3
Lv 70 - Hermes' Sandals - DEF: 17, Eva +5, Enmity +3, Movement speed +12%
Lv 70 - Hermes' Sandals +1 - DEF: 18, Eva +6, Enmity +4, Movement speed +12%
Lv 72 - Enkidu's Leggings - DEF: 23, AGI +3, Haste +2%
Lv 73 - Commodore Bottes - DEF: 16, HP +12, Enmity -3
Lv 73 - Crimson Greaves - DEF: 24, HP +15, MP +15, AGI +3
Lv 73 - Blood Greaves - DEF: 25, HP +17, MP +17, AGI +4
Lv 73 - Karasutengu Kogake - DEF: 18, Spell interruption rate down 15%, Campaign: Adds "Refresh" effect
Lv 74 - Corsair's Bottes +1 - DEF: 12, HP +15, AGI +5
Lv 74 - Commodore Bottes +1 - DEF: 17, HP +12, Enmity -4
Lv 75 - Skadi's Jambeaux - DEF: 16, VIT +5, Eva -5, Increases movement speed
Lv 75 - Denali Gamashes - DEF: 15, MND +3, Magic Acc +3


Lots and lots of boots, nothing stands out terribly ahead of the rest. The top option is probably Corsair's Bottes +1 with their 5 AGI, though the 3 Magic Acc on Denali Gamashes is also competitive. Elvaan's luck out with 6 AGI on their Lv 62 RSE.

Again comes the RSE for MP, can you tell this job wasn't designed to gear MP yet? Humes have their Lv 29 RSE, Custom. The above stated 6 AGI Elvaan RSE, Wood, is also strong for MP. Mithra have River Gaiters, and for Galka, Dune Sandals. Taru's don't have usable RSE, as it's generally focused on the race's weak points, and MP surely isn't that for Tarutaru. There are pieces to be had for all races concerning MP, but they're around the 10-17 MP range (Wyrmal, Silken/Magi Pigaches, Inferno Sabots/+1, etc). Raven/Crow take minus Enmity top honors, status quo there. Cobra and Commodore also sport -Enmity.

Skadi's Jambeaux, Hermes' Sandals, and Wyrmal legs are the 3 most valuable +movement speed items on COR. Any of these are very beneficial in so many different ways - you only need one, and it's definitely something to pursue. Whether it's kiting something, or simply getting around places quicker, moving 12% faster is a significant gain. The +movement speed on the Jambeaux is 12% just like Hermes and Wyrmal legs.. Wyrmal legs don't stack with either Hermes or Skadi. Storm Crackows technically belong with these, but are restricted to working in 'Assault' areas, as well as Desert Boots in a sandstorm.

I suppose if we're talking +movement gear, Sprinter's Shoes should at least be mentioned - the enchantment increases movement speed by 12% (though the status is called 'Quickening') like the above 3, and it does stack with them. You can remove the Sprinter's Shoes while keeping the enchantment. However, "Quickening" has limitations unlike the others, explained here.


Key
QD = Quick Draw
LS = Leaden Salute
MaB = Magic Attack Bonus
MdB = Magic Defense Bonus
hMP = Healing MP, or MP recovered while healing
hHP = Healing HP, or HP recovered while healing
Eva = Evasion


Edited, May 20th 2009 2:10pm by Carrilei
____________________________
Corsair75
Pandemonium Asura...

ffxiah
#4 Apr 14 2009 at 11:42 AM Rating: Good
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5,159 posts
.
Screenshot


Now, all that equipment is great, but sometimes all you need to have fun is a few shall shells.

Edited, Apr 20th 2009 12:06pm by Carrilei
____________________________
Corsair75
Pandemonium Asura...

ffxiah
#5 Apr 14 2009 at 11:45 AM Rating: Good
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5,159 posts
        Victuals, Tonics, & other Libations        


Palegoldenrod lettering denotes questionable statistics, either because of something curiously irregular, unconfirmed, or because there simply is no data for it. If you see anything that needs correcting, please do share what you know - that's what this is partly for. For now, this is just for the Lv 75 perspective.


Food --> Meals --> Meat & Eggs

  • Dragon Steak
  • - HP +25, STR +7, INT -3, Att +20% (150 cap @ 750 base Att), +20% Raat (150 cap @ 750 Raat), hHP +2, hMP +2, Demon Killer - Duration: 3 hours; Stackable: No
  • Hydra Kofte
  • - STR +7, INT -3, Resist Poison, +20% Att (150 cap cap @ 750 base Att), +20% Raat (150 cap @ 750 base Raat), +25% DEF (70 cap @ 280 base DEF) - Duration: 4 hours; Stackable: No
  • Hydra Kofte +1
  • - STR +7, INT -3, Resist Poison, +21% Att (??? cap @ ??? base Att), +20% Raat (??? cap @ ??? base Raat), +25% DEF (??? cap @ ??? base DEF) - Duration: 4 hours; Stackable: No
  • Hellsteak
  • - HP +20, STR +6, INT -2, hHP +2, Demon Killer, Dragon Killer, +19.5% Att (??? cap at ??? base Att), +19.5% Raat (??? cap at ??? base Raat) - Duration: 3 hours; Stackable: No
  • Hellsteak +1
  • HP +20, STR +6, INT -2, hHP +2, Demon Killer, Dragon Killer, +19.5 Att (??? cap @ ??? base Att), +19.5 Raat (??? cap @ ??? base Raat) - Duration: 4 hours; Stackable: No

    Dragon Steak and Hydra Kofte/+1 are the heavy hitters here, but they're rarely used as they require rare/expensive ingredients. I'm thinking the Hellsteak/+1 is around this category as well. Nothin' like chowing down on a ToAU HNM, I guess. Usually reserved for zergs, and unusual situations.


  • Rabbit Pie
  • - STR +5, VIT +5, INT -2, +25% Att (caps @ +100 Att), +25% Raat (caps @ +100 Raat), +25% DEF (caps @ +100 DEF) - Duration: 30 min; Stackable: 12

    Rabbit Pie is a very impressive food, as the % increases are greater than the above, but the cap is 50 points lower. Depending on the situation, this may be as good or better, but exspense is still an issue; a stack will likely set you back 150k or so.


  • Bison Steak
  • - STR +6, AGI +1, INT -3, Lizard Killer, +18% Att (90 cap @ 500 base Att), +18% Raat (90 cap @ 500 base Raat)- Duration: 3 hours; Stackable: No
  • Marbled Steak
  • - STR +6, AGI +1, INT -3, Lizard Killer, +18% Att (95 cap @ 527 base Att), +32% Raat (??? cap @ ??? base Raat)- Duration: 4 hours; Stackable: No
  • Hedgehog Pie
  • - HP +55, STR +6, VIT +2, INT -3, MND +3, hMP +2, Acc +5, +18% Att (90 cap @ 500 base Att), +18% Raat (90 cap @ 500 base Raat) - Duration: 3 hours; Stackable: No
  • Porcupine Pie
  • - HP +55, STR +6, VIT +2, INT -3, MND +3, hMP +2, Acc +5, +18% Att (95 cap @ 527 base Att), +18% Raat (95 cap @ 527 base Raat) - Duration: 4 hours; Stackable: No

    Bison/Marbled Steak and Hedgehog/Porcupine Pie are the next in line, and they're basically watered down Dragon Steak/Hydra Kofte, but with the advantage of being far more reasonable in price. They'll still cost ya as they're strong food, but 5 or 10k with more in stock is far more reasonable to use on a somewhat regular basis.


  • Royal Omelette
  • - (with Mithra, Hume, Galka, or Tarutaru): STR +5, DEX +2, INT -3, MND +4, +22% Att (65 cap @ 295 base Att), +22% Raat (65 cap @ 295 base Raat)- Duration: 3 hours; Stackable: No
  • Royal Omelette
  • - (with Elvaan): HP +20, MP +20, STR +6, DEX +2, INT -2, MND +5, CHR +4, +22% Att (80 cap @ 363 base Att), +22% Raat (80 cap @ 363 base Raat) -Duration: 3 hours; Stackable: No
  • Imperial Omelette
  • - (with Mithra, Hume, Galka, or Tarutaru): STR +5, DEX +2, INT -3, MND +4, +22% Att (70 cap @ 318 base Att), +22% Raat (70 cap at 318 base Raat) - Duration: 3 hours; Stackable: No
  • Imperial Omelette
  • - (with Elvaan): HP +20, MP +20, STR +6, DEX +2, INT -2, MND +5, CHR +4, +22% Att (85 cap @ 386 base Att), +22% Raat (85 cap @ 386 Raat) - Duration: 4 hours; Stackable: No
  • Sis Kebabi
  • - STR +6, INT -2, VIT -2, +20% Att (70 cap @ 350 base Att), +20% Raat (70 cap @ 350 base Raat) - Duration: 30 min; Stackable: 12
  • Sis Kebabi +1
  • - STR +6, INT -1, VIT -1, +20% Att (75 cap @ 375 base Att), +20% Raat (75 cap @ 375 base Att) - Duration: 1 hour; Stackable: 12
  • Coeurl Sautee
  • - STR +5, AGI +1, INT -2, Resist Stun, +20% Att (75 cap @ 375 base Att), +20% Raat (75 cap @ 375 base Raat) - Duration: 3 hours; Stackable: No
  • Royal Sautee
  • - STR +5, AGI +1, INT -2, Resist Stun, +20% Att (80 cap @ 400 base Att), +20% Raat (80 cap @ 400 base Raat) - Duration: 4 hours; Stackable: No
  • Blackened Frog
  • - DEX +2, AGI +2, MND -2, Eva +5, Att +14% (60 cap @ 428 base Att; uncapped for Mithra), Raat +20% (??? cap @ ??? base Raat; uncapped for Mithra?) - Duration: 30 mins; Stackable: 12
  • Frog Flambe
  • - DEX +3, AGI +2, MND -2, Att +14% (65 cap @ 464 base Att; uncapped for Mithra?), Raat +20% (??? cap @ ??? Raat; uncapped for Mithra?) - Duration: 1 hour; Stackable: 12
  • Boiled **** - STR +5, AGI +2, INT -2, MND +1, Att +22% (60 cap @ 272 base Att), Raat +22% (60 cap @ 272 base Raat), Resist Petrify - Duration: 3 hours; Stackable: No

    Some of the meat here in the final group will depend on race - Royal or Imperial Omelettes will perform a bit better when used by Elvaan, and Mithra have the cap lifted on (at least) Blackened Frog's Att and assumedly Frog Flambe as well, which is particularly intriquing. The percentages and caps are all in the same ballpark though - they're all usable, so pick the one best suited for you and go with it if you're looking for a moderate Att/Raat boost from this section.


    Issues, Notes, and Testing
    Frog Flombe - It has no Evasion unlike NQ? Or does Blackened Frog not have Evasion?



    Food --> Meals --> Seafood

    Bream Sushi
    Bream Sushi +1
    Roast Carp
    Broiled Carp
    Roast Pipira
    Broiled Pipira
    Roast Trout
    Broiled Trout
    Crab Sushi
    Crab Sushi +1
    Dorado Sushi
    Dorado Sushi +1
    Fin Sushi
    Fin Sushi +1
    Octopus Sushi
    Octopus Sushi +1
    Pickled Herring
    Viking Herring
    Salmon Sushi
    Salmon Sushi +1
    Sole Sushi
    Sole Sushi +1
    Squid Sushi
    Squid Sushi +1
    Tuna Sushi
    Fatty Tuna Sushi
    Urchin Sushi
    Urchin Sushi +1


    Food --> Meals --> Vegetables

    [link=
    http://wiki.ffxiclopedia.org/wiki/Mushroom_Salad][li]Mushroom Salad
  • - MP +85, AGI +6, MND +6, STR -5, VIT -5 - Duration: 3 hours; Stackable: No
  • Mushroom Sautee
  • - MP +60, MND +6 - Duration: 3 hours; Stackable: No
  • Patriarch Sautee
  • - ??? unknown stats ??? - Duration: ???; Stackable: ???
  • Nopales Salad
  • - STR +1, AGI +6 - Duration: 3 hours; Stackable: No
  • Ratatouille +1
  • - ??? unknown stats ??? - Duration: 4 hours; Stackable: No


    Food --> Meals --> Soups
    Food --> Meals --> Breads & Rice
    Food --> Meals --> Sweets
    Food --> Meals --> Drinks








    Medicines__________________________

    Edited, Apr 20th 2009 2:06pm by Carrilei

    Edited, Apr 20th 2009 2:06pm by Carrilei
    ____________________________
    Corsair75
    Pandemonium Asura...

    ffxiah
    #6 Apr 14 2009 at 3:38 PM Rating: Good
    Scholar
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    746 posts
    Very nice, sticky exchange please.
    #7 Apr 14 2009 at 5:00 PM Rating: Good
    for sure!

    Currently testing Pot-au-feu, I'll let ya know my results, even though I'm not really a math whiz <.<!

    Done and Done.. Cor forums are looking quite updated as of late :p

    Nice supplement slides, moar prz!

    Edited, Apr 14th 2009 10:56pm by Spikido
    ____________________________
    CapnSpike of Lakshmi
    AKA Captain Bloodbeard the Thievin Pirate
    90 Cor - 90 Thf


    "It is when pirates count their booty that they become mere thieves."
    #8 Apr 15 2009 at 8:00 AM Rating: Excellent
    **
    358 posts
    {Corsair}ulations on your Sticky!!! {Thank you!} for all your hard work Carr.
    Now to the rum!!!Smiley: boozing

    ~Ath
    ____________________________
    Athrin
    Siren Server
    90COR 90RNG 90THF 90BRD 90DNC 90RDM
    Arrrghmageddon Stage 2 COMPLETE!
    #9 Apr 15 2009 at 8:19 PM Rating: Good
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    5,159 posts
    Thanks, was just copy/paste though, lol. Victuals, Tonics, and Libations will be a good deal of work - I'll try to make it clear which stats are not verified, hopefully over time some will get filled in.
    ____________________________
    Corsair75
    Pandemonium Asura...

    ffxiah
    #10 Apr 16 2009 at 1:16 PM Rating: Excellent
    Scholar
    **
    746 posts
    oh you need to put in that new bullet from last update, good for up and coming cors.


    Paktong Bullet
    DMG:50 Delay:240
    THF RNG NIN COR

    Tin Bullet
    DMG:8 Delay:240
    THF RNG NIN COR
    #11 Apr 18 2009 at 9:16 PM Rating: Good
    I like those links, but for me it opens in a new tab, then scrolls down the page. Is there a way you can target=_self or something similar?
    ____________________________
    CapnSpike of Lakshmi
    AKA Captain Bloodbeard the Thievin Pirate
    90 Cor - 90 Thf


    "It is when pirates count their booty that they become mere thieves."
    #12 Apr 19 2009 at 12:51 AM Rating: Good
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    5,159 posts
    Spikido of the Seven Seas wrote:
    I like those links, but for me it opens in a new tab, then scrolls down the page. Is there a way you can target=_self or something similar?

    Yeah.. I wanted to get it not to open a new tab, just take you to it, but I'm not sure if it's possible? =/
    ____________________________
    Corsair75
    Pandemonium Asura...

    ffxiah
    #13 Apr 20 2009 at 2:08 AM Rating: Good
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    5,159 posts
    Meat and Eggs in, as with the bullets - usually takes me at least a few weeks to get update items in, gotta get in ACP bodies and other update stuff - I think it's going to take a while to get any kind of complete list of augment possibilities, so holding off on that for right now. Also kind of annoying to input ACP bodies with all the damned choices, lol (not to mention the -QD seems to work for some people, and others it's messed up...).

    What I might eventually do, is remove the "Picks" sections, in favor of expanding and improving the text some (I'm close to the 100k limit). Might help with any augment thoughts too. Not sure though;

    Edited, Apr 20th 2009 12:14pm by Carrilei
    ____________________________
    Corsair75
    Pandemonium Asura...

    ffxiah
    #14 Apr 23 2009 at 5:46 PM Rating: Decent
    Very nice sticky. Just thought I would suggest you add the Bronze Bandolier to the list. It's gotten from a brown chest in South Gustaburg.

    Bronze Bandolier RareExclusive
    [Waist] All Races
    Ranged Accuracy +1
    Dispense: Bronze Bullet
    Lv. 5 THF / RNG / NIN / COR

    <50/50 0:30/[24:00:00, 0:30]>

    * Dispenses 99x Bronze Bullet
    ____________________________
    [img]http://firestream.net/arr/gen/Izanami_Rin_130829073247.jpg[/img]
    "Your fate is my destiny. And your destiny shall be my fate."
    #15 Apr 23 2009 at 5:54 PM Rating: Decent
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    5,159 posts
    UnknownSoldier wrote:
    Very nice sticky. Just thought I would suggest you add the Bronze Bandolier to the list. It's gotten from a brown chest in South Gustaburg.

    Bronze Bandolier RareExclusive
    [Waist] All Races
    Ranged Accuracy +1
    Dispense: Bronze Bullet
    Lv. 5 THF / RNG / NIN / COR

    <50/50 0:30/[24:00:00, 0:30]>

    * Dispenses 99x Bronze Bullet

    Thanks, and sure.. And I'm guessing I'm missing more than just this, perhaps.. I'm mostly still stuck in 2008, all this new-fangled stuff is silly to me!
    ____________________________
    Corsair75
    Pandemonium Asura...

    ffxiah
    #16 May 05 2009 at 6:53 AM Rating: Decent
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    3,947 posts
    Need to make a section on The ACP body exploring all its options. It really needs its own section since its so customizable.
    ____________________________
    [ffxisig]145240[/ffxisig]
    #17 May 05 2009 at 7:43 PM Rating: Decent
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    5,159 posts
    Alobont wrote:
    Need to make a section on The ACP body exploring all its options. It really needs its own section since its so customizable.

    I guess I'll just list it with the base stats, and then add a small paragraph of text explaining the customizable augments.


    alla wrote:
    Your message has met the filter designed to stop ultimately silly messages, hit the back button to edit it and repost.

    Reason: Your message was too long, the limit is 100,000 characters (including formatting). Consider breaking up the message into multiple posts.


    Sigh, I had it all typed up and this again! Looks like I have no choice but to remove the 'Picks' sections. I'll look to do that and retype the Mirke Wardecors info in the near future.

    Edited, May 6th 2009 4:11am by Carrilei
    ____________________________
    Corsair75
    Pandemonium Asura...

    ffxiah
    #18 May 18 2009 at 4:59 PM Rating: Decent
    Avatard
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    11,630 posts
    I was hoping to find more information about macc and AGI choices, but I guess the easiest way is to just assume it is the same as INT and macc. Except of course damage isn't increased by AGI.

    How was it again, 2 INT = 1 macc? So about 2 AGI = macc perhaps? Oh well, someone good at this can hopefully fill in the details and solve it for me.
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