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Recap: What enhancements did we get again?Follow

#1 Mar 29 2013 at 6:04 PM Rating: Good
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It's been so long, I forgot. What, if any, adjustments affected RDMs? I know we stopped our traditional "RDM got hosed" threads. I say keep the tradition!
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#2 Apr 01 2013 at 1:05 PM Rating: Excellent
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Nothing specific, it'd seem. Yeah, the enmity and defense adjustments affect us just like everyone else. Also got slapped on the generic sets with maybe that one crafted Haste belt being the only standout independent upgrade. Beyond that, the expansion's looked rather dim. So, I guess even though we haven't bitched, SE's been keeping up with the ignoring RDM tradition. :P
#3 Apr 01 2013 at 2:25 PM Rating: Good
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What happened to the "buffing gods" or whatever it was?
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#4 Apr 01 2013 at 3:15 PM Rating: Good
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I'll take the stance of selective amnesia there.

Just to be kind of positive, though, I've compiled a list of what RDM got through gear.

Weapons:
Quote:
Oxidant Baselard: DMG:43 Delay:188 DEX+6 Accuracy+13 Additional effect: Weakens defense
Nitric Baselard: DMG:44 Delay:181 DEX+7 Accuracy+14 Additional effect: Weakens defense
Bihkah Sword: DMG:62 Delay:231 HP+60 Accuracy+10 Attack+10 Physical damage taken -1% Haste+1%
Bihkah Sword +1: DMG:63 Delay:225 HP+65 Accuracy+11 Attack+11 Physical damage taken -2% Haste+2%
Camatlatia: DMG:72 Delay:240 STR+8 Fire Resist+20 Physical damage taken -4%
Coalition Blade: DMG:60 Delay:240 Accuracy+10 Reives: DMG:72
Iztaasu: DMG:68 Delay:236
Hemolele Staff: DMG:85 Delay:366 STR+6 Attack+10 "Store TP"+5 Critical hit rate +5%
Hemolele Staff +1: DMG:86 Delay:356 STR+7 Attack+11 "Store TP"+6 Critical hit rate +6%
Sasah Wand: DMG:50 Delay:216 HP+60 Accuracy+10 Attack+10 Magic Accuracy+5 Haste+1%
Sasah Wand +1: DMG:51 Delay:210 HP+65 Accuracy+11 Attack+11 Magic Accuracy+6 Haste+2%
Chapuli Arrow: DMG:48 Delay:90 Ranged Accuracy+5

Suppose a couple swords stand out for non-Almace holders, maybe even those who can't/won't go past 90. Suspect the Iztaasu is the augmentable sword.

Armor:
Quote:
Orvail Corona: DEF: 30 MND+14 CHR+14 MACC+8 HMP+4
Xux Hat: DEF:30 MND+14 CHR+14 Magic Accuracy+8 MP recovered while healing +4 Haste+5%
Nuna Gorget: MP+30 MND+8 CHR+8 MDB+1
Nuna Gorget +1: MP+35 MND+9 CHR+9 MDB+2
Orvail Robe: DEF:54 INT+18 MND+18 CHR+18 Enmity-5 Adds "Refresh" effect
Orvail Cuffs: DEF:25 INT+15 CHR+15 Magic Accuracy+5 Enmity-4
Quauhpilli Gloves: DEF:35 MP+70 Magic Accuracy+8 "Magic Attack Bonus"+13 Enmity-5
Dynamic Belt: STR+3 Accuracy+10 Haste+5%
Dynamic Belt +1: STR+4 Accuracy+11 Haste+6%
Radical Mantle: DEF:10 Accuracy+9 Ranged Accuracy+9 Evasion+7
Radical Mantle +1: DEF:11 Accuracy+10 Ranged Accuracy+10 Evasion+8
Vexer Ring: HP+50 "Magic Def. Bonus"+3 Enmity+3
Vexer Ring +1: HP+55 "Magic Def. Bonus"+4 Enmity+4
Orvail Pants: DEF:43 INT+16 Magic Accuracy+6 Enhances "Fast Cast" effect
Orvail Souliers: DEF:22 MND+14 Magic Accuracy+8 Enmity-5
Matamata Shield: DEF:31 VIT+7 MND+7 Water Resist+25 Physical damage taken -8%
Matamata Shield +1: DEF:32 VIT+8 MND+8 Water Resist+26 Physical damage taken -9%

Couple okay things hiding in there. Would say the biggest issue for some is keeping Emp set just for Composure/Enhancing bonus even though some pieces offer superior INT/MND/MATK here. Fast Cast pants, too. Omitted the general stuff like mining gear, craft rings, and the leafkin shield.
#6 Apr 05 2013 at 1:11 PM Rating: Decent
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Thanks!
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#7 Apr 05 2013 at 8:20 PM Rating: Excellent
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Some of the weapons were apparently tweaked a little since I gathered that. Think for us it was the Camatlatia that got a few point DPS boost. Of course, while MNKs are out their flipping tables about the H2H relative RME, I don't think these have showed up anywhere yet, so I'd say there's some irrational fear on antiquating old gear. Not that I'm inherently against that since I don't think XI's old model of sidegrades is the right way to progression.
#8 Apr 29 2013 at 7:21 PM Rating: Excellent
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04/29/13 edition:
Weapons wrote:
Buramenk'ha: DMG:130 Delay:240 STR+13 Accuracy+25 Attack+25 "Double Attack"+3%
Halachuinic Sword: DMG:104 Delay:228 Accuracy+16 Attack+15
Soothsayer's Staff: DMG:145 Delay:366 MP+50 INT+10 Magic Accuracy+15 "Magic Atk. Bonus"+52

Weapons have been obviously stirring up some controversy due to the bloated damage ratings. Intentional or not? Guess we'll know in time.
Armor wrote:
Bokwus Circlet: DEF:43 MP+100 Summoning magic skill +7 Avatar: Increases magic accuracy "Magic Atk. Bonus"+10
Nahtirah Hat: DEF:60 HP+70 MP+70 INT+20 MND+20 CHR+20 Magic Accuracy+10 Enhances "Fast Cast" effect
Eddy Necklace: MP+20 Magic Accuracy+5 "Magic Atk. Bonus"+11
Inquisitor Bead Necklace: DEF:13 HP+55 "Magic Def. Bonus"+8
Bokwus Robe: DEF:56 INT+13 MND+13 "Magic Atk. Bonus"+13 Adds "Refresh" effect
Bokwus Gloves: DEF:37 MP+50 INT+7 MND+7 "Cure" potency +13% Enmity-3
Yaoyott Gloves: DEF:59 INT+13 MND+13 CHR+13 Magic accuracy+15 "Magic Atk. Bonus"+15 Enmity-6
Pya'ekue Belt: DEF:14 Haste+9%
Pya'ekue Belt +1: DEF:15 Haste+10%
Ogapepo Cape: DEF:19 Magic Accuracy+10 Occ. quickens spellcasting +2%
Ogapepo Cape +1: DEF:20 Magic Accuracy+11 Occ. quickens spellcasting +3%
Refraction Cape: DEF:16 INT+8 MND+8 CHR+8 Magic Accuracy+3 Automaton: INT+8 MND+8 Magic Accuracy+3
Vespid Mantle: DEF:20 Attack+35 Weapon Skill Accuracy+10
Beeline Ring: HP+50 Accuracy+6 Ranged Accuracy+6 Evasion+6 "Subtle Blow"+6
K'ayres Ring: HP+70 Attack+5 "Store TP"+5
Locus Ring: Magic critical hit rate +5% Bonus damage added to magic burst
Sangoma Ring: MP+70 Magic Accuracy+8 Enmity-2
Bladeborn Earring: Attack+8 "Store TP"+1 Set: "Double Attack"+7%
Steelflash Earring: Accuracy+8 "Store TP"+1 Set: "Double Attack"+7%
Dudgeon Earring: Attack+8 "Subtle Blow"+1 Set: Enhances "Dual Wield" effect
Heartseeker Earring: Accuracy+8 "Subtle Blow"+1 Set: Enhances "Dual Wield" effect
Lifestorm Earring: MND+4 Enmity-1 Set: Magic Accuracy+12
Psystorm Earring: INT+4 Enmity-1 Set: Magic Accuracy+12
Tati Earring: Accuracy+5 Attack+15 Evasion-7
Tati Earring +1: Accuracy+6 Attack+16 Evasion-8
Bokwus Slops: DEF:48 Magic Accuracy+10 Enmity-6 Magic damage taken -4%
Bokwus Boots: DEF:29 MP+40 Wind instrument skill +10 Magic Accuracy+7 Song spellcasting time -6%


Some okay stuff here and there. Would've been nice if we got on the Manibozho set with BLU, but... typical SE, I suppose.
#9 Apr 30 2013 at 12:08 AM Rating: Good
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I also think its very interesting that SE has now set a precedent where they've spread Tier II merits throughout a job's natural leveling and replaced the merit with something to enhance the effect. It seems there may be more of a chance SE could do something with RDM merit spells at some point down the line. I'd love to have those spells learned as scrolls and then Paralyze effect, Slow effect, etc be enhanced with merits. Or even something else unique (which would be more ideal, but who knows what SE thinks is reasonable?).
#10 Apr 30 2013 at 3:54 AM Rating: Excellent
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Such has been a long-standing dream for many RDMs. Indeed, Desperate Blows and Scavenge adjustments set a precedent. Whether or not RDM gets its needed love is another matter. Personally, I don't buy the rhetoric some spew essentially claiming RDM is in a sh*tty position now because melee enthusiasts "confused SE" at some point in the past and shocked them into some silly state of malaise. I've seen both sides of the fence come up with good ideas, but in the end, they've just been lazy in favoring new jobs, punishing RDM for the old days, or just missing our tab on the dart board.

Looking further ahead, the presence of these new weapons introduces a bit of a conundrum for mages. We know SE mentioned an elemental magic adjustment sometime in the future, but all kinds of damaging nukes and even DoTs are going to need some revamping to compete with hasted auto-attacks and WS. Mind you, the safety of range does justify magic being weaker than melee, but potential melee damage just got buffed by a significant margin. None of the new mage gear comes even close to replicating that. Though, it might be interesting if SE somehow integrates your weapon's damage into the nuke equation. But that's just some tangential thinking.
#11 May 02 2013 at 10:32 AM Rating: Decent
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With these updates, there's hope for a new "end game", I just hope RDM isn't left out. I don't mind "saving the best for last", but I don't have high hopes. However, these updates seem promising.
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#12 May 05 2013 at 3:53 AM Rating: Good
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Almalieque wrote:
With these updates, there's hope for a new "end game", I just hope RDM isn't left out. I don't mind "saving the best for last", but I don't have high hopes. However, these updates seem promising.


Some of those Tier IV/V NMs you really need to keep enfeebles on. SE like usual took on the "US vs THEM" mentality and made some of them have killer stats to the point that you need to exploit a cheesy AI or zombie PLD it for a few hours to win.
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when you're hefting something that deadly, you don't miss - mobs get the @#%^ out of the way instead...
#13 May 05 2013 at 5:55 PM Rating: Decent
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saevellakshmi wrote:
Almalieque wrote:
With these updates, there's hope for a new "end game", I just hope RDM isn't left out. I don't mind "saving the best for last", but I don't have high hopes. However, these updates seem promising.


Some of those Tier IV/V NMs you really need to keep enfeebles on. SE like usual took on the "US vs THEM" mentality and made some of them have killer stats to the point that you need to exploit a cheesy AI or zombie PLD it for a few hours to win.


I guess its time to re-merit enfeebling.. good thing the cap increased...
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#14 Jul 08 2013 at 12:13 PM Rating: Good
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Weapons wrote:
Forefront Wand (Club): DMG:62 Delay:216 Accuracy+15 Reives: DMG:78 Accuracy+25
Tamaxchi (Club): DMG:88 Delay:216 INT+5 MND+5 Magic Accuracy+90 "Magic Atk. Bonus"+12 Magic Damage+99 Club skill +188 Parrying skill +188 Healing magic skill+15 "Cure" potency+22%

Armor wrote:
Buremte Hat: DEF:56 HP+28 MP+30 STR+20 DEX+20 VIT+20 AGI+20 INT+24 MND+24 CHR+24 Magic Accuracy+15 Magic damage+35 Evasion+28 Magic Evasion+65
Ocachi Gorget: Ranged Attack+25 "Store TP"+5
Buremte Gloves: DEF:53 HP+19 STR+9 DEX+31 VIT+27 AGI+4 INT+11 MND+26 CHR+15 Acc.+20 Ranged Accuracy+20 Evasion+19 Magic Evasion+32 Haste+3% Potency of "Cure" efct. received +13%
Ghostfyre Cape: DEF:13 "Cure" potency +6% Magic Damage+6 Sword enhancement spell damage +5
Pahtli Cape: DEF:16 MP+50 MND+8 "Cure" spellcasting time -8%
Repulse Mantle: DEF:17 HP+30 Physical damage taken -4% Reduces distance knocked back
Uk'uxkaj Boots: DEF:39 HP+10 MP+13 STR+8 DEX+9 VIT+8 AGI+28 INT+15 MND+16 CHR+29 Evasion+43 Magic Evasion+93 Enhances enfeebling magic effect


Ignoring event items, but what's shown up so far. Wondering if Magic Damage is akin to Magic Affinity, as a simple straight +x damage seems underwhelming. Still some interesting pieces in there even though I'm seeing some of the haters WTFing. Basically new CDC/Req pieces with the boots offering an unknown boost to debuffs, too. I hope that's a potential sign SE might specialize that mod more toward RDM in the future. Annoying we don't seem to be on a new sword or dagger, but list still wasn't done as I transferred armor section over.

Edited, Jul 8th 2013 2:25pm by Seriha
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#15 Jul 08 2013 at 9:46 PM Rating: Default
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I like how SE isn't releasing "crappy" gear, but at the same time, they are putting some unrelated stats on the same gear.

gloves with Dex, Vit,int, acc, evasion and haste? Are they trying to go with the one piece fits all?
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#16 Jul 09 2013 at 1:04 PM Rating: Good
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I see it in part as us "leveling up" without the actual leveling. So, while the stuff might seem amazing for lower tier critters, it may just be zero-sum gain or even a loss on actual hard content. Not that we'd be allowed to engage tough things. The gloves make me sad because if the RACC would've been ATK, yummy. Better than Dusk or Brego, sure, but I think RDMs have a right to be greedy these days.
#17 Jul 10 2013 at 6:17 AM Rating: Default
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I've actually been planing on leveling up my range attack, sub /war in a low-man group, just to do some arrow weapon skills. I'm sure it will throw some people off. I tend to walk around with hand-to-hand as well. I'm not quite sure why RDM can even equip h2h.
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#18 Jul 10 2013 at 8:57 AM Rating: Good
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Now ranged WS without /RNG or /COR, so don't bother. Plus the whole sh*tty skill cap thing.
#19 Jul 11 2013 at 3:53 AM Rating: Default
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Well my point isn't to do damage, but to turn heads. Can you use WS from a SJ using a level 1 event item?
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#20 Jul 11 2013 at 9:57 AM Rating: Good
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As long as you meet the other characteristics of the WS, item level or where it comes from doesn't matter. You could use polearm WS with the halloween spear as long as you have the right subs set.
#21 Jul 11 2013 at 3:53 PM Rating: Default
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That was exactly my plan!
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#22 Nov 04 2013 at 3:49 PM Rating: Good
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Might be the last time I do this since SE's opinion on Stymie and the general ignorance toward RDM hit the metaphorical equivalent of a home run, but here's some new sh*t...

Weapons:
Excalibur: DMG:121 Delay:233 Attack+40 Sword skill +242 Parrying skill +242 Magic Accuracy skill +215 "Knights of Round" Additional effect: Damage varies with HP (Apparently the added effect will override enspells now, too)
Murgleis: DMG:111 Delay:224 Magic Accuracy+30 Sword skill +242 Parrying skill +242 Magic Accuracy skill +228 Augments "Convert" "Death Blossom" Aftermath: Inc. Mag. Acc./Mag. Atk. Occasionally attacks twice or thrice
Almace: DMG:114 Delay:224 DEX+20 Sword skill +242 Parrying skill +242 Magic Accuracy skill +215 "Chant du Cygne" Aftermath: Occ. deals double damage
Mandau: DMG:91 Delay:176 Attack+40 Dagger skill +242 Parrying skill +242 Magic Accuracy skill +215 "Mercy Stroke" Additional effect: Poison
Camaraderie Blade: DMG:86 Delay:240 Sword skill +108 Parrying skill +108 Magic Accuracy skill +84 Reives: Occasionally attacks twice
Tabahi Fleuret: DMG:89 Delay:221 AGI+8 Accuracy+12 Evasion+19 Sword skill +102 Parrying skill +102 Magic Accuracy skill +84 Critical hit rate +2%
Vivifiante: DMG:90 Delay:225 Sword skill +108 Parrying skill +108 Magic Accuracy skill +84 Physical damage taken +5% Adds "Regen" effect
Xiutleato: DMG:116 Delay:240 STR+12 VIT+12 Element: Fire+20 Sword skill +188 Parrying skill +188 Magic Accuracy skill +146 Physical damage taken -4%
Secespita: DMG:82 Delay:205 Evasion+10 Dagger skill +108 Parrying skill +108 Magic Accuracy skill +84 Enhancing magic skill +10 Sword enhancement spell damage +8
Blitto Needle: DMG:60 Delay:150 Accuracy+12 Evasion+12 Dagger skill +102 Parrying skill +102 Magic Accuracy skill +84 "Subtle Blow"+10 "Waltz" potency +3%
Baqil Staff: DMG:195 Delay:402 INT+12 MND+12 Element: Ice+20 "Magic Atk. Bonus"+22 Magic Damage+173 Staff skill +188 Parrying skill +188 Magic Accuracy skill +177 Enmity-5 Enhances "Elemental Seal" effect
Boonwell Staff: DMG:161 Delay:402 INT+8 MND+8 "Magic Atk. Bonus"+14 Magic Damage+108 Staff skill +108 Magic Accuracy skill +102 Parrying skill +108 MP recovered while healing +18
Camaraderie Staff: DMG:132 Delay:366 INT+8 MND+8 "Magic Atk. Bonus"+14 Magic Damage+108 Staff skill +108 Parrying skill +108 Magic Accuracy skill +102 Reives: Occasionally attacks twice
Camaraderie Wand: DMG:95 Delay:264 INT+4 MND+4 "Magic Atk. Bonus"+8 Magic Damage+62 Club skill +108 Parrying skill +108 Magic Accuracy skill +96 Reives: Occasionally attacks twice
Phulax Bow: DMG:126 Delay:360 VIT+6 Ranged Accuracy+12 Archery skill +102 Physical damage taken -1%
Kalboron Stone: MP+30 MND+1 Magic Accuracy+4
Achaq Grip: MP+15 MND+4 Enmity-4
Zuuxuowu Grip: Magic Damage+10
Sors Shield: DEF:20 HP+10 MP+54 Shield skill +48 Enmity-5 "Cure" potency +3% "Cure" spellcasting time -5%
Hoe: DMG:1 Delay:999 Element: Earth+3
Dosis Tathlum: Magic Damage+13
Jukukik Feather: DEX+4 Accuracy+4

Armor:
Orvail Corona +1: DEF:70 HP+17 MP+26 STR+13 DEX+13 VIT+13 AGI+13 INT+17 MND+17 CHR+17 Evasion+16 Magic Accuracy+9 Magic Evasion+51 "Magic Def. Bonus"+2 Haste+1% MP recovered while healing +4
Orvail Robe +1: DEF:91 HP+25 MP+49 STR+16 DEX+16 VIT+16 AGI+16 INT+20 MND+20 CHR+20 Evasion+19 Magic Evasion+54 "Magic Def. Bonus"+3 Enmity-5 Adds "Refresh" effect
Orvail Cuffs +1: DEF:61 HP+10 MP+12 STR+4 DEX+17 VIT+16 AGI+3 INT+12 MND+22 CHR+17 Evasion+10 Magic Accuracy+6 Magic Evasion+25 "Magic Def. Bonus"+1 Enmity-4 Haste+3%
Orvail Pants +1: DEF:78 HP+20 MP+24 STR+16 VIT+18 AGI+11 INT+21 MND+15 CHR+12 Evasion+12 Magic Accuracy+7 Magic Evasion+73 "Magic Def. Bonus"+3 Haste+1% Enhances "Fast Cast" effect
Orvail Souliers +1: DEF:48 HP+6 MP+12 STR+6 DEX+7 VIT+6 AGI+21 INT+11 MND+18 CHR+21 Evasion+25 Magic Accuracy+10 Magic Evasion+73 "Magic Def. Bonus"+2 Enmity-5 Haste+1%
Kaabanax Hat: DEF:84 HP+28 MP+75 STR+16 DEX+16 VIT+16 AGI+16 INT+26 MND+26 CHR+26 Magic Damage+15 Magic Accuracy+15 Evasion+28 Magic Evasion+65 "Magic Def. Bonus"+4 Haste+6%
Enedron Glasses: DEF:50 HP+13 MP+26 STR+10 DEX+10 VIT+10 AGI+10 INT+13 MND+13 CHR+19 Element: Light+40 Evasion+12 Magic Evasion+51 "Magic Def. Bonus"+2 Haste+5% Enhances "Resist Blind" effect
Boor Bracelets: DEF:59 HP+70 STR+20 DEX-13 AGI-13
Otomi Gloves: DEF:58 HP+18 MP+72 STR+5 DEX+24 VIT+22 AGI+4 INT+16 MND+28 CHR+16 Magic Damage+10 Magic Accuracy+13 "Magic Atk. Bonus"+13 Evasion+17 Magic Evasion+32 "Magic Def. Bonus"+2 Enmity-5 Haste+3%
Huani Collar: AGI+6 Ranged Accuracy+6 Element: Wind+20 Enmity-3
Quanpur Necklace: MP+10 "Magic Atk. Bonus"+7 "Earth Magic Atk. Bonus"+5
Chuq'aba Belt: STR+7 VIT+5 Haste+5% Potency of "Cure" effects received +5%
Jaq'ij Sash: MP+30 "Blood Boon"+5
Kasiri Belt: DEF:13 HP+30 Evasion+13 Enmity+3 Haste+4%
Ovate Rope: DEF:11 MND+4 Magic Accuracy+8 "Magic Atk. Bonus"-10
Earthcry Mantle: DEF:18 HP+30 VIT+7 Element: Earth+25 Enmity+7
Savior Mantle: Latent effect: "Magic Atk. Bonus"+18
Tlamitzli Collar: Attack+20 "Double Attack"-1%
Cetl Belt: DEF:14 "Double Attack"+4% Haste+5%
Buquwik Cape: DEF:10 STR+8 Attack+10 Ranged Attack+10 Element: Fire+20 Occasionally absorbs fire elemental damage
Ik Cape: DEF:10 AGI+8 Evasion+8 Element: Wind+20 Occasionally absorbs wind elemental damage
Iximulew Cape: DEF:10 VIT+8 Physical damage taken -4% Element: Earth+20 Occasionally absorbs earth elemental damage
Kayapa Cape: DEF:10 DEX+8 Accuracy+10 Ranged Accuracy+10 Element: Thunder+20 Occasionally absorbs lightning elemental damage
Toro Cape: DEF:10 INT+8 "Magic Atk. Bonus"+10 Element: Ice+20 Occasionally absorbs ice elemental damage
Tuilha Cape: DEF:10 MND+8 "Magic Def. Bonus"+4 Element: Water+20 Occasionally absorbs water elemental damage
Cho'j Band: Attack+14 Enmity-3
Icecrack Ring: DEF:10 Element: Ice+20 Element: Thunder+20 Enhances "Resist Paralyze" effect Enhances "Resist Stun" effect
Jwalamukhi Ring: DEF:10 Element: Earth+20 Element: Fire+20 Enhances "Resist Slow" effect Enhances "Resist Virus" effect
Kunaji Ring: HP+40 Element: Earth+20 Potency of "Cure" effects received +5%
Paqichikaji Ring: Ranged Accuracy+14 "Subtle Blow"+5 Enmity-3
Waterfall Ring: DEF:10 Element: Wind+20 Element: Water+20 Enhances "Resist Silence" effect Enhances "Resist Poison" effect
Wuji Ring: DEF:10 Element: Light+20 Element: Dark+20 Enhances "Resist Charm" effect Enhances "Resist Sleep" effect
Dawn Earring: DEX+3 AGI+3 Daytime: Adds "Regen" effect
Friomisi Earring: "Magic Atk. Bonus"+10 Enmity+2
Phwaylla Earring: AGI+2 Evasion+7


Revamped AF1
Atrophy Chapeau: DEF:69 HP+17 MP+26 STR+13 DEX+13 VIT+13 AGI+13 INT+20 MND+20 CHR+17 Magic Accuracy+15 Evasion+16 Magic Evasion+51 "Magic Def. Bonus"+2 Elemental magic skill +13 Haste+5% Enhances "Fast Cast" effect
Atrophy Tabard: DEF:90 HP+25 MP+49 STR+13 DEX+13 VIT+13 AGI+13 INT+22 MND+22 CHR+18 Magic Accuracy+7 "Magic Atk. Bonus"+7 Evasion+19 Magic Evasion+54 "Magic Def. Bonus"+3 Enfeebling magic skill +17 Haste+2% Adds "Refresh" effect
Atrophy Gloves: DEF:60 HP+10 MP+12 STR+9 DEX+22 VIT+16 AGI+3 INT+12 MND+21 CHR+12 Accuracy+10 Attack+10 Evasion+10 Magic Evasion+25 "Magic Def. Bonus"+1 Parrying skill +17 Haste+3% Increases enhancing magic effect duration
Atrophy Tights: DEF:77 HP+20 MP+24 STR+16 VIT+8 AGI+11 INT+21 MND+20 CHR+12 Evasion+12 Magic Evasion+73 "Magic Def. Bonus"+3 Healing magic skill +13 Enhancing magic skill +17 Haste+4% "Cure" potency +9%
Atrophy Boots: DEF:47 HP+41 MP+47 STR+6 DEX+7 VIT+6 AGI+21 INT+11 MND+12 CHR+21 Accuracy+15 Evasion+25 Magic Evasion+73 "Magic Def. Bonus"+2 Shield skill +13 Haste+4%




Bunch of other sh*tty stack neck items I didn't bother to list.

Edited, Nov 4th 2013 4:57pm by Seriha
#23 Nov 05 2013 at 12:02 AM Rating: Decent
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I gave up any hope long ago. That sh*t ability honestly put the stake in my heart with XI. Kinda glad actually.
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#24 Nov 05 2013 at 4:41 AM Rating: Default
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Quote:
Might be the last time I do this since SE's opinion on Stymie and the general ignorance toward RDM hit the metaphorical equivalent of a home run, but here's some new sh*t...


I really do appreciate it...
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#25 Nov 07 2013 at 1:32 AM Rating: Default
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Looks like SE is considering some changes to stymie...This is what I don't understand.. SE reason for crappy updates is due to their fear of overpowering enfeebles, so why not buff other areas?
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#26 Nov 07 2013 at 12:37 PM Rating: Decent
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Almalieque wrote:
Looks like SE is considering some changes to stymie...This is what I don't understand.. SE reason for crappy updates is due to their fear of overpowering enfeebles, so why not buff other areas?


They fear touching the job in pretty much any way, and have really for ever. The most notable improvement (outside of gear) it received since launch is still Refresh.



Edited, Nov 7th 2013 1:37pm by rdmcandie
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#27 Nov 07 2013 at 4:39 PM Rating: Excellent
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I feel like the MACC buff on ilvl weaponry is a good step to ween us away from staves 4 eva, but full-timing sword or dagger still needs some other secondary buffs, be it through TP generation on various spell use or even something to give us some cure potency in a pinch. Would almost say additional effects on Enspells could fill that in if they ever wised up with a T3 set that didn't have the T2's shortcomings.
#28 Nov 08 2013 at 6:30 PM Rating: Default
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As far as damage output in melee or nuking is concerned I still feel that the output is competitive for the job. The biggest issue though is that RDM has seen about 15% of its damage leave since Abyssea. The Enspell calculation is woefully inadequate these days. Last I played (near Adoulin release) Enspell damage was representing about 15% of damage, down from nearly 33% of total damage in ToAU.

The mechanic is not keeping up with progression, and its likely either an overlook, or its just has a giant DO NOT CHANGE tag because RDM used to solo stuff with just enspell damage. (Although such feats are more or less Impossible now regardless how much Enspell damage does.)
It should be based on Attack/INT, with Enhancing magic determining only accuracy all on the cast, imo. If you push to say 750ATK and have 100INT, thats an additional 75 DMG. For En2's this would rise to 150DMG.

The job itself isn't so bad, it is good in pretty much everything it does, when it is focusing on that task specifically. The problem is little wrinkle in the old mechanics that detract from progression within limitation. Such as the change to healing, it was a great change, tweaking the mechanics instead of adding a bunch more crap to jobs that didn't really need more crap (SCH and RDM) and any job that fit the mechanics received a boost which was beneficial to all, while closing the gap for the few.. The tweak to Single Handed and Nuking looks promising too.

What irks me is that SE still insists on giving RDM sh*t. We told them the ability was @#%^ing stupid. That it made no sense at all to add Elemental Seal to RDM because I could get it anyway. Admittedly its a bit stronger because it stays on through a miss, but it is still Elemental Seal. Why not give something that speaks to the jobs abilities? Honestly what was so bad about the boost to Enhancing Magic...I thought we buffed people into demi gods?

As for T2 Enspells I like them. Having the option is nice in occasions where Sambas are present or Sword and Board. I think a third line with Elemental Enfeebles would be nice. Lower damage that say T1's (if they adjust the mechanic of course) with the associated -STAT Debuff. Work similar to a Samaba in the sense the effect is maintained through melee strikes. Slap it on a box and call it day.

Perhaps they can replace the T2 Enfeebles which are still merits. But weve talked about this sh*t for a decade, bringing up the same ideas again and again. Im old and im tired.

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#29 Nov 09 2013 at 5:00 AM Rating: Default
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I'll stand by T2 enspells. I hate the way "enhancing" is calculated, but it's still not nearly as bad as people continuously make them out to be.
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#30 Nov 09 2013 at 6:24 AM Rating: Decent
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Quote:
or its just has a giant DO NOT CHANGE tag because RDM used to solo stuff with just enspell damage. (Although such feats are more or less Impossible now regardless how much Enspell damage does.)
Ceremonial daggers were never even particularly useful outside of very specific situations, like cactrot rapido, where feeding any tp at all was fatal, or big bomb. Otherwise i always found they did too little damage to be worth taking off pdt gear, and probably equipping gear that has -vit/def to get -1 fstr.

Edited, Nov 9th 2013 7:27am by Rachel9
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#31 Nov 09 2013 at 3:29 PM Rating: Decent
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Rachel9 wrote:
Quote:
or its just has a giant DO NOT CHANGE tag because RDM used to solo stuff with just enspell damage. (Although such feats are more or less Impossible now regardless how much Enspell damage does.)
Ceremonial daggers were never even particularly useful outside of very specific situations, like cactrot rapido, where feeding any tp at all was fatal, or big bomb. Otherwise i always found they did too little damage to be worth taking off pdt gear, and probably equipping gear that has -vit/def to get -1 fstr.

Edited, Nov 9th 2013 7:27am by Rachel9


Correct but that was kinda the point of keeping it capped, and why the equation is now archaic. At the time If they did increase the damage of enspells then that method would have become applicable to more things, now that method is all but impossible so why is the equation still artificially capped to avoid a potential issue that no longer exists.
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#32 Nov 10 2013 at 3:58 PM Rating: Excellent
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Formula adjustments are due, yes, and I still stand behind the sentiment that just taking RDM off the ceremonial dagger could've been a thing if SE was that afraid of it. I understand our damage:TP feed is a thing when you do want TP controlled, but this also segues into old requests of wanting to manipulate TP behavior through enfeebles like a plague, something to slow TP move readying time, or even the modifiers of the TP moves themselves. And of course, as the old debates went, every mob magically became a malboro if you even proposed RDMs were to wave a weapon at it.

Just oodles of untapped potential being squandered, or at best, given off to new jobs. Such can make playing other MMOs painful as even if I may not like a given class/spec, there are ideas out there to improve the hybrid game. XI just has the crippling problem of everything being a DPS race, in part due to event timers.
#33 Nov 12 2013 at 12:44 PM Rating: Decent
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Seriha wrote:
Formula adjustments are due, yes, and I still stand behind the sentiment that just taking RDM off the ceremonial dagger could've been a thing if SE was that afraid of it.
http://www.ffxiah.com/search/item?&slots[]=1&slots[]=2&jobs[]=32&damage[0]=1&damage[1]=1#adv

Wouldn't change much. There's 3 other daggers with 1 damage, one of which is all jobs. Plus the first upgrade of relic sword/dagger are 1 damage with reasonably low delay. There's also a large number of all jobs clubs with 1 damage, though that wouldn't be ideal due to lower skill, and higher delay.

Edited, Nov 12th 2013 1:48pm by Rachel9
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#34 Nov 17 2013 at 5:20 AM Rating: Default
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Is there a guide on how to get the new AF?
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#35 Nov 17 2013 at 9:55 AM Rating: Decent
don't you need items from bcnms or something?
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#36 Nov 17 2013 at 4:40 PM Rating: Default
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I have not a clue...
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#37 Nov 18 2013 at 12:24 PM Rating: Good
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Can't give specifics, but each slot requires a specific page/chapter to be traded in. If base AF, you need 10 of that. If you have +1, it's 5. Far as I know, only sources are the new SCBCs.
#38 Nov 19 2013 at 5:35 AM Rating: Default
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Who do we trade it to?
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#39 Nov 20 2013 at 6:48 AM Rating: Good
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Not seeing an answer in my quick skimming of things. At best, I found the new gloves are 15% duration boost. Could maybe try the Adoulin library place to start, or just shout in town and hope for a non-dickhead reply. Items themselves are Rem's Tale Ch. 1-5, each corresponding to a specific slot.
#40 Nov 20 2013 at 1:54 PM Rating: Good
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At least its something...

Camate wrote:

Greetings,

Currently the effect of Saboteur is not applied to AoE based spells and when using spells such as Sleepga, the increased effect duration is only applied to the initial target. However, we will be making adjustments so this effect is extended to AoE spells. At the current time unfortunately I cannot make any promises of a specific implementation time period, but once we hear developments on this we will be sure to let you know.

http://forum.square-enix.com/ffxi/threads/37854-New-1-hours?p=479717#post479717
#41 Nov 20 2013 at 11:49 PM Rating: Good
Thats great I can't wait to use it with all my AoE spells.
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#42 Nov 28 2013 at 5:23 PM Rating: Good
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Stalker rdmcandie wrote:
Thats great I can't wait to use it with all my AoE spells.
Diaga will be so good now!
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#43 Dec 09 2013 at 4:04 AM Rating: Default
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So, I finally figured out how to get AF update.

Quote:
A quest which enables players to reforge their artifact armor has been added.

Receiving the quest
Players are able to receive the quest by speaking with Monisette in Port Jeuno (I-8)

* This quest does not cover relic or empyrean equipment.

Acquiring items needed in the reforging process
Specific items are needed to reforge your artifact armor, and can be acquired in the following new battlefields aimed at players of level 99 or greater.
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#44 Dec 11 2013 at 2:07 AM Rating: Excellent
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So... STUFF!

For weapons, we have the following:
New Weapons wrote:
Eminent Scimitar: DMG:122 Delay:264 Sword skill +215 Parrying skill +215 Magic Accuracy skill +167 Latent effect: DMG:128 Accuracy+15 Attack+10
Anahera Saber: DMG:130 Delay:240 STR+10 AGI+10 Magic Damage+93 Sword skill +242 Parrying skill +242 Magic Accuracy skill +188 "Double Attack"+2%
Eminent Dagger: DMG:85 Delay:183 Accuracy+24 Evasion+24 Dagger skill +203 Parrying skill +203 Magic Accuracy skill +167 Latent effect: DMG:89 Accuracy+15 Attack+10
Venabulum: DMG:198 Delay:366 MP+50 INT+20 MND+12 "Magic Atk. Bonus"+28 Magic Damage+217 Parrying skill +242 Magic Accuracy skill +228 "Conserve MP"+5
Eminent Wand: DMG:134 Delay:288 INT+6 MND+6 "Magic Atk. Bonus"+14 Magic Damage+111 Club skill +215 Parrying skill +215 Magic Accuracy skill +191 Latent effect: DMG:141 Accuracy+15 Attack+10



For our melee enthusiasts, we have the Espial set acquired via the sparks currency:
Espial Set wrote:
Espial Cap: DEF: 94 HP+32 MP+17 STR+20 DEX+22 VIT+20 AGI+22 INT+20 MND+20 CHR+20 Accuracy+5 Evasion+37 Magic Evasion+40 "Magic Def. Bonus"+3 Haste+7%
Espial Gambison: DEF: 122 HP+53 MP+28 STR+22 DEX+27 VIT+21 AGI+27 INT+22 MND+22 CHR+22 Accuracy+6 Evasion+49 Magic Evasion+60 "Magic Def. Bonus"+5 Haste+3%
Espial Bracers: DEF: 82 HP+22 MP+8 STR+7 DEX+33 VIT+25 AGI+8 INT+10 MND+28 CHR+16 Accuracy+4 Evasion+24 Magic Evasion+25 "Magic Def. Bonus"+2 Haste+4%
Espial Hose: DEF: 105 HP+42 MP+14 STR+27 VIT+14 AGI+21 INT+28 MND+16 CHR+10 Accuracy+5 Evasion+39 Magic Evasion+90 "Magic Def Bonus"+5 Haste+5%
Espial Socks: DEF: 65 HP+12 MP+8 STR+10 DEX+20 VIT+10 AGI+33 MND+10 CHR+26 Accuracy+4 Evasion+69 Magic Evasion+90 "Magic Def. Bonus"+3 Haste+3%
Set: Critical Hit Damage +10%


And for the more casterly inclined, there is the Wayfarer set:
Wayfarer Set wrote:
Wayfarer's Circlet: DEF:88 HP+32 MP+31 STR+19 DEX+19 VIT+19 AGI+19 INT+24 MND+24 CHR+24 "Magic Atk. Bonus"+5 Evasion+32 Magic Evasion+70 "Magic Def. Bonus"+5 Haste+6%
Wayfarer Robe: DEF:116 HP+48 MP+57 STR+20 DEX+20 VIT+20 AGI+20 INT+28 MND+28 CHR+28 "Magic Atk. Bonus"+6 Evasion+37 Magic Evasion+75 "Magic Def. Bonus"+6 Haste+3%
Wayfarer Cuffs: DEF:77 HP+20 MP+14 STR+6 DEX+26 VIT+24 AGI+4 INT+18 MND+32 CHR+18 Magic Accuracy+4 Evasion+19 Magic Evasion+35 "Magic Def. Bonus"+2 Haste+3%
Wayfarer Slops: DEF:99 HP+38 MP+28 STR+24 VIT+12 AGI+16 INT+32 MND+22 CHR+19 "Magic Atk. Bonus"+5 Evasion+24 Magic Evasion+100 "Magic Def. Bonus"+5 Haste+5%
Wayfarer Clogs: DEF:60 HP+12 MP+14 STR+9 DEX+10 VIT+9 AGI+31 INT+17 MND+18 CHR+32 Magic Accuracy+4 Evasion+49 Magic Evasion+100 "Magic Def. Bonus"+5 Haste+3%
Set: Refresh +3


And of course the Atrophy set got its upgrade, too:
Atrophy set wrote:

Atrophy Chapeau +1: DEF:96 HP+36 MP+32 STR+19 DEX+19 VIT+19 AGI+19 INT+27 MND+27 CHR+24 Magic Accuracy+15 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Elemental magic skill +13 Haste+6% "Fast Cast"+12%
Atrophy Tabard +1: DEF:126 HP+54 MP+59 STR+21 DEX+21 VIT+21 AGI+21 INT+33 MND+33 CHR+29 Magic Accuracy+10 "Magic Atk. Bonus"+10 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Enfeebling magic skill +17 Haste+3% "Refresh"+2
Atrophy Gloves +1: DEF:84 HP+22 MP+14 STR+11 DEX+33 VIT+25 AGI+5 INT+19 MND+33 CHR+19 Accuracy+10 Attack+10 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Parrying skill +17 Haste+3% Enhancing magic effect duration +16
Atrophy Hose +1: DEF:108 HP+43 MP+29 STR+25 VIT+12 AGI+17 INT+34 MND+29 CHR+19 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Healing magic skill +13 Enhancing magic skill +17 Haste+5% "Cure" potency +10%
Atrophy Boots +1: DEF:66 HP+48 MP+49 STR+10 DEX+11 VIT+10 AGI+33 INT+17 MND+19 CHR+34 Accuracy+20 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Shield skill +13 Haste+4%


And other random things:
Quote:
Lithelimb Cap: DEF:107 HP+38 STR+24 DEX+20 VIT+24 AGI+31 INT+20 MND+20 CHR+20 Accuracy+15 Evasion+36 Magic Evasion+53 "Magic Def. Bonus"+2 Haste+8% Physical damage taken -3%
Lurid Mitts: DEF:85 HP+22 MP+14 STR+6 DEX+28 VIT+25 AGI+5 INT+19 MND+33 CHR+19 Magic Accuracy+23 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Enfeebling magic skill +18 Haste+3%
Osmium Cuisses: DEF:138 HP+110 STR+30 VIT+22 AGI+17 INT+29 MND+16 CHR+16 Evasion+27 Magic Evasion+80 "Magic Def. Bonus"+4 Haste+6% Physical damage taken -2%
Manabyss Pigaches: DEF:64 HP+13 MP+79 STR+10 DEX+11 VIT+10 AGI+33 INT+19 MND+19 CHR+34 "Magic Atk. Bonus"+18 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Haste+3% Enmity-4
Sekhmet Corset: DEF:10 Magic Damage+15 "Conserve MP"+3
Fravashi Mantle: DEF:19 HP+40 Evasion+15 Enmity+6 "Resist Gravity"+15
Patricius Ring: Accuracy+7 Physical damage taken -5%


DM Hard Mode earrings?
Quote:
Crematio Earring: "Magic Atk. Bonus"+6 Magic Damage+6 Staff skill +5
Gelai Earring: Evasion+6 Dagger skill +5 Pet: "Subtle Blow"+9
Sanare Earring: Magic Evasion+6 "Magic Def. Bonus"+4 Club skill +5
Tripudio Earring: Attack+6 Polearm skill +5 "Store TP"+5
Trux Earring: Katana skill +5 Enmity+5 "Double Attack"+3%


And a skill up set for the hell of it?
Quote:
Temachtiani Headband: DEF:55 HP+9 MP+24 STR+7 DEX+7 VIT+7 AGI+7 INT+9 MND+9 CHR+9 Evasion+8 Magic Evasion+41 "Magic Def. Bonus"+1 Haste+5% Combat skill gain rate +1
Temachtiani Shirt: DEF:65 HP+14 MP+45 STR+10 DEX+10 VIT+10 AGI+10 INT+14 MND+14 CHR+14 Evasion+10 Magic Evasion+44 "Magic Def. Bonus"+2 Haste+2% Magic skill gain rate +1
Temachtiani Gloves: DEF:40 HP+6 MP+11 STR+3 DEX+14 VIT+12 AGI+2 INT+9 MND+16 CHR+9 Evasion+5 Magic Evasion+20 Haste+3% Magic skill gain rate +1
Temachtiani Pants: DEF:46 HP+11 MP+22 STR+12 VIT+6 AGI+8 INT+17 MND+12 CHR+9 Evasion+6 Magic Evasion+59 "Magic Def. Bonus"+1 Haste+4% Combat skill gain rate +1
Temachtiani Boots: DEF:30 HP+3 MP+11 STR+5 DEX+5 VIT+5 AGI+16 INT+8 MND+9 CHR+17 Evasion+13 Magic Evasion+59 "Magic Def. Bonus"+1 Haste+3% Combat skill gain rate +1


Didn't bother with the event/vanity items.
#45 Dec 15 2013 at 8:35 PM Rating: Default
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Freakin awesome...

quick questions..

1. How do we get spark points?
2. What are the accuracy and haste caps?
3. Is magic evasion like magic damage reduction?
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#46 Dec 15 2013 at 10:02 PM Rating: Excellent
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1) Do the Eminence tutorial quest and then just do the various objectives. Kinda like ToM on the fly, really.
2) I'm assuming nothing has changed here in terms of caps. The 1-hander formula changed a bit for your main-hand a bit back, to I think .75 STR/DEX instead of the old .5. Haste I think is still the 25-26% range depending on the hex value of the gear itself.
3) Magic Evasion is basically like an all-around Barspell. Technically a hidden stat that needed to go up with our ilvl pseudo-leveling. I think the old belief is that we're a C rating here, with resists just piling on top. Why SE just doesn't have our base resists show in the menu, I dunno.
#47 Dec 16 2013 at 1:35 AM Rating: Default
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Thanks.

I'm still excited about FFXI, but to be honest, after the release of ARR, the population dropped.
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#48 Jan 20 2014 at 5:59 PM Rating: Excellent
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Weapons wrote:
Vanir Knife: DMG:111 Delay:205 Accuracy+13 Evasion+22 Magic Damage+70 Dagger skill +242 Parrying skill +242 Magic Accuracy skill +188 Magic damage taken -5%


Aetosaur Set(s) wrote:
Aetosaur Helm: DEF:87 HP+26 MP+21 STR+16 DEX+23 VIT+16 AGI+17 INT+16 MND+16 CHR+17 Accuracy+12 Evasion+32 Magic Evasion+45 "Magic Def. Bonus"+2 Haste+7% "Subtle Blow"+3
Aetosaur Jerkin: DEF:112 HP+73 MP+70 STR+17 DEX+28 VIT+17 AGI+27 INT+16 MND+16 CHR+16 Accuracy+14 Ranged Accuracy+14 Evasion+36 Magic Evasion+54 "Magic Def. Bonus"+4 Haste+4%
Aetosaur Gloves: DEF:76 HP+18 STR+8 DEX+35 VIT+24 AGI+2 INT+8 MND+22 CHR+12 Accuracy+10 Evasion+18 Magic Evasion+31 "Magic Def. Bonus"+1 Haste+4% "Store TP"+3
Aetosaur Trousers: DEF:97 HP+35 STR+21 VIT+11 AGI+20 INT+22 MND+12 CHR+7 Ranged Accuracy+12 Evasion+28 Magic Evasion+58 "Magic Def. Bonus"+3 Haste+6% "Store TP"+4
Aetosaur Ledelsens: DEF:61 HP+10 STR+8 DEX+17 VIT+8 AGI+34 MND+8 CHR+22 Ranged Accuracy+10 Evasion+52 Magic Evasion+58 "Magic Def. Bonus"+3 Haste+4% "Subtle Blow"+2

Aetosaur Helm +1: DEF:90 HP+28 MP+22 STR+18 DEX+26 VIT+18 AGI+19 INT+18 MND+18 CHR+19 Accuracy+13 Evasion+34 Magic Evasion+46 "Magic Def. Bonus"+2 Haste+7% "Subtle Blow"+4
Aetosaur Jerkin +1: DEF:116 HP+86 MP+81 STR+20 DEX+31 VIT+20 AGI+30 INT+18 MND+18 CHR+18 Accuracy+15 Ranged Accuracy+15 Evasion+39 Magic Evasion+56 "Magic Def. Bonus"+4 Haste+4%
Aetosaur Gloves +1: DEF:79 HP+19 STR+8 DEX+38 VIT+26 AGI+3 INT+10 MND+25 CHR+14 Accuracy+11 Evasion+19 Magic Evasion+32 "Magic Def. Bonus"+1 Haste+4% "Store TP"+4
Aetosaur Trousers +1: DEF:100 HP+37 STR+24 VIT+13 AGI+23 INT+25 MND+14 CHR+8 Ranged Accuracy+13 Evasion+30 Magic Evasion+60 "Magic Def. Bonus"+4 Haste+6% "Store TP"+5
Aetosaur Ledelsens +1: DEF:63 HP+10 STR+10 DEX+20 VIT+10 AGI+38 MND+10 CHR+25 Ranged Accuracy+11 Evasion+56 Magic Evasion+60 "Magic Def. Bonus"+4 Haste+4% "Subtle Blow"+3


Haruspex Set(s) wrote:
Haruspex Hat: DEF:82 HP+26 MP+29 STR+15 DEX+15 VIT+15 AGI+15 INT+19 MND+19 CHR+25 Evasion+26 Magic Evasion+63 "Magic Def. Bonus"+4 Haste+5% Enmity-4 "Fast Cast"+8%
Haruspex Coat: DEF:107 HP+40 MP+54 STR+15 DEX+15 VIT+15 AGI+15 INT+28 MND+28 CHR+28 Magic Damage+13 Evasion+30 Magic Accuracy+10 Magic Evasion+67 "Magic Def. Bonus"+5 Haste+2% Enmity-5
Haruspex Cuffs: DEF:71 HP+16 MP+13 STR+3 DEX+20 VIT+18 AGI+2 INT+13 MND+35 CHR+15 Evasion+16 Magic Evasion+31 "Magic Def. Bonus"+2 Haste+3% Enmity-3 "Conserve MP"+4
Haruspex Slops: DEF:92 HP+31 MP+27 STR+18 VIT+8 AGI+12 INT+34 MND+17 CHR+13 Evasion+20 Magic Evasion+90 "Magic Def. Bonus"+4 Haste+4% Enmity-4 Elemental magic +5 depending on day
Haruspex Pigaches: DEF:56 HP+10 MP+13 STR+6 DEX+7 VIT+6 AGI+25 INT+12 MND+13 CHR+34 Evasion+40 Magic Accuracy+8 Magic Evasion+90 "Magic Def. Bonus"+4 Haste+3% Enmity-3

Haruspex Hat +1: DEF:85 HP+28 MP+30 STR+17 DEX+17 VIT+17 AGI+17 INT+21 MND+21 CHR+28 Evasion+28 Magic Evasion+65 "Magic Def. Bonus"+4 Haste+5% Enmity-5 "Fast Cast"+9%
Haruspex Coat +1: DEF:111 HP+43 MP+55 STR+17 DEX+17 VIT+17 AGI+17 INT+31 MND+31 CHR+31 Magic Damage+14 Evasion+32 Magic Accuracy+11 Magic Evasion+70 "Magic Def. Bonus"+5 Haste+2% Enmity-6
Haruspex Cuffs +1: DEF:74 HP+18 MP+13 STR+4 DEX+23 VIT+21 AGI+3 INT+15 MND+35 CHR+15 Evasion+17 Magic Evasion+32 "Magic Def. Bonus"+2 Haste+3% Enmity-4 "Conserve MP"+5
Haruspex Slops +1: DEF:95 HP+34 MP+27 STR+21 VIT+10 AGI+14 INT+36 MND+20 CHR+15 Evasion+21 Magic Evasion+93 "Magic Def. Bonus"+4 Haste+4% Enmity-5 Elemental magic +6 depending on day
Haruspex Pigaches +1: DEF:58 HP+10 MP+13 STR+7 DEX+8 VIT+7 AGI+27 INT+14 MND+15 CHR+36 Evasion+43 Magic Accuracy+9 Magic Evasion+93 "Magic Def. Bonus"+4 Haste+3% Enmity-4


Misc Armor wrote:
Vanir Cotehardie: DEF:120 HP+54 MP+59 STR+21 DEX+21 VIT+21 AGI+21 INT+36 MND+36 CHR+29 Magic Accuracy+18 "Magic Atk. Bonus"+18 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Haste+3% "Fast Cast"+5%
Vanir Boots: DEF:74 HP+13 STR+12 DEX+29 VIT+12 AGI+42 MND+12 CHR+30 Ranged Accuracy+16 Evasion+72 Magic Evasion+69 "Magic Def. Bonus"+5 Enmity-4 Haste+4%
Mes'yohi Slacks: DEF:107 HP+43 MP+29 STR+25 VIT+12 AGI+17 INT+39 MND+29 CHR+19 Magic Accuracy+20 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+8 Haste+5% Depending on day: Magic Accuracy +25
#49 Jan 20 2014 at 6:38 PM Rating: Good
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Quick and dirty set comparison between Espial and Aeto +1. I feel inclined to say Espial is the better overall set.
      Espial    Aetosaur +1     Difference 
DEF      468            448           20 E 
HP       161            180           19 A 
MP        75            103           28 A 
STR       86             80            6 E 
DEX      102            105            3 A 
VIT       90             87            3 E 
AGI      111            113            2 A 
INT       80             71            9 E 
MND       96             85           11 E 
CHR       94             84           10 E 
ACC       24             39           15 A 
RACC       0             39           39 A 
EVA      218            178           40 E 
MEVA     305            254           51 E 
MDEF      18             15            3 E 
Haste     22             25            3 A 
SB         0              7            7 A 
STP        0              9            9 A


If someone wants to compare Wayfarer and Haruspex, feel free. Tired of squinting at numbers.
#50 Jan 22 2014 at 12:14 PM Rating: Good
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Is that knife something a RDM would wear? It seems kind of nifty in that it has the magic damage on it and it is a weapon RDM is proficient in - I don't recall seeing a smacky sword with +magic damage on it
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#51 Jan 22 2014 at 4:27 PM Rating: Good
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I'd call it an okay mix between melee and magic. If you want to cast, the Eminent Wand or one of the ilvl staves would be better. I've personally never been a fan of main-handing a dagger with RDM, though, as Evisc loses its shine outside of Abyssea and we're past the age of colibri for "guaranteeing" fighting piece-weak mobs. One of these days I do need to sit down and figure out what SE settled on for how the Magic Damage stat works, though. In my quick and sloppy test during the free time, the wand did like 80+ more than my old magian staff for blizz 1. Why the @#%^ I didn't try a couple B4s, I wish I knew. Stupid DQ slimes. :(
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