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Recap: What enhancements did we get again?Follow

#27 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 ****. We told them the ability was ******* 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 **** for a decade, bringing up the same ideas again and again. Im old and im tired.

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#28 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.
#29 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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#30 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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#31 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.
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#32 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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#33 Nov 17 2013 at 5:20 AM Rating: Default
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Is there a guide on how to get the new AF?
#34 Nov 17 2013 at 9:55 AM Rating: Decent
don't you need items from bcnms or something?
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#35 Nov 17 2013 at 4:40 PM Rating: Default
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I have not a clue...
#36 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.
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#37 Nov 19 2013 at 5:35 AM Rating: Default
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Who do we trade it to?
#38 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-******** reply. Items themselves are Rem's Tale Ch. 1-5, each corresponding to a specific slot.
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#39 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
#40 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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#41 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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#42 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.
#43 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 **** 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.
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#44 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?
#45 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.
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#46 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.
#47 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
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#48 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.
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#49 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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#50 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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#51 Jan 25 2014 at 1:31 AM Rating: Decent
I think it adds to the Base Damage Value of a spell. Like Blizzard 1 BASED + X DMG....then it gets multiplied by MAB and sh*t.

Also I have been using Eminent Sabre (or w/e) + Eminent Wand off hand /DNC. Nothing super special but I have loads of MH ACC Adequate OH ACC and LOADS of MACC and some MDMG.

I Would love to DW 2 Swords but I don't have a R/M/E and I don't know how to get Anahera Saber looks like and Ark Angel weapon but vOv.

Edited, Jan 25th 2014 1:07pm by rdmcandie
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HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

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