I decided to post a list of gear sets for various times, be it endgame or maximizing certain spells. Essentially lists of gear to set a goal for. Hopefully this will be helpful to others. This is to give an idea of what is needed to maximize a certain aspect of SCH through gear. Any input ideas that I might have missed will be greatly appreciated.
Work in Progress
For these gear sets I'm going to use Hume SCH/RDM stats as a base which are:
INT = 70
MND = 65
Maximizing your Stoneskin(ra)
Under Light Arts
Using 256 Enhancing Skill Base
(256/3) + MND = 180 * 3 = 540 - 190 = 350(Max Stonskin)
MND must equal 95 or higher.
Water Staff MND+4
Errant Houppelande MND+10
Penitent's Rope MND+5
Errant Slops MND+7
Errant Pigaches MND+5
This adds 31 MND, when combined with Hume base of 65 that's MND 96 which hits Stoneskin Cap
Under Dark Arts
Using 210 Enhancing Skill Base
(210/3) + MND = 180 * 3 = 540 - 190 = 350(Max Stonskin)
MND must equal 110 or higher.
Raptor Strap +1 MND+2
Goliard Chapeau/Argute Mortarboard MND+5
Promise Badge MND+5
Errant Houppelande MND+10
Devotee's Mitts +1 MND+6
Penitent's Rope MND+5
Errant Slops MND+7
Errant Pigaches MND+5
You can also swap out:
Devotee's Mitts +1
For:
Rainbow Cape
and
Scholar's Bracers
Another Idea is adding a Rainbow Cape will allow you to use a Bugard Strap +1 and NQ Devotee's Mitts
This adds 45 MND, when combined with Hume base of 65 that's MND 110 which hits Stoneskin Cap
Maximizing your Phalanx(ra)/Enspell(ra)
Enhancing Torque Enhancing Skill +7
Augmenting Earring Enhancing Skill +3
Argute Gown Enhancing Skill +7
Merciful Cape Enhancing Skill +5
Scholar's Pants Enhancing Skill(Light Arts) +15
This adds 22 Enhancing Skill or 37 while under Light Arts
For Phalanx:
Base Skill: 210 + 22 = 232, (232/10) - 2 = 21
Base Skill + 4 Merits: 210 + 22 + 8 = 240, (240/10) - 2 = 22
Base Skill + 8 Merits: 210 + 22 + 16 = 248, (248/10 - 2 = 22
Light Arts Skill: 256 + 38 = 294, (294/10) - 2 = 27
LA + 4 Merits: 256 + 37 + 8 = 302, (302/10) - 2 = 28
LA + 8 Merits: 256 + 37 + 16 = 309, (309/10) - 2 = 28
For Enspell:
(( enhancing_magic_skill / 20 ) + 5 ) * (1 + weather_modifier + day_modifier)
Base Skill: 210 + 22 = 232, (232/20) + 5 = 16 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 16~21 Max Damage
Base Skill + 4 Merits: 210 + 22 + 8 = 240, (240/20) + 5 = 17 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 17~22
Base Skill + 8 Merits: 210 + 22 + 16 = 248, (248/20) + 5 = 17 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 17~22
Light Arts Skill: 256 + 38 = 294, (294/20) + 5 = 19 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 19~26
LA + 4 Merits: 256 + 38 + 8 = 302, (302/20) + 5 = 20 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 20~27
LA + 8 Merits: 256 + 38 + 16 = 310, (310/20) + 5 = 20 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 20~27
Maximizing your Spikes
This is basically a super INT build, as far as I understand the spike damage is based on INT and to a lesser extent MAB. At least based on Wiki info.
Kirin's Pole INT+10
Bugard Strap +1 INT+1
Phantom Tathlum INT+2
Scholar's Mortarboard +1 INT+5
Prudence Torque INT+5
Morion Earring +1 *2 INT+4
Mahatma Houppelande INT+11
Mahatma Cuffs INT+6
Snow Ring *2 INT+10
Gleeman's Cape INT+5
Penitent's Rope INT+5
Mahatma Slops INT+8
Goliard Clogs INT+4
This adds 76 INT, when combined with Hume base of 70 that's 146 INT
Blaze Spikes
= integer [integer ((INT + 2) / 12 + 4) * (1 + Magic Atk. Bonus)]
= integer [integer ((146 + 2) / 12 + 4) * 1.2]
= integer [integer (16.33.....) * 1.2
= integer [16 * 1.2]
= 19
Ice Spikes
= integer [integer ((INT + 10) / 20 + 2) * (1 + Magic Atk. Bonus)]
= integer [integer ((146 + 10) / 20 + 2) * 1.2]
= integer [integer (11.76) * 1.2]
= integer [11 * 1.2]
= 13
HNM Minimum (320/120)
Ice Spells Gear
Aquilo's Staff Elemental Skill +10, INT +5
Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Scholar's M.Board +1 INT +5
Elemental Torque Elemental Skill +7
Morion Earring +1 *2 INT+4
Scholar's Gown +1 Elemental Skill +15, INT +3
Genie Gages Elemental Skill +8
Snow Ring *2 INT +10
Merciful Cape Elemental Skill +5
Argute Belt INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2
Alternative gear choices:
Argute M.Board Elemental Skill +7
Gleeman's Cape INT+5
Penitent's Rope INT+5
Another option is:
Elite Beret +1 Elemental Skill +5
Gleeman's Cape INT+5
Argute Belt INT +5, MAC +2
Using the assumption MACC = Elemental Skill you get this:
256(Dark Arts) + 16(Merits) + 52(gear) = 321 Elemental Skill/MACC
70(SCH/RDM) + 5(Merits) + 47 = 122
All spells only Ice Weather Bonus
Ice Grip/Thunder Grip/Wind Grip/Water Grip/Fire Grip/Earth Grip MAC +2
Phantom Tathlum INT +2
Argute M.Board Elemental Skill +7
Elemental Torque Elemental Skill +7
Moldavite Earring MAB +5
Novio Earring MAB +7
Scholar's Gown +1 Elemental Skill +15, INT +3
Genie Gages Elemental Skill +8
Snow Ring *2 INT +10
Merciful Cape Elemental Skill +5
Argute Belt INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2
Hume SCH/RDM Int Merited: 75 + 7(Hailstorm) + 7(Cream Puff) + 32(Gear) = 121
Elemental Magic Skill Merited: 272 + 42(Skill) + 6 MAC = 320 Total
Alternate Ice Weather Bonus setup:
Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Argute M.Board Elemental Skill +7
Elemental Torque Elemental Skill +7
Moldavite Earring MAB +5
Novio Earring MAB +7
Scholar's Gown +1 Elemental Skill +15, INT +3
Genie Gages Elemental Skill +8
Snow Ring INT +5
Omega Ring INT +3 MAC+3
Merciful Cape Elemental Skill +5
Argute Belt INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2
Hume SCH/RDM Int Merited: 75 + 7(Hailstorm) + 7(Cream Puff) + 31(Gear) = 120
Elemental Magic Skill Merited: 272 + 42(Skill) + 7 MAC = 321 Total
Enfeebling Skill/ACC
Ice Grip/Wind Grip/Water Grip/Earth Grip/Dark Grip MAC +2
Elite Beret +1/Elite Beret Enfeebling Skill +5/+4
Enfeebling Toque/Spider Torque Enfeebling Skill +7/+5
Enfeebling Earring Enfeebling Skill +3
Scholar's Gown/Glamor Jupon Enfeebling Skill +15(w/ Dark Arts)/+3
Argute Bracers Enfeebling Skill +7
Balrahn's Ring/Omega Ring/Insect Ring MACC +4/+3/+2
Altruistic Cape Enfeebling Skill +5
Argute Belt MACC +2
Scholar's Pants Enfeebling Skill +15(w/ Light Arts)
Avocat Pigaches Enfeebling Skill +3
In Dark Arts: Enfeebling Skill +45, +42 if using NQ Elite Beret and Spider Torque.
MACC +9~11
256(Base) + 42, 45 + 16 (Merits) = 314~317 Enfeebling Skill
Total: 314~317 + 9~11 = 323~328 Skill/MACC
In Light Arts: Enfeebling Skill +48, +45 if using NQ Elite Beret and Spider Torque.
MACC +9~11
256(Base) + 45, 48 + 16 (Merits) = 317~320 Enfeebling Skill
Total: 317~320 + 9~11 = 326~331 Skill/MACC
Helix Damage
I'm using this formula: [(user int-mobs int)+25]*(user mab/mob mdb)*(nq/hq staff bonus)*weather*day
Using this formula you can see that in almost all cases INT > MAB in gear slots when a good amount of INT can be gained. It takes MAB +7 to beat INT +2 using the formula.
Also another note Elemental Skill/MACC can be important to reduce resist rates.
Super INT Build
Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Scholar's Mortarboard +1 INT+5
Prudence Torque INT+5
Morion Earring +1 *2 INT+4
Mahatma Houppelande INT+11
Yigit Gages INT +5, MAB +2
Snow Ring *2 INT +10
Gleeman's Cape INT+5
Penitent's Rope/Argute Belt INT +5/INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2
This adds INT +65. Lets give an example on damage for these as to what you can expect (assuming 70(Base) + 5(Merit) + 65 (Gear) + 7 (Creampuff) = 147:
Using a level 84 Aura Statue's INT of 70 the formula would look like this:
Using Storm(Non Hailstorm) and HQ Elemental Staff: [147-70)+25]*(1.26/1)*(1.15)*1.1 *1(N/A Day) = 162
Using Hailstorm(Maxed Merits) and Aquilo's: [(147+7+5)-70)+25]*(1.26/1)*(1.15)*1.1 *1(N/A Day) = 181
You can swap 1 Morion Earring +1 for a Novio Earring MAB +7 to get a little more damage out of the ear slot roughly bumping up 6-7 damage.
Using Storm(Non Hailstorm) and HQ Elemental Staff: [145-70)+25]*(1.33/1)*(1.15)*1.1 *1(N/A Day) = 168
Using Hailstorm(Maxed Merits) and Aquilo's: [(145+7+5)-70)+25]*(1.33/1)*(1.15)*1.1 *1(N/A Day) = 188
The thing you have to keep in mind when choosing between INT and MAB is if you will be above the mob's INT.
Bio II Max Tick Damage
This Armor set is basically a Max Dark Skill set to try and push the DoT of Bio II up as much as possible for soloing/low man typically.
Bio II damage tiers:
Dark Skill 200 - 210 = 5hp/tick
Dark Skill 211 - 268 = 6hp/tick
Dark Skill 269 - 290 = 7hp/tick
Dark Skill 291 - ??? = 8hp/tick
Bio II duration: 120sec
Dark Torque Dark Skill +7
Dark Earring Dark Skill +3
Scholar's Gown Dark Skill +15
Diabolos's Ring Darksday: Dark Skill +15
Merciful Cape Dark Skill +5
Argute Pants Dark Skill +7
Dark Skill: 256(DA Base) + 37 (Gear) = 293
This means without Diabolos's Ring, Abyssal Earring, or merits we can already hit the known highest damage tier for Bio II at 8hp/tick.
Haste/Fast Cast
This is more for spells you want to cut down timers and not have to worry about resists or what not, think Utsusemi and Stun to a lesser degree.
Fast Cast is shown as Fast Cast -%(Casting Time)/-%(Recast Time)
Argute M.Board Grimoire Fast Cast -9%/-5%
Loquacious Earring Fast Cast -2%/-1%
Goliard Saio Haste +4%
Swift Belt Haste +4%
Scholar's Loafers Grimoire Fast Cast -9%/-5%
This nets you Haste +8% and Fast Cast -20%/-11% which comes out to reducing your recast times by 19% without haste spell or march songs for Light and Dark Magic spells. For Utsusemi its only a -9% recast bonus.
While using Accession or Manifestation
If you care about getting your AoE recast time down then use these are Grimoire bonuses from Argute Mortarboard(needs verification) and Scholar's Loafers will be canceled while using Accession/Manifestation. Also these will help with Utsusemi casts.
Walahra Turban Haste +5%
Rostrum Pumps Fast Cast -2%/-1%
Totaling out to: Haste +13%, Fast Cast -4%/-2% with a -15% recast time.
Magic Damage Reduction
This combines Magic Defense Bonus gear and and Magic Damage Taken gear to reduce the damage as much as possible.
The cap is 128/256 or 50% on -MDT
This gear set assumes you're using Shell IV which gives 56/256 (~21.9%)
Kebbie MDB +5
Storm Turban MDB +2
Merman's Earring *2 MDT -4% 10/256
Argute Gown +1 MDB +6
Merman's Bangles MDT -2% 5/256
Merman's Ring *2 MDT -8% 20/256
Hexerei Cape DT -3% 7/256
Lieutenant's Sash MDT -2% 5/256 (Item seems to still be placeholder but wiki has it's stats)
Mahant Sandals MDB +2
This means the player can get 103/256 or -40% in Magic Damage Taken. Or if you're lucky and have a Defending Ring you'd have109/256 or -42%MDT. As well as having Magic Defense Bonus +15. The missing slots should be filled with INT or MND depending on what kind of nuke you're trying to reduce the damage from.
Max -Enmity Set
The max you can get is -50. This is mostly for if you're an endgame healer as elsewhere I don't see it worth the -inventory for merits or when not being main healer on long fights. Also I'm excluding gear that requires you to be allied to a nation or choosing a certain item from a quest. This is based off of Bikpik post. I changed a few items around to try and avoid unique gear choices.
Staff Strap Enmity -2
Hedgehog Bomb Enmity -1
Mahatma Hat Enmity -6
Republican Silver Medal/Benign Necklace Enmity -2
Novia Earring Enmity -7
Delta Earring Enmity -3
Goliard Saio Enmity -5
Scholar's Bracers +1 Enmity -3
Trooper's Ring Enmity -4
Serene Ring Enmity -2
Errant Cape Enmity -5
Penitent's Rope Enmity -3
Mahatma Slops Enmity -4
Avocat Pigaches Enmity -3
Without merits this hits the cap of -50 Enmity.
Physical Damage Taken/DEF Build
This is good when you know you'll end up tanking, taking hate, or a monster gets close enough to melee you.
Earth Staff Physical Damage Taken -20% 51/256
Elite Beret +1 DEF +29
Rho Necklace DEF +10
Intruder Earring DEF +6
Bitter Earring DEF +5
Goliard Saio DEF +42
Protecting Bangles DEF +30
Jelly Ring Physical Damage Taken -5% 12/256
Defending Ring Damage Taken -10% 25/256
Umbra Cape Physical Damage Taken -6% 15/256
Star Sash DEF +8
Goliard Trews Physical Damage Taken -3% 7/256
Goliard Clogs DEF +19
This gives you -34% PDT and -10% DT totaling out to: -44% PDT/DT or 110/256. that's only 18/256 short of a capped reduction which is great when taking heavy hits.
This build also gives you an additional DRF +151 this however is less valuable than the -PDT/DT gear because as a mage you have naturally lower DEF and VIT than a melee meaning a monster is likely to still hit you for a high number, the DEF gear will just make the damage they hit you for more constant.
Manaburn EXP gear
Adding this section for a few reasons, it was requested and well its a good idea to see what you can use to maximize your damage on "easy" monsters.
Using Thunder spells respectively and using Puddings as your target (89 INT).
Using this formula to decide which gear would be better:
Tier IV: ((yourINT - targetINT) * 2 + 541) * (resist multiplier) * (staff) * (day/weather Bonus) * (1.00 + yourMAB)/(1.00 + targetMDB) * (target damage adjust)
Using NQ staff you get these equations:
Tier IV: ((yourINT - 89) * 2 + 541) * 1 * 1.1 * 1 * (1.00 + yourMAB)/1 * 1.25
Hopefully my understanding of the formula on wiki is correct. It looks correct when I do the math with my current gear. If not please let me know.
Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Scholar's Mortarboard +1 INT+5
Prudence Torque INT+5
Morion Earring +1 INT+2
Moldavite Earring MAB +5
Mahatma Houppelande INT+11
Vicious Mufflers MAB +5
Snow Ring *2 INT +10
Gleeman's Cape INT+5
Penitent's Rope INT +5
Mahatma Slops INT +8
Yigit Crackows INT +3, MAB +2
This is the best damage combo I've come up with so far.
The math:
((127 - 89) * 2 + 541) * 1.1 * 1.32 * 1.25 = 1119
Using Uggly pendant: ((122 - 89) * 2 + 541) * 1.1 * 1.45 * 1.25 = 1210
Using Novio + Uggly Pendant: ((120 - 89) * 2 + 541) * 1.1 * 1.52 * 1.25 = 1260
Using Yigit Body: ((116 - 89) * 2 + 541) * 1.1 * 1.37 * 1.25 = 1120
Using Morgana's Cotehardie: ((116 - 89) * 2 + 541) * 1.1 * 1.40 * 1.25 = 1145
Using Redingote (INT+5, MAB+4): ((121 - 89) * 2 + 541) * 1.1 * 1.36 * 1.25 = 1131
You can see how the numbers differ based on gear selection between INT or MAB so there is no dead on right or wrong setup for exp nuking.
Edited, Apr 8th 2009 4:45pm by Zagen

