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Selenian CapFollow

#1 Jun 29 2009 at 7:25 AM Rating: Decent
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The new reward item for the expansion "Moogle Kupo d'etat" was announced. The BLM item, Selenian Cap, has the following base stats:
MP+20, "Conserve MP" +3, DEF 19, LVL 75 BLM/SCH/RDM/WHM/SMN/BRD

In addition you can pick 2 augments. The best ones for BLM appear to be:
-INT +4, Macc +2
-Macc +3, MPh +3
-MAB +2, HPh +3 (HPh? weird)
-Magic Critical hit rate +10%, Enmity-4
-INT +2, Fast Cast Effect +2%

Personally, I'm going to go with the INT+4, Macc+2 augment and the Magic Critical hit rate +10% augment. Not sure if the MAB augment would be better then the critical hit rate one though, since MAB is active all the time. Magic critical hit rate gives +10 MAB on the witch sash, so I'm guessing this will not change. 10% chance of proc on the new hat seems pretty sweet - I think it is high enough to forgo the MAB+2 augment. Anyone else planning to get the same or different augments?







#2 Jun 29 2009 at 7:53 AM Rating: Excellent
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Magical Crit gives +10 MAB when it kicks in. So +10% Magical crit rate would average out to basically +1 MAB. So in terms or raw damage, the +2 MAB augment would probably provide better overall damage. However, that -4 Enmity might be good enough to pass up a bit of raw damage, especially for folks who tend to play BLM in non-manaburn style end game stuff. Given the amount of MAB most BLMs have already, the gap between 10% magical crit and 2 MAB may not be terribly big.

As far as the HHP, someone mentioned that if it was HMP instead, you could get both HMP augments for a total of +6 HMP. That would blow away any other +HMP gear in the head slot, so maybe SE was trying to avoid that.

Since I also have SCH leveled, I'm torn between getting 2 augments that boost my nuking power vs choosing the Cure potency one for one of them. I'll have to play around with magic damage calculations to see how much Selenian Cap with 4 INT + either 10% Magic crit or +2 MAB would perform compared to 5 INT in the head slot (which is what I normally nuke with, since I typically use AF +1).
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#3 Jun 29 2009 at 7:58 AM Rating: Default
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Int +4, macc +2
and
matk +3, hhp +3

Makes this the best damage nuke piece for BLM head in game. Beats handily Demon +1, and Maat's cap.

The crit bonus will amount to 1% extra damage. Unless you cast in 100 MaB, 2 matk would beat it. The enmity might be worth looking at though.

The macc piece amounts to +4 INT and +5 macc. Igqira is better for enfeebling and Relic is better for nuking when you need acc.

Edited, Jun 29th 2009 12:00pm by TheKhory
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#4 Jun 29 2009 at 9:37 AM Rating: Good
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I'm thinking the same thing, TheKhory, though I wonder if the deal could be sweetened by having Wise Strap and Witch's Sash for an additional 5% on the magical crits. Not a numbers guy, so not sure if it would work out or not.
#5 Jun 29 2009 at 10:07 AM Rating: Decent
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Quote:
Int +4, macc +2
and
matk +3, hhp +3


This. Plus I think the hat is neater looking than a Demon Helm. >_>

Magic crit is a lulzy mod. Crit builds aren't even worthwhile for melees, and magic crits are worse.


Quote:
Since I also have SCH leveled, I'm torn between getting 2 augments that boost my nuking power vs choosing the Cure potency one for one of them.


3% is a bit of a joke. I wouldn't give up the best possible nuke-power head (as far as I know) in favor of 10-15 or so more HP on your Cure 4.
#6 Jun 29 2009 at 10:08 AM Rating: Decent
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In before kerbz bitching and diminishing returns.

Stacking crit% doesn't make an individual piece better, in fact it weakens a piece relative to other pieces due to the nature of linear progression, which is another way of saying it's subject to diminishing returns.

I was just thinking of getting the int/macc and macc/hmp since 1-2 less INT isn't really that noticeble, and I can still break the 150 INT tier for elemental enfeebles with it and get more ACC on them. It's also great for HMP obviously. That means it's decent for nuking, the best for elemental debuffs, and the best for HMP.
#7 Jun 29 2009 at 10:23 AM Rating: Decent
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Stacking magic crit is pointless. The 2 mab will always be at least twice as good as the 10% crit. If you somehow manage to stack a large amount of magic crit, then the 2 mab gets that much more advantage over the 10% magic crit. The only reason to take that augment is the enmity, and it is debatable whether it's worth it when you can get enmity decreases from other head equipment (af+1)


Edit: Beat to the punch, it would seem that I need to hit the "Refresh" button occasionally.

Edited, Jun 29th 2009 1:24pm by tresker

Edited, Jun 29th 2009 1:25pm by tresker
#8 Jun 29 2009 at 10:41 AM Rating: Default
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tresker wrote:
Stacking magic crit is pointless. The 2 mab will always be at least twice as good as the 10% crit. If you somehow manage to stack a large amount of magic crit, then the 2 mab gets that much more advantage over the 10% magic crit. The only reason to take that augment is the enmity, and it is debatable whether it's worth it when you can get enmity decreases from other head equipment (af+1)


If you have 50 Mab, getting a extra 2 Mab will give you 1.3% more damage.
If you have 100 Mab, getting a extra 2 Mab will give you 1% more damage.
If you have 150 Mab, getting a extra 2 Mab will give you 0.8% more damage.

Magic crits do extra 10% damage. Getting 10% magic crits will give you and extra 1% damage overall.

So, any time you have less than 100 Mab, 2 mab is better than 10% crits.


Also guys, please pay attention that the Mab comes couples with hHP, *not* hMP
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#9 Jun 29 2009 at 11:01 AM Rating: Excellent
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Quote:
Magic crits do extra 10% damage. Getting 10% magic crits will give you and extra 1% damage overall.


If only this were true. Magic crits were figured out to be +10 MAB, not +10% damage. 10% magic crits will average out to be +1 MAB per nuke over time, regardless of how much Mcrit you have in other slots.

Edited, Jun 29th 2009 3:02pm by michelobmidgard
#10 Jun 29 2009 at 11:28 AM Rating: Good
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Quote:
matk +3, hhp +3

It's MAB +2, not +3

And BTW, a given amount of +MAB will give you exactly the same increase in actual damage regardless of how much MAB you already have*. Only the relative percentage changes. Don't over analyze things.

*when all other factors remain constant

Edited, Jun 29th 2009 3:31pm by VxSote
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#11 Jun 29 2009 at 11:35 AM Rating: Excellent
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TheKhory wrote:
tresker wrote:
Stacking magic crit is pointless. The 2 mab will always be at least twice as good as the 10% crit. If you somehow manage to stack a large amount of magic crit, then the 2 mab gets that much more advantage over the 10% magic crit. The only reason to take that augment is the enmity, and it is debatable whether it's worth it when you can get enmity decreases from other head equipment (af+1)


If you have 50 Mab, getting a extra 2 Mab will give you 1.3% more damage.
If you have 100 Mab, getting a extra 2 Mab will give you 1% more damage.
If you have 150 Mab, getting a extra 2 Mab will give you 0.8% more damage.

Magic crits do extra 10% damage. Getting 10% magic crits will give you and extra 1% damage overall.

Info on wiki seems to indicate that magic crits boost damage by adding to your MAB. In which case, the percentage boost to your damage is also dependent on how much MAB you currently have.
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#12 Jun 29 2009 at 6:17 PM Rating: Good
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So far mathwise its pretty much a consensus that the INT+4 MAB+2 Macc+2 combination will be the best hat for a proper build using the Sorcerer's Tonban. Full Morrigans sets will still be on top by about the same margin for normal day nukes. I'll still be getting the hat solely for the fact I wish to look overly-silly.
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#13 Jun 29 2009 at 11:52 PM Rating: Decent
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(>_<); I just got my Wizard's Petasos +1 too...Can't just drop it and get my coins back -_-; {That's too bad}
#14 Jun 30 2009 at 12:03 AM Rating: Excellent
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Did anyone notice, that with that combo, this actually puts the mix setup on par with full morrigans set. Not that it would matter much but its an alternative. And ppl like alternatives o.o

Selen Cap
Morrigans Robe
Zenith +1 mitts
Morrigans Slops
Yigit Crackrows

Gives the same INT/MAB as the full set. Most ppl already have the body/legs as they are the best pieces from the set, so if you dont want the hassle of completing it or going for those pieces vs other pieces you could have, this would be another alternative. Ill admit, full set is still the best ~overall~ as it offers other bonus'.
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#15 Jun 30 2009 at 5:05 AM Rating: Good
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hitoseijuro wrote:
Selen Cap
Morrigans Robe
Zenith +1 mitts
Morrigans Slops
Yigit Crackrows

Gives the same INT/MAB as the full set. Most ppl already have the body/legs as they are the best pieces from the set, so if you dont want the hassle of completing it or going for those pieces vs other pieces you could have, this would be another alternative. Ill admit, full set is still the best ~overall~ as it offers other bonus'.


That's a bit misleading, because that max dmg mix/match set still comes out 8 MAcc behind full Morrigan's. If you have (or are close to getting) full Morrigan's, getting the MAB+2/INT+4/MAcc+2 is pretty much a waste... so if you're lucky enough to have full Morri (I'm 13/15 on drops myself) and you're dead set on getting this hat for BLM, might I recommend making it an hMP piece.

Edit: Clarity

Edited, Jun 30th 2009 9:06am by RadioGotEm
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#16 Jun 30 2009 at 7:51 AM Rating: Good
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RadioGotem wrote:
That's a bit misleading, because that max dmg mix/match set still comes out 8 MAcc behind full Morrigan's. If you have (or are close to getting) full Morrigan's, getting the MAB+2/INT+4/MAcc+2 is pretty much a waste... so if you're lucky enough to have full Morri (I'm 13/15 on drops myself) and you're dead set on getting this hat for BLM, might I recommend making it an hMP piece.

Considering the areas where you would be using this mix/match or full set, the loss of 8Macc wont be hurting you. And also I pointed out that the full set was still some what better because it offered other bonus', the extra Macc being one of them, along with implying that if you didnt have the full set or close to it, this could be something to work with. So I dont think its misleading if you think about it.


-2nd note- With SE releasing ACP body, and now head pieces, whats the guess that they will be releasing the other 3 body(not torso) pieces, and if so, could you create an alternative to the cookie cutter builds. If they do, I do sense a few things to arrise, that being a lot of ppl redoing the boss fights over for each to get that alternative build(if it works out) or redoing the boss fights again to create macro builds, or small tweeks to the jobs abilities. I wish they would add augments with skill on them rather than Macc, but I suppose its best that way, but imo any piece that already carries skill on them, will always be better than w/e the augment can give. IE, there wont be any replacing of AF pants/Relic gloves for things like aspir/drain as it requires a lot to truimph that amount of skill esp on a job we have less skill gear pieces for.
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