INT Vs Magic Accuracy |
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INT vs Magic Accuracy
So I just got a Sapphire Earring from an Ivory Key and it has Magic Accuracy +2. My earrings are Moldy and just an INT+1 earring. BLM is my first mage and I don't know the inner-workings of every stat, but I assume M.ACC +2 is better than INT+1. But what would be better than the M.ACC +2 earring?
Ok :P. I refine my question to: Something buyable from the AH.
depends on the rest of your setup
MAcc +2 for Elemental magic is roughly equal to 2 Elemental Magic Skill if you're goin' around sporting the lolCobra Unit Cloche set i'd use it. it's also a nice earring to macro in for enfeebles(if you dont have Enfeebling Earring) and Dark Magic(Aspir/Drain/Stun) if you don't have a Dark Earring. otherwise good ol' Morion Earring +1 or Phantom Earring +1 would be your best bet until you can snag a Novio Earring :D Bojack said: So I just got a Sapphire Earring from an Ivory Key and it has Magic Accuracy +2. My earrings are Moldy and just an INT+1 earring. BLM is my first mage and I don't know the inner-workings of every stat, but I assume M.ACC +2 is better than INT+1. But what would be better than the M.ACC +2 earring? Right in terms you should understand if you are a melee. M.acc and skill are roughly equivalant to ACC and only improves the accuracy of the spells, not the damage. You will learn to have builds with differing m.acc/skill depending on the target eg: at merit camps you need 0 extra m.acc/skill to land your spells, against HNM you want 320+ skill and m.acc INT is the approximatly the mage equivalant of STR and DEX. It improves your dINT (basically fSTR for nukes) and your m.acc. MAB the closest thing a melee gets to this is attack, but attack is addative in the melee damage equation (fSTR + pDIF), in nukes it is a multiple (Base damage * MAB). For tier 4 nukes, 1 MAB will give the roughly the same increase as 2 INT. Ok, to the actually question: I would use the INT earring unless you need the m.acc. There is no point in a melee stacking acc gear after being reaching the acc cap. So unless you are having trouble with resists, use the INT earring. use abyssal earring if you can get it
if you get resists, u can decide by how much int u have compared to mobs int. usually have to guess mobs int but a lot of hnm have 110 ish so 120int is nice for those 1 magic accuracy = 1% increase in hit rate when u have 50% or higher current hit rate .5% hit rate when you have under 50% currently 1 int = 1% hit rate until u have 10more than mobs int, then any more int added on will be .5% anyone who says otherwise hasn't viewed recent tests done which you can find under magic accuracy on wiki http://wiki.ffxiclopedia.org/wiki/Magic_Accuracy
What Slamm said. I was gonna post something more particular but I wasn't aware of the recent tests he mentioned until now. I'm a little surprised by those results. People usually say that you should stack skill and magic accuracy instead of int if your resists seem to be getting heavy, but this recent information would seem to indicate that int is always superior, since it adds equivalent (or more) hit rate, and also base damage as well. Hmm.. That was the general tenet of old though; that on HNM's, or when you're getting heavy resist, start stacking a bunch of magic acc to a point. Argettio said: Bojack said: So I just got a Sapphire Earring from an Ivory Key and it has Magic Accuracy +2. My earrings are Moldy and just an INT+1 earring. BLM is my first mage and I don't know the inner-workings of every stat, but I assume M.ACC +2 is better than INT+1. But what would be better than the M.ACC +2 earring? Right in terms you should understand if you are a melee. M.acc and skill are roughly equivalant to ACC and only improves the accuracy of the spells, not the damage. You will learn to have builds with differing m.acc/skill depending on the target eg: at merit camps you need 0 extra m.acc/skill to land your spells, against HNM you want 320+ skill and m.acc INT is the approximatly the mage equivalant of STR and DEX. It improves your dINT (basically fSTR for nukes) and your m.acc. MAB the closest thing a melee gets to this is attack, but attack is addative in the melee damage equation (fSTR + pDIF), in nukes it is a multiple (Base damage * MAB). For tier 4 nukes, 1 MAB will give the roughly the same increase as 2 INT. Ok, to the actually question: I would use the INT earring unless you need the m.acc. There is no point in a melee stacking acc gear after being reaching the acc cap. So unless you are having trouble with resists, use the INT earring. If I could rate up your post I would. Best explanation I've read :O Argettio said: (fSTR + pDIF) Just correcting this bit unless I've misunderstood you, but the melee damage equation is (D + fSTR) * Pdif for normal hits so similar to magic damage, it is also multiplicative. Shamaya said: http://wiki.ffxiclopedia.org/wiki/Magic_Accuracy What Slamm said. I was gonna post something more particular but I wasn't aware of the recent tests he mentioned until now. I'm a little surprised by those results. People usually say that you should stack skill and magic accuracy instead of int if your resists seem to be getting heavy, but this recent information would seem to indicate that int is always superior, since it adds equivalent (or more) hit rate, and also base damage as well. Hmm.. That was the general tenet of old though; that on HNM's, or when you're getting heavy resist, start stacking a bunch of magic acc to a point. yeh i think everyone used to believe that, i know i once did. also means nashira pants are ***, cept for the haste, blm can use genie leg and rdm mahatma slops/morrigan slops for enfeebles i know i get a lot less resist going with mix of both than full magic acc/skill, unless the mob has low int. Shamaya said: That was the general tenet of old though; that on HNM's, or when you're getting heavy resist, start stacking a bunch of magic acc to a point. Or... Magic Burst. People tends to forget that also. SE gaves us a way to nuke with +25 MaCC (not to mention the damage boost and natual MaCC boost from nuking on a MB), BLM should use it. I understand that nobody wants to SC>MB anymore on regular mobs, but on NM it shouldn't be that hard to set up a Light or Darkness SC. Quote: yeh i think everyone used to believe that, i know i once did. Not really, everyone knew you'd need a mix of Elemental skill and INT, that's kinda why BLM wants to upgrade their AF hands. Typical example. Everyone also heard about the "320/120" rule etc... Quote: also means nashira pants are ***, cept for the haste, blm can use genie leg and rdm mahatma slops/morrigan slops for enfeebles Yeah they are, and that's why I always rage when I see a BLM using these. Makes the player wearing them completely HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE, because most of the time he wanna looks cool in is nashira pants, the thing is they fail versus igqira legs (not even talking about genie, which are kinda expensive). Raenryong said: Argettio said: (fSTR + pDIF) Just correcting this bit unless I've misunderstood you, but the melee damage equation is (D + fSTR) * Pdif for normal hits so similar to magic damage, it is also multiplicative. Ah ok, thats my mistake, as you may have guessed from first post, I play mages. As Pdif is (your attack)/(monster defence) it is a much lower fraction than (your MAB)/(monsters MDB). As most monsters MDB = 1, but obviously thier defence raises with level. This is why stacking Attack has a smaller affect on your melee damage then MAB with spells. Which is where my confusion came from true i guess the 320/120 thing is pretty old now
but nice to see how it works so well Slamm said: also means nashira pants are ***, cept for the haste, blm can use genie leg and rdm mahatma slops/morrigan slops for enfeebles Wat Enfeebling magic skill +5 Magic Accuracy+3 Converting that into macc terms; Macc+8~ Taking +8INT as 0.75macc per point (average between 1 when dINT <= +10 and 0.5 when dINT > +10 ... in reality it will be +0.5 a lot of the time), you're getting 6macc out of that. Often 4. 4 or 6 > 8? <_< Even Morrigan's will get 7.5 macc and more often 5 macc. MND of course is different due to it affecting para/slow potency~ Raenryong said: Slamm said: also means nashira pants are ***, cept for the haste, blm can use genie leg and rdm mahatma slops/morrigan slops for enfeebles Wat Enfeebling magic skill +5 Magic Accuracy+3 Converting that into macc terms; Macc+8~ Taking +8INT as 0.75macc per point (average between 1 when dINT <= +10 and 0.5 when dINT > +10 ... in reality it will be +0.5 a lot of the time), you're getting 6macc out of that. Often 4. 4 or 6 > 8? <_< Even Morrigan's will get 7.5 macc and more often 5 macc. MND of course is different due to it affecting para/slow potency~ How useful any peice of gear, is very much dependant on the rest of the set. Nash legs have their place, but only were you have INT on other slots. Your first aim should be to break the [Target INT +10 <= Casters INT], if you haven't hit this point then you are better off stacking more INT. After that you stack your skill (if your enfeebling). Where you get that INT is up to you, this depends on what gear you have. Although they also make for a great screen shot of your 350+ enfeebling skill :P That said BLM shouldnt use them, their JSE (genie) have more m.acc and you only lose a little haste. Argettio said: Raenryong said: Slamm said: also means nashira pants are ***, cept for the haste, blm can use genie leg and rdm mahatma slops/morrigan slops for enfeebles Wat Enfeebling magic skill +5 Magic Accuracy+3 Converting that into macc terms; Macc+8~ Taking +8INT as 0.75macc per point (average between 1 when dINT <= +10 and 0.5 when dINT > +10 ... in reality it will be +0.5 a lot of the time), you're getting 6macc out of that. Often 4. 4 or 6 > 8? <_< Even Morrigan's will get 7.5 macc and more often 5 macc. MND of course is different due to it affecting para/slow potency~ How useful any peice of gear, is very much dependant on the rest of the set. Nash legs have their place, but only were you have INT on other slots. Your first aim should be to break the [Target INT +10 <= Casters INT], if you haven't hit this point then you are better off stacking more INT. After that you stack your skill (if your enfeebling). Where you get that INT is up to you, this depends on what gear you have. Although they also make for a great screen shot of your 350+ enfeebling skill :P That said BLM shouldnt use them, their JSE (genie) have more m.acc and you only lose a little haste. this pretty much sums it up,for most hnm nashira only if mahatma would break u past 120ish,otherwise its either same or half as good as mahatma depending on your current magic hit rate. 8 int = 4% magic hit rate if you have 10 more than mobs int already b4 applying these, otherwise its 8% (unless your taru i dont see this being much of a problem on most hnm) also if mnd enfeeble, its same for mnd also nashira = 4% magic hit rare if u have under 50% magic hit rate if u have over 50% it becomes 8% hume rdm/whm got 70int with full int merit. normal gear ud have about +40 ish (mahatma slop, gleeman cape,witch sash, goliard clogs,snow ring,omega ring,phantom tathlum,mahatma cuffs,abyssal earring.) =110 int with mahatma equipped, so > nashira on most hnm like that sure could get +7int with food but most of the time gonna be using goblin mushpot for mnd enfeebles or wizard cookies for hmp. maybe worse for taru if they got a lot of int. any mob with low int but retardedly high magic resistance to a certian element, nashira become better but worse than AH gear most of the time still, i keep mine in mog now unless im rdm/nin tanking But using those formulae, AT BEST Mahatma EQUALS Nashira... minus the haste.
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