Is there a way to tell which weapon skills would benefit from multi attack gear?
Maybe a general rule are WS with lower ftp on the main hand. Rudra, savage blade, fudo, for example, have high ftp on the first hit so generally its more benefit adding WSD gear to improve that strong first hit.
Other WS with ftp close to 1 for example, like shun, shijin, the benefit of WSD is lower. Also they dont crit so there arent many option aside adding stat modifier and/or multi attack.
It's not really that simple. There are high ftp WSs with ftp replication on all hits. Those benefits a lot from multiattack and the lower the number of base hits, the more impactful are those multiattack (best example here is howling fist). There are also WS with high ftp on first hit that still have a lots of hits beside that first and also benefit from multi attack (like Upheaval and Insurgency for example). There is also third big stat that was rare but is now common, which is PDL and this one benefit all WSs the same, but only if you can cap attack.
What dagger is better paired with a fully upgraded Twastar on DNC? (Just finished mine) the perfect taming sari or the centovente? I have both daggers, haven't done much testing yet, but if anyone knows or has any experience with it I'd love to know :D
I had a weird issue for over a year where all instances of FFXI would crash out at a few times a week, even if they were all in different places.
It turned out it had nothing to do with FFXI at all, it was another game that had "check for updates" turned to on. When this other game was doing a check for updates it was crashing all instances of FFXI.
I have no idea why this would happen when I'm using windower but it did, not sure if it was trying to launch a popup or something and that was causing it. Just pointing it out incase someone else is having a similar issue.
Do we know what the evasion is on VD avatars, remotely? Ballpark?
My blackbeard randy has roughly 1,000 without food and its Razor Fangs were missing Garuda here and there.
Back when people used to do these in pickups, I had a person that would ask for my acc and required 1100-1200 (can't recall which)
I think there have been some monster evasion adjustments since then, but you can also just look at your razor fang acc and reverse engineer it from there since every 1% acc you need to cap is roughly 2 acc irrc.
How do days work with crafting, if I'm crafting with a wind crystal is it the case that crafting on ice day increases success and crafting on earth day increases HQ / fail rate?
How do days work with crafting, if I'm crafting with a wind crystal is it the case that crafting on ice day increases success and crafting on earth day increases HQ / fail rate?
Nah. Nothing affects crafting success/HQ/fail rate other than gear/items/buffs that specifically modify it (to my knowledge). No days, weather, direction, etc.
If you have a craft at 106 and want to take another craft above 70 does it delete all 6 levels from the first when you unlock 70>80 or does it reduce the number as you make progress past 74?
Also, if you use a Synergy party can you effectively have two 110 skills making something for a much higher HQ rate (when the craft has a sub skill requirement)?
Uncapping the craft at 70 does not do anything, and you'll lose points on a .1 scale as your lower craft gets into high 73s(or 74.1 if you're at exactly 106.0). Note that the guild masters for any craft that is uncapped past 70 have an option to reduce all other crafts to 70 instantly that you must be careful of if trying to keep both above 70.
Also, if you use a Synergy party can you effectively have two 110 skills making something for a much higher HQ rate (when the craft has a sub skill requirement)?
AFAIK, you dont use anything of synergy in the crafting recipes.
Anyone else crash in the room shown above about 30-40% of the time when you enter it? I'm seeing a bug with the fire where it doesn't properly load sometimes and crashes out.
I'm pretty sure it's a bug as old as the game itself but making sure it's not just me. Doesn't always crash but it's quite a high %. If I run out, let the door close and move a bit away and enter again a few times I'll always crash after a handful of tries.
The gamble that the next best item in the game will be made via alchemy. Any given update the most wanted item could be made via any real craft and they win big.
Food only in so far as you want an unlimited supply of cheap attack food for yourself. It has no value as a gain mechanism, but it's cool to be able to have hydra kofte and steaks when there are zero on the AH.
What are the different beastmen's weaknesses in Odyssey? I'm assuming one is weak to blunt, one to piercing, and one to slashing?
It helps to not think of them as "weaknesses", as they function more as "resists". One type of damage will be reduced, but that doesn't mean if you don't abuse a specific weakness you're ***outta luck.
I don't have info for A or B, but in C:
Lamia resist Slashing
Trolls resist Blunt
Mamool Ja resist Piercing/Magical (not 100% convinced on the magical aspect for all Mamool Ja, I can still get respectable damage on many of them, but I do default to Savage over other options on COR for them)
For those of you that visit Bg you already know the premise of this thread but for those that don't, it's simple.
Quote:
This thread is for off-the-cuff questions that don't merit a full topic to answer. 'What should I wear for my level 65 pup?' 'What's the best way to learn the Qutrub Blu spell?'
General Guidelines.
Any questions goes be it FFXI related or not this community has a plethora of people surely one will be able to assist you.
Please don't bash people for asking questions hating someone for seeking knowledge even if you deem it a stupid thing to ask makes you look like an even bigger tool.
If your answer is on the large side either providing a link or spoilering the answer might be a good idea to help reduce the thread size.