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Random Question thread (FFXI related)
Can someone share how to calculate how much TP is lost when over-capping Dual Wield?
https://www.bg-wiki.com/ffxi/Tactical_Points
This can be used to calculate TP, under the first heading. First, you'd calculate how much dual wield you need to cap delay by using: (1 - Haste amount) * (1 - Dual wield amount) = 0.2 Say you have 68.3% haste, you'd do: .317 * (1 - X) = 0.2 Divide both sides by .317 (1 - X) = 0.63 Solve for X: X = 0.37 So, you need 37% dual wield to cap delay. Now, calculate your single weapon delay using 37% dual wield to see the maximum TP per hit you could gain while still delay capped. Delay formula: ((weapon 1 delay + weapon 2 delay) * (1 - DW) / 2) TP formulas are in the chart on the link I gave, and change based on delay range. Finally, redo the last 2 calculations using the actual amount of dual wield you have, and you'll be able to see how much you're losing per hit for no additional gain in delay. It's usually not a large amount. Asura.Aburaage
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Do RNG and BST's widescan trait works with RNG or BST subjob?
Asura.Aburaage said: » Do RNG and BST's widescan trait works with RNG or BST subjob? Asura.Aburaage said: » Do RNG and BST's widescan trait works with RNG or BST subjob? Was the only way to widescan once upon a time lol. Does anyone happen to know why I'm able to see all of the damage that results from using Siren's Bloodpacts except for Hysteric Assault?
I am using battlemod. Edit: Solved- my_pet <healing>false</healing> Bahamut.Celebrindal
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are all 8 elements covered by pure elemental WS's? Just curious about the general design of the game, because I can't think offhand of any Water-based pure elemental (read: non-hybrid) WS's...but very likely could occur on a job I don't play.
Yep! Blade: Yu is a non-hybrid water elemental WS.
Does SE announce the upcoming month's Login point items before the end of this current cycle? I'm wondering if I should spend my points now or save them, but forget if they preview what is upcoming before the moogle vanishes for the month. Does anyone remember?
They do it like 1-2 days before points expire
Could someone please explain how to get to Tandjana Islet for me, please? I need to mark my maps again as I lost the old markers to get there long ago. Thanks.
It should be alzadaal SW portal, then western side portal
https://ffxiclopedia.fandom.com/wiki/Alzadaal_Undersea_Ruins/Maps#Map_1 B > G Thank you very much. Sadly, it looks like they moved the Greater Colibri that I was after to replace them with a capacity point camp. Boo. Any idea where the Greater Colibri were moved to (if they exist at all anymore)?
I believe they were removed from the game.
Sad. I knew they removed Giant Amoeba and Tunnel Worms from Zeruhn Mines when they added the level 75-80 monsters there. I was hoping the Greater Colibri didn't suffer the same fate. Crap. RIP old BRD pulling merit party camp.
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For HQ tiers is it 31 above for 25% chance (and extra makes no difference), and 51 above for 50% the cap of a synth?
So if a craft is 40 and caps at 50 that means 81 or 101 right? RadialArcana said: » So if a craft is 40 and caps at 50 that means 81 or 101 right? If an item, let's use a darksteel ingot synthesis, has a cap of 52, you can skill up on it to 62. This was changed a few years ago so skilling up is easier. Breaking tiers comes from the base cap (52), so 11/31/51 over the item. Any subcraft an item requires needs to also fall under this rule to break a tier. Offline
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Odin.Stayfresh said: » Did Radial make a dat for adoulin that might make it less laggy? Google is not helping me, and I vaguely recall reading about this in a recent-ish thread... Is this a thing? I deleted my first forum account, but someone quoted the post https://www.ffxiah.com/forum/topic/51963/ffxi-hd-mods/15/#3395417 Make backup of your original file. this is east adoulin only Does Magic Potency +15% from the Chatoyant Staff affects also cure?
Bahamut.Galakar said: » Does Magic Potency +15% from the Chatoyant Staff affects also cure? My understanding is it doesn't. Only the Cure Potency on it does Iridescence boosts weather proc from 10->20% and double weather proc from 25->35%, since that's a relatively unique term it makes chatoyant a very potent cure staff for any job that can expect to have aurorastorm active and has korin/hachirin obi.
Shiva.Thorny said: » Iridescence boosts weather proc from 10->20% and double weather proc from 25->35%, since that's a relatively unique term it makes chatoyant a very potent cure staff for any job that can expect to have aurorastorm active and has korin/hachirin obi. This is correct. Since iridescence is a unique term, that both ignores cure potency cap and is multiplicative, it is the best option for when Aurorastorm is active. Shiva.Thorny said: » Iridescence boosts weather proc from 10->20% and double weather proc from 25->35%, since that's a relatively unique term it makes chatoyant a very potent cure staff for any job that can expect to have aurorastorm active and has korin/hachirin obi. Bismarck.Snprphnx said: » Shiva.Thorny said: » Iridescence boosts weather proc from 10->20% and double weather proc from 25->35%, since that's a relatively unique term it makes chatoyant a very potent cure staff for any job that can expect to have aurorastorm active and has korin/hachirin obi. This is correct. Since iridescence is a unique term, that both ignores cure potency cap and is multiplicative, it is the best option for when Aurorastorm is active. This isn't what they're asking. They're asking if this portion listed on BG: Quote: Has the following hidden effects: All elements: Magic Potency +15% ...Affects cure potency. Fairly sure the answer is no. Also, in case you were wondering, the Iridescence effect on Chatoyant is no more potent than the one on NQ Iridal Staff. So Chatoyant is no better, just a white box. Iridescence effect on Chatoyant staff only affects offensive light magics, so things like holy and banish. It has no impact on cure potency. Look at the original Light Staff and compare it against the Apollo's Staff. It's the same thing. The cure potency comes from the listed "Cure potency +10%" on the staff itself, not the iridescence effect.
Quote: Fairly sure the answer is no I'm 100% certain the answer is no. I've used both staves in the past and the cure potency is 10% no matter which one you use. Iridescence absolutely works on cures. It's the whole reason the staff gets used these days.
The original question was
Quote: Does Magic Potency +15% from the Chatoyant Staff affects also cure? That sounds like he was asking if Chatoyant Staff gives cure potency +15%, as opposed to iridal staff's cure potency + 10%. And to that the answer is no. The iridescence effect is a product of weather and day bonuses, which is a separate calculation from the staff's base cure potency increase. For the purpose of hitting the 50% cure potency cap, there is no difference between iridal and chatoyant. And I'm pretty sure that's what the question was about. If I'm mistaken then I just misinterpreted the question. |
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