The Beast Within -- A Guide To Blue Mage |
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The Beast Within -- A Guide to Blue Mage
I don't think so, I think the abnormality with those was that they worked in offhand. If they worked on all hits of a WS they actually would have been pretty substantial
Ragnarok.Martel
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Valefor.Prothescar said: » I don't think so, I think the abnormality with those was that they worked in offhand Kinda lame since it inherently favors one hit ws, and jobs that rely on multihits get arsed, Overwhelm affects all hits I heard, is that true, and supposedly mythic's +30 wsd only affects the first hit which probably explains why Drakes/Pummel aren't extremely powerful on TW mobs.
Asura.Highwynn said: » Kinda lame since it inherently favors one hit ws, and jobs that rely on multihits get arsed, Overwhelm affects all hits I heard, is that true, and supposedly mythic's +30 wsd only affects the first hit which probably explains why Drakes/Pummel aren't extremely powerful on TW mobs. Mythic and Relic damage+ count for all hit, but I don't know about multi-attacks. Overwhelm should affect all hits, similar to SAM SP2. As for Drakes/Pummel not being extremely powerful on fodder, they're both very effective on fodder, especially with their associated weapons. /RUN is great for lowmanning/soloing or just plain rocking Naakuals. Barrier Tusk, Hybrid DT gear, Runes and Barspells ftw. Also, Azure Lore skillchains are pretty strong. Just found out for myself that Heavy Strike>Thrashing Assault make light, which is neat cuz then I can MB with Lunge. Swapping in full hagondes with 25-30MAB and other MAB pieces pays off for Lunge for sure, especially after a Benthic Typhoon for MDB down.
Quote: Mythic and Relic damage+ count for all hit, but I don't know about multi-attacks. Overwhelm should affect all hits, similar to SAM SP2. As for Drakes/Pummel not being extremely powerful on fodder, they're both very effective on fodder, especially with their associated weapons. Meh I mean whenever I have capped attack on some foddder or old content, I'd expect to see Drakesbane deal more damage than Stardiver, given it has a 30% boost, better fTP and crits, yet almost all the time I see Stardiver win out, even on weak mobs like NQ Behemoth or Sky Gods. I guess I expected to see Drakes dealing ~30% more than Stardiver, but it often does less...a lot less(not talking about new content where attack comes into play, but like 75 content where I ought to be capped). Asura.Highwynn said: » Quote: Mythic and Relic damage+ count for all hit, but I don't know about multi-attacks. Overwhelm should affect all hits, similar to SAM SP2. As for Drakes/Pummel not being extremely powerful on fodder, they're both very effective on fodder, especially with their associated weapons. Meh I mean whenever I have capped attack on some foddder or old content, I'd expect to see Drakesbane deal more damage than Stardiver, given it has a 30% boost, better fTP and crits, yet almost all the time I see Stardiver win out, even on weak mobs like NQ Behemoth or Sky Gods. I guess I expected to see Drakes dealing ~30% more than Stardiver, but it often does less...a lot less(not talking about new content where attack comes into play, but like 75 content where I ought to be capped). 5 hits vs 3 hits and Stardiver's fTP carries across all hits. It's not really a good comparison, sadly. The only thing I'm seeing that looks interesting and like a possible upgrade is that Bleating Mantle. Other than that, yeah, not altogether excited for the new items.
Quote: 5 hits vs 3 hits and Stardiver's fTP carries across all hits. It's not really a good comparison, sadly. 1) Stardiver and Drakesbane are both 4 hit weapon skills. 2) Drakesbane has a 1.0fTP on all 4 hits. Stardiver, even with belt/gorget, is only like 0.95fTP per hit. Asura.Highwynn said: » Quote: 5 hits vs 3 hits and Stardiver's fTP carries across all hits. It's not really a good comparison, sadly. 1) Stardiver and Drakesbane are both 4 hit weapon skills. 2) Drakesbane has a 1.0fTP on all 4 hits. Stardiver, even with belt/gorget, is only like 0.95fTP per hit. I stand corrected, still, Stardiver has an 85% STR mod, Drakes is only 50%. True but the 30% damage, if it affects all 4 hits as people say it does, should do considerably more I would think, definitely not "less".
Best neck +1 from Adoulin mission for wildkeeper's reives? Still lack Polar Roar and the birdy UL spells so BLU-only neck if it matters...
Odin.Nikia said: » Looks like no notable items this update. Unless I missed something. new vcloak for idle unless using spurrina+2/tic body. TA mantle and DA legs for TP/maybeWS. rest is trash for the most part. few assorted oddities that are "meh" Now we just need to figure out where these few gems drop from. I'm assuming the mantle comes from a sheep NM, but I'm not sure on the others.
Question, for subduction, would you stack magic attack bonus/int or magic damage (like shiva ring +1 vs fenrir ring +1, magic atk ammo vs magic damage ammo)?
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What magic sets do you guys typically use for WKRs?
Got some blue magic attack information. Massive thanks to Sekundes for going and getting the sizeable amount of samples. Can't make an absolutely exact conclusion right now, but to nobody's surprise it looks exactly like 1 attack = 1 blue magic attack. I need to think about ways to refine further to make absolutely certain, but I'd be extremely shocked to find anything different from further testing.
I'm not sure what part of this information was worth withholding to begin with, but there you all go. Firebrandt said: » What magic sets do you guys typically use for WKRs? azure lore + glutinous dart on bee/hurkan = good times
Valefor.Prothescar said: » Got some blue magic attack information. Massive thanks to Sekundes for going and getting the sizeable amount of samples. Can't make an absolutely exact conclusion right now, but to nobody's surprise it looks exactly like 1 attack = 1 blue magic attack. I need to think about ways to refine further to make absolutely certain, but I'd be extremely shocked to find anything different from further testing. I'm not sure what part of this information was worth withholding to begin with, but there you all go. Upon the update changing blue attack, I did confirm for my own knowledge that +att=blue attack but refrained from posting because I was unsure if +blue skill still adds blue attack (as it did prior to the update), or simply adds m.acc and base D. This would be a little time consuming and haven't been motivated or time rich enough to do it. Firebrandt said: » What magic sets do you guys typically use for WKRs? Depends on the one I go to. But always DW3 and TA. Tusk can help out now with its extended duration. Never any shadow spells, they're worthless in these fights. Regeneration can sort of help, but not really needed since it's pretty much better to be attacking instead of casting. Tree is really the only one you'd end up wanting to stand back and casting, but the Ice Cat and Bird can also be more safely fought that way too. Achuka, Tchakka, Bee: /war. Offhand Homestead Blade and use Sanguine Blade to heal yourself (with Ionis, you start over at 500 TP after SB and that takes no time to get to 1000 TP again with marches from double BRD trusts). If you're good on HP, just spam CDCs, you'll pretty much constantly be doing Lights. You can also set Restoral for "oshit" moments after Terror/Weakness/Zombie wears off or if there's a Guillotine coming. Tree: /sch for RR and Cursna. Good to set Dart if you're going to stand back, and that's probably the most sensible way to fight it. Marjami, Ice Cat: /run with double fire/earth runes if you want to melee it and treat it like the first three WKRs. You may have to TP in some Magic Defense gear though, so you won't be able to pump out SBs quite as often. o ok, I just wasn't sure which part was considered in line with nerf material as was originally given as a reason for not posting findings.
Valefor.Prothescar said: » Feel free to let me know if you need any other specific tests. We also found out that neither attack, nor ranged attack for that matter since I was using minuets for the att, affect ranged blue magic. Not that there are all that many ranged spells but just a note if anyone is gearing for damage for these types of spells. Cerberus.Doctorugh said: » Upon the update changing blue attack, I did confirm for my own knowledge that +att=blue attack but refrained from posting because I was unsure if +blue skill still adds blue attack (as it did prior to the update), or simply adds m.acc and base D. This would be a little time consuming and haven't been motivated or time rich enough to do it. If people can formulate a test to confirm, I can take care of testing. It takes me a while to get everything set up, but I can automate the casts fairly well for most things. Right now a lack of a working parser just makes it a bit of a chore to isolate the damage data from the rest of the crap. THe data you've provided for me is already sufficient to say that this is how blue magic attack works (incl. skill):
Base Blue Magic Attack = (Skill + STR/2) * Potency Merit Attack Bonus Blue Magic Attack = Base Blue Magic Attack + Attack From Gear and Minuets (added right on) Final Blue Magic Attack = Blue Magic Attack + Percentage Boosts Based on Main Hand Therefor: Blue Magic Attack = ((skill + STR/2) * PotencyMerits) + EquipMinuetAttack + MainHandPercentageBonus so, for example, we have 440 skill, 600 base main hand attack, 160STR, 5 merits in potency, 2 +3 minuets, 150 attack from gear, and berserk (440 + 160/2) * 20/256 = 520 520 + 150 + 136 = 806 600 * 1.25 = 750 - 600 = 150 806 + 150 = 956 Blue Magic Attack = 956 Going to verify some things to make sure this is 100%, but confidence interval is around 99% atm. Worth noting that percentage bonuses working based on mainhand rather than blue magic attack itself is actually a net gain since main hand gets the extra 8 base attack and gets more value from STR than blue magic does. |
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