The Beast Within -- A Guide To Blue Mage |
||
The Beast Within -- A Guide to Blue Mage
It most likely is but I'm not sure at what point it becomes better than the next best.
so... is anyone else laughing to this with regard to other BLU macc issues like tourbillion and others?
Okipuit;468775 said: Hello, We would like to look further into this, but in order to examine it closely, we ask that you please visit our bug report category and provide as many details as you can using the proper template. The more details you describe the easier it will be to look into this. We appreciate your cooperation! Offline
Posts: 148
I wish there was like a Japanese player that has contact with NA players that could submit errors or bugs like this because it's beyond ridiculous how much long standing bugs like this are ignored simply because they aren't taken seriously. Also makes me wish I could read and write Japanese. It's beyond pathetic how they treat things like this.
I'm sure this has already been reported in JP as well. It's probably a matter of their shitty code and needing to figure out why these things aren't working. Oh and pure apathy.
Bismarck.Zuidar said: » so... is anyone else laughing to this with regard to other BLU macc issues like tourbillion and others? Okipuit;468775 said: Hello, We would like to look further into this, but in order to examine it closely, we ask that you please visit our bug report category and provide as many details as you can using the proper template. The more details you describe the easier it will be to look into this. We appreciate your cooperation! To be honest, if some spells didn't have a macc component they'd be incredibly overpowered. I'd imagine it's the same logic for why petrify and bind work differently for mobs than they do for PC's. I would be shocked if SE really didn't know how worthless spells like tourbilion are, though. They're probably just trying to save face or pacify people with that post. I always hated how stupid 1000 needles and Bad Breath were... I hope we get some really cool new spells though, I'd like Mighty Guard!
Offline
Posts: 1546
Mighty Guard would be a Phalanx/Magic Shield type deal. We will never get Prot/Shell. BLU has potent, low duration buffs because we're not backline mages, we're frontline melee/mages. Our buffs are mostly conducive for frontline roles. Instead of a 30min protect spell that adds a static +160 DEF, we get a 90 second spell that adds DEF+50%. Our buffs/debuffs will always be low duration and high potency(with a few exceptions). That being said, Mighty Guard could be something like a Phalanx/Regen/Magic Shield or something, but it can't be made too attractive of a spell or most BLUs would just use that every 5min when UL is up rather than UL being a moderately sized list of very attractive spells to be used under certain circumstances(I know it isn't exactly that way given Tourbillion's m.acc but they probably intended UL to be for ohsh*t moments).
Offline
Posts: 1018
My ul been pretty much stuck on absolute terror for awhile now tho.
Offline
Posts: 1018
kenshynofshiva said: » Everything is situational for the most. This is the greatest read cause if true oh happy day for blu are here again... Slycer;5873540 said: Matsui: Blue Magic Adjustments Hello, it's Matsui. I wanted to speak a bit about adjustments to blue magic. In the July version update, we updated physical blue magic so that D value of the spells was dependent on the combat skill+ present on the main weapon. However, the development team believes that we need to further adjust the power of blue magic spells. Based on this, in the fall version update, we will make additional adjustments to physical blue magic so that the attack value rises with the combat skill+ value present on the main weapon. Additionally, we also plan to add new blue magic in the fall version update. We will talk some more about the new blue magic spells once we are at a stage where we can give you all of the details. Seeing it just brings tears to my eyes... Camate;469036 said: Hello! In addition to questions about blue magic spell damage and new blue magic spells, I know there have been a lot of questions about blue magic spell accuracy and magic accuracy in general, so I wanted to let you all know that the development team is aiming to implement adjustments in the fall version update to address this. The adjustments will make it so magic accuracy increases when a weapon equipped in your main hand has an item level as well as combat skill+ on it. This is not only for blue magic, but for all magic spells. We’ll let you know more details once more aspects of this become finalized! Looks like blu is gonna get some serious love in this update thank god I have the boss sword now that's fo sure... AF3 head still worth using for Chain Affinity spells or are the high stats on Whirlpool Mask/Uk'uxkaj Cap better?
Bismarck.Llewelyn said: » AF3 head still worth using for Chain Affinity spells or are the high stats on Whirlpool Mask/Uk'uxkaj Cap better? I would say post kill affecting attack update, the AF3+2 as it has Sword Skill. (Assuming all forms of skill + affect it and not Skill bonus on your weapon only) Cerberus.Conagh said: » Bismarck.Llewelyn said: » AF3 head still worth using for Chain Affinity spells or are the high stats on Whirlpool Mask/Uk'uxkaj Cap better? I would say post kill affecting attack update, the AF3+2 as it has Sword Skill. (Assuming all forms of skill + affect it and not Skill bonus on your weapon only) Ah but Whirpool adds 24 skill (1STR = 1 D roughly) and 2str = 1 blue attack (so 12 from this). If Sword skill adds say 1 attack, then the Whirpool will still win, again it will all depend upon the updates and how they mod the skill. Mavi Kavuk +2 adds 20 Damage to your calculations, so I would imagine Whirlpool / Uk'uxkaj Cap are probably the best at the minute. I might be wrong, but I am finding better results at the minute with Whirlpool than with Af3+2 Sword Skill + on things like hats are not the same thing as the item level weapon skill +, so the sword skill on af3+2 isn't doing ***for your spells.
Cerberus.Conagh said: » (1STR = 1 D roughly the only time this would be true is if the spell had a STR WSC of around 115~117% pre-alpha. that said, almost every spell benefits more from whirlpool/uk'uxkaj during CA than it will from kavuk. Fenrir.Sylow said: » Sword Skill + on things like hats are not the same thing as the item level weapon skill +, so the sword skill on af3+2 isn't doing ***for your spells. I did say "if they include this" and considering they said requires more testing yet, I guess we don't know exactly what they will, and will not impliment till day 1 ~ I was spit balling anyway and it was the only way I could see it being comparible. In any respect it would still perform poorer than current best options even IF the sword skill affected it from other items as well. The only way I see it happeneing is if SE impliments the change they said they were doing to AF sets, by making them equiv of GEO and RUN versions (although I doubt it would affect AF3+2 armors). And this was "if" they impliment the change to Sword skill affecting attack on Blue magic not Damage only ~ Valefor.Prothescar said: » Cerberus.Conagh said: » (1STR = 1 D roughly the only time this would be true is if the spell had a STR WSC of around 115~117% pre-alpha. that said, almost every spell benefits more from whirlpool/uk'uxkaj during CA than it will from kavuk. Fair point, I must admit I was a tad hasty posting that and should have double checked my figures, but the essence of it still stands, that 1 STR is better than 1 DEX (on a 30% modifer) for blue magic. Sword skill on the AF3+2 is still giving the spells accuracy, since spell acc goes off your main hands skill, though its always better to use stats specially with the new head pieces.
I see that the Iztaasu +1 is listed as current best offhand, but I'm wondering what augs and situations put it ahead of a STR path halachuinic?
Says it right there.
Quote: After augmenting it with +10~12 damage and some STR or Double Attack, this becomes your best offhand weapon for almost every occasion. If the additional accuracy from Halachuinic is useful to you, it is superior. A friend in LS couldn't understand why it was better, and I don't know enough about the math to explain it. My Iztaasu +1 has dmg+10 str+4 da+1 augs; when I equip it to offhand instead of Halachuinic, I lose attack. Is the double attack that much better? I'm just looking for how to explain it all, I tried playing with Motenten's dps spreadsheets but that makes even less sense lol.
It's not the extra attack that is the significant buff on a Hala vs an unaugmented Iztaasu +1. It's the base dmg. There are/will be (I hope) situations where Hala's att and more importantly acc might be useful again, but Iztaasu +1 with 109 or 110 base dmg will simply outperform Hala's 104. The fact that you got great sub augments like +4str and 1DA on it, just help make it a little bit better.
That should be a simple enough answer for your friend without going into spreadsheets etc. An unaugmented Iztaasu +1 with 110 base damage is not better than STR Hala. The 2-3 fSTR (avg 2.5) alone will put it on almost on par with Iztaasu +1 (this allies to both hands). If you started with fSTR 15, your total D for both hands (130 + 15 + 110 + 15) = 270 vs (130 +17.5 + 104 +17.5) = 269. (a total of 0.37% difference during melee only). Then you consider hala swings faster (3.5%), adds fSTR on WS, adds much needed attack on WS (and melee) and acc. I would take all that over a potential 1DA and 4 STR.
Bismarck.Mankey
Offline
Did I miss something? How are we getting 110 base damage on Iztaasu +1 if it is UNAUGMENTED? And I have Iztaasu ahead by .022 dps with 110 dmg 4 str 1 double attack. I am just confused how you are hitting 110 damage if it's "unaugmented" because the base damage is 97 with no augments.
Bismarck.Mankey said: » Did I miss something? How are we getting 110 base damage on Iztaasu +1 if it is UNAUGMENTED? And I have Iztaasu ahead by .022 dps with 110 dmg 4 str 1 double attack. I am just confused how you are hitting 110 damage if it's "unaugmented" because the base damage is 97 with no augments. He's taking base damage out of the equation to focus on the things that are different if base damage is equal. Things like delay. Bismarck.Mankey said: » Did I miss something? How are we getting 110 base damage on Iztaasu +1 if it is UNAUGMENTED? And I have Iztaasu ahead by .022 dps with 110 dmg 4 str 1 double attack. I am just confused how you are hitting 110 damage if it's "unaugmented" because the base damage is 97 with no augments. Let's say that I don't own Buremte hands or Nahtirah trousers for Requiestcat, what would be my best options after those?
Offline
Posts: 148
For legs Hagondes does nicely as a replacement for Natirah and is what I currently use. For Hands I suppose Iuitl Wristbands are a nice replacement as well since it only lacks Accuracy from Buremte and the primary stats (STR,MND) are relatively similar to Buremte. You could also use the R15 STR Mani Gloves if you need the Acc and Attack at the cost of some points in MND.
Offline
Posts: 1546
So no point in using Mavi Kavuk+2 for Chain Affinity spells over Ux Hat or Whirlpool, is that right?
Ophannus said: » So no point in using Mavi Kavuk+2 for Chain Affinity spells over Ux Hat or Whirlpool, is that right? It increases base damage by 20 and has 12 acc, so if you can get more than 20 base damage worth of damage multiplier (stats) with the other options, then you wouldn't use it. General consensus is you wouldn't use Mavi Kavuk +2 even with CA. Whirlpool if you need the acc, Ux if you don't. |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|