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Killer Instinct: The Beastmaster Compendium
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-19 14:21:03
It's the exact same as pretty much everyone else around here who plays BST at a reasonably high level. If you have ever checked out Falkirk's gearsets on FFXIAH then you've seen pretty much what we all use.
Physical Ready: All acro also has pet dt-4% to mitigate some of the damage taken being caught in ready gear
Main: Kumba ACC+20 TPBonus200 Crit/DA4
Sub: Kerecahtl for high ACC / Nibiru Tabar R15 path C @ capped ACC
Head: Despair Helm
Neck: Empath
Ears: Sabong/Domesticator's
Ring: Thurandaut
Body/Legs/Feet: ACC+20-25 DA5
Hands: Empy 119 for not unleash, ACC+20-25 DA5 acro for unleash
Back: JSE ACC+17 DT-5%
Belt: Incarnation Sash
I don't keep a pure ATT set because there's almost no cause for it for the things I do. Either my ACC is capped and the small damage increase it gives isn't worth the inventory loss, or ACC isn't capped and it doesn't get used.
The big damage just comes from having capped JP, especially Spur, Ready, and Unleash. That's honestly the most important thing you can do. And most importantly, capping Pdif here was only possible due to Dia 2 + Bolster + BoG Frailty from my GEO mule. I was using MACC food to cleave the waves of normal mobs in between NMs.
サーバ: Asura
Game: FFXI
Posts: 2203
By Asura.Karbuncle 2015-06-20 17:52:41
I'm sorry to ask, but when I use Call Beast with a 119 Axe in main had, do I need to keep it in the main hand once its summoned, or can I summon it then switch to something like, PDT Axes (The magian ones).
I assume so but... idk, Trusts fluctuate based on your average ilv and will level/delevel on gear swapping. (or they used too).
I'll try and check for myself if I can get on BST... Figure its not too difficult a test.
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-20 18:53:49
I'm sorry to ask, but when I use Call Beast with a 119 Axe in main had, do I need to keep it in the main hand once its summoned, or can I summon it then switch to something like, PDT Axes (The magian ones).
I assume so but... idk, Trusts fluctuate based on your average ilv and will level/delevel on gear swapping. (or they used too).
I'll try and check for myself if I can get on BST... Figure its not too difficult a test.
Your pet updates like the trusts do. It's very easy to see if you, say, switch to merlin and leave it on through midcast. You will land ~0% of your ready moves on ilvl content. If you swap only during precast and then midcast an ilvl axe you will be fine though.
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-06-20 20:07:49
I've finally gotten BST to a point where I feel comfortable leading pet-centered content and I'm curious about enmity concerning other members. Even with either tons of damage being dished out by the pets or BirdJesus literally laughing at high tier enemies, I have issues holding hate on the pets. Normally our COR will be rolling or adding a bit of DPS, and sometimes even that will pull a monster off. This is only really an issue during the start of a fight most times, but I'd like to do what I can to fix it. Would anybody happen to have some advice on effectively managing hate while trying to tank ?
Oh, also, just how concerned should I be with killer effects? For instance, my group is currently building up to doing tree delve, and I was thinking that Randy would be a poor choice there due to the plantoids. However, watching the video posted a while back of the all BST Yorcia run, I saw Randy being used almost exclusively. So, long story short, should I be particularly careful about correlation or does the pure damage offered by Randy negate the unfavorable correlation most times?
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-20 20:35:39
Rolls / Bubbles / Buffs of any kind at the start of a fight with pet tanks are always problems. I've had to figuratively whip my people into shape because they're mostly used to alliance content.
Early in Escha when I was bringing people I didn't have total confidence in for testing and stuff there were a few wipes because "don't do anything til I tell you" -> wipe -> "all I did was cast dia + my bubble!!!!" -> /facepalm.
With bird there really is not much you can do. I maxed pet enmity JP and use Nibiru Tabar path C for start of fight with bird for +12 pet enmity on all my ready moves, but ultimately it's a very tenuous balance. What I taught my people to do with pet tank was to pop -> set up -> few ready moves -> go father than pet model + 30' to buff with rolls and stuff. Once rolls are up and can hit a bit harder then it's generally okay to bubble up. GEO stuff generates a ***-ton of enmity so if you're using GEOs they need to learn that they JA -> bubble -> sit on their hands. No spamming self buffs, no nuking, etc, until you are all comfortable with how long it takes for pets to solidify hate.
The only thing you can do to assure bird holds hate over heavy buffing / other pets is to open with unleash, which I know isn't always an option. Sorta sucks but yeah.
Re: Killer Effects. I tend to be wary of negative correlation and try to take advantage of positive correlation where I won't be losing more damage from ready moves than I gain from correlation. If pets are tanking, it's best to avoid negative correlation, in my opinion. Much safer to use HQ snapweed and spam tendrils or something than try to make randy work in a neg. correlation condition.
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Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-06-20 23:51:31
Thank you very much for the detailed response for both questions. Really appreciate the time put into this guide by Falkirk and everybody with so much experience with the job.
I'll let people know to knock it off with the rolls and bubbles and crap until after pets have had some time. Sure would be nice if Escha didn't wipe literally everything so I could plan ahead of time, but nooooo.
サーバ: Asura
Game: FFXI
Posts: 2507
By Asura.Calatilla 2015-06-21 07:05:02
Makes using trust a pain in the *** because the mob will be all over the place the second it's popped lol.
Quetzalcoatl.Trulusia
サーバ: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2015-06-21 07:59:16
I've finally gotten BST to a point where I feel comfortable leading pet-centered content and I'm curious about enmity concerning other members. Even with either tons of damage being dished out by the pets or BirdJesus literally laughing at high tier enemies, I have issues holding hate on the pets. Normally our COR will be rolling or adding a bit of DPS, and sometimes even that will pull a monster off. This is only really an issue during the start of a fight most times, but I'd like to do what I can to fix it. Would anybody happen to have some advice on effectively managing hate while trying to tank ?
Oh, also, just how concerned should I be with killer effects? For instance, my group is currently building up to doing tree delve, and I was thinking that Randy would be a poor choice there due to the plantoids. However, watching the video posted a while back of the all BST Yorcia run, I saw Randy being used almost exclusively. So, long story short, should I be particularly careful about correlation or does the pure damage offered by Randy negate the unfavorable correlation most times?
For this exact reason, we don't usually use BSTs for when something needs to be tanked. I go on PUP. When you absolutely need to make sure whatever you are fighting DOES NOT MOVE, an Automaton is a beast of a tank. Damage is terrible, but keeping the target in one spot is worth the loss of one BSTs damage. The only thing I occasionally have difficulty with is when we can't get the aura off the bird. His TP moves do absolutely insane damage, and since there is no quick way to heal automatons, if you get unlucky with him using the particularly powerful ones(Static Prision and Crashing Thunder) over and over, you're either burning through a crapton of dawns or your pet is going to die. Luckily, the upcoming changes should make this much easier. Also, taking a single PUP and having him use Overdrive/Invincible is great for letting the BSTs pop off Unleash, since whatever you are fighting is going to be glued to the puppet.
By Tantalus 2015-06-23 02:20:33
How much magic accuracy is needed to effectively farm this "legendary" acuex camp in Sih Gates for CP? Idk how many pieces of macc to augment and how many pieces of MAB
サーバ: Shiva
Game: FFXI
Posts: 273
By Shiva.Larrymc 2015-06-23 08:27:40
How much magic accuracy is needed to effectively farm this "legendary" acuex camp in Sih Gates for CP? Idk how many pieces of macc to augment and how many pieces of MAB
The first rule of Acuex camp is: You do not talk about Acuex camp.
I have around 100 pet m.acc and that is quite fine for either the lizard (fireball) or the fly (cursed sphere) for any of the acuex camps.
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Sylph.Ticu
サーバ: Sylph
Game: FFXI
Posts: 35
By Sylph.Ticu 2015-06-23 11:49:07
Oh snap. Time to flood sih gates.
Quetzalcoatl.Falkirk
サーバ: Quetzalcoatl
Game: FFXI
Posts: 683
By Quetzalcoatl.Falkirk 2015-06-23 19:30:23
Regarding Magic Accuracy requirements for Acuex, here's some related testing. As Larrymc, Sath, Trulusia, etc have all mentioned in this thread,
prioritizing Pet: Magic Accuracy over Pet:Magic Attack Bonus is generally the superior option.
Most magic-based Pet Ready attacks follow similar rules to player spells - INT and Magic Accuracy play a role in the resist rate.
Level 119 Warlike Patrick vs Level 122-124 Pestiferous Acuex (Woh Gates)
(All testing performed with Ready Damage 10/10 and Pet Attribute+8 Gift)
Here are the two extremes, Low Magic Accuracy and High Magic Accuracy:
Pet:MAB+129 & Pet: M.Acc+2
Fireball Damage | Frequency | % |
10,071 | 192 | 47.41% |
5,032 | 213 | 52.59% |
|
Pet:MAB+34 & Pet: M.Acc+119
Fireball Damage | Frequency | % |
5,964 | 397 | 96.59% |
2,981 | 14 | 3.41% |
|
Without the INT+8 Gift, an unassisted Fireball's M.Acc is hovering around a 40% land rate here. Thankfully with Skirmish Axes and Armor we can reach the cap, but our damage suffers quite a bit as a result.
Gradually increasing INT/M.Acc leads to a happy middle ground, and with Spur job points it's an easy 2-shot kill against Acuex of any level.
Pet:MAB+129 & Pet: M.Acc+2 & Familiar (10/10 = +30 INT)
Fireball Damage | Frequency | % |
10,071 | 286 | 70.27% |
5,032 | 121 | 29.73% |
|
Pet:MAB+84 & Pet: M.Acc+50 & Familiar (10/10 = +30 INT)
Fireball Damage | Frequency | % |
8,346 | 360 | 88.45% |
4,171 | 47 | 11.55% |
|
Pet:MAB+59 & Pet: M.Acc+75 & Familiar (10/10 = +30 INT)
Fireball Damage | Frequency | % |
7,389 | 395 | 96.58% |
3,692 | 14 | 3.42% |
|
For Sih Gates ( Sprightly Acuex Level 120-122), before you've put points into the Familiar category, you can probably get away with 2-3 pieces of Skirmish gear augmented with Pet:M.Acc+ and regimen mittens.
--
As an addendum to all this, it really paints a dire picture for Pet Magic Accuracy in general, since the requirements to cap land rate quickly become impossible to reach (after Content level ~128) without assistance from COR+GEO. If you're a new BST who is starting the augment process for Fireball/Cursed Sphere, focus on Pet:M.Acc augments first. That will assist you with CP/Skirmish parties, and later on, high-end monsters with large amounts of magic evasion. It doubles as a great set for status ailments like Hi-Freq Field and Sheep Song too!
By Tantalus 2015-06-23 20:16:05
Quetzalcoatl.Falkirk said: »Regarding Magic Accuracy requirements for Acuex, here's some related testing. As Larrymc, Sath, Trulusia, etc have all mentioned in this thread,
prioritizing Pet: Magic Accuracy over Pet:Magic Attack Bonus is generally the superior option.
Most magic-based Pet Ready attacks follow similar rules to player spells - INT and Magic Accuracy play a role in the resist rate.
Level 119 Warlike Patrick vs Level 122-124 Pestiferous Acuex (Woh Gates)
(All testing performed with Ready Damage 10/10 and Pet Attribute+8 Gift)
Here are the two extremes, Low Magic Accuracy and High Magic Accuracy:
Pet:MAB+129 & Pet: M.Acc+2
Fireball Damage | Frequency | % |
10,071 | 192 | 47.41% |
5,032 | 213 | 52.59% |
|
Pet:MAB+34 & Pet: M.Acc+119
Fireball Damage | Frequency | % |
5,964 | 397 | 96.59% |
2,981 | 14 | 3.41% |
|
Without the +8 INT Gift, an unassisted Fireball's M.Acc is hovering around a 40% land rate here. Thankfully with Skirmish Axes and Armor we can reach the cap, but our damage suffers quite a bit as a result.
Gradually increasing INT/M.Acc leads to a happy middle ground, and with Spur job points it's an easy 2-shot kill against Acuex of any level.
Pet:MAB+129 & Pet: M.Acc+2 & Familiar (10/10 = +30 INT)
Fireball Damage | Frequency | % |
10,071 | 286 | 70.27% |
5,032 | 121 | 29.73% |
|
Pet:MAB+84 & Pet: M.Acc+50 & Familiar (10/10 = +30 INT)
Fireball Damage | Frequency | % |
8,346 | 360 | 88.45% |
4,171 | 47 | 11.55% |
|
Pet:MAB+59 & Pet: M.Acc+75 & Familiar (10/10 = +30 INT)
Fireball Damage | Frequency | % |
7,389 | 395 | 96.58% |
3,692 | 14 | 3.42% |
|
For Sih Gates ( Sprightly Acuex Level 120-122), before you've put points into the Familiar category, you can probably get away with 2-3 pieces of Skirmish gear augmented with Pet:M.Acc+ and regimen mittens.
--
As an addendum to all this, it really paints a dire picture for Pet Magic Accuracy in general, since the requirements to cap land rate quickly become impossible to reach (after Content level ~128) without assistance from COR+GEO. If you're a new BST who is starting the augment process for Fireball/Cursed Sphere, focus on Pet:M.Acc augments first. That will assist you with CP/Skirmish parties, and later on, high-end monsters with large amounts of magic evasion. It doubles as a great set for status ailments like Hi-Freq Field and Sheep Song too!
WOW thanks Falkirk =) Awesome testing
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-23 21:29:07
Yeah, Falkirk's testing and comments point to a result that is really worth noting.
If you are using magic ready in really any endgame content, your food is Rolanberry Daifuku, your rolls are Puppet Roll, and your bubble is Languor. Anything else is pretty much asking to be horribly disappointed.
サーバ: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-06-24 13:06:39
How much of an impact do the empy hands make compared to hands with other offensive stats? I guess what I'm really asking is, are TP values understood to a good extent for offensive Ready moves? I can't imagine anyone has actually sat down and done complete fTP tests for a bunch of moves though.
Quetzalcoatl.Trulusia
サーバ: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2015-06-24 14:14:05
Actually, Falkirk did do the testing.
Quetzalcoatl.Falkirk said: »Average Physical Ready Move Damage with Capped pDIF:
WARRIOR PETS:
Ready | Charge
Cost | 1500 TP |
2000 TP |
3000 TP |
Notes |
Frogkick | 1 | 5104.81 | 5104.81 | 5104.81 | Amount of DEF ignored varies with TP |
Whirl Claws | 1 | 6577.08 | 6577.08 | 6577.08 | Area of effect varies with TP |
Somersault | 1 | 7656.57 | 10156.29 | 11627.00 | - |
Foot Kick | 1 | 8021.33 | 8021.33 | 8021.33 | Critical Hit Rate varies with TP |
Sickle Slash | 1 | 8059.50 | 8059.50 | 8059.50 | Critical Hit Rate varies with TP |
Claw Cyclone | 1 | 9914.85 | 13317.89 | 15205.60 | Conal AoE |
Tail Blow | 1 | 12221.54 | 16486.29 | 18977.44 | Additional effect: Stun |
Blockhead | 1 | 12304.13 | 16442.42 | 18990.67 | - |
Brain Crush | 1 | 12240.79 | 16492.92 | 18968.33 | Additional effect: Silence |
Sensilla Blades | 1 | 12231.79 | 16476.32 | 18969.71 | Conal AoE |
Lamb Chop | 1 | 12242.29 | 16443.33 | 18980.29 | - |
Sheep Charge | 1 | 12211.11 | 16427.89 | 18942.00 | - |
Recoil Dive | 1 | 12647.79 | 16352.58 | 18891.00 | Conal AoE |
Razor Fang | 1 | 12214.65 | 16426.80 | 18967.71 | - |
Swooping Frenzy | 2 | 13112.47 | 13112.47 | 13112.47 | Conal AoE, Duration varies with TP |
Tegmina Buffet | 2 | 19878.33 | 26989.22 | 30534.86 | Radial AoE |
|
NON-WARRIOR PETS:
Ready | Charge
Cost | 1000 TP |
2000 TP |
3000 TP |
Notes |
Leaf Dagger | 1 | 6098 | 12474 | 14414 | Additional effect: Poison, Static damage |
Wild Oats | 1 | 7035.94 | 14367.33 | 16531.50 | Additional effect: VIT Down |
Head Butt | 1 | 7049.85 | 14402.28 | 16567.00 | - |
Big Scissors | 1 | 8022.45 | 8022.45 | 8022.45 | Critical Hit Rate varies with TP |
Power Attack | 1 | 8019.20 | 8019.20 | 8019.20 | Critical Hit Rate varies with TP |
Spiral Spin | 1 | 8025.56 | 8025.56 | 8025.56 | Duration of effect varies with TP |
Rhino Attack | 1 | 8032.69 | 16412.50 | 18983.50 | - |
Sudden Lunge | 1 | 8019.57 | 16490.00 | 18763.00 | Additional effect: Stun |
|
Multi-hit Ready Moves:
WARRIOR PETS:
Ready | Charge
Cost | 1500 TP |
2000 TP |
3000 TP |
Notes |
Tickling Tendrils | 1 | 3026.18 | 3871.73 | 4384.67 | Hits 5 times, Additional effect: Stun |
Pentapeck | 3 | 6577.08 | 6577.08 | 6577.08 | Hits 5 times, Duration of effect varies with TP |
|
NON-WARRIOR PETS:
Ready | Charge
Cost | 1000 TP |
2000 TP |
3000 TP |
Notes |
Pecking Flurry | 1 | 2562.80 | 4682.50 | 5316.33 | Hits 4 times |
Sweeping Gouge | 1 | 4386.14 | 8605.33 | 9857.07 | Hits 2 times, Conal AoE, DEF-25% |
|
These values were collected with 10/10 Ready Damage+ job points.
One of the first things you might notice is that Razor Fang shares the same fTP value with a large number of other attacks (Sudden Lunge, Rhino Attack, Lamb Chop, and many more). But because no other pet has the same innate Attack Adjustment as BlackbeardRandy, their damage potential is hampered without an extreme amount of buffs/debuffs on any content that matters (note: Sheep can pull slightly ahead while Rage is active).
Leaf Dagger is a bizarre attack - it's a long-range move with a TP return of 105 (unlike its melee TP gain of 57 per hit), and the damage is static so you get the same result every time when attack ratio is capped. I tested it (and Wild Oats) against Steely Weapon and it's definitely not "ranged damage". All the other Ready moves behaved as you'd expect, with standard TP return amounts and properties.
And finally, regarding multi-hit Ready moves, I can say with some degree of certainty that Sweeping Gouge has replicating fTP on the 2nd hit, and that probably extends to the other multi-hit moves also (but you often won't see the full potential damage on high level targets because of uncapped attack ratio, negative Attack Adjustment values, or missed hits). That being said, I feel like Sweeping Gouge is a really underrated move considering its DEF-25% effect can help you get closer to pDIF cap, and it pumps out large conal damage simultaneously... all for 1 charge. Depending on your party composition, it can be pretty swank. :)
[+]
Quetzalcoatl.Falkirk
サーバ: Quetzalcoatl
Game: FFXI
Posts: 683
By Quetzalcoatl.Falkirk 2015-06-25 00:45:52
June 25th Version Update
Apkallu - Insipid Broth - Surging Storm ( Natural Level Cap: 118)
Apkallu (HQ) - Deepwater Broth - Submerged Iyo ( Natural Level Cap: 119)
Level 119 Stats (HQ stats in brackets)
Max HP: 5678 (5878)
Accuracy: 881 (891)
Attack: 753 (753)
Evasion: 706 (706)
Defense: 743 (743)
Attack Adj: None (None)
Defense Adj: None (None)
TP/hit: 70 (76)
Wing Slap - 2 Charges - Deals physical damage. Additional effect: Stun. Damage varies with TP. Gravitation / Liquefaction
Beak Lunge - 1 Charge - Deals physical damage. Damage varies with TP. Scission
Mosquito - Wetlands Broth - Mosquito Familiar ( Natural Level Cap: 119)
Mosquito (HQ) - Heavenly Broth - Left-Handed Yoko ( Natural Level Cap: 119)
Level 119 Stats (HQ stats in brackets)
Max HP: 4322 (4508)
Accuracy: 889 (899)
Attack: 512 (599)
Evasion: 939 (959)
Defense: 734 (734)
Attack Adj: -40% (-30%)
Defense Adj: None (None)
TP/hit: 44 (49)
Infected Leech - 1 Charge - Absorbs HP from enemies in a fan-shaped area originating from pet. Additional effect: Plague. Additional effect duration varies with TP.
Gloom Spray - 2 Charges - Deals darkness damage to enemies in a fan-shaped area originating from pet. Additional effect: Dispel. Damage varies with TP.
Eft - Furious Broth (Theraisie NPC - 1305 gil/ea) - Suspicious Alice ( Natural Level Cap: 113)
Level 119 Stats
Max HP: 5184
Accuracy: 906
Attack: 793
Evasion: 704
Defense: 771
Attack Adj: None
Defense Adj: None
TP/hit: 68
Nimble Snap - 1 Charge - Deals physical damage. Damage varies with TP. Impaction
Cyclotail - 1 Charge - Deals area damage to enemies within range of pet (10 yalm radius). Damage varies with TP. Impaction
Geist Wall - 1 Charge - Removes one beneficial magic effect from enemies within range of pet. Area of effect varies with TP.
Numbing Noise - 1 Charge - Stuns enemies within a fan-shaped area originating from pet. Damage varies with TP. (Doesn't actually deal damage.)
Toxic Spit - 2 Charges - Poisons an enemy. Duration of effect varies with TP.
Raptor - Rapid Broth (Theraisie NPC - 2371 gil/ea) - Fleet Reinhard ( Natural Level Cap: 117)
Level 119 Stats
Max HP: 5184
Accuracy: 856
Attack: 1028
Evasion: 727
Defense: 693
Attack Adj: +30%
Defense Adj: -10%
TP/hit: 85
Scythe Tail - 1 Charge - Deals physical damage. Additional effect: Stun. [Damage varies with TP.] Liquefaction
Ripper Fang - 1 Charge - Deals physical damage. Damage varies with TP. Induration
Chomp Rush - 3 Charges - Deals physical damage. Additional effect: Slow. Duration of effect varies with TP. Darkness / Gravitation
Diremite - Crackling Broth (Theraisie NPC - 1747 gil/ea) - Anklebiter Jedd ( Natural Level Cap: 116)
Level 119 Stats
Max HP: 4938
Accuracy: 886
Attack: 1107
Evasion: 701
Defense: 728
Attack Adj: +30%
Defense Adj: None
TP/hit: 73
Double Claw - 1 Charge - Deals physical damage. Damage varies with TP. Liquefaction
Grapple - 1 Charge - Deals physical damage to enemies within a fan-shaped area originating from pet. Damage varies with TP. Reverberation
Spinning Top - 1 Charge - Deals area damage to enemies within range of pet (10 yalm radius). Damage varies with TP. Impaction
Filamented Hold - 2 Charges - Reduces the attack speed of enemies within a fan-shaped area originating from pet. Duration of effect varies with TP.
Antlion - Creepy Broth (Theraisie NPC - 2425 gil/ea) - Cursed Annabelle ( Natural Level Cap: 118)
Level 119 Stats
Max HP: 5184
Accuracy: 886
Attack: 793
Evasion: 704
Defense: 999
Attack Adj: None
Defense Adj: +30%
TP/hit: 81
Mandibular Bite - 1 Charge - Deals physical damage. Damage varies with TP. Detonation
Sandblast - 2 Charges - Blinds all enemies within range of pet. Duration of effect varies with TP.
Sandpit - 1 Charge - Binds an enemy. Duration of effect varies with TP.
Venom Spray - 2 Charges - Poisons enemies within a fan-shaped area originating from pet. Duration of effect varies with TP.
Quote: The /bstpet text command has been added.
Performs the beastmaster pet command Ready. Displays the index numbers of all usable pet abilities if not subcommand is specified. Specific abilities have accompanying index numbers that may be designated in place of the ability name.
Ability name - Performs the designated ability.
Index number - Performs the designated ability.
Blank - Displays ability names along with the appropriate index number. Also...
Quote: The issue with the job point category Spur Effect wherein the damage bonus was listed as 3%.
* The correct value is 3.
Leviathan.Malthar
サーバ: Leviathan
Game: FFXI
Posts: 43
By Leviathan.Malthar 2015-06-25 00:48:25
Raptor Raptor, burning bright,
In the forests of the night;
What immortal hand or eye,
Could frame thy fearful symmetry?
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-06-25 00:49:49
I'm hoping this is just a tooltip change and not a massive nerf to spur...
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-25 01:00:35
Hopefully not a nerf.
I'll echo what I posted in BG monster thread:
Raptor maybe new pet useful for Ifrit? Mosquito possibly useful if it's enfeeb TP moves are physical?
Everything else pretty meh except new skillchain options and maybe some compromise between Tegmina Buffet and Whirl Claws.
Quetzalcoatl.Falkirk
サーバ: Quetzalcoatl
Game: FFXI
Posts: 683
By Quetzalcoatl.Falkirk 2015-06-25 01:38:05
Yeah, Spur was fixed. No more bonus damage.
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-25 01:40:26
***, that is awful. So now that JP is pretty much useless.
Sad day. Not the end of the world, but that was a really nice perk I thought.
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-06-25 01:45:47
No need to nerf Spur. Makes no sense. Now that just went from "amazing offensive CD" to "meh I guess I'll use it".
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-25 02:24:19
For those of you who were like me and looking forward to honey on Fenrir. Here's how that just went.
Fenrir N:
Pet ready moves do not proc !! at all from BST.
No magic !! procs from the limited spells that were cast.
1 !! proc from possibly Wind Blade, but that was all.
No gearswap is awful. Without proper gear / rewards / etc I was struggling.
AlluringHoney handles Fenrir decently, but was still taking a lot of damage.
Had to switch to Ibuki for the end. Took mostly the same AE damage as Honey, with spikes of ~530.
No gear drops from N. I don't think I can do D without another BST without gearswap.
Quetzalcoatl.Trulusia
サーバ: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2015-06-25 02:49:18
Quetzalcoatl.Falkirk said: »Yeah, Spur was fixed. No more bonus damage.
:(
I suppose we kinda had to see it coming though. It really was overpowered as hell.
Quetzalcoatl.Falkirk
サーバ: Quetzalcoatl
Game: FFXI
Posts: 683
By Quetzalcoatl.Falkirk 2015-06-25 05:20:40
Some Ready info from the new Pets...
Scythe Tail, Ripper Fang, Mandibular Bite are all the same fTP as Razor Fang.
Chomp Rush is slightly stronger per-hit compared to Pentapeck (and Raptor has a lot more attack potential than Tulfaire), but only hits 3 times as opposed to 5. dasva reports the Slow effect to be ~25%.
Cyclotail is 1 Charge and has half the fTP of Tegmina Buffet (but a larger radius). That's pretty sweet, though it's a shame the Eft has no attack modifier.
Spinning Top and Cyclotail both have a 10 yalm radius.
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-25 10:15:47
The real victim here today is magic ready moves :(
Spur nerf gonna be felt hardest on them I think.
Cerberus.Tidis
サーバ: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-06-25 10:24:31
Was it nerfed? The way it's worded makes it sound like they just mistakenly had it recorded as 3% rather than just 3.
Like how Blood Rage JPs for WAR was listed as affected ranged attacks when it was just regular attacks.
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2015-06-25 10:28:55
Well nerf, fix, whatever. End of the day that's -30% damage boost to magic ready that will sorely be missed. Physical has a lot of boosting options, but it was very, very helpful for magic stuff.
Cerberus.Tidis
サーバ: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-06-25 10:30:32
Well nerf, fix, whatever. End of the day that's -30% damage boost to magic ready that will sorely be missed. Physical has a lot of boosting options, but it was very, very helpful for magic stuff. Well no, what I meant, were the Job Points always working as damage +3 so you were never actually getting a 30% boost.
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