Jack Of All Trades: A Guide To Red Mage |
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Jack of All Trades: A Guide to Red Mage
Anyone have a max Haste duration set?
For yourself or for other people?
Edit: This set will give you the best duration for casting on other people. With merits haste will be between 12-13 minutes. ItemSet 386312 Augments: Colada +4% Enhancing Duration Ghostfyre Cape: +20% Enhancing Duration For self casting, swap the following: Telchine Cap Augment +10% Enhancing Duration Vitiation Tabard +3 Telchine Braconi Augment +10%% Enhancing Duration Your duration will be capped at 30 minutes for self casting due to how the 3x composure duration works. Cerberus.Shadowmeld said: » For yourself or for other people? Edit: This set will give you the best duration for casting on other people. With merits haste will be between 12-13 minutes. ItemSet 386312 Augments: Colada +4% Enhancing Duration Ghostfyre Cape: +20% Enhancing Duration For self casting, swap the following: Telchine Cap Augment +10% Enhancing Duration Vitiation Tabard +3 Telchine Braconi Augment +10%% Enhancing Duration Your duration will be capped at 30 minutes for self casting due to how the 3x composure duration works. ive been so hyped on trying to get regal cuffs, i totally over looked the fact that attrophy gloves +3 have the same enhancing percentage. now my question is why do ppl use the jse cape from reieves when the ambu cape offers the same % with FC (if fc ws added.) Wiki has a good explanation on it -
https://www.bg-wiki.com/ffxi/Ghostfyre_Cape It was tested to be calculated as a separate multiplier from other enhancing magic duration gear - http://www.ffxiah.com/forum/topic/44864/all-for-one-and-more-for-me-a-guide-to-red-mage/8/#2862289 BG Wiki said: Example: when casting Haste 2 on self with Composure on, using Atrophy Gloves +1 (+16), Lethargy Houseaux +1 (+30%), and this cape augmented with +20 enhancing duration we have: Duration = (base duration of spell)(Composure bonus)(1.x where x is augment on cape)(1.y where y is value of all other enhancing duration gear added) Duration = (180s)(3)(1.2)(1.46) = 946s Veydal1 said: » Wiki has a good explanation on it - https://www.bg-wiki.com/ffxi/Ghostfyre_Cape It was tested to be calculated as a separate multiplier from other enhancing magic duration gear - http://www.ffxiah.com/forum/topic/44864/all-for-one-and-more-for-me-a-guide-to-red-mage/8/#2862289 BG Wiki said: Example: when casting Haste 2 on self with Composure on, using Atrophy Gloves +1 (+16), Lethargy Houseaux +1 (+30%), and this cape augmented with +20 enhancing duration we have: Duration = (base duration of spell)(Composure bonus)(1.x where x is augment on cape)(1.y where y is value of all other enhancing duration gear added) Duration = (180s)(3)(1.2)(1.46) = 946s Yeah, decent explanation. Basically Augments are their own separate multiplicative modifier to duration from gear that naturally has duration modifier. So the composure set has the following bonuses that multiply duration of a spell Composure + 4 pieces of empy gear: 1.35 modifier Augmented gear (JSE neck, Colada, Ghostfyre): 1.49 modifier Duration on gear (shield, hands, feet, ear, waist): 1.89 modifier So durations end up being: No merits: 180 * 1.35 * 1.49 * 1.89 = 684.3 seconds = 11:24.3 (with ambu cape: 655.2 seconds = 10:55.2) You actually lose almost 30 seconds of duration With merits: 210 * 1.35 * 1.49 * 1.89 = 798.3 seconds = 13:18.3 seconds Edit: The reason Ghostfyre cape ends up being better than Ambuscade cape is purely due to the fact that there is more bonus being provided by the gear that naturally has duration on it before considering the cape slot. If the augment gear actually had a higher base total than the natural gear, ambuscade cape would provide a bigger bonus.
Asura.Oraine said: » Cerberus.Shadowmeld said: » For yourself or for other people? Edit: This set will give you the best duration for casting on other people. With merits haste will be between 12-13 minutes. ItemSet 386312 Augments: Colada +4% Enhancing Duration Ghostfyre Cape: +20% Enhancing Duration For self casting, swap the following: Telchine Cap Augment +10% Enhancing Duration Vitiation Tabard +3 Telchine Braconi Augment +10%% Enhancing Duration Your duration will be capped at 30 minutes for self casting due to how the 3x composure duration works. ive been so hyped on trying to get regal cuffs, i totally over looked the fact that attrophy gloves +3 have the same enhancing percentage. now my question is why do ppl use the jse cape from reieves when the ambu cape offers the same % with FC (if fc ws added.) regal cuffs have enfeebling magic duration, not the enhancing magic duration that atrophy gloves have. Is enspell II -element really only -10?
Nin element - is 30 Asura.Eiryl said: » Is enspell II -element really only -10? Nin element - is 30 And personally, I would not be at all surprised if it is only -10. Although, I was poking around on BGwiki and I don't actually see the values stated anywhere that I could find.. Where'd you see it documented? -10 sounds familiar to me for this... But I can't recall where I got it from. jpwiki says -10
and also that ichi/ni/san are -30 Ahhh. I might have seen it there as well. I dig around there with google translate occasionally. Thanks.
If no one has retested it by the time I resub, and I have no clue when that'll be, I can give it a test... If I can remember by then. <,< Asura.Eiryl said: » jpwiki says -10 and also that ichi/ni/san are -30 Ancient Magic I and II are also -30. Kinda weird that En-spells are only -10. I mean it's functionally important for enfeebles based on Argisto's testing. If they are even -1 elemental resist then full resists go off the table for elementally neutral foes. So -10 is a perk for RDM, where -30 is to try to increase damage consistency for BLM and NIN as part of their support kit/damage and their durations are different to reflect their usage.
I know I would use enaero 2 and ice spikes for the longest time because the paralyzes seemed particularly unfair in the post abyssea eras. Argisto said: » 0 Water Resistance 30 Sec. Duration: 29 (5.8%) 15 Sec. Duration: 34 (6.8%) Full Resist: 437 (87.4%) +1 Water Resistance 30 Sec. Duration: 26 (5.2%) 15 Sec. Duration: 32 (6.4%) Full Resist: 442 (88.4%) -1 Water Resistance 30 Sec. Duration: 19 (4.75%) 15 Sec. Duration: 381 (95.25%) Full Resist: 0 (0%) Just figured its -10 due to the cost(mp or tool wise) and duration of the spell. AMs cost a fair bit of mp, while nin had the monetary cost
Phoenix.Iocus said: » I mean it's functionally important for enfeebles based on Argisto's testing. If they are even -1 elemental resist then full resists go off the table for elementally neutral foes. So -10 is a perk for RDM, where -30 is to try to increase damage consistency for BLM and NIN as part of their support kit/damage and their durations are different to reflect their usage. I know I would use enaero 2 and ice spikes for the longest time because the paralyzes seemed particularly unfair in the post abyssea eras. Argisto said: » 0 Water Resistance 30 Sec. Duration: 29 (5.8%) 15 Sec. Duration: 34 (6.8%) Full Resist: 437 (87.4%) +1 Water Resistance 30 Sec. Duration: 26 (5.2%) 15 Sec. Duration: 32 (6.4%) Full Resist: 442 (88.4%) -1 Water Resistance 30 Sec. Duration: 19 (4.75%) 15 Sec. Duration: 381 (95.25%) Full Resist: 0 (0%) Reducing a mob's ele resist below 0 doesn't make them suddenly unable to full resist. In fact, for most enfeebles(any debuff that has status resist ranks) reducing the mob's elemental resistance will do... nothing at all for the spell's land rate. Because those spells use the specific status effect's resist rank, rather than the elemental resist ranks. So, at best, the enspell II effect is an effective +10 macc... only for things which don't use status resist ranks. Only 3 RDM enfeebles don't have status resist ranks... Frazzle, Distract, and Addle. Well, and Inundation, I guess, but that doesn't ever get resisted to begin with. There is a little star that is going by. Thanks Martel <3
Ragnarok.Martel said: » So, at best, the enspell II effect is an effective +10 macc... only for things which don't use status resist ranks. Only 3 RDM enfeebles don't have status resist ranks... Frazzle, Distract, and Addle. Well, and Inundation, I guess, but that doesn't ever get resisted to begin with. To make things worse, it doesn't do anything for Frazzle as it's dark based and none of their Enspells affect dark elemental resistance. ![]() Just noticed that my Absorb-TP set on RDM is very close to capping recast on Absorb-TP, but not there yet.
Anybody mind sharing their sets? I have a few ideas in mind but wondering what others are using atm. Was it ever proved if Erra Pendant works on Absorb-TP?
I currently have it in my set but I seem to recall someone proved it doesn't work on Absorb-TP? Would love to hear more on that because I could be misremembering. You cap gear haste with belt, that's a nice idea. Asura.Sechs said: » Was it ever proved if Erra Pendant works on Absorb-TP? It might not, but the dark magic skill and magic accuracy is useful. Erra Pendant appears to work with Absorb-TP.
https://x.com/ooonkcerk/status/1594990670691069953 Sechs are you dropping composure? It's probably capped if you do.
Cerberus.Shadowmeld said: » Sechs are you dropping composure? It's probably capped if you do. In my case I was simply missing ~5% gear haste to cap. I wonder if anybody knows how Composure's 25% duration gets treated in the formula? Probably in the same part where the JAs are handled (i.e. at the end of the formula). I'm gonna do some tests now, because if it's handled like "slow" then you can compensate it by getting additional magic haste beyond 43.75%, but as I said before it probably is calculated at the end of the formula instead. Which is quite a shame because a lot of people seem to forget Composure has two parts. On one hand you have the buff duration boost, which is handy (especially because Aminon fights on RDM are quite... busy) but you can live without it I guess. The second part a lot of people forget about, is that the Empy augment works on Debuffs too, and not having composure up when you land some debuffs on Aminon is... well you can live without that too but it would be quite a shame, it's extremely handy imho. Tested a bit and yeah, I think Composure is just a 1.25 at the end of the formula, not a ~256/1024 "slow".
As such, going above 43.75% magic haste, should produce no result at all. Tested it, as expected it produces no result, it makes sense. Said in other terms, when you're at the recast cap (12 seconds) composure means 3 seconds more recast time for a total of 15. Honestly I think it's still good enough for Aminon but I suppose it depends on your party setup. Asura.Sechs said: » Tested a bit and yeah, I think Composure is just a 1.25 at the end of the formula, not a ~256/1024 "slow". As such, going above 43.75% magic haste, should produce no result at all. Tested it, as expected it produces no result, it makes sense. Said in other terms, when you're at the recast cap (12 seconds) composure means 3 seconds more recast time for a total of 15. Honestly I think it's still good enough for Aminon but I suppose it depends on your party setup. That said, capped magic haste, gear haste, and FC only gets you just barely below the recast floor. 81.25% reduction before composure. So you'll maybe shave a second or two off most recasts post composure. Recapping recasts with Composure up would require Valiance's Inspiration FC effect(ignores the FC recast reduction cap.) Or some other effect that directly applies to recast reduction(example:WHM SU5 club does this for healing magic recast.) But I can't think of anything for RDM that does this. Errr.. magian recast- staves might? Like hell I'm using those these days for anything with an macc check though. And like hell I'm making/carrying them. lol. You would have fixed MH and OH because you need to keep TP to spam Club WSs (or any other WS of your choice according to your setup), so magian staves are unusable in this setup.
I think <15 secs recast is good enough, to me it feels like an acceptable compromise given how busy RDM is on Aminon and given the QoL composure gives you for buffs and mostly for debuffs, but that's just my personal point of view of course. |
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