Enhancing duration is
Base * Duration * Composure
For self target buffs Composure is 3.0, for everything else it's 1.1 ~ 1.5.
Jack Of All Trades: A Guide To Red Mage |
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Jack of All Trades: A Guide to Red Mage
Enhancing duration is
Base * Duration * Composure For self target buffs Composure is 3.0, for everything else it's 1.1 ~ 1.5. Cerberus.Shadowmeld
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That equation isn't right though pertaining to at least rdm.
RDM is Base * Duration * Ghostfyre Aug * Composure Based on the durations I'm getting with my spells, I'm thinking that the duration on Telchine isn't cumulative with duration on Ammurapi shield or Empy feet. Edit: So, I'm wondering, is the real equation something like this. Base * Duration * Augment Duration * Composure Edit2: What Geriond said in the post immediately prior to yours. Also, the reforged Empyrean set bonus is its own separate term as well.
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I assume the cor duration roll is also its own term but I've never tested that. Has anyone tested how rune fencer duration gifts get factored in when you cast on them as a red mage? I'm guessing their own term as well.
waffle said: » I assume the cor duration roll is also its own term but I've never tested that. Has anyone tested how rune fencer duration gifts get factored in when you cast on them as a red mage? I'm guessing their own term as well. (Normal Duration + RDM JPs + Gear that list Seconds) × (Augments Composure Bonus) × (Nonaugmented Gear + Naturalist's Roll) × (Augmented Gear) x (Rune Gifts) Examples of Gear that list seconds. Grapevine Cape - Refresh +30 Seconds Telchine Body - Regen +12 Seconds Gishdubar Sash - Refresh +20 Seconds Received (Tested for self cast only atm.) Asura.Chiaia said: » waffle said: » I assume the cor duration roll is also its own term but I've never tested that. Has anyone tested how rune fencer duration gifts get factored in when you cast on them as a red mage? I'm guessing their own term as well. (Normal Duration + RDM JPs) × (Augments Composure Bonus) × (Nonaugmented Gear + Naturalist's Roll) × (Augmented Gear) x (Rune Gifts) Another curveball...did you test where Gishdubar Sash fits for self refresh? There's lots of things I'm not 100% sure of I've meant to double check but haven't had the time. Quendi210 said: » Asura.Chiaia said: » waffle said: » I assume the cor duration roll is also its own term but I've never tested that. Has anyone tested how rune fencer duration gifts get factored in when you cast on them as a red mage? I'm guessing their own term as well. (Normal Duration + RDM JPs) × (Augments Composure Bonus) × (Nonaugmented Gear + Naturalist's Roll) × (Augmented Gear) x (Rune Gifts) Another curveball...did you test where Gishdubar Sash fits for self refresh? There's lots of things I'm not 100% sure of I've meant to double check but haven't had the time. The belt I did a quick test just now but will check further when I have time tomorrow it seemed to also give its 20 second bonus to the base too. Will check grapevine too. Offline
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Asura.Chiaia said: » I had lot of "fun" testing all the variables last night and this morning. (Normal Duration + RDM JPs) × (Augments Composure Bonus) × (Nonaugmented Gear + Naturalist's Roll) × (Augmented Gear) x (Rune Gifts) Interesting. Thank you. More testing in... updated post above too
I had lot of "fun" testing all the variables last night and this morning. (Normal Duration + RDM JPs + Gear that list Seconds) × (Augments Composure Bonus) × (Nonaugmented Gear + Naturalist's Roll) × (Augmented Gear) x (Rune Gifts) Examples of Gear that list seconds. Grapevine Cape - Refresh +30 Seconds Telchine Body - Regen +12 Seconds Gishdubar Sash - Refresh +20 Seconds Received (Tested for self cast only atm. My alt doesn't have one for me to cast Refresh on him and see if it would still add to the base.) Asura.Hrohj said: » I'm assuming that Inspirited Boots also fall into the category of "+seconds gear" then, as well? If I did the math correctly (assuming 20 Enhancing Magic Duration JP and no respective roll): (150+20+15+20+30) * 3 * 1.3 = 916.5 = 15.275 minutes with +15/tic potency (Refresh III on yourself). ItemSet 356993 Versus: (150+20+20) * 3 * 1.8 = 1026 = 17.1 minutes with +15/tic potency (Refresh III on yourself). ItemSet 357131 Difference of 1.825 duration. Unless I totally screwed up somewhere. Seems like the Grapevine Cape and Inspirited Boots are better for other jobs that only have access to Refresh via /RDM or actually equip a "Refresh Effect Received" set before getting Refresh II or III casted on them. I don't think any player would stand in any received gear unless for testing. It probably gets worse for the cape and boots if you were to compare it to this: ItemSet 357138 The Colada has Enhancing Duration +4. Ghostfyre with +20 Enhancing Duration slightly edges out the Sucellos's. The Ghostfyre is a labor of love,luck...and gil. I spent a lot chasing Enhancing +10 Skill/20 Duration. Long before Ambuscade came out I did the same thing for the Magic Accuracy/Enfeebling +10 combination.
If I asked a player to put on gear it might be a tank to put Phalanx+ gear on pre-engagement. Made this for calc duration fast. Need to refine it some more but it works 100% just for stuff like composure it should jump 0 10 20 35 50 200 instead of steps of 5.
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Any difference between Oranyan and Ammurapi shield's +10 duration?
tyalangan said: » Any difference between Oranyan and Ammurapi shield's +10 duration? Offline
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before I would suggest oranyan so you can get 10fc in the main/sub slot.
with shield now you can do colada+shield for +14duration total Cerberus.Shadowmeld
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Is +4 duration DM only on the colada? Most I've ever seen is +2 with fern, never seen more than that.
Boshi said: » before I would suggest oranyan so you can get 10fc in the main/sub slot. with shield now you can do colada+shield for +14duration total Cerberus.Shadowmeld said: » Is +4 duration DM only on the colada? Most I've ever seen is +2 with fern, never seen more than that. Cerberus.Shadowmeld
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IMO Rdm has a glut of CP gear I would strongly recommend that if you're not main heal /sch with storm you should avoid weapon slots for your cure set. My current set has well over CP cap using just armor slots (so much easier than whm because we can use legs).
Nodens Gorget and Lebeche Ring would allow you to drop the staff and then you have a cure set that doesn't lose potency if you have your weapons locked for melee or what not. /sch + weather, for sure Chatoyant is amazing. Asura.Hrohj said: » If you're running /SCH this puts you (marginally) over 500 Healing Magic skill. I'm not understanding the whole "Cure Power" thing. Is there a cap on it? Or is it a diminishing return sort of thing? I've read the page on BGWiki, but I still feel like I'm in the dark. If anyone could clarify what all of this curing jargon means, that'd be super helpful. Cure Power is what is used to determine the base cure amount prior to the multipliers like Cure Potency, Weather and Cure Received. When SE changed the cure formula it had a very large impact on how RDM heals. The important number to know is you want a Cure Power of 700 to hit the cap for base cure. 1 Healing Magic Skill = 1 Cure power, 2 MND = 1 Cure Power and 4 VIT = 1 Cure Power. Also healing magic determines the power of Tranquil Heart, which is an additional amount of enmity reduction that caps at -25 @500 healing magic skill. Cure IV will get 640 base cap, which gives you a 960HP cure IV before weather, cure received or cure pot II. So basically you want to hit 500 Healing magic skill with capped cure potency and some -enmity. This is extremely easy for /SCH but difficult for /WHM, which you will need to gear around if you ever intent on main healing. Curaga's have a different formula which favors MND over Healing Magic Skill. Vanya becomes very important for /WHM healing sets. :Edit: Here is a quick rundown for Cure IV but also applies to other ST Cures. Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor Assuming MND = 250, VIT = 200 and Healing Magic Skill = 500 (250/2) + (200/4) + 500 = 125 + 50 + 500 = 675 Cure Power, slightly under the power cap For Cure IV with a Cure Power between 400 and 700 the divisor is 2.5, the Power Floor is 400, and the HP floor is 520. ((675-400)/2.5) + 520 = 630 HP Base Then 50% Cure Potency brings it to 630 * 1.5 = 945, Light Weather will bring it to 945 * 1.10 = 1039 Hopefully that helps in understanding how cures work. Getting cure potency is easy, the hard part is enough skill to cap tranquil heart while also having plenty of -enmity. Offline
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Asura.Geriond said: » Boshi said: » before I would suggest oranyan so you can get 10fc in the main/sub slot. with shield now you can do colada+shield for +14duration total The whole point is that if you don't have access to both shield+sword you can use this combo to get 10fc in your -mid- cast which helps on recast, not a massive deal tho. ------------------ As for weapon you can just make a condition for weather you have weapon locked (useful for /nin): Boshi said: » Someone asked me about this so I figured I'd post it here: The WeaponLock rule i use to disable main/sub/ranged when I'm meleeing. I see some people do it as just part of combat mode which i don't like. Also you can adjust certain post-precast or post-midcast sets if weapon is locked. top uses for this i could see are if you normally use main/sub for fastcast (oranyan clerisy+1 combo 10% is a big chunk) and you can have an alternate set if weapons are locked. And more importantly: cures. Since losing main/sub you really need to adjust your cure potency values in your other slots. Code function user_setup() state.WeaponLock = M('OFF', 'ON') send_command('bind ^= gs c cycle WeaponLock') end function user_unload() send_command('unbind ^=') end function init_gear_sets() sets.midcast.Cure = {} sets.midcast.Cure.WeaponLock = set_combine(sets.midcast.Cure, {}) sets.midcast.Cure.Self = {} sets.midcast.Cure.SelfWeaponLock = set_combine(sets.midcast.Cure.Self, {}) sets.midcast.Curaga = set_combine(sets.midcast.Cure, {}) sets.midcast.Curaga.Weaponlock = set_combine(sets.midcast.Curaga, {}) end function job_post_midcast(spell, action, spellMap, eventArgs) if spellMap == 'Cure' then --if state.WeaponLock.value if state.WeaponLock.value == 'ON' and spell.target.type == 'PLAYER' then equip(sets.midcast.Cure.WeaponLock) end if state.WeaponLock.value == 'ON' and spell.target.type == 'SELF' then equip(sets.midcast.Cure.SelfWeaponLock) end if state.WeaponLock.value == 'OFF' and spell.target.type == 'SELF' then equip(sets.midcast.Cure.Self) end if world.day_element == 'Light' or world.weather_element == 'Light' then equip ({waist="Hachirin-no-Obi"}) end end if spellMap == 'Curaga' then if state.WeaponLock.value == 'ON' and spell.target.type ~= 'Enemy' then equip(sets.midcast.Curaga.WeaponLock) end if world.day_element == 'Light' or world.weather_element == 'Light' then equip ({waist="Hachirin-no-Obi"}) end end end -----WEAPONLOCK MODE -- Handle notifications of general user state change. function job_state_change(stateField, newValue, oldValue) if stateField == 'WeaponLock' then if newValue == 'OFF' then enable('main','sub','ranged') else disable('main','sub','ranged') end end end club options: Tamaxchi: curepot+22 mnd+5 Enmity-30 Ames+1: curepot+26 MND+30 Ames: curepot+24 MND+25 Tefnut: curepot+15 mnd+10 HealingSkill+5 SR staff can be nice too to give more freedom for the other slots, if you don't wanna use charoyant. Not sure it has a place in bis builds but I guess it can have a place while you're working towards that.
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yea I tend to just use the wkr club cause -30enmity is such a big amount in 1 slot. (-35 with shield)
For meleeing, if you are main handing a sword, should you also offhand a sword or is it ok to offhand a Dagger? Does offhanding the dagger cause acc issues on the offhand?
Siren.Kyte
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The ilvl +combat skill only applies to the weapon it's on, so there's no weirdness with dueling two different weapon types.
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