Jack Of All Trades: A Guide To Red Mage |
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Jack of All Trades: A Guide to Red Mage
Leviathan.Celebrindal
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ppl nailed it. Honestly, your support is vital here, Languor in particular. Its also a great way to blame resists on someone else hehe ;)
Asura.Topace said: » Asura.Karbuncle said: » Apologies as I'm sure its been brought up I just can't find it. I'm looking for some help on a Stun set for Zerde, I haven't done it on RDM, but the Job Mastered RDM I did it with seemed to have got resisted a lot... which comes my concern. I imagine I just want to pile on as much Magic Accuracy as possible, but I'm wonder how Dark Magic Skill weighs in on it, thanks! This is what I use for zerde stun ItemSet 367623 and I don't think I ever got resisted. You could use that SR club instead of grio for the +10 dark skill assuming you got good augs. And make sure Zerde has Frazzle on it that combine with Languor and or warlock roll(depending on how your shell does it) you should hardly ever get resisted. I use this. Just not the staff. I just sword and shield and haven't ever been resisted on zerde. Fidnt need stymie or sabo. Of course I use sabo, assassins drink, and tropical crepe on the first stun. But I've had zerde use just desserts more than once and only have food on and never resisted. Amalric coif +1 has 61 magic acc with augment. Bg says its suppose to say 36. Not 26(?). Regal cuffs work too. Theres also the gwati earring (sp?) from delve with magic acc 8 if you dont have regal. Awesome, that helps a lot for at least a good understanding of what to do.
Thanks! Cerberus.Shadowmeld
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Asura.Outlawbruce said: » Asura.Topace said: » Asura.Karbuncle said: » Apologies as I'm sure its been brought up I just can't find it. I'm looking for some help on a Stun set for Zerde, I haven't done it on RDM, but the Job Mastered RDM I did it with seemed to have got resisted a lot... which comes my concern. I imagine I just want to pile on as much Magic Accuracy as possible, but I'm wonder how Dark Magic Skill weighs in on it, thanks! This is what I use for zerde stun ItemSet 367623 and I don't think I ever got resisted. You could use that SR club instead of grio for the +10 dark skill assuming you got good augs. And make sure Zerde has Frazzle on it that combine with Languor and or warlock roll(depending on how your shell does it) you should hardly ever get resisted. I use this. Just not the staff. I just sword and shield and haven't ever been resisted on zerde. Fidnt need stymie or sabo. Of course I use sabo, assassins drink, and tropical crepe on the first stun. But I've had zerde use just desserts more than once and only have food on and never resisted. Amalric coif +1 has 61 magic acc with augment. Bg says its suppose to say 36. Not 26(?). Regal cuffs work too. Theres also the gwati earring (sp?) from delve with magic acc 8 if you dont have regal. I highlighted the bold part myself. rubicundity is exceptionally strong for stun. Especially considering you can also use Ammurapi Shield. Fully augmented, rubicundity is 21 int, 30 macc, 25 dark skill, + 13 int 38 macc on shield. It does take a slight hit in magic accuracy skill from grio 215 vs 228, but I think that translates into about 7 macc. Now if you need the FC on grio, it's a different story, but I really like Rubicundity. Grio is great though, don't get me wrong. If you don't want the extra inventory. Stats: Grio/Enki vs. Rubi/Ammurapi vs. Ambu Weapon/Ammurapi(Assumed perfect grio augment for macc)
Edit: I'd like to add that the ambuscade club/Sword is probably a good standin as well if you are building that. Offline
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Assuming 1 Dark magic skill equals 0.9 MACC (which, I believe, was the conversion rate after a certain threshold), then a perfect Rubicundity has roughly the same amount of total MACC for Stun as a Maxentius.
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Aerix said: » Weapon Skill +242: Attack +195, Accuracy +195 Weapon Skill +269: Attack +216, Accuracy +216 Magic Accuracy Skill +228: Magic Accuracy +115 Magic Accuracy Skill +242: Magic Accuracy +122 Magic Accuracy Skill +255: Magic Accuracy +128 Magic Accuracy Skill +269: Magic Accuracy +135 I don't feel like going thru effort of properly citing this but it's somewhere from ffxi official forum or some q&a thing posted on bg Offline
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Yeah, "Magic Accuracy skill" on main hand translates to about 1 skill = 0.5 MACC, while regular Magic Skill+ on any item that is also visible in your in-game status window is 0.9 or 1 MACC for each +1 skill, but I don't know if it was ever changed or if it's still like 75 days.
So perfect Rubicundity has: +21 INT (10-11 MACC) +30 Magic Accuracy (pure) +25 Dark Magic skill (22-25 MACC) +215 Magic Accuracy skill (107-108 MACC) for a total of +169-174 MACC. Maxentius has: +15 INT (7-8 MACC) +40 Magic Accuracy (pure) +250 Magic Accuracy skill (+125 MACC) for a total of +172-173 MACC. Pretty close. Maxentius might be easier to get for some people. I've posted the link a couple of times before, but the Magic accuracy skill values are taken from this dev tracker post. Cerberus.Shadowmeld
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Thanks guys for doing the actual math. I had just thought of it as an afterthought about 20 minutes after the original post thinking it would be pretty close.
The only real argument I think for Grio though, is if you get +30 macc/+7 FC. That would be pretty baller on a stun staff for recast times. Offline
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Crocea Mors
+255 skill (128 macc) +50 magic accuracy pure total macc: 178 +20% Fast Cast murlgeis +255 skill (128 macc) +40 macc base +30 macc aug total macc: 198 need +11macc from aug to beat crocea pure macc Cerberus.Shadowmeld
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I'm not made of gil! :D
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I'm just trying to list all the options since this is a conversation atm.
if you're lucky to get them regal cuffs are the best int-based macc hands for rdm, even without the burst macc because of the int40. (also 1% gear haste more) the base set above assuming no fc on staff/legs has fc 7+16+10(cape) = 33 so still 5 fc short. (obv doesn't matter during chainspell) Cerberus.Shadowmeld
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Grio has 4% base fc fyi
Edit: Where is the 7% coming from? Offline
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Aerix said: » Yeah, "Magic Accuracy skill" on main hand translates to about 1 skill = 0.5 MACC, while regular Magic Skill+ on any item that is also visible in your in-game status window is 0.9 or 1 MACC for each +1 skill, but I don't know if it was ever changed or if it's still like 75 days. So perfect Rubicundity has: +21 INT (10-11 MACC) +30 Magic Accuracy (pure) +25 Dark Magic skill (22-25 MACC) +215 Magic Accuracy skill (107-108 MACC) for a total of +169-174 MACC. Maxentius has: +15 INT (7-8 MACC) +40 Magic Accuracy (pure) +250 Magic Accuracy skill (+125 MACC) for a total of +172-173 MACC. Pretty close. Maxentius might be easier to get for some people. I've posted the link a couple of times before, but the Magic accuracy skill values are taken from this dev tracker post. Not to counter your point as it actually proves Max leads even more but I believe someone (Pergatory?) found JP testresults showcasing that macc to Macc skill is 1:1 even though SE stated otherwise. Cerberus.Shadowmeld
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It's not really confirmed, but that theory is definitely out there.
Magic Accuracy vs Magic Accuracy Skill Offline
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Boshi said: » I'm just trying to list all the options since this is a conversation atm. if you're lucky to get them regal cuffs are the best int-based macc hands for rdm, even without the burst macc because of the int40. (also 1% gear haste more) the base set above assuming no fc on staff/legs has fc 7+16+10(cape) = 33 so still 5 fc short. (obv doesn't matter during chainspell) Of course not relevant during Chainspell, but gear Haste with the above set isn't quite capped, either. Perhaps Ayanmo Cosciales +2 would be a good choice for a regular Stun set due to its massive amount of gear Haste and FC+6% to further reduce recast, without sacrificing too much MACC. Cerberus.Shadowmeld
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So I have a question.
My Sanguine's are pretty lackluster. I hear about people dropping 20-30k with buffs, but the most I can get out of mine is about 10k. What does a current Sanguine set look like. How much does the base stats on Jhakri weigh compared to really good matk augs on Merlinic or to Amalric +1? Here's my current Set: ItemSet 367658 "Merlinic Jubbah", augments = {'Mag. Acc.+24 "Mag.Atk.Bns."+24','Enmity-5','INT+5','Mag. Acc.+15','"Mag.Atk.Bns."+8',} "Merlinic Shalwar", augments = {'Mag. Acc.+23 "Mag.Atk.Bns."+23','"Fast Cast"+6','Mag. Acc.+2','"Mag.Atk.Bns."+14',} "Merlinic Crackows", augments = {'Mag. Acc.+25 "Mag.Atk.Bns."+25','Magic Damage +11','CHR+4','Mag. Acc.+11','"Mag.Atk.Bns."+12',} Some obvious upgrades: Freke Ring Duelist's Torque +2 ? Edit: I actually found Aerix's post from a few pages back, which basically has a very similar set to this. Is that kind of the standard set more or less? Cerberus.Shadowmeld said: » So I have a question. My Sanguine's are pretty lackluster. I hear about people dropping 20-30k with buffs, but the most I can get out of mine is about 10k. What does a current Sanguine set look like. How much does the base stats on Jhakri weigh compared to really good matk augs on Merlinic or to Amalric +1? Here's my current Set: ItemSet 367658 "Merlinic Jubbah", augments = {'Mag. Acc.+24 "Mag.Atk.Bns."+24','Enmity-5','INT+5','Mag. Acc.+15','"Mag.Atk.Bns."+8',} "Merlinic Shalwar", augments = {'Mag. Acc.+23 "Mag.Atk.Bns."+23','"Fast Cast"+6','Mag. Acc.+2','"Mag.Atk.Bns."+14',} "Merlinic Crackows", augments = {'Mag. Acc.+25 "Mag.Atk.Bns."+25','Magic Damage +11','CHR+4','Mag. Acc.+11','"Mag.Atk.Bns."+12',} Some obvious upgrades: Freke Ring Duelist's Torque +2 ? Edit: I actually found Aerix's post from a few pages back, which basically has a very similar set to this. Is that kind of the standard set more or less? Cerberus.Shadowmeld
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No, is that a necessary component to push Sanguine damage higher?
Kaja Sword main hand Edit: Oh, I see, Crocea path C has a 100% boost to elemental WS. Offline
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Yeah people are doing sanguine now because of the 100% elemental ws boost from crocea
Croc isn't actually +100% to the elemental damage, we think it's +100% to the base value before dSTAT gets added because the results of our INT vs MND testing. With Croc MND is your best stat to buff, without Croc INT is the best stat to buff.
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Cerberus.Shadowmeld
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So I guess it comes down to for me then (since I can't afford Orpheuss and Crocea), what do I do to maximize damage.
Jhakri has huge bonuses to base stats. Amalric +1 and Merlinic (potentially) wins for matk. How do MND INT STR compare on a 1:x basis with matk? For instance, Jhakri Slops +2 have a massive bonus to STR, and non trivial bonuses to INT/MND compared to Merlinic/Amalric, but Amalric +1 can get ~20 more matk Cerberus.Shadowmeld said: » So I guess it comes down to for me then (since I can't afford Orpheuss and Crocea), what do I do to maximize damage. Cerberus.Shadowmeld
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I definitely use Savage Blade. I'm kind of OCD and feel the need to do the best I can to gear all my tools (it's my compulsion). It's kind of a personal thing, and I have most of the gear that I could swap such as Amalric +1 or Jhakri +2
Taint said: » In dynamis though hachirin-no-obi is better. (25% for double weather) Or if a SCH is giving you voidstorm II. Offline
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Asura.Elizabet said: » Taint said: » In dynamis though hachirin-no-obi is better. (25% for double weather) Or if a SCH is giving you voidstorm II. Correct, but to prevent getting the negative effects of lightsday but the positive effects of dark weather in dynamis, you need to use Anrin Obi. (The opposite is true for Dark Weather bonuses on Lightsday, you'll need Konrin Obi). It's kind of silly that SE didn't remove the negative elemental effects for Light/Dark on the synergized Obi. :( Been working on cure gear tonight, wondering if this would be the best possible melee self cure set for RDM at the moment capping cure potency/cure potency received and capping out cures themselves before those multipliers. Should cure for 1248 on a self cure without day/weather. Mainly wondering if there's any way to cram cure potency II gear in there without losing overall cure amount.
ItemSet 367802 Kaykaus Mitra +1: Type:A MP+80, MND+12, Mag. Acc.+20 ( Buremte Gloves: MND+8 Haste+2% "Snapshot"+2 Sucello's Cape: MND+30 Evasion+20 Mag.Evasion+35 “Cure” potency+10% Vanya Clogs Type:B [1]Healing magic skill +20 [2]"Cure" spellcasting time -7% [3]Magic dmg. taken -3% Offline
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Would kyakus body not be better or does the +23 skill outweigh 8 potency II?
Nariont said: » Would kyakus body not be better or does the +23 skill outweigh 8 potency II? Thanks I think you're right :-) Went with a sort of worst case (lowest mnd) common sub for RDM. Maths are on https://www.bg-wiki.com/bg/Cure_Formula if anyone is curious. Also doesn't seem like I can give up Type A for B on the Kaykaus gear, but that's fine since RDM cures plenty fast as is. RDM/NIN Hume w/ Vitiation Tabard +3 and Atrophy Tights +3 MND 98 + 7 + 31 + 3 + 10 + 45 + 34 + 30 + 39 + 19 = 316 316 / 2 = 158 VIT 98 + 14 + 31 + 27 + 22 + 10 = 202 202 / 4 = 50.5 Healing Skill 384 + 16 + 23 + 15 + 17 + 40 = 495 Power = 158 + 50 + 495 = 703 capped Base = 640 50% cure potency 30% cure potency received 640 * 1.5 * 1.3 = 1248 w/ Kaykaus body +1 Type:A and Atrophy Tights +3 MND 98 + 7 + 31 + 3 + 10 + 45 + 34 + 30 + 39 + 19 = 316 316 / 2 = 158 VIT 98 + 14 + 20 + 27 + 22 + 10 = 191 191 / 4 = 47.75 Healing Skill 384 + 16 + 15 + 17 + 40 = 472 Power = 158 + 47 + 472 = 677 not capped Base = ((677 - 400) / 2.5) + 520 = 630.8 58% total cure potency 30% cure potency received 630 * 1.58 = 995.4 995 * 1.3 = 1293 EDIT: Did a couple more including tights and boots w/ Kaykaus body +1 and tights +1 Type:A MND 98 + 7 + 31 + 3 + 10 + 45 + 34 + 30 + 42 + 19 = 319 319 / 2 = 159.5 VIT 98 + 14 + 20 + 27 + 12 + 10 = 181 181 / 4 = 45.25 Healing Skill 384 + 16 + 15 + 40 = 455 159 + 45 + 455 = 659 not capped ((659 - 400) / 2.5) + 520 = 623.6 60% total cure potency 30% cure potency received 623 * 1.6 = 996.8 996 * 1.3 = 1294! w/ Kaykaus body +1 and tights +1 and boots +1 Type:A MND 98 + 7 + 31 + 3 + 10 + 45 + 34 + 30 + 42 + 31 = 331 331 / 2 = 165.5 VIT 98 + 14 + 20 + 27 + 12 + 10 = 181 181 / 4 = 45.25 Healing Skill 384 + 16 + 15 = 415 165 + 45 + 415 = 625 not capped ((625 - 400) / 2.5) + 520 = 610 62% total cure potency 30% cure potency received 610 * 1.62 = 988 988 * 1.3 = 1284 EDIT2: Didn't floor some values on final numbers. Offline
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Only other possible swap i see is path d body to rep neck with jse+2 but i dont know if the mnd will beat the additional 4% received.
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