The Last Dance III: A Dancer's Guide *New* |
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The Last Dance III: A Dancer's Guide *New*
Not on its own, no. Someone else can open and it can close. Dnc has no fusion property, other than FB2, to open for extenterator to close.
Fenrir.Jinxs said: » Idk if it's possible to make extentorator good Does exten to extend make light? From what I see Extenterator only makes Light with Mandalic Stab, which is THF only. Unless the Wild Flourish trick I posted above works. But at that point you're probably better off just doing Ruthless Stroke x3, lol. Dnc can solo light, but its a dumb way of doing so, asuran > aeolian = fusion. Cant think of an instance youd need to make light that its worth doing that but its there.
Can't you activate Aeonic AM and then use Exenterator x2? ***damage but technically light.
You can use a combination of Wild Flourish and Flat/Circle Blade to make Fusion, then w/e Frag to get to light. Wild Flourish -> Aeolian Edge -> Shark Bite probably makes Light, but it's awful.
With Aeneas you can make 2-step light/radiance, with the right AM level up. This is also awful. If you swap weapons mid-SC, you can do it. h2h or sword for Liquefaction, then either finish the fusion with h2h/sword, or swap to dagger. Prime makes it laughably easy to spam light (part of the reason it's so absolutely sick). Failing that...just don't make light. It's not worth it. Pretty much don't bother with Light SC on DNC unless you have a Prime dagger, lol.
Another DNC question, do Waltz potency job points stack past the 50% gear cap? Or do they make you need less waltz potency gear to hit the cap?
I see the job points cap at 20% waltz potency, does that mean I only need 30% in gear? Or do I still need 50% in gear to max out waltz potency? Waltz potency is 2 per JP, for a total of 40, not 20.
It's not potency % though, it's potency (like, the base number). So it has no effect on how you gear for it. BG Wiki says:
"Increase Waltz potency by 2(*). Potency will increase by a fixed amount, not a percentage." It's not % potency AFAIK. The BG wiki page lists them as separate parts in the formula, so you still need 50% in gear no matter what:
Quote: Equation: HP Cured = floor((Waltz Potency gear + Waltz Potency Received) ×floor( M×(User's CHR + Target's VIT) + B + 2*(Waltz Job Point Tiers) ) ) Waltz Potency gear caps at 50%, while Waltz received potency caps at 30%. How do we know the Waltz Potency received cap is 30 when there is only 8+9+3=20% on armor in game? Are there pieces with augments that don't show on FFXIAH search?
Ok thanks. I was already planning for a 50% gear cap, but than I saw the job points and started to wonder. So I'm good to stay on my original plan.
K123 said: » How do we know the Waltz Potency received cap is 30 when there is only 8+9+3=20% on armor in game? Are there pieces with augments that don't show on FFXIAH search? You can get waltz received potency on DM augments as well.
Carbuncle.Maletaru said: » Wild Flourish -> Aeolian Edge -> Shark Bite probably makes Light, but it's awful. With Aeneas you can make 2-step light/radiance, with the right AM level up. This is also awful. If you swap weapons mid-SC, you can do it. h2h or sword for Liquefaction, then either finish the fusion with h2h/sword, or swap to dagger. Prime makes it laughably easy to spam light (part of the reason it's so absolutely sick). Failing that...just don't make light. It's not worth it. Nah, the primary property of the closing WS checks all 5 of the level 1 properties on Chainbound from WF, and closes Detonation... oh wait that's for Cyclone. For Aeolian it checks all properties and makes Scission. A DNC could probably fairly easily do WF -> Flat Blade -> Fusion, weapon swap to dagger -> Shark Bite. If they absolutely had too. But the real method for DNC that requires no weapon swaps, no Aeonic, and no prime is to be DNC/mnk and use the Hepatizon Baghnaks. Spinning Attack (or Wild Flourish) -> Raging Fists -> Fusion -> Dragon Kick -> Light. You're welcome. Dodik said: » You can get waltz received potency on DM augments as well. Asura.Sechs said: » K123 said: » How do we know the Waltz Potency received cap is 30 when there is only 8+9+3=20% on armor in game? Are there pieces with augments that don't show on FFXIAH search? They said themselves that it caps at 30% Previously there was a 30% for WALTZ Potency, this was raised to 50%, and at the same time they specified that the cap for waltz RECEIVED is 30% and that it stacks with the potency. If someone wants to update BGwiki with the source... that's it! Can anyone post a waltz potency received augment photo?
I've seen waltz received potency a couple times. It was a very low augment, 1-3%. Idk the cap on DM augments for it.
I wouldn't bother with any waltz recieved potency pieces other than our artifact body. Our waltzes are already on par with a white mage's cure. Waltz 3 is roughly cure 4, waltz 4 is roughly cure 5, and waltz 5 is overkill just like cure 6 so we never use it outside of trance. Any benefit you get from wearing herculean to waltz in will probably be offset by the lower defensive values of the herc gear. Just build a defensive hybrid that caps waltz potency and use the gear you're already carrying to begin with
ItemSet 396259 You can throw in Null belt, Murky Ring, and Alabaster earring to modernize it further. FFXI AH doesn't have the murky or alabaster items in its database yet so I haven't updated the template, but this is all the waltz gear you'll ever need. Dashing Subligar giving a unique blink shadow on use is nifty enough to mention when you are fighting something that doesn't immediately wipe shadows. Bonus points is it's multi-job. Has a place in most of my jobs' waltz sets.
I wish there was more stuff like the dashing subligar,
or make it 3 blinks. Fenrir.Jinxs said: » make it 3 blinks. Yagyu Darkblade is your answer (and superior, Blink is trash) Lakshmi.Buukki said: » Fenrir.Jinxs said: » make it 3 blinks. Yagyu Darkblade is your answer (and superior, Blink is trash) That is not an answer, it is a suggestion. I agree, Blink is not great, it still has its uses. Dashing Subligar is a creative addition to otherwise one dimensional action. P.S. Occultation is still nice to have. A miss is a miss. Lakshmi.Buukki said: » Yagyu Darkblade is your answer (and superior, Blink is trash) Fenrir.Jinxs said: » I wish there was more stuff like the dashing subligar https://www.ffxiah.com/item-sets/396139
This set with Alabaster Earring and 5% DT on cape gives 49% DT, 49% waltz, 20% waltz received and the blink from dashing subligar If doing on others can replace some pieces. New to DNC, I'm Twash/cento until I can make a S3. Is it correct that I can rudra every boss except A/E?(shark bite) I'm sure this information is out there but I cannot find it for the life of me and every post seems to just say ruthless stroke BIS.
You can rudra whatever boss you want, the key is skill chaining, you dont want anything water aligned with A/E or D/H if its also absorbing along the darkness line(unless you're kiting, which if you're kiting you may be kiting E too and im not sure it matters there either)
Nariont said: » You can rudra whatever boss you want, the key is skill chaining, you dont want anything water aligned with A/E or D/H if its also absorbing along the darkness line(unless you're kiting, which if you're kiting you may be kiting E too and im not sure it matters there either) Well yeah but that's kind of his question, isn't it? If someone uses Savage Blade and then you use Rudra's Storm, congratulations you just made Distortion. Assuming you're in a standard party setup for Sortie, at least 2 people will be doing SB so...the answer is "no, you can't use Rudra on whatever boss you want, definitely don't do it on A/E" I mean, I guess you can attempt to properly time each WS (probably using addons, let's be honest), but that's also risky and probably not the best choice. If you assume everyone is always timing every WS perfectly to avoid all possible bad SC then you can just...use any WS you want...but that's not practical in reality. Asura.Mrbrightsighed said: » New to DNC, I'm Twash/cento until I can make a S3. Is it correct that I can rudra every boss except A/E?(shark bite) I'm sure this information is out there but I cannot find it for the life of me and every post seems to just say ruthless stroke BIS. The problem isn't with the specific weaponskill, it's with elemental damage. A/E rages when it takes water damage. This can come in the form of a water spell, water "additional damage" on hits like using enwater or a Hebo's Spear, or skillchain damage that's water aligned (Reverberation, Distortion, Darkness). The danger behind "Don't use Rudra's on A/E" is because Rudra's applies Distortion and Darkness properties, which means that if there's a bunch of people weaponskilling on it, there's a chance you will hit either darkness -> darkness creating a darkness skillchain, or fragmentation (from savage blade, black halo, etc) -> distortion, creating distortion. Because of the number of people who just default to fragmentation as a "no chain" alternative to planning skillchains, this injects danger. To actively prevent accidentally raging the boss, you want to avoid using weaponskills with reverberation, distortion, or darkness properties so you don't close with a skillchain doing water damage. For dagger this means don't use: Shadowstitch, Mercy Stroke, Rudra's Storm, Pyrrhic Kleos, and Mordant Rime. If you were intentionally skillchaining, you could absolutely use Rudra's in a controlled setting. Starting a skillchain with Rudra's Storm and then moving into something with Fusion will create Fusion (fire, light), and then you can extend the chain with Fragmentation (thunder, wind) to make light, or with gravitation (single-element dark, earth) to make gravitation, although you need to be keenly aware of the skillchain windows to make sure starting the next one with Rudra's doesn't close darkness off of the gravitation. You could also use rudra's if everyone was coordinating their weaponskills to ensure none of them chained by firing them near-simultaneously, before the skillchain window opens. These two options are typically frowned upon, though, because the added damage you'll get from using Rudra's over a "safe" weaponskill doesn't outweigh the risk of a pissed off lizard one-shotting your party. |
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