Anything You Can Do, I Can Do Better!: RDM Guide

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2010-06-21
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Anything You Can Do, I Can Do Better!: RDM Guide
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 Phoenix.Iocus
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By Phoenix.Iocus 2024-11-18 05:54:09  
Argisto said: »
During this testing I found an interesting detail. Whenever Paralyze would land for full duration it would always be accompanied by the "Magic Burst!" message in the log. Whenever Paralyze was partially resisted the log would always display just the normal spell landing message. This made it possible to determine spell duration at the time of cast. It seems like only spells that land for full duration get tagged with the "Magic Burst!" log message for whatever reason.

That's really cool info. Thank you very much for your hard work and curiosity.
 Cerberus.Dekar
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By Cerberus.Dekar 2024-11-18 11:48:21  
Argisto said: »
During this testing I found an interesting detail. Whenever Paralyze would land for full duration it would always be accompanied by the "Magic Burst!" message in the log. Whenever Paralyze was partially resisted the log would always display just the normal spell landing message. This made it possible to determine spell duration at the time of cast. It seems like only spells that land for full duration get tagged with the "Magic Burst!" log message for whatever reason.

I've noticed something like this before. Whenever I attempted to magic burst cure on undead with BRD/WHM, I never got the "Magic Burst!" message despite landing during the window. Not sure if it's relevant, but it's weird that some things won't get that message.

I believe I also saw this before on PLD when magic bursting with Divine Emblem and Holy II. Though I can't recall if that's still an issue. I know Divine Emblem + Holy II does inflict Amnesia on undead but I have no idea if that's relevant.
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By Argisto 2024-11-24 21:18:53  
An incorrect assumption and more findings.

Previously, I have shared some testing regarding the relationship between Rayke/skillchains and negative status ranks. This was based on the assumption that Rayke and skillchains have the same effect at all resistance ranks. This testing, I have come to find, is not a valid test to show a their relationship with negative status ranks. It is actually just a fluke that it aligns with the hit rate testing previously performed here and here.

How is this so? I was doing some testing with Rayke on elementals in Ru'Aun Gardens and found that I was unable to land any negative status effects relying on elemental resistance ranks regardless of the number of correlating runes used (with the exception of Impact which always takes effect with or without Rayke for unrelated reasons). The fact that Rayke was not working for negative status effects relying on elemental ranks at rank A+(5%) just as it had no effect for Sleep and it's A+(5%) negative status rank therefore invalidated the previous method of testing used to claim Rayke does not affect negative status ranks. This also made me question my original testing with negative status ranks and skillchains. I believed this behavior pointed to some other undocumented characteristic of the highest resistance ranks.

This led to some questions: How do the highest elemental resistance ranks of A+(5%) and A(10%) react to attempts to change their ranks? It is already known a monster's negative status rank can be lowered via Immunobreak from the highest resistance rank of A+(5%). Are the highest elemental ranks able to be lowered via Rayke and skillchains as well?

First, just some data to start with at rank A+(5%). As an M lvl 25 RUN/RDM, I went out to the dark elementals in Ru'Aun Gardens and tried to land Frazzle using a magic accuracy set after using Rayke with 3 Tenebrae runes.

3 Tenebrae rune Rayke + Frazzle
Full Duration: 0
Partial Resist: 0
Full Resist: 400

For an ability that lowers elemental resistance ranks it sure seemed to be doing a lot of nothing. If Rayke had taken effect, its dark rank should have gone from A+(5%) to B(20%) and Frazzle should have landed easily. Interestingly, when Rayke was used on the dark elemental the chat log displayed the normal message as if it had taken effect normally.

Next, I wanted to see how Rayke behaved at rank A(10%). My next target was the Shadow Lord HTMB on VE (Lvl 113). First, I needed to verify it's dark resistance rank of A(10%). Monster stats here. This testing was done during it's second form so I wouldn't have to deal with the magic shield of the first form. I cast Frazzle on it multiple times to get a baseline. I'm not going to bother listing all the gear or find target dMND for this because I'm only looking for a data set to compare to. I just stacked as much magic accuracy as I could since there are no published magic evasion values for this.

Relevant Stats:
M lvl 25 RUN/RDM
1109 Magic Accuracy (including Enfeebling skill from /RDM and gear)
Cornelia and Star Sybil Trusts-Magic Accuracy +49
Marine Stewpot-Magic Accuracy +90
Frazzle +150 Magic Accuracy Bonus
Total Magic Accuracy: 1259

Frazzle Baseline at rank A(10%)
Full Duration: 0
Partial Resist: 4
Full Resist: 96

Since Frazzle has a forced 1/2 resist state at ranks C-(50%) and higher, the above sample seems to be in line with the forced capped hit rate of 5% for rank A(10%) when this is taken into account. I would like to do some more testing in the future to verify how the resist states of a two-state negative status effect relying on elemental ranks are stepped down during a forced resist (e.g. full duration is obviously stepped down to 1/2, is 1/2 duration stepped down to full resist?) to know if this is actually our hit rate for certain. For now, we are just looking for obvious changes. In the next sample, I cast Frazzle after using Rayke on the Shadow Lord with just one Tenebrae rune.

Frazzle with a 1 Tenebrae rune Rayke
Full Duration: 0
Partial Resist: 49
Full Resist: 1

I stopped here in the second sample since it's very obvious that Rayke has changed the Shadow Lord's dark resistance rank from A(10%) to B+(15%).

Next, time to test skillchains. As an M lvl. 34 RDM/NIN I went out to Cirdas caverns to make darkness skillchains (CDC>Requiescat) on some lvl 103-105 Livid Umbrils with dark rank A+(5%). Monster stats found here. In this trial I wanted to see if it was possible to change a monster's A+(5%) rank via skillchains in order to land Frazzle during a magic burst. Again, I'm not going to bother finding dMND or listing all the gear used to cast Frazzle as it's not super important for this.

Relevant Stats:
M lvl 34 RDM/NIN
1500 Magic Accuracy (including Enfeebling skill, gear, merits)
Cornelia and Star Sybil Trusts-Magic Accuracy +49
Marine Stewpot-Magic Accuracy +90
Magic burst-Magic Accuracy +50
Frazzle +150 Magic Accuracy Bonus
Total Magic Accuracy: 1839

Magic burst Frazzle on Umbril
Full Duration: 0
Partial Resist: 0
Full Resist: 600

As can be seen, not a single Frazzle landed in 600 magic burst attempts. It seems like skillchains have no effect on the Umbril's A+(5%) dark elemental resistance rank. If they did, there would have been some partial resists totaling around 5% of the overall sample from being lowered to rank A(10%).


I used a standard TP set with a 1 dmg sword/dagger in the main/offhand for TP phase and used the same equipment to weaponskill.

Now, back to the Shadow Lord HTMB as RDM. I performed the same baseline test as I did on RUN and repeatedly cast Frazzle during the second form to get a baseline using the same magic accuracy as above minus the magic burst bonus.

RDM Frazzle rank A(10%) baseline
Full Duration: 0
Partial Resist: 5
Full Resist: 95

Very similar to our baseline results obtained with RUN. Next, I performed darkness skillchains (CDC>Requiescat) during the second form and cast Frazzle during the magic burst window.

Magic Bursted Frazzle
Full Duration: 0
Partial Resist: 50
Full Resist: 0

It seems safe to say that the Shadow Lord's A(10%) dark rank was lowered to B+(15%) by the darkness skillchains.

In conclusion, there are many things that the data sets above seem to suggest:

1. Neither Rayke nor skillchains can lower a monster's elemental resistance rank from the highest rank of A+(5%). It seems the only way to do so from this rank is via a mechanic built into the monster (i.e. Gartell changing elemental resistances). To me, this seems like an intentional characteristic put in by the devs.

2. Rayke and skillchains are able to lower elemental resistance ranks starting from rank A(10%) and lower.

3. This testing method with Rayke and this testing method with skillchains are not valid tests to show that they do not affect negative status resistance ranks since they do not work for elemental resistance ranks either at rank A+(5%). I will amend these previous posts to reflect this information. Negative status ranks are still unaffected by Rayke or skillchains as shown via hit rate testing here and here.
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 Asura.Sechs
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By Asura.Sechs 2024-11-25 02:40:20  
Thanks a lot Argisto.
This made me think about the situation I experienced with Mboze V25 and Purulent Ooze.

At V25 Purulent Ooze doesn't land, of course (it's water based and appearently Mboze has a high resistance rank against water, from your test I'd say A?)
3x Unda Runes Rayke isn't enough to land it either.
Frazzle 3 (need SP2 to land it) alone isn't enough to land it either.
A Skillchain (from SCH with stratagems) and related Magic Burst isn't enough to land it either.

But if you combine Rayke+SC or Rayke+Frazzle3, then Purulent Ooze will land no problem on V25 Mboze.


For comparison on V20 Rayke enough was enough to land it and I don't remember about lower Vengeance levels but I seem to recall that on V15 and lower Purulent Ooze was landing okayish by itself.
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By Felgarr 2024-11-25 02:53:10  
Thanks for your hard work Argisto!

I was only able to do a quick read of Arguisto's post because it's 4AM, but I wanted to explore "mechanic built into the monster"; and you mentioned Gartell, which has a clearly visible mechanic from the player's perspective.

It is wholly possible the this ability to lower resistance is a property of the monster that we cannot see or experience as players right?
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By Argisto 2024-11-30 13:46:37  
I've updated the Resist and Immunobreak sections of BG with the relevant information. If you see any errors please let me know.
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 Ragnarok.Martel
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By Ragnarok.Martel 2024-11-30 15:36:18  
Fantastic additions. I'll be referencing these pages forever now.Maybe I'll actually start to feel like I really understand this ***finally. lol.
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 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2024-11-30 21:45:31  
I've pretty much accepted that resistance and resistance ranks will be my one blind spot of RDM knowledge in this game. I just don't understand it at all. :P
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By spicychai 2024-12-30 16:01:31  
Hi, looking for advice on what to work on next in order.

So far I've got this TP set:
ItemSet 397204
(Cape = Dex/DW)
  • Also my CDC set for now.



and this enhancing set:
ItemSet 397745
  • Reaches around 493 enh skill



Obviously I have a lot to work on i.e.
  • CDC items like fotia belt / neck, blistering stuff, crit cape

  • Savage items like nyame (never been in Ody yet)

  • More enhancing gear, haven't even reached the 500 cap yet. Then other pieces for enspell / refresh etc. Basically, relic reforged mostly, though I haven't begun Dynamis past Shadowlord yet, let alone Dyna D.

  • I got those artifact gear from deeds but never began it or touched omen yet.

  • Haven't touched empy or abyssea, let alone sortie for reforged, for my enfeebling set.

  • I have a Crocea but need to unlock Dyna D to work on augmenting it (and eventually the JSE neck



So yeah lots and lots to do. For now I have a decent malignance set for DT/TP as shown above, which doubles as a weaker CDC set for self-SCing, so that's how I've been DPSing so far.

Would appreciate some tips on what order /priority to go with working on gear from the above and/or anything I missed.

Thanks!
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By Argisto 2025-01-02 15:11:20  
spicychai said: »
Hi, looking for advice on what to work on next in order.

The next best step you could start with is to begin collecting all of the necessary artifact/relic/empyrean gear as they are the foundation of many different required sets. Make the necessary enfeebling, enhancing and cure sets as these are the most important as a new RDM. This will open the doors to begin grouping with others. No one wants a RDM that can't do these basic functions. Make some friends to do content/upgrade your gear and enjoy your RDM journey. (^.^)

Also, I don't know what subjob you are using (/NIN or /DNC), but if you have 10 dual wield on your TP cape you have either too much or not enough. I would suggest checking out the Dual Wield Cheat Sheet to see how much dual wield you need given your situation.

Edit: Stop worrying about augmenting your Crocea when you don't even have the basics yet. All of your other gear should come first in my opinion, including your JSE neck.
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By spicychai 2025-01-02 22:40:26  
Thanks, appreciate this.

For my cape I think I have just 9 DW and usually go /NIN, I kept it at 9 because I plan to eventually use /DNC more often, and for now I'm running a (forgot belt or neck) which gives +3 DW so it sticks to 12 which is 1 DW off but still just there on /NIN.

And yeah I'll focus on JSE next, totally agree that I need those because I did join a few V1N ambus and above with barely enough capped ENH to haste / phalance 2 people, and the duration was just 4m so instead of focusing on debuffing the boss (which also had resistance because I didn't have great enfeebling gear), I had to also worry about refreshing buffs on people every so often.

Aaand I should probably look at gearswap too. Anyhow thanks.
By Tanag 2025-01-03 09:26:55  
Next month has the Additional Seal Battlefield Spoils Campaign. This is a great time to get your base Empyrean set with much less effort than doing it Abyssea.
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By paladinepsot 2025-01-03 14:33:19  
spicychai said: »
Hi, looking for advice on what to work on next in order.

Make sure to do more Domain invasion! There's some pretty great stuff out there for RDM and the cost is simple daily participation.

100 points:
Gishdubar sash (enhances cure and refresh received)

600 points:
+10 skill earrings (prioritize enhancing)

1000 points:
Embla sash (fast cast and +10% enhancing duration)
Snotra earring (Mnd, Macc, Enfeebling potency)


Since you have naegling, grind out a Thibron. It can be used in the off hand to give a tp bonus of 1000 to your naegling savage blades which means you're doing 2k tp worth of damage at 1k, like moonshade but 4x the bonus. https://www.bg-wiki.com/ffxi/Category:Trial_of_the_Magians_Swords, then scroll to "Damage Focused" and do the trial set in the middle. Naegling with the TP bonus sword offhand is massively powerful.
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By spicychai 2025-01-04 04:04:07  
Thanks guys, all those tips are super helpful
 Asura.Oraine
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By Asura.Oraine 2025-01-17 17:15:38  
I didn't see a overall damage taken set, how is this? Currently using Null Shawl and Null Belt. Was using Flume Belt +1 but took it out for the extra magic defense from Null Belt.

ItemSet 397809
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By Nariont 2025-01-17 17:24:32  
Carrier's sash for all elemental+
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 Asura.Oraine
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By Asura.Oraine 2025-01-17 17:28:23  
Nariont said: »
Carrier's sash for all elemental+

its better overall than +50 magic evasion? I don't really understand the magic elemental bonuses. im going to go educate myself. be right back xD
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 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2025-01-17 18:10:40  
Asura.Oraine said: »
Nariont said: »
Carrier's sash for all elemental+

its better overall than +50 magic evasion? I don't really understand the magic elemental bonuses. im going to go educate myself. be right back xD

Because of how elemental resistances work in relation to magic damage yes. You want either carrier's sash (All Resist) or warder's charm +1 (6/8 Resists) to open up the possibility of highest resist tiers on magic damage. If you know you won't be taking Light or Dark damage, you can do Warder's Charm +1. If you know you will be, need Carrier's
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By Taint 2025-01-17 19:15:13  
Warder's, Null sash, shadow ring

and can use https://www.bg-wiki.com/ffxi/Wuji_Ring if you know you need darkness or light resist.
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 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2025-01-17 19:49:11  
I mean, I would never swap in wuji ring just to use Null Belt when I could just use lunette ring or lunette ring +1 for much better MDB.

Decent options for light/dark resist:
Pluto's pearl/darkness pearl
Apollo's pearl/light pearl
arete del luna +1/arete del luna

There are actually a bunch of others, but these are likely the best
 Phoenix.Iocus
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By Phoenix.Iocus 2025-01-17 20:39:52  
Sachets can be good if absorbing is ok

I do adamantite and nyame if im not worried about refresh.
 
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By paladinepsot 2025-02-06 02:48:48  
Asura.Oraine said: »
I didn't see a overall damage taken set, how is this? Currently using Null Shawl and Null Belt. Was using Flume Belt +1 but took it out for the extra magic defense from Null Belt.

ItemSet 397809
If you have it available to you, Shamash robe is great for idle because of the massive resist silence.

You only need to hit 50 total "Damage Taken" + "Physical Damage Taken".
You only need to hit 21 total "Damage Taken" + "Magical Damage Taken" because Shell 5 is 29 MDT.

Then a Carrier's Sash or Warder's +1 for elemental resistance, the rest in MEVA or special status like the shamash.
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By Argisto 2025-02-06 03:48:46  
Kingsglaive said: »
@Argisto,

I was wondering if you had your gearswap available? Looking for one that matches your sets or just whatever the most current / most use RDM gearswap is.

Thanks!

I do not use Gearswap. Good luck on your search.
 Asura.Pusheen
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By Asura.Pusheen 2025-02-07 21:25:10  
For 0dmg Enpell builds, are we still using Umuthi Hat like the guide has listed? hard to think that Sword ENH DMG +8 outweights acc/macc at the least. Thoughts?
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 Carbuncle.Maletaru
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By Carbuncle.Maletaru 2025-02-08 01:39:59  
Asura.Pusheen said: »
For 0dmg Enpell builds, are we still using Umuthi Hat like the guide has listed? hard to think that Sword ENH DMG +8 outweights acc/macc at the least. Thoughts?

Depends on the meva of the target so...really hard to tell. If you're fighting something you won't miss (distract) and that won't evade (Frazzle) then sword enhancing damage will ***all over acc/macc.

8 is also the base, not including adding Composure bonus (massive) or Crocea Bonus (if applicable).

What gear is best depend heavily on what you're fighting but if you're not going to miss and the mob isn't stacked with MEVA, Umuthi is best for actually increasing the enspell damage.
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 Phoenix.Iocus
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By Phoenix.Iocus 2025-02-08 07:12:04  
Code
sets.engaged.Enspell = {ammo="Sroda Tathlum",
		head="Umuthi Hat", body="Malignance Tabard", hands="Aya. Manopolas +2", legs="Malignance Tights",
		feet={ name="Nyame Sollerets", augments={'Path: B',}}, neck="Null Loop", waist="Orpheus's Sash", left_ear="Suppanomimi", right_ear="Eabani Earring",
		left_ring="Ephramad's Ring", right_ring={ name="Cacoethic Ring +1", augments={'Path: A',}},
		back={ name="Ghostfyre Cape", augments={'Enfb.mag. skill +10','Enha.mag. skill +10','Mag. Acc.+5','Enh. Mag. eff. dur. +20',}},
	}


That's what I did for Odin the last time I fought him. ML50 for transparency.

Reducing delay with DW is just as important as increasing enspell damage. If you can bring a COR for Blitzer's roll, it's very helpful unless you're capping magical haste from something that is smart enough to stay out of range and won't yank hate. SCH for weather is good too, even better if you get a helix on it.
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By Argisto 2025-02-11 22:41:33  
Crocea Mors Elemental Weapon Skill Damage Augment Verification

This is just a reference post with lots of math ahead. It is known in the RDM community that MND is the better stat to gear for when using Sanguine Blade with a fully augmented Crocea Mors but the reason why is not documented anywhere on BG. Some time ago it was brought to my attention that the Crocea Mors elemental weapon skill damage augment was never completely mathed out.

A few ideas for how this augment is implemented were proposed here but were never fully verified (publicly, anyways). This leads to today's verification testing in South Gustaberg.

First, let's verify the 6 INT and 0 MDB values of the Huge Hornet. I used Sanguine Blade with only Sequence equipped for this. Total TP does not matter as damage dealt remains static regardless of TP for this Weapon Skill.

Sanguine Blade damage with Sequence R0: 2288


Relevant Stats
Mlvl 35 RDM/SAM: STR-138, MND-137, INT-137
Magic Attack Bonus: MAB trait III(+28) + Job Points(+20) + Job Point Gifts(+28)= 76 MAB total
Magic Damage stat: Sequence +186

Sanguine Blade modifiers: 50% MND/30% STR, fTP-2.75
Base Magical Weapon Skill Damage Formula for ilvl weapons:
Base Magical WS Damage = floor(((152 + floor((WeaponLevel - 99) × 2.45) + WSC) × fTP) + dSTAT + MDMG Stat)
Magical Weapon Skill Damage Formula:
Magical WS Damage = Base Magical WS Damage × Affinity × Staff × Resist × Resistance Rank Reduction × Weather+Day Bonus × (MAB ÷ MDB) × TMDA × Magic Critical Hit II Factor × WSD × Potency Multipliers × WSD Boost JT × Weapon Skill Potency Bonus × Augmented Weapon Skill Potency Bonus

First, let's work out our base damage. Each step floored:
(((201+(68.5+41.4))*2.75)+262+186
((201+109)*2.75)+262+186
(310*2.75)+262+186
852+262+186=1300 Base damage

Now our Magic Attack Bonus ratio (MAB/MDB = cMAB ÷ tMDB):
(1+(76/100))/(1+(0/100))
1.76/1=1.76

Final Magical Weapon Skill damage calculation (Base damage * MAB):
1300*1.76=2288
2288=2288

Next, let's do the same with Crocea Mors

Sanguine Blade damage with only Crocea Mors R25 equipped: 3842


Now, where does Crocea Mors' augment come into play? As alluded to in the link above, it appears to be applied after factoring fTP, but before dSTAT and MDMG are added. With a maxed out augment we can add the +100% damage as a multiplier of 2 in the base damage formula. Let's try the following first:
floor(((152 + floor((WeaponLevel - 99) × 2.45) + WSC) × fTP) × Crocea Mors augment) + dSTAT + MDMG Stat

((((201+(68.5+41.4))*2.75)*2)+217+262)*1.76=3842
((((201+109)*2.75)*2)+217+262)*1.76=3842
(((310*2.75)*2)+217+262)*1.76=3842
((852*2)+217+262)*1.76=3842
(1704+217+262)*1.76=3842
2183*1.76=3842
3842=3842

Another example, this time with Gain-MND applied (192 MND total).
Sanguine Blade damage: 4113

((((201+(96+41.4))*2.75)*2)+217+262)*1.76=4113
((((201+137)*2.75)*2)+217+262)*1.76=4113
(((338*2.75)*2)+217+262)*1.76=4113
((929*2)+217+262)*1.76=4113
(1858+217+262)*1.76=4113
2337*1.76=4113
4113=4113

Is it possible the Crocea Mors augment only applies to base weapon damage+WSC and not fTP? Let's see what happens when we change the order of operations.

((((201+(96+41.4))*2)*2.75)+217+262)*1.76=4113
((((201+137)*2)*2.75)+217+262)*1.76=4113
(((338*2)*2.75)+217+262)*1.76=4113
((676*2.75)+217+262)*1.76=4113
(1859+217+262)*1.76=4113
2338*1.76=4113
4114≠4113

Not a match. Also, adding the MDMG stat under the scope of the Crocea augment greatly inflates the result to the point where it's not even close. It seems like floor(((152 + floor((WeaponLevel - 99) × 2.45) + WSC) × fTP) × Crocea Mors augment) + dSTAT + MDMG Stat is the correct order of operations when applying Crocea's augment to Magical Weapon Skill base damage. Credit to Saevel for proposing this order of operations. It would be appreciated if someone could check this math.
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 Asura.Ayahuasca
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By Asura.Ayahuasca 2025-02-22 06:45:31  
hmm by getting BiS regen potency pieces on RDM, what's the maximum amount of HP/tik for Regen 2 (without /SCH and with /SCH)

I won't be getting ML50 anytime soon on rdm but i'm curious also to know max regen 3 potency for RDM. Not sure if would be worth it to remove empy gear to cast on others etc...specially if by removing them you only gain +3 potency from telchine. I usually go for mixed potency/duration depending on what you can get from specific slots, for example if Legs can give duration +10% or potency+3, i'd usually choose duration+10 unless max potency is needed for some reasons.

If someone knows max potency values of HP/tik for RDM regen2/3 with and without /SCH Light Arts, that'd be cool!
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By Odin.Lawii 2025-02-22 09:47:13  
Using Bolelabunga and Bunzi's Sabots (R30) and the rest durration gear, I got 24 and 33.

*If you augment Telchine Armor Set Head, Body, Hands, and Legs with +3 each you would get an additional 13 and 14 "I think"(I am not sure where the +10% from Bolelabunga works in to the formula) so that would put you at 37 and 47.

I do not have those 4 pieces with Regen Potency so those are hypothetical, but should be pretty close. I might revisit this later today though, I am kind of curious what the duration would be at with full potency.
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