Anything You Can Do, I Can Do Better!: RDM Guide |
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Anything You Can Do, I Can Do Better!: RDM Guide
augment vs nonaugment enhancing duration are separate multipliers so you get more duration with duration from augment instead, also you can stack skill with ghostfyre
it's not necessarily that you get more duration from augment vs. native, it's that whichever one has a lower base will give you more total duration due to how multipliers work. RDM has a very high native amount of duration + equipment, so augments of the same value end up being better.
The really interesting ones are the ones where it's not the same value. For instance, that same ghostfyre cape with only a 15% augment is still break even with an ambuscade cape for the most part for self casted buffs. Ah i see. After 3 stacks of crystal i have got
Mag Acc+3 Enfeeb+ 8 Enhance +4 Enh Duration +20% If i am not mistaken the most important stat is Enhance duration 20% and Enhance +? How crucial is that Enhance + in this case and or should i keep going until Enh+10 Duration +20%? Endlesscc said: » If i am not mistaken the most important stat is Enhance duration 20% and Enhance +? How crucial is that Enhance + in this case and or should i keep going until Enh+10 Duration +20%? Iirc, enhance+7 is enough to get the last tier of enspell potency at ML50 and all the +4 artifact/relic pieces that have enhancing skill on them; same for Temper II at ML47 (discounting Hoxne Torque). Less ML means more enhance+ needed on ghostfyre cape, more ML means less enhance+ needed. It's marginal (a single point of base enspell damange and 1% TA chance), so you decide if it's worth it. you don't need +10. Ideally you want enough so that when you put your best skill set together it gets you the highest tier on Temper II (and enspells). I think that means +8 or more, but I don't remember. Temper is really easy, it's in 10 skill break points, so if your skill in the set is divisible by 10 you're golden.
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