The Beast Within -- A Guide To Blue Mage

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The Beast Within -- A Guide to Blue Mage
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 Sylph.Hyunkyl
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By Sylph.Hyunkyl 2015-03-08 18:52:34
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Pre-100 gifts, with dual wield 4 spells set and no haste samba/capped haste/haste 2 solo,what is the best earring combination using dual Uson? Have acess to all;)
 Odin.Jassik
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By Odin.Jassik 2015-03-08 18:54:02
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If you're that far from delay cap, green delve earrings should win by a bit.
 
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 Siren.Kyte
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By Siren.Kyte 2015-03-08 21:31:01
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It could be a spell set difference.
 
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 Ragnarok.Sekundes
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By Ragnarok.Sekundes 2015-03-09 11:25:06
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Christwo said: »
I guess that's what I was asking because unless I'm completely wrong Taeon Head/Hands/Legs/Feet all seem better for TP and physical spells with the TA+ATT/ACC+STR/DEX augments. Obviously you need a fair amount of RNG to make that happen but that's what I figured.

It's probably a good thing that Taeon leaf augments don't help spell damage. Otherwise we'd have to augment an entire other set for them... But most you could get out of it is some haste to recast faster.

I'd like to see some people's opinions on what is best now. My own sets are very out of date.
 Odin.Jassik
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By Odin.Jassik 2015-03-09 12:03:58
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I am 100% sure almost every piece of gear in my physical sets is sub-optimal, but every time I go through and build a set for a specific target/spell, I get about 8 combinations of gear all within 25 damage and they generally require me to carry at least 1-2 pieces specific to that spell. Considering how often I cast for damage instead of for the added effects, I just cast in an attack/accuracy/skill/macc hybrid for basically everything that isn't used to close an SC.
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By Lakshmi.Kyosukerob 2015-03-10 11:54:21
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I don't see it in the sets on the first page but am I correct in assuming belts/gorgets don't work on physical spells under the effect of Chain Affinity?
 Odin.Jassik
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By Odin.Jassik 2015-03-10 11:56:55
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Lakshmi.Kyosukerob said: »
I don't see it in the sets on the first page but am I correct in assuming belts/gorgets don't work on physical spells under the effect of Chain Affinity?

Don't believe so, the old ones didn't.
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By Asura.Failaras 2015-03-10 19:22:50
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Just got the Job Trait bonus and am trying to figure out current spell sets with that. Assuming you have capped Magic Haste, Gear Haste, and DW4 set you should be close enough to the cap with Taeon Boots to not want to set DW5 correct? So currently I'm looking at removing Mortal Ray and Animating Wail, which leaves me with:
Code
Delta Thrust (DW)
Barbed Crescent (DW)
Blazing Bound (DW)
Quad. Continuum (DW)
Molting Plumage (DW)
:Dual Wield IV with Gift.

Heavy Strike(DA)
Empty Thrash (DA)
Thrashing Assault (DA)
:Triple Attack.

Sudden Lunge (STP)
Fantod (STP)
:Store TP II with Gift.

Sinker Drill (Crit)

Nat. Meditation
Erratic Flutter
Sweeping Gouge

Which leaves me with 58/70 points assuming I'm not interested in taking any support spells. Now I'm looking at what else I could do, Diffusion Ray would bump STP up to STP III for 6 points. What else are other people setting? Paralyzing Triad for SC Bonus? Fren Rip + Vanity Dive for Accuracy?
 Sylph.Oraen
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By Sylph.Oraen 2015-03-10 19:32:37
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I always put in Diffusion for STPIII, then either White Wind or Winds of Promy depending on group needs, along with Magic Fruit or Tusk. I don't have the luxury of always being able to trust my healers, so I sometimes set more defensive spells than I would like.

Maybe something is wrong with my spreadsheet, but I keep getting Manibozho A and DEX Uk' better than Taeon pieces each with 7 STR/DEX, 20 acc/atk, and 2 TA. I had no idea the slight amount of DEX would completely outweigh tons of multi-attack and attack. Anybody seeing similar results, or did I mess up?
 Ragnarok.Sekundes
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By Ragnarok.Sekundes 2015-03-10 22:49:31
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Asura.Failaras said: »
Assuming you have capped Magic Haste, Gear Haste, and DW4 set you should be close enough to the cap with Taeon Boots to not want to set DW5 correct?
1 DW I would think would be particularly valuable at this point being so close to delay cap but honestly I haven't done much spreadsheet work since chant got updated and all this new gear came out. So I'm not really sure just how much it counts for compared to other traits or swapping other gear. Be nice if Taeon had just had 5%...
 Odin.Llewelyn
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By Odin.Llewelyn 2015-03-10 22:55:18
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Asura.Failaras said: »
Assuming you have capped Magic Haste, Gear Haste, and DW4 set you should be close enough to the cap with Taeon Boots to not want to set DW5 correct?
It's an increase, but not enough of one for me to care dropping down 9 more points on it.
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By Sylph.Oraen 2015-03-10 23:06:24
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I remember Proth mentioned a good few pages back that you'll be missing the cap by a whole 10 delay, which, in the long run, is very very minor. The extra STP from setting Diffusion should more than make up for it.
 Asura.Failaras
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By Asura.Failaras 2015-03-10 23:31:20
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That was what I was looking at to say DW5 wasn't worth it. I know White Wind, Winds of Promy, Magic Fruit, all that stuff is nice. I just wanted to know about a pure DPS set though.
 Odin.Llewelyn
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By Odin.Llewelyn 2015-03-10 23:42:13
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If you know you'll be getting marches you could take off Erratic Flutter and either Blazing Bound or Quad. Continuum for Animating Wail and set Tail Slap and Sickle Slash for another STP tier and then Paralyzing Traid for Skillchain Bonus II. Just losing 10% Fast Cast from that combination. You'll have 1 or 2 more points left over after that depending on if you went with BB or QC which I guess could be used for either Glutinous Dart for the STR3 DEX3 attributes or Cocoon.
[+]
 Asura.Failaras
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By Asura.Failaras 2015-03-10 23:55:00
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Odin.Llewelyn said: »
If you know you'll be getting marches you could take off Erratic Flutter and either Blazing Bound or Quad. Continuum for Animating Wail and set Tail Slap and Sickle Slash for another STP tier and then Paralyzing Traid for Skillchain Bonus II. Just losing 10% Fast Cast from that combination. You'll have 1 or 2 more points left over after that depending on if you went with BB or QC which I guess could be used for either Glutinous Dart for the STR3 DEX3 attributes or Cocoon.
That is very interesting, thanks for sharing.
 
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 Asura.Highwynn
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By Asura.Highwynn 2015-03-11 16:14:44
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Odin.Nikia said: »
Little confused suddenly
Few days ago White Wind was doing over 1300~ cures,
now it is 1123

thought it might be the day but not sure what it is now.
ItemSet 325419
That is set, any insight as to why the amount changed would be nice, maybe it is me being stupid

It's based on HP, maybe you were recieiving Mantra, or were in Skirmish and had Max HP boost, or your old set had higher HP. *shrug*
 Odin.Jassik
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By Odin.Jassik 2015-03-11 16:23:22
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Asura.Highwynn said: »
Odin.Nikia said: »
Little confused suddenly
Few days ago White Wind was doing over 1300~ cures,
now it is 1123

thought it might be the day but not sure what it is now.
ItemSet 325419
That is set, any insight as to why the amount changed would be nice, maybe it is me being stupid

It's based on HP, maybe you were recieiving Mantra, or were in Skirmish and had Max HP boost, or your old set had higher HP. *shrug*

Subjob, food, wind weather/day, etc. White Wind seems to be highly variable to me, even when all conditions seem the same on the surface.
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By Phoenix.Capuchin 2015-03-11 16:25:29
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Overdoing DW is becoming a much more significant problem these days on a lot of jobs thanks to Taeon gear. BLU also now has the job trait bonus to consider.

For quick calculation, some useful info:

DW Tiers (amount of DW per trait level):
I - 10%
II - 15%
III - 25%*
IV - 30%
V - 35%
*DW III provides a notable "bang for your buck" due to being the only trait II-V that increases DW by 10% over the lower tier, as opposed to II/IV/V only boosting 5% over the prior level

Amount of DW needed from TRAIT PLUS GEAR to hit 80% delay reduction cap:
So, to be clear... take your Job Trait tier DW number from the above chart PLUS your visible DW+ from gear (a lot of options these days and so much customization with DW1-5 augments on Taeon stuff). Trait+gear to me is the easiest way to think about it for BLU, due to the added complexity of having variable levels of DW trait that other jobs don't need to consider.

* Capped gear haste (256/1024) AND capped magical haste (448/1024):
- need DW+36

* Capped gear haste and only Erratic Flutter (300/1024):
- need DW+57
- note this is actually slightly over cap at 80.35%, and DW+56 is just barely below at 79.89%

* Capped gear haste, Erratic Flutter, non-merited Haste Samba (including from /DNC or trust DNC):
- need DW+51

NOTES:
- Just slightly overshooting DW (say, by 1 or 2 points) is barely relevant. You don't want to overshoot by a lot though, as excess DW above 80% reduction will lower your TP/hit. Practically speaking though, you're fine if you need 11% DW to cap and you hit 12% based on the gear you have available.
- Likewise, barely undershooting and getting like 79.5+% delay reduction is such a minimal impact that it's likely not worth going overboard to hit exact cap if you have to give up non-DW stats in another slot.
- Note that it does NOT matter if you "over-cap" on magical haste (e.g. Haste II/Flutter + Marches), since magical haste has zero effect on TP/hit.
- Flutter + any 2x Marches, including Trusts with March+0, caps magical haste. See full March chart here.

My personal thoughts:
I never want to give up setting Flutter. If I'm solo I always want it, and if I'm in a party it's just so useful to AoE with Diffusion.

I also find DW V (and even DW IV to an extent when getting good buffs) not very useful for BLU, and think most people would be much better served freeing up points to set other spells. DW III is my preferred sweet spot, and isn't hard to cap delay with that (only needs DW+11 from gear with full magical haste buffs, which is easy to do in party or with trusts).
 Odin.Llewelyn
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By Odin.Llewelyn 2015-03-11 16:43:41
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Phoenix.Capuchin said: »
if I'm in a party it's just so useful to AoE with Diffusion.
Unless you have a RDM, SMN or extra BLU, it's quite annoying when people do Diffusion Erratic Flutter because it'll wear off everyone at the same time due to Haste I not overwriting, thus leaving some people without Haste for a bit until you get Haste I from someone. In a Delve or Incursion scenario, it creates a potential missed Stun due to recast if your stunner doesn't get re-hasted before their next stun (obviously this is remedied by simply not hitting the back line with your Diffusion, but it's still a possibility if using GEO stunner since they'll be in with the front line). I'd consider it beneficial, however, if your group gets hit with a Slowga and you apply it right after an Erasega. And of course you want it if you're solo.
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By Asura.Failaras 2015-03-11 17:46:25
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Quote:
- Flutter + any 2x Marches, including Trusts with March+0, caps magical haste. See full March chart here.
I wish my trusts ever used Marchx2, I get Balladx2 more than anything else.
 Valefor.Prothescar
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By Valefor.Prothescar 2015-03-11 18:01:25
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if the DW5 thing is still going on, i posted this a while ago


Quote:
Capped Gear Haste + Haste II + DW5
256/1024 + 300/1024 + 35% DW

1 - .35 = .65
1024 - 256 - 300 = 468
468 * .65 = 304
304/1024 = 29.7% Delay Remaining, 70.3% Delay Reduction


Capped Gear Haste + Haste II + DW5 + Suppa
256/1024 + 300/1024 + 40% DW

1 - .4 = .6
1024 - 256 - 300 = 468
468 * .6 = 280
280/1024 = 27.3% Delay Remaining, 72.7% Delay Reduction


Capped Gear Haste + Haste II + DW5 + Suppa + Taeon Boots
256/1024 + 300/1024 + 44% DW

1 - .44 = .56
1024 - 256 - 300 = 468
468 * .56 = 262
262/1024 = 25.6% Delay Remaining, 74.4% Delay Reduction


Capped Gear Haste + Haste II + DW5 + DWEarSet + Taeon Boots
256/1024 + 300/1024 + 46% DW

1 - .46 = .54
1024 - 256 - 300 = 468
468 * .54 = 252
252/1024 = 24.6% Delay Remaining, 75.4% Delay Reduction


Capped Gear Haste + Haste II + DW5 + DWEarSet + Taeon Boots + Shetal Stone
256/1024 + 300/1024 + 52% DW

1 - .52 = .48
1024 - 256 - 300 = 468
468 * .48 = 224
224/1024 = 21.9% Delay Remaining, 78.1% Delay Reduction


Capped Gear Haste + Haste II + DW5 + DWEarSet + Taeon Boots + Shetal Stone + Thurandaut Head or Haverton Ring
256/1024 + 300/1024 + 57% DW

1 - .57 = .43
1024 - 256 - 300 = 468
468 * .43 = 201
201/1024 = 19.6% Delay Remaining, 80.4% Delay Reduction






Capped Gear Haste + Haste II + March + DW5
256/1024 + 448/1024 + 35% DW

1 - .35 = .65
1024 - 256 - 448 = 320
320 * .65 = 208
208/1024 = 20.3% Delay Remaining, 79.7% Delay Reduction


with a smaller post later to show the impact of what a small amount of +/- delay has on TP gain

Quote:
79.7% Delay Reduction on Uson/Bura = 96 delay, 1.6 seconds per round

80% Delay Reduction on Uson/Bura = 95 delay, 1.58 seconds per round, a grand total of 1 extra delay or .02 seconds per round

For TP gain per hit being affected by the additional DW:
35% Dual Wield tp/hit = 45TP per swing, 23 rounds to 1000 before DA/TA/QA
40% Dual Wield tp/hit = 43TP per swing, 24 rounds to 1000 before DA/TA/QA


The extra .3% delay (-1 delay) isn't going to make up for an entire extra round to 1000 DPS wise in perfect conditions or even imperfect ones, especially after considering (as if considering any further were necessary!) that you're dropping other stats to achieve it


buffs, gear, and what you'd gain from setting different spells all factor in to how valuable DW4 or DW5 is or isn't. you need to consider if dropping 2% TA for the DW on a piece of taeon is worth whatever spell you're able to set by dropping a tier of DW, or if another applicable gearswap is worth the loss too. 9 times out of 10, it isn't.
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By Selindrile 2015-03-11 18:02:16
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Odin.Llewelyn said: »
because it'll wear off everyone at the same time due to Haste I not overwriting

If you're that annoyed about the few moments without haste, shout for haste early then click it off just as your mage goes to cast it on you, can develop a rotation for that if you insist, but c'mon, the haste2 over haste1 if you don't have a Rdm for several minutes (depending on spells) is a huge overall gain even if you didn't go to the trouble of remedying this, a single missed stun in this day and age usually isn't the end of the world, and geo can coordinate with the haster to click his off early even if nobody else does.
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By Odin.Llewelyn 2015-03-11 18:07:43
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Selindrile said: »
the haste2 over haste1 if you don't have a Rdm for several minutes (depending on spells) is a huge overall gain
Not really when you're capping magic haste with Haste1 and marches anyway. Literally a 0% increase. You can argue being able to switch out a march for another Minuet, but *** having to resing over your 9 min Troub/Night songs when Flutter wears off in a little over 5 mins.
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By Sylph.Oraen 2015-03-11 20:28:39
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A diffusioned flutter should last 7:20, I believe, but I'm just nitpicking. I still agree with your point.

As far as the DW discussion is concerned, I only ever set V when completely solo, such as salvage or Dynamis. In group situations, dropping to IV and getting STPIII is a far better choice, as it also allows you to use Taeon feet without a detriment to TP/hit.
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By Bomberto 2015-03-11 23:33:43
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For job points, what's the second category I should focus on? I'm leaning toward the physical spell macc category for landing added effects, but skillchain damage on CA is pretty tempting. Or am I missing something special with the Unbridled categories or Azure Lore? Is the AL category a straight +10% boost to damage or +10 spell damage?
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By Ragnarok.Sekundes 2015-03-12 00:03:42
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I did Blue magic point bonus first of course, then Phys. Blue Magic Effect Acc. then Chain Affinity Effect.

Honestly the rest of them are so limited that I'm kinda eh about. I'll probably do Unbridled Learning Effect I next.
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