Bubble Trouble: A Geomancer Guide

Langues: JP EN DE FR
users online
Forum » FFXI » Jobs » Geomancer » Bubble Trouble: A Geomancer Guide
Bubble Trouble: A Geomancer Guide
First Page 2 3 ... 9 10 11 ... 75 76 77
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 10104
By Asura.Sechs 2015-02-19 06:00:25
Link | Citer | R
 
Oh forgot to mention Helios Body too.
Base accuracy +10, so 15 less than Ischemia, but can augment it with acc/att and who knows what else.
If you're lucky it's probably going to become the best DD body for mages.


@Jkun
Oh, didn't even remember they existed. Prety cheap too, supposing you can find a pair on AH lol.
10 more Dex than Otomi, which converts to roughly 7.5 more acc (altough you could augment Otomi with +8DEX but it's not my case, I have +8 INT there).
Ilevel 118 vs 115.
Good option but I'm kinda trying to save inventory slots and re-use stuff I have to keep in my repositories no matter what xD
 Asura.Jkun
Offline
Serveur: Asura
Game: FFXI
user: CiermeL
Posts: 96
By Asura.Jkun 2015-02-19 06:05:59
Link | Citer | R
 
Asura.Sechs said: »
Good option but I'm kinda trying to save inventory slots and re-use stuff I have to keep in my repositories no matter what xD

In that case espial gear would be the ultimate inventory space saver for TPing on mage jobs :p Looking forward to seeing how these new alluvion augments help us in that respect though.
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 10104
By Asura.Sechs 2015-02-19 06:32:08
Link | Citer | R
 
Yeah but strange thing is that I don't have any espial item yet because on BRD I get better options :x
Anyway, gonna get legs for sure since that's inventory+0 for me (will sell my current BRD option) and can use it on both BRD and GEO.


Concerning the body I'm totally 101% confident it can become better than Ischemia Chausuble.
The problem is more about how much GIL and how much frustration you'll have to go through before you get the augments you want >.>
Someone might say it could be better to keep your sanity and just rely on Ischemia.
 Fenrir.Montaeg
Offline
Serveur: Fenrir
Game: FFXI
user: Montaeg
Posts: 99
By Fenrir.Montaeg 2015-02-20 14:17:05
Link | Citer | R
 
So I've been working on figuring out what the tiers are for some of the more commonly used spells. The regen/refresh tiers are pretty apparent (and large), but the tiers for some other spells seem to be on a smaller scale. So far I've done some somewhat detailed testing for fury and precision tiers in the 806-858 skill range.

Fury tiers seem to be 12~14 combined skill points apart and increase attack by ~.39% (I just guessed that it's probably this number because .0039 is 1/256). Looking at the old post, I think these tiers come at 854, 842, 830, 818 and 806, but I'm not 100% sure because I can't get my skill to total out to some of those numbers. There's a tier between 853 and 855, 838 and 843, 831 and 828, and 821 and 818 from my tests.

Precision tiers have been harder to pinpoint, but it looks like they are closer to 20 combined skill points each for +1 acc. Looks like you get a tier at 844-845 based on an old post from Martel and my data (844-848), another was 821-828, and the other was sometime between 806 and 816.

I'm hoping to work out acumen/torpor/frailty too, but those are a little harder for me since I'm not super familiar with hit rate/MAB/attack damage equations.

Anyway, if anyone wants to try to confirm my numbers that would be cool. Or if this is already being done on a thread on another forum that'd be cool too. I was looking over at BG but I only see the 180/tier refresh thing. I'm pretty new to the game/forums so I probably missed something.

Anyway going from ~800-> 858 skill precision/fury gain +3 acc and ~2% att respectively. Also if you got Renaye ring you can now feel justified cause hooray you got a fury tier for 0.4% att on top of that 1 refresh for your idle set!! Totally game breaking right there.
[+]
 Ragnarok.Martel
Offline
Serveur: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2015-02-20 14:43:31
Link | Citer | R
 
Which old post of mine are you referring to?

The bulk of my testing is here, and here. If you didn't already see those.

If there was any other skill tier testing I missed it too. It's not really vital, and the impact of a single tier is generally small. So there hasn't been massive interest in figuring it out.

Me, I just want formulas so I can tell when +x skill will have an effect. Unfortunately, I suck at the math side of figuring them out.

But carry on, I want to know if you figure anything out.
 Fenrir.Montaeg
Offline
Serveur: Fenrir
Game: FFXI
user: Montaeg
Posts: 99
By Fenrir.Montaeg 2015-02-20 14:54:15
Link | Citer | R
 
I know it's not super important, but I am also interested in finding a formula for the same reasons :). The old post of yours was early on in this thread I think (I searched forums for "geomancy"). I hadn't seen the bg ones, but they're very useful. So much data :3 Thanks! I'll let you know if I can figure anything out.
Offline
Posts: 530
By Heimdel 2015-02-20 20:50:03
Link | Citer | R
 
Has it been figured ut what the perp is on the luopons? Trying figure out if can negate the perp with pet regen on skirmish gear.
 Ragnarok.Martel
Offline
Serveur: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2015-02-20 20:55:47
Link | Citer | R
 
Normal Luopan perp- is -24/tick. Ecliptic attrition is -30/tick. Lasting emmanation -17/tick. Ecliptic+Lasting is -23/tick.

Also, note. There's a 10 min hard cap on luopans. They just depop even at full HP after 10 mins.
[+]
 Odin.Llewelyn
Offline
Serveur: Odin
Game: FFXI
user: Llewelyn
Posts: 2255
By Odin.Llewelyn 2015-02-21 16:55:14
Link | Citer | R
 
Having a problem with Mote's GEO GS. Gear isn't swapping for the "new" T5 spells we get from gifts. It swaps fine for when I use T5 spells on SCH, but not on GEO; they both use Mote's GS. Anyone know what would be causing that?
 Ragnarok.Martel
Offline
Serveur: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2015-02-21 16:58:40
Link | Citer | R
 
It's a gearswaps/resources issue that was supposedly fixed. Nothing to do with your lua.

I had to grab the spells.lua from the dev version of the resources and put in in the live version to make mine work.
Offline
Posts: 366
By gargurty 2015-02-22 04:25:35
Link | Citer | R
 
Can ye post the url cos i cant find it >.<
Offline
Posts: 181
By Lyncath 2015-02-22 06:55:15
Link | Citer | R
 
On a separate note. Trust: Arciela hits pretty damn hard if she is supported properly.



This was with Indi-Acumen and Geo-Malaise with no other abilities used. Her attacks are magic-based therefore Geomancers are capable of buffing her attack power quite high. The fact that she uses Haste II and Refresh II on both you and herself means that you can Entrust Indi-Haste onto her to cap both of you on magic Haste.

She's also a bit more reliable that Koru-Moru when it comes to keeping you hasted as Koru-Moru tends to not use Haste II on you if you're on a mage job.

Excellent trust option for Geomancers.
[+]
 Bismarck.Zuidar
Offline
Serveur: Bismarck
Game: FFXI
user: Radiuz
Posts: 1273
By Bismarck.Zuidar 2015-02-22 06:58:58
Link | Citer | R
 
Lyncath said: »
On a separate note. Trust: Arciela hits pretty damn hard if she is supported properly.
This was with Indi-Acumen and Geo-Malaise with no other abilities used. Her attacks are magic-based therefore Geomancers are capable of buffing her attack power quite high. The fact that she uses Haste II and Refresh II on both you and herself means that you can Entrust Indi-Haste onto her to cap both of you on magic Haste.

She's also a bit more reliable that Koru-Moru when it comes to keeping you hasted as Koru-Moru tends to not use Haste II on you if you're on a mage job.

Excellent trust option for Geomancers.

Damn! Arciela's a big winner here :D
Offline
Posts: 181
By Lyncath 2015-02-22 07:03:18
Link | Citer | R
 
Also forgot to mention that she has a few unique TP moves. Guiding Light is an AoE buff that puts Attack Bonus, Magic Attack Bonus, Magic Defense Bonus, and Defense Bonus (roughly 20% I think) on the party for 30 seconds. Dynastic Gravitas puts Amnesia and Attack Down on the target for 30 seconds. Illustrious Aid is an AoE heal for a moderate amount.

She also has Paralyze II and Slow II, usually opening fights with them if all party members are buffed.

Oh, to top it all off... she has 25/tick Auto-Regain.
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 10104
By Asura.Sechs 2015-02-23 06:49:43
Link | Citer | R
 
Going back to the DD topic, Telchine and Helios opened up quite a lot of good options.
Telchine legs can be a really nice TP (WS?) set.
I only used cheap NQ/+1 stones and currently got +10 DEX, +20 Acc and +2 DA in no more than 6 augments attempt total.

Helios head/body/hands can become nice TP options too, sticking multiattack, att/acc and something else (+STAT?) on them.
I guess the same could be done with Telchine pieces.
Body-wise Helios would be better because of the native +10 Acc.

This would still leave us short on the haste side, requiring a haste belt, but other than that it could give us quite a good amount of stats.
Att not very important maybe (altough it's welcome), but Acc and multiattack will be really nice.

Potentially could put DualWield (Leaf stones) in place of multiatack too, supposing DualWield is not exclusive to the Taeon set and can be put on Helios/Telchine sets as well.
 Phoenix.Phaeon
Offline
Serveur: Phoenix
Game: FFXI
user: Phaeon
Posts: 43
By Phoenix.Phaeon 2015-02-23 09:57:11
Link | Citer | R
 
Helios body and Telchine legs are obvious winners from a melee standpoint (native acc and double attack, respectively), but for hands and head, is either one favorable to the other? The only real difference I can see so far is that the Telchine ones have slightly higher stats. I know both sets get Double Attack, but has anyone noticed is they differ on other melee stats or augment caps or something? I haven't spent much time augmenting mine as of yet - been focusing on other pieces for the most part so far.

Oh, and I got STP on Helios with a leafslit, but that's the same slot as Double Attack so I'm not sure it's relevant.
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 10104
By Asura.Sechs 2015-02-23 10:09:49
Link | Citer | R
 
We haven't noticed different exclusive MELEE stats on Telchine and Helios, so far.
Telchine can get haste as well (leaf slot). Dunno about Helios but it's likely the same.

Between the two I'd favour Telchine for the slightly higher STR/DEX stats, but that's just me.
Talking about head/hands only of course.
Arguably we could be talking about feet as well, I'm confident you could make an item stronger than Battlecast Gaiters if you really wanted.
Offline
Posts: 366
By gargurty 2015-02-24 03:00:56
Link | Citer | R
 
Sp far im liking the update. The gear is great for making a dd geo. On magic dam i dont think its that great. Luckely if ye have a good hagondes nuke set you wont miss out on allot.
Its an easy side way for getting ok nuke gear this way.

i do wonder on the augmnets what people got, cos i think there is a good enhancing set to be made. So post your set and let us see what ye did.
For my dd gear i got all pieces with da+ and acc/att so far
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 10104
By Asura.Sechs 2015-02-24 03:03:42
Link | Citer | R
 
Not sure what you mean with the magic stuff.
Aside from very good augments on Hagondes Legs, I think all other pieces of Helios can easily beat Hagondes, damage-wise.
If you want to make it a matter of wheter or not it's worth it... I guess it comes down to subjective options.
If you have perfect augments on Hagondes+1 it might be not worth it indeed.
 Ragnarok.Garota
Offline
Serveur: Ragnarok
Game: FFXI
user: Garota
Posts: 251
By Ragnarok.Garota 2015-02-24 12:01:43
Link | Citer | R
 
Phoenix.Brixy said: »
Seems pretty good for an avatar tank set. Wanted higher evasion but no stones on the AH atm. This is pretty much convokers +1 with an extra -3% damage taken for your avatar lol

Looks like Telchine is also a good source for Pet: DT, higher survivability for a Luopan, especially if you pair it up with Pet: Regen.
 Phoenix.Brixy
Guide Maker
Offline
Serveur: Phoenix
Game: FFXI
user: Brixy
By Phoenix.Brixy 2015-02-25 00:45:32
Link | Citer | R
 
Will update the guide when I get a chance. Busy with the new stuff and catching up on some of the content I missed while I was gone.
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 10104
By Asura.Sechs 2015-02-25 02:16:12
Link | Citer | R
 
Brixy can use THIS POST as reference.
I try to update it as much as possible when I see confirmed and reliable information.

Not perfect, but it's a good starting point for your work I guess.
 Phoenix.Phaeon
Offline
Serveur: Phoenix
Game: FFXI
user: Phaeon
Posts: 43
By Phoenix.Phaeon 2015-02-25 09:53:52
Link | Citer | R
 
Got 5 STP on telchine braconi and an LS-mate got 3 Double Attack. I'd assume other pieces in the set can get similar augments. I assume helios jacket can as well, as I've seen both STP and Double Attack on it, and I'll be working on improving mine next.
 Lakshmi.Zerowone
Offline
Serveur: Lakshmi
Game: FFXI
user: Zerowone
Posts: 6949
By Lakshmi.Zerowone 2015-02-25 10:58:44
Link | Citer | R
 
Helios jacket is frustrating me I can't seem to get over 9 acc on it.

I made a Telchine gloves with +18 attack 14 WS Acc and Str 3. So I'm kind of happy to pair it up with my 18acc,3DA enh. Duration +5 T. Barconis.
Offline
Posts: 366
By gargurty 2015-02-25 14:01:37
Link | Citer | R
 
so far my dd set looks like this:
sets.exported={
main={ name="Nehushtan", augments={'Accuracy+7 Attack+7','"Dbl.Atk."+2','DMG:+20',}},
sub={ name="Genbu's Shield", augments={'"Cure" potency +3%','"Resist Paralyze"+6','"Cure" spellcasting time -5%',}},
ammo="Hasty Pinion +1",
head={ name="Telchine Cap", augments={'Accuracy+10 Attack+10','"Dbl.Atk."+2','Sklchn.dmg.+2%',}},
body={ name="Helios Jacket", augments={'Accuracy+4 Attack+4','"Dbl.Atk."+2','STR+3 DEX+3',}},
hands={ name="Telchine Gloves", augments={'Accuracy+9','"Dbl.Atk."+3','Sklchn.dmg.+3%',}},
legs={ name="Telchine Braconi", augments={'Accuracy+15','"Dbl.Atk."+3','STR+10',}},
feet={ name="Telchine Pigaches", augments={'Accuracy+11 Attack+11','"Dbl.Atk."+2','Weapon skill damage +2%',}},
neck="Asperity Necklace",
waist="Cetl Belt",
left_ear="Steelflash Earring",
right_ear="Bladeborn Earring",
left_ring="Rajas Ring",
right_ring="K'ayres Ring",
back="Blithe Mantle",
}
 Bahamut.Malothar
Offline
Serveur: Bahamut
Game: FFXI
user: Malithar
Posts: 396
By Bahamut.Malothar 2015-02-25 20:41:00
Link | Citer | R
 
Lakshmi.Zerowone said: »
Helios jacket is frustrating me I can't seem to get over 9 acc on it.

I'm almost certain Helios is capped at +10 or +5/5 melee stats. 24 Snowdim +2s and multiple dozens of +1s got finally got me to my final amount of +10 accuracy. The joys of augmenting on day one. ._.

I didn't bring it up because besides this, the MAB on Arko gear was the first lower-than-normal augment I had seen mention of. The +10 accuracy on Helios Jacket is a trap! :/
[+]
 Cerberus.Ykfan
Online
Serveur: Cerberus
Game: FFXI
user: Ykfan
Posts: 9
By Cerberus.Ykfan 2015-02-25 22:33:30
Link | Citer | R
 
Have a qeustion on aug JSE cape.

It is assumed that the max DT of luopan is 87.5%. So is it meaningless to get any pet DT for the aug JSE cape if I already got Dunna + Idris + AF Hands +1?

I got an aug JSE cape with good stat (geo skill +9, indi duration + 19, pet DT -5%, but no DT), shall I keep this? Any advice?
 Ragnarok.Martel
Offline
Serveur: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2015-02-25 22:48:16
Link | Citer | R
 
Fortunately, GEO cape augments are divided into two categories.

Idle. This being DT and pet DT.

And Geomancy casting. Geomancy skill+ and indi duration.

What you do with that is keep it, cast geo/indi spells in it. Then get a second cape and try for DT +Pet:DT.

Also, you can make use of that pet DT. If you use Idris+Dunna+5DT Cape+Isa belt you'll cap. This frees up your hands for either player PDT hands, or Refresh+ Hands
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 10104
By Asura.Sechs 2015-02-26 02:08:47
Link | Citer | R
 
If Malithar is right and not just extremely unlucky, this confirms the theory that different armour sets have different caps.

Telchine can get AT LEAST to +20 though, since I got +20 acc on my Telchine Spats on first try with a +1 Snowslit stone.
Likewise for stats, got +10 DEX with a Dusktip +1 stone.
If you can get DEX+10 and Acc+20 on Telchine Body, it might become a better DD option than Ischemia Chausuble, when you factor in that you can also get additional stuff from Leaf slot.
I dunno what would be more beneficial there.
DA or DW maybe? Assuming you can get DW on Telchine (can 100% get DA 'cause I have +2 on my Telchine Spats)
 Sylph.Gobbo
Offline
Serveur: Sylph
Game: FFXI
user: Gobbo
Posts: 300
By Sylph.Gobbo 2015-03-01 03:06:30
Link | Citer | R
 
So while trying to get Pet Regen augments on my gloves, I got this instead:



Wondering why the hell they're on Telchine when BST or DRG can't use it, I decided to try some things. Found out that they increase Concentric Pulse damage. Don't think it's a very useful thing to waste inventory on, but it's a neat to know about it at least.
[+]
First Page 2 3 ... 9 10 11 ... 75 76 77
Log in to post.