|
All for One, and More for Me: A Guide to Red Mage
Serveur: Asura
Game: FFXI
Posts: 224
By Asura.Celoria 2015-03-31 19:33:05
ok, I think I have this figured out (for mine at least). I just tried casting haste2 on myself with 3 enh duration telchine body, 19 duration cape, 16 duration atrophy hands, and 30 duration lethargy +1 feet. Duration was 957s. Maths:
expected duration: (180s base time)(3 for composure)(1.68 from enh. duration gear all added together) = 907s
if all are multiplied separately: (180s base time)(3 for composure)(1.19 cape)(1.03 body)(1.16 hands)(1.3 feet) = 998s
so I thought maybe only the augmented ones are multiplied separately: (180s base time)(3 for composure)(1.19 cape)(1.03 body)(1.46 hands and feet) = 966s
then tried augmented added together: (180s base time)(3 for composure)(1.22 cape and body)(1.46 hands and feet) = 961s
then we come to just the cape being separately multiplied: (180s base time)(3 for composure)(1.19 cape)(1.49 body/hands/feet) = 957.474
CONCLUSION: Ghostfyre Cape is multiplied separately than other enhancing duration gear.
So you are actually getting more duration with skirmish body & 3/5 over 4/5 empy? Isn't it with 4/5 you get +35% duration vs 3/5 only getting 20% duration?
Seems like the skirmish body you would get 3/5 for 20%, skirm body =10% & cape/feet. meaning 20+10+16+19(in your case)+30%= 95% Correct?
Which would make 4/5 = 35% + 16% + 19% + 30% = 100%
Maybe I am missing something but it seems like you might be losing out. Am I wrong?
By waffle 2015-03-31 20:12:37
Protey was testing self-cast duration, not casting on someone else, so the empyrean set bonus isn't a part of that.
When casting haste on someone else, 4/5 119 empy + af 119 hands + cape(max) should be 180 * 1.35 * 1.2 * 1.46
3/5 instead but with skirmish body (max) should be 180 * 1.2 * 1.2 * 1.56, which would be a lower duration.
Also, Protey, thank you for testing that. It seems that a good cape augment is even more valuable then.
Serveur: Asura
Game: FFXI
Posts: 224
By Asura.Celoria 2015-03-31 20:21:41
Ahh yeah makes sense now.
Edit: upgraded to lethargy and i ended up losing duration. Down to 6:21 instead of the 6:45 I had.
Leviathan.Protey
Serveur: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-04-01 01:18:01
Also, Protey, thank you for testing that. It seems that a good cape augment is even more valuable then.
Indeed. Over 100 refractives later and I still can't get from +19 to +20. I'll keep at it... along with the 3/5 telchine augmented with +10 duration.... though it might take awhile as so few people are doing yorcia alluvion anymore and so duskdims are sparse.
Serveur: Asura
Game: FFXI
Posts: 224
By Asura.Celoria 2015-04-06 17:41:15
Did the full 119 upgrade, using 4/5 lethargy +1, Atrophy +1 hands with +20 duration cape (I got lucky after 3 crystals)
Haste II is lasting 7:05 on pt/ally
Leviathan.Protey
Serveur: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-04-06 18:13:16
Did the full 119 upgrade, using 4/5 lethargy +1, Atrophy +1 hands with +20 duration cape (I got lucky after 3 crystals)
Haste II is lasting 7:05 on pt/ally
as expected:
duration = (base spell time)(set bonus)(enhancing duration gear)(cape duration)
duration = (180s)(1.35)(1.46)(1.2) = 425s = 7m 5s
Serveur: Asura
Game: FFXI
Posts: 224
By Asura.Celoria 2015-04-06 18:30:48
Still confused as to why I was getting that 6:45 for a while without lethargy and only +12 cape
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2015-04-06 18:50:41
Did the full 119 upgrade, using 4/5 lethargy +1, Atrophy +1 hands with +20 duration cape (I got lucky after 3 crystals)
Haste II is lasting 7:05 on pt/ally
as expected:
duration = (base spell time)(set bonus)(enhancing duration gear)(cape duration)
duration = (180s)(1.35)(1.46)(1.2) = 425s = 7m 5s
You're saying the set bonus works on alliance members as well?
Leviathan.Protey
Serveur: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-04-06 18:58:09
set bonus works on anyone other than yourself. does not have to be in party or anything; just doesn't work on yourself (unfortunately).
Serveur: Asura
Game: FFXI
Posts: 224
By Asura.Celoria 2015-04-13 17:36:22
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2015-04-13 23:25:59
Didn't look through those sets very closely and I'm assuming a lot of your choices are based on what you have, not necessarily what's optimal, but yetshila shouldn't be in your savage blade set unless it's /THF using SATA.
Serveur: Asura
Game: FFXI
Posts: 224
By Asura.Celoria 2015-04-13 23:29:53
No I generally use Oreiad's Tathlum, but I think I got hung up on seeing yeshila over and over.
Making all those gearsets on here and updating drk gearsets in a matter of 2 hours at work on a cellphone wasn't easy.
By minikomby 2015-04-29 00:08:34
anyone could help me with rdm rule for day on my Mes'yohi Slacks please, they add + 25 magic acc depending on they day or maybe i should stick with lethargy pants +1?
Necro Bump Detected!
[43 days between previous and next post]
Serveur: Odin
Game: FFXI
Posts: 14
By Odin.Jigoku 2015-06-11 06:36:43
use Vanya slops with MND+10 Augment I'd recommend.
https://www.bg-wiki.com/index.php/Vanya_Slops
Leviathan.Protey
Serveur: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-06-19 16:55:55
for enfeebles? no way. Psycloth Lappas Path B:
INT+40, MND+30, magic accuracy+20, enfeebling skill+18
augmented path B: additional magic accuracy+10, and MND+7
[+]
Necro Bump Detected!
[42 days between previous and next post]
Bismarck.Marmite
Serveur: Bismarck
Game: FFXI
Posts: 176
By Bismarck.Marmite 2015-07-31 17:58:57
Atoyac, Demersal Degen +1 or Blurred Knife +1 for offhand?
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2015-07-31 21:25:38
Your best WS, even with mythic, is going to be CDC. You want a Nibiru blade off hand with Path A augments along with Taeon and tons of DEX, Atk / Acc and Triple attack. Try to get some extra DW on the feet. My RDM's melee / CDC set is almost identical to by BLU's sets. You want lots of enhancing skill for self buffs, I can get something like 80~81 damage on mine and with all that multi-hit they add up. Temper was 20% DA at 500 Enhancing and its looking like SE is going to be raiding that.
As for "tanking", not likely going to happen. RDM lacks any serious hate tools since SE nerfed the enmity on spammable enfeebles. You could possibly try to cure-cheat your way but with native Tranquil Heart it's going to be an uphill battle. RDM is pretty sturdy to begin with so if / when you do pull hate then your chances of survival are pretty solid.
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2015-07-31 22:08:00
Thanks for the reply.
I should have been clearer, I have full taeon and nibiru path A and for most part I am sure rdm is complete but I am not sure if sets are completely up to date.
Death blossom I know won't out perform CDC but a good gearset would help with kill shot trials and would be nice for AM3 in general.
For rdm tanking I have been tanking the T1 and T2 slit NMs last few weeks and it is a blast.
Also for melee rdm with mythic is dual wield nin best route or war with shield? Personally thinking war might be best but not sure.
Heavily dependent on your attack ratio, but more than likely, if you don't need utsusemi, /WAR will be your best route for DPS. RDM gets a lot more multi-attack than they used to, and fencer is a substantial increase in damage. It is worth noting, though, that with all the dual wield RDM can get now, /NIN might take back over as your attack increases.
Bismarck.Marmite
Serveur: Bismarck
Game: FFXI
Posts: 176
By Bismarck.Marmite 2015-07-31 22:12:19
Just make sure you change your ws to savage blade if you go the fencer route.
[+]
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2015-07-31 23:30:11
Ok not sure why savage blade is in style now?
Because it's one hit with a crazy high fTP, especially with Fencer, gets full benefit from WSD, and is a 50% STR/MND mod, which really caters to RDM's gearsets.
Sylph.Oraen
Serveur: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-07-31 23:30:59
How much TP bonus does Fencer grant from /WAR? I know that 2k+ Savage has the ability to outperform 1k CDC, but we also have to look at the ability to spam CDC at 1k, which can often hit as hard or stronger than Savage.
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2015-07-31 23:35:01
How much TP bonus does Fencer grant from /WAR? I know that 2k+ Savage has the ability to outperform 1k CDC, but we also have to look at the ability to spam CDC at 1k, which can often hit as hard or stronger than Savage.
200TP bonus and 5% crit rate for /WAR. I haven't played in a while, but Savage blade at 1400TP + Fencer + Moonshade was putting CDC to shame. That might have changed with Taeon gear. But, WSD is going to affect Savage WAY more than CDC. It might come down to a Zerk up Zerk down situation.
Sylph.Oraen
Serveur: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-07-31 23:51:08
Hmmm, good points. I suppose that particularly with good WSD augments and the blurred shield or +1 that it could easily pull ahead.
Leviathan.Protey
Serveur: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-01 00:59:52
Hmmm, good points. I suppose that particularly with good WSD augments and the blurred shield or +1 that it could easily pull ahead.
RDM can't use blurred shield
|
|