Killer Instinct: The Beastmaster Compendium

Langues: JP EN DE FR
users online
Forum » FFXI » Jobs » Beast Master » Killer Instinct: The Beastmaster Compendium
Killer Instinct: The Beastmaster Compendium
First Page 2 3 ... 131 132 133 ... 179 180 181
 Fenrir.Skarwind
Offline
Serveur: Fenrir
Game: FFXI
user: Skarwind
Posts: 3280
By Fenrir.Skarwind 2021-03-05 07:18:05
Link | Citer | R
 
Shiva.Larrymc said: »
Fenrir.Skarwind said: »
So regarding the Wave 3 NMs. Once max HP wears off and it's HP drops, it actually counts toward mask progress which is a relief.

I did have to 1 HR to land it, and I used a Pangu/SU4 Offhand during this to boost macc as high as possible.

You do not have to wait for the effect to wear off. As soon as you use the Ooze the rank bar instantly goes up by the appropriate percentage - you get instant credit for that 10% hp reduction.

Oh thanks. Not sure if I didn't notice it or if it was just lag/latency on my end.

Pretty psyched that BST can do this. I try telling groups that seem to struggle with clears but it hasn't caught on yet :)
 Asura.Sirris
Offline
Serveur: Asura
Game: FFXI
user: Safiyyah
Posts: 730
By Asura.Sirris 2021-03-05 08:02:55
Link | Citer | R
 
Fenrir.Skarwind said: »
Shiva.Larrymc said: »
Fenrir.Skarwind said: »
So regarding the Wave 3 NMs. Once max HP wears off and it's HP drops, it actually counts toward mask progress which is a relief.

I did have to 1 HR to land it, and I used a Pangu/SU4 Offhand during this to boost macc as high as possible.

You do not have to wait for the effect to wear off. As soon as you use the Ooze the rank bar instantly goes up by the appropriate percentage - you get instant credit for that 10% hp reduction.

Oh thanks. Not sure if I didn't notice it or if it was just lag/latency on my end.

Pretty psyched that BST can do this. I try telling groups that seem to struggle with clears but it hasn't caught on yet :)

BST is seriously one of the most amazing jobs to bring to Dyna-D. And it's not hard to fit in. You can either put beastmaster in a physical DD party, a magical DD party, or put it in the tank party. Running a tank pt of- tank tank WHM BST SMN GEO is about the safest and easiest way to clear.
 Asura.Sirris
Offline
Serveur: Asura
Game: FFXI
user: Safiyyah
Posts: 730
By Asura.Sirris 2021-03-07 00:33:52
Link | Citer | R
 
A couple of things to add to the thread:

Beastmaster is quite good for Odyssey segment farm (or NMs) but particularly segments. Coordinate with your tank and bard to put ATK/DEF down on mobs and it's a noticeable increase in damage/decrease in incoming damage. Dancer doesn't have the ability to tag an entire pack with defense down when each mob dies in two weapon skills, and it doesn't take as much from our melee dps to apply. I did about 2/3 the top dps in the run and I had JA lockout from Fight command since my QA-based TP sets have lower accuracy so I engaged with pet on everything for the accuracy bonus. We replace GEO in this event, I think, for melee strats.

Iron giant NMs in Ambuscade this month are subject to Purulent Ooze, which I found to my surprise as I wiped our group lol.
Offline
By shamgi 2021-03-09 14:14:32
Link | Citer | R
 
https://www.ffxiah.com/forum/topic/51608/dev-tracker-discussion/195/#3569307

If the augments are the same across the board, this might be the hybrid set to actually work.

70 Acc/Macc for the pet, and 5% damage. Wonder what that means.

The problems here is that you're restricting all jobs gear to just pet gear. And getting your pet to hit pDif cap.

Still, if you can manage that with your pet their white damage might become somewhat respectable.
 Asura.Eiryl
Online
Serveur: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2021-03-09 14:17:15
Link | Citer | R
 
One would have a difficult time even considering going pet aug as you can only have one piece. Even before considering sinking ~2 months into the augment of said piece after.

Begs the question, how much better would that piece have to be to put it even in the realm of thinking about it over the other options.

I wasn't around for the ASA AMK ACP choice, This is much bigger in scope than those were.
Offline
Posts: 9078
By SimonSes 2021-03-09 14:20:55
Link | Citer | R
 
Asura.Eiryl said: »
One would have a difficult time even considering going pet aug as you can only have one piece. Even before considering sinking 2+ months into the augment of said piece after.

Begs the question, how much better would that piece have to be to put it even in the realm of thinking about it over the other options.

I wasn't around for the ASA AMK ACP choice, This is much bigger in scope than those were.

I already told you BSTs and PUPs will still consider D and you was thinking Im crazy :P
 Asura.Eiryl
Online
Serveur: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2021-03-09 14:22:01
Link | Citer | R
 
Pretty sure they definitely won't

(well, consider for a half a second, ok, sure, won't take though) Unique, obviously good option, but the cost is too high. Usability to low.
[+]
Offline
By shamgi 2021-03-09 14:27:56
Link | Citer | R
 
Eh, I dunno. My outlook on this is thus: I have various other sources of gear I own that allow me to achieve effects in regards to WSD, TP gain, and MBB. Sure, this option might be strictly superior in any one of those choices, but the pet damage piece is effectively unique. So I'm going to go for the piece that gives me something I can't get anywhere else.

The only hang up there would be how my other jobs feel about the piece, but even then, BST first.
 Asura.Eiryl
Online
Serveur: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2021-03-09 14:40:33
Link | Citer | R
 
I mean I could see the appeal of 5% more pet damage for 2 jobs if you REALLY play them. Like actually exclusively. A strictly pup/bst account with zero aspirations of using anything else. I feel like that person may not have a great time getting RP though.

But at the cost of 9WSD for all 22 jobs.

Unless you had 10wsd DM augs for all 22... (or an AF/relic piece) and even then the base stats+9% is probably better than herc/ody/valor w/ 10%
Offline
Posts: 9078
By SimonSes 2021-03-09 14:59:33
Link | Citer | R
 
Asura.Eiryl said: »
I mean I could see the appeal of 5% more pet damage for 2 jobs if you REALLY play them. Like actually exclusively. A strictly pup/bst account with zero aspirations of using anything else. I feel like that person may not have a great time getting RP though.

But at the cost of 9WSD for all 22 jobs.

Unless you had 10wsd DM augs for all 22... (or an AF/relic piece) and even then the base stats+9% is probably better than herc/ody/valor w/ 10%

I think you really dont understand some people prioritize jobs like Shamgi. ITs also not that white and black like you suggest. Someone can have MNK BST PUP DRK for example and those legs with path B still have almost no use for any of those jobs beside maybe storetp legs for Liberator, but thats assuming you have Liberator and not focusing on Caldbolg for example, because than Sakpata is better. Path B wsd being poor stat vs multi attack for h2h WSs and DRK having 10%wsd on relic and Ratri and having Sakpata beating every other option at attack cap. Its not for BST account only. You can have combo of jobs that doesnt really care about path A or B because its not bis for them or its bis by so small margin that its not better for them than 5% pet damage and bis pet macc.

EDIT: I kidna ignored that path B are kinda amazing for BST magic WSs and really good for Mistral/Calamity, but then its personal decision what you prefer on BST and if you even use thoses WSs. Its also possible that if you prioritize BST, you already have some good WSD augment for legs.
 Asura.Eiryl
Online
Serveur: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2021-03-09 15:03:58
Link | Citer | R
 
If said person came to the conclusion that it wasn't worth doing another option for another job, they're unlikely to come to the conclusion that capping the aug is worth doing in general.

Still waiting for a falkirk or a xilkk to weigh in.
Offline
Posts: 9078
By SimonSes 2021-03-09 15:08:19
Link | Citer | R
 
Asura.Eiryl said: »
If said person came to the conclusion that it wasn't worth doing another option for another job, they're unlikely to come to the conclusion that capping the aug is worth doing in general.

but why? :) I can understand your argument if some person really playing 22 jobs, but if you play several jobs that doesnt really benefit that much from other paths or benefit a lot but you are not interested in playing melee WHM, then why not path D?
 Asura.Eiryl
Online
Serveur: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2021-03-09 15:13:03
Link | Citer | R
 
It's just the logic of the scenario. 5% pet damage is nothing when it has to be weighed against something else.

Even if it were pet damage 100% it'd be a tough sell.

Then if you can get past that part, it's a use case problem. How often are you doing pet only, and/or a time where 5% more pet damage matters. extremely niche. On it's own yeah, absolutely, until you have to measure it against other stuff.
[+]
Offline
Posts: 9078
By SimonSes 2021-03-09 15:17:18
Link | Citer | R
 
Asura.Eiryl said: »
It's just the logic of the scenario. 5% pet damage is nothing when it has to be weighed against something else.

Even if it were pet damage 100% it'd be a tough sell.

Then if you can get past that part, it's a use case problem. How often are you doing pet only, and/or a time where 5% more pet damage matters. extremely niche.

Its extremely niche vs extremely niche or useless if you play several jobs that wont really need A or B. So its pretty even. Also if that would be 100% pet damage I would take that without even thinking and I play like 15 jobs. It would be completely broken for SMN and PUP and potentially also for BST.
Offline
By shamgi 2021-03-10 03:36:29
Link | Citer | R
 
Well, the stat being DMG +5% rather than Damage means it's not nearly as good.

Plus, three of them are just all stats +5, which feels really, really small.

Ah well.
[+]
 Asura.Bixbite
Offline
Serveur: Asura
Game: FFXI
Posts: 153
By Asura.Bixbite 2021-03-10 06:53:27
Link | Citer | R
 
That path d feels like an insult. Honestly just Odyssey overall has not been the designed with pets in mind. They aren't getting 6k segments like other jobs. So it will take them twice the time to augment. The restrictions in goal punish pet parties since there's just 3 of them. Yet smn BP nerf still in effect, when you cant bring more then 1.

With the introduction of this gearset. They just gave everyone a malignance tier tp set. Including mages finally have an amazing tp set when they had nothing before. Literally a new playstyle made viable if they choose to grind.
The other option is basically perfect Oseem dark matter WSD augments loaded with other stats including alot of defense.

On the pet side they get stats +5 or dmg+5%. Having that set wont change anything. Won't make anything happen that couldn't before. Its not even good for smn. Nearly every other stat on the bloated armor piece is wasted because it doesn't affect pet. Up to year of grinding needed to get these augments too if we are talking pet only mains farming segments.
Offline
Posts: 9078
By SimonSes 2021-03-10 07:06:41
Link | Citer | R
 
Asura.Bixbite said: »
That path d feels like an insult. Honestly just Odyssey overall has not been the designed with pets in mind. They aren't getting 6k segments like other jobs. So it will take them twice the time to augment. The restrictions in goal punish pet parties since there's just 3 of them. Yet Smn BP nerf still in effect, when you cant bring more then 1.

Thats the most illogical and self limiting sentence I have read this week at least.

BST being pet job IS NOT LIMITED to only party with other pet jobs to farm segments or kill NMs lol...

You can farm 6k segments on BST too, just play a DD role and give glorious -33def/att debuff. Its not SE thats limiting or insulting you. You are doing it to yourself..
 Asura.Bixbite
Offline
Serveur: Asura
Game: FFXI
Posts: 153
By Asura.Bixbite 2021-03-10 07:13:08
Link | Citer | R
 
Quote:
BST being pet job IS NOT LIMITED to only party with other pet jobs
I'm a PUP main but the point is the same.

Those willing to grind for months for pet augments on the new set over the other overpowered augments are probably those who do play ffxi for a pet playstyle gameplay over the other options.

Yes the solution to these trash pet augments and pet restrictions in segment farming and Gaol. Is to just quit the pet playstyle and switch to a DD playstyle and to other jobs. These new sets have been great for that.
At the end of the day though. Why grind for path d augments when you can’t even use that set in the same content.
I'm just done with ffxi for now since I don’t enjoy that.
 Asura.Sirris
Offline
Serveur: Asura
Game: FFXI
user: Safiyyah
Posts: 730
By Asura.Sirris 2021-03-10 08:27:41
Link | Citer | R
 
Who are the brave souls who will path D this new gear and test to see how potent the pet damage % augment is?

SimonSes said: »
Asura.Bixbite said: »
That path d feels like an insult. Honestly just Odyssey overall has not been the designed with pets in mind. They aren't getting 6k segments like other jobs. So it will take them twice the time to augment. The restrictions in goal punish pet parties since there's just 3 of them. Yet Smn BP nerf still in effect, when you cant bring more then 1.

Thats the most illogical and self limiting sentence I have read this week at least.

BST being pet job IS NOT LIMITED to only party with other pet jobs to farm segments or kill NMs lol...

You can farm 6k segments on BST too, just play a DD role and give glorious -33def/att debuff. Its not SE thats limiting or insulting you. You are doing it to yourself..

I get his point though that pet strats are not really viable on at least the segment farm part of Odyssey. Melee beast with the slug is good for the segment farm portion for sure. And you can use pets on some of the bosses (I haven't tried on higher difficulties) but the nerf to SMN in the content feels very unnecessary. BST you can bring and it works very well since geomancy is nerfed but even then there's the itemization problem with no subjob and no good master melee or pet DD shields for us. That should have been addressed long ago.

S-E doesn't know how to balance around pets, has become quite clear. Even these new augments assume pet is at capped attack to make path D good since they have no pet attack, only accuracy! And pet attributes, for beast where S-E still hasn't given our Ready moves true stat scaling, is rather absurd.

Personally I'm going path A. TP set for BST and DRG. Even 10% pet damage is not enough, and S-E clearly wants beastmasters to focus on master dps at this point unfortunately.
Offline
Posts: 9078
By SimonSes 2021-03-10 08:31:41
Link | Citer | R
 
Asura.Sirris said: »
nerf to SMN

Smn doesnt look like nerfed in Gaol? For example only good strategy for V15 Tree includes SMN doing damage below 50%.
 Asura.Eiryl
Online
Serveur: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2021-03-10 08:34:53
Link | Citer | R
 
Conduit nerfed... yeah. But pacts have enough cooldown and you can only use one smn so the bp nerf that exists should be null.
 Asura.Bixbite
Offline
Serveur: Asura
Game: FFXI
Posts: 153
By Asura.Bixbite 2021-03-10 08:41:53
Link | Citer | R
 
I think its any repeated BP within 10 seconds either from Conduit or Apogee will be reduced by 90%.
 Quetzalcoatl.Mithlas
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Shinzaku
Posts: 271
By Quetzalcoatl.Mithlas 2021-03-10 08:53:06
Link | Citer | R
 
A month of effort for Pet Stats +5 though. Per piece.
That's if you're doing max Veng.
*insert clown emoji here*

Path D just doesn't seem worth it to me. Now the +5% damage, maybe for testing. But not the +5 to stats.
 Asura.Sirris
Offline
Serveur: Asura
Game: FFXI
user: Safiyyah
Posts: 730
By Asura.Sirris 2021-03-10 09:29:30
Link | Citer | R
 
It's not all doom and gloom- Path B should close the gap between Aymur with Mistral Axe and Doli with Decimation a bit, yeah, sticking with Malignance as TP gear? Or will mix-and-match with Gleti's and that PDL still be better for Mistral Axe?
 Quetzalcoatl.Falkirk
Guide Maker
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Falkirk
Posts: 683
By Quetzalcoatl.Falkirk 2021-03-11 15:07:39
Link | Citer | R
 


Hare Familiar
Ready MoveCharge CostDescriptionDamage TypeBase Damage Multiplier
Foot Kick1Deals physical damage. Critical hit rate varies with TP.DMG x 11
Dust Cloud1Deals Earth damage to enemies within a fan-shaped area originating from pet. Additional effect: Blindness (Accuracy-50 for 45sec). Damage varies with TP.(Level+2) x 9
Whirl Claws1Deals area damage within range of pet. Area of effect varies with TP (15'-17' Radius).DMG x 9
Wild Carrot2Restores HP of all party members within area of effect (10' Radius). HP restored varies with TP.-

Level212223242526272829303132333435
Accuracy79828589929699102106109113116119123126
Attack87909396100103107110114127131134137140144
Evasion737578828588919497101104106110113116
Defense110112115121124127132135138144147149155158161
Melee Min.140144152156160168172180184188192196204208212
Melee Max.147151159163168176180189193197201205214218222
DMG:353638394042434546474849515253

Dust Cloud:N/AN/A225234243252261270279288297306315324333




Sheep Familiar
Ready MoveCharge CostDescriptionDamage TypeBase Damage Multiplier
Lamb Chop1Deals physical damage. Damage varies with TP.DMG x 11
Rage2Enhances pet's attacks but weakens its defense, as well as master's if in area of effect. Duration varies with TP. (Attack+60%, Defense-60%, 6~9 min)-
Sheep Charge1Deals physical damage. Damage varies with TP.DMG x 11
Sheep Song2Puts all enemies within range of pet to sleep (45 sec). Area of effect varies with TP (15'-17' Radius).-

Level212223242526272829303132333435
Accuracy78818488919498101104108111114118121124
Attack88919598102105109112116129133136139143146
Evasion737578828588919497101104106110113116
Defense110112115121124127132135138144147149155158161
Melee Min.144148152160164172176180188192196200208212216
Melee Max.151155159168172180184189197201205210218222226
DMG:363738404143444547484950525354




Crab Familiar
&
Courier Carrie
Ready MoveCharge CostDescriptionDamage TypeBase Damage Multiplier
Bubble Shower1Deals Water damage to enemies within area of effect (15' Radius). Additional effect: STR down (STR-9 for 3min, decays). Area of effect varies with TP.(Level+2) x 9
Bubble Curtain3Enhances pet's magic defense as well as master's if in area of effect. (MDT-50% effect) Duration of effect varies with TP.-
Big Scissors1Deals physical damage. Critical hit rate varies with TP.DMG x 11
Scissor Guard2Enhances pet's defense as well as master's if in area of effect. (DEF+100%) Duration of effect varies with TP (1min ~ 3min).-
Metallic Body1Gives the effect of "Stoneskin," as well as master if in area of effect. Duration of effect varies with TP.-

Level2122232425262728293031323334353637383940
Accuracy7679828589929599102105109112115118122125128132135138
Attack8689929699103106110113117120123127130133137140143147150
Evasion6971747780848689929599101104107111114116120123126
Defense122124129133138142146149155170176178182187191196199202208211
Melee Min.140144148156160168172176180188192196200204212216220224236240
Melee Max.147151155163168176180184189197201205210214222226231235247252
DMG:3536373940424344454748495051535455565960

Bubble Shower:N/AN/A225234243252261270279288297306315324333342351360369378




Tiger Familiar
Ready MoveCharge CostDescriptionDamage TypeBase Damage Multiplier
Roar2Paralyzes all enemies withing range of pet (10' Radius). Duration varies with TP (1min15sec ~ 2min).-
Razor Fang1Deals physical damage. Damage varies with TP.DMG x 11
Claw Cyclone1Deals physical damage to enemies within a fan-shaped area originating from pet. Damage varies with TP.DMG x 9
Crossthrash2Deals physical damage to enemies in a fan-shaped area in front of the pet. Additional effect: Dispel.DMG x 16
Predatory Glare2Stuns enemies within a fan-shaped area originating from pet
(20' distance, Gaze).
-

Level262728293031323334353637383940
Accuracy9699102106109113116119123126130133136140143
Attack104108111114128131134138141145148152155159162
Evasion88919497101104106110113116120122125129132
Defense127132135138144147149155158161167169172178181
Melee Min.168176180184188196200204208212220224228236240
Melee Max.176184189193197205210214218222231235239247252
DMG:424445464749505152535556575960




Funguar Familiar
Ready MoveCharge CostDescriptionDamage TypeBase Damage Multiplier
Frogkick1Delivers an attack that ignores target's defense. Amount ignored varies with TP.DMG x 7
Spore1Paralyzes an enemy. Duration of effect varies with TP (4min40sec ~ 9min).-
Queasy-
shroom
2Deals Dark damage. Additional effect: Poison. (31 dmg/tic) Duration of effect varies with TP (4min40sec ~ 9min).DMG x 13
Numb-
shroom
2Deals Dark damage. Additional effect: Paralysis. Duration of effect varies with TP (3min35sec ~ 7min20sec).DMG x 13
Shake-
shroom
2Deals Dark damage. Additional effect: Disease. Duration of effect varies with TP (13min40sec ~ 35min30sec).DMG x 13
Silence
Gas
3Deals Dark damage to enemies within a fan-shaped area originating from pet. Additional effect: Silence. Duration of effect varies with TP (30sec ~ 2min).(Level+2) x 17
Dark
Spore
3Deals Dark damage to enemies within a fan-shaped area originating from pet. Additional effect: Blindness. (ACC-30) Duration of effect varies with TP (3min10sec ~ 8min5sec).(Level+2) x 17

Level31323334353637383940
Accuracy111114118121124128131134138141
Attack133136139143146150153156160163
Evasion104106110113116120122125129132
Defense147149155158161167169172178181
Melee Min.196200208212216220228232240244
Melee Max.205210218222226231239243252256
DMG:49505253545557586061

Silence Gas:561578595612629646663680697714
Dark Spore:561578595612629646663680697714
[+]
 Quetzalcoatl.Falkirk
Guide Maker
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Falkirk
Posts: 683
By Quetzalcoatl.Falkirk 2021-03-11 15:08:15
Link | Citer | R
 
shamgi said: »
BST first.

I've been doing some Pet DMG testing for the past couple weeks, and have some things to report.

Some parsing for the initial tier of Tandem Strike:
Tandem Strike I = Accuracy+10


This is a work in progress, but I've got some of the 1000 TP multipliers grouped for physical Ready moves.

GroupMultiplierPhysical Ready Moves
1DMG x 6Grapple, Pentapeck, Sweeping Gouge
2DMG x 7Frogkick, Double Claw
3DMG x 8Spinning Top
4DMG x 9Whirl Claws, Claw Cyclone, Cyclotail
5DMG x 11Foot Kick, Lamb Chop, Sheep Charge, Big Scissors, Head Butt, Wild Oats, Razor Fang, Tail Blow, Blockhead, Brain Crush, Nimble Snap, Power Attack, Rhino Attack, Mandibular Bite
6DMG x 13Queasyshroom, Numbshroom, Shakeshroom
7DMG x 16Crossthrash
8DMG x 18Swooping Frenzy

More groups will appear as testing continues (looking at weird ones like Fluid Toss, Rhinowrecker, etc).

Quetzalcoatl.Mithlas said: »
Is there any data to how pet level affects magic ready moves?

There is now!

Level 119 Lizard Fireball - 2689
Level 120 Lizard Fireball - 2731

iLvl 120:
w/MAB+66 & Run Wild: 4572
w/MAB+91: 4572

So Pet:MAB+34 at level 120 (That's +2 more MAB compared to level 119). The rest of the Level-by-Level breakdown is here.

In addition to receiving more Pet:MAB via Gleti's Boots (and more Pet:INT for those Magical Ready moves with a dINT component), the base damage formula is impacted by Pet Level.

GroupMultiplierMagical Ready Moves
1(Level+2) x 9Dust Cloud, Bubble Shower, Cursed Sphere, Venom, Fireball
2(Level+2) x 17Dark Spore, Silence Gas

So for level 99 Bubble Shower with 20 Ready Damage+ Job Points:
floor((101 * 9) * 1.2) = 1090


shamgi said: »
Well, the stat being DMG +5% rather than Damage means it's not nearly as good.
Asura.Sirris said: »
Who are the brave souls who will path D this new gear and test to see how potent the pet damage % augment is?
Quetzalcoatl.Mithlas said: »
Now the +5% damage, maybe for testing.

While I can't specifically endorse Nyame Mail and Nyame Flanchard augment Path D, maybe we can understand a bit more about what this Pet:DMG+10% could mean for those who are interested.


A combination of all our possible Pet:Level+ and Pet:DMG+ gear from Sheol Gaol should give our pets the physical damage capabilities of being Level 145.
Physical Ready damage will be improved by ~17% total.

If anyone finishes these augments, it would be super swell if they could double-check that they get the 764~802 melee damage range. Thanks. c:
[+]
Offline
Posts: 5
By NajaWinter 2021-03-14 15:18:48
Link | Citer | R
 
Yo guys! Been getting very invested in learning beast master. I’m going through the forums to try and pick up as much knowledge as I can, but still had a few questions I’d love if someone could set me straight on.
On playing bst in groups should I think about it like playing a normal DD where I have my pet as an extra source of damage/enfeebles/buffs?
What REMA should I be looking at as an endgame goal. If the empy or mythic what WS should be my go too dps in burn situations where physical would beat out the magical ws that go with those weapons, after AM 3 is up of course.
What ring do I want from SoA? The pet ring looks great but if what I’ve been reading here is true most of the damage is master right? So would the right choice be the ring to boost Primal Rend?
What pet does everyone find themselves using in group content a bunch? I see how the slug is great for a debuffer and the red cat is a great way to get close to max attack, but wanted to get a consensus.
Thanks for any feedback!
[+]
Offline
By shamgi 2021-03-14 22:56:07
Link | Citer | R
 
As far as REMAs go, Aymur is far and away the best. Relic I keep looking at but has it's own issues, Empy we mostly lack the gear to make the AM worth it, and Aeonic's WS is fairly bad.

Really though, a big sort of issue is that in terms of pure master DPS, Doli is top dog, and it doesn't interact with the pet at all. Though again, the new Ody gear does a lot to help out Aymur. Good luck getting it augmented though.

When you're in a party, 90% of the time you're a debuffer who also provides a decent amount of melee damage. We're one of the strongest debuffers in the game outside of GEO, and GEO gets nerfed really hard in some conent, which makes us more valuable. Your per provides the debuffs, you provide the damage.

In burn situations where you can use 1HRs, you're also capable of stacking a pretty extensive amount of self buffs on yourself. Using Unleash and several of the pets can result in you having 80% bonus attack, 50% bonus defense, 25 MDB, 25 counter, a chance to guard as a non-monk, all at once.

SoA ring I personally use the light damage ring, but my W3 group also focuses on magic damage, so it's of good benefit to me. The pet ring is nice, but I've mostly found myself no longer needing it too much.

I use the slug for the 10% HP down and DEF down, or the bird for the 25%/-25 MDB. Other pets are useful based in situation, so I try and keep access to all of them.
[+]
 Quetzalcoatl.Falkirk
Guide Maker
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Falkirk
Posts: 683
By Quetzalcoatl.Falkirk 2021-03-23 16:18:25
Link | Citer | R
 
BST Physical Ready Move fTP Anchors

Ready Move1000 TP2000 TP3000 TP
Foot Kick11
Whirl Claws9
Big Scissors11
Tail Blow1122.526
Blockhead1122.526
Brain Crush1122.526
Sensilla Blades1122.526
Tegmina Buffet1836.62541.875
Lamb Chop1122.526
Sheep Charge1122.526
Swooping Frenzy18
Pentapeck6
Recoil Dive1122.526
Frogkick7
Queasyshroom13
Numbshroom13
Shakeshroom13
Nimble Snap1122.526
Cyclotail918.221
Somersault713.916
Tickling Tendrils35.36
Sweeping Gouge611.7513.5
Grapple611.7513.5
Double Claw713.916
Spinning Top815.717.8
Suction1122.526
    
Ready Move1000 TP2000 TP3000 TP
Tortoise Stomp1122.526
Power Attack11
Rhino Attack1122.526
Razor Fang1122.526
Claw Cyclone918.221
Crossthrash16
Scythe Tail1122.526
Ripper Fang1122.526
Chomp Rush9.34
Pecking Flurry3.56.3757.25
Sickle Slash11
Mandibular Bite1122.526
Wing Slap3.396.036.75
Beak Lunge1122.526
Spiral Spin11
Sudden Lunge1122.526
Head Butt1122.526
Wild Oats1122.526
Disembowel713.916
Extirpating Salvo1122.526
Mega Scissors16
Rhinowrecker1733.2538.5
Back Heel1122.526
Hoof Volley26
Fluid Toss3.755.597.45
Fluid Spread5.57.810

         Now that we have level 120 Pets... instead of testing every Ready move to figure out the average damage dealt, efforts have been refocused on determining the core fTP anchors.

With these values we can get the Ready damage range for any level or any Pet:DMG rating.

So, for example, capped attack Razor Fang at 3000 TP
with level 119 BlackbeardRandy and
max Ready Damage+ Job Points:

(BST Pet pDIF caps at 4.0)
DMG = 162

Base Ready Damage
= floor(DMG × fTP)
= floor(162 × 26)
= 4212

Pre-randomizer Ready Damage
= floor(BaseDMG × ReadyJobPoints × pDIF)
= floor(4212 × 1.2 × 4)
= 20217

So we'll see a range of 20217~21227 damage
for this Ready move.


Some of the values are quite high compared to what we're accustomed to seeing with player WS fTP values,
but it's likely to compensate for the lack of WSC on Pet Ready Moves.

clearlyamule said: »
Something interesting to note is the multihits will all do pretty dang close to the same dmg if all their hits +1 DA connect at 3k tp.

Looking back on this, they all seem to hover around ~40 fTP when multi-hit procs come into play. Neat!

BST Ranged Ready Move fTP Anchors

(BST Pet Ranged pDIF caps at 3.0).

Ready Move1000 TP2000 TP3000 TP
Leaf Dagger1122.526
Needle Shot1122.526

Tests have shown that the Pet:Melee DMG+ from Agwu's Axe has no effect on these two attacks,
and it's yet to be seen if Nyame Armor's augments will increase Ranged DMG.

The only way to figure out a pet's Ranged DMG stat is from using one of these attacks, so it
wasn't possible to completely map out the Item Level values. But we got most of'em:

Mandragora Ranged Damage by iLvl
LevelMinimumMaximumMelee DMGRanged DMG
99464487DMG:116rDMG:135
100500525DMG:125rDMG:151
101500525DMG:125rDMG:151
102504529DMG:126rDMG:152
103508533DMG:127rDMG:153
104
105516541DMG:129rDMG:155
106520546DMG:130rDMG:156
107524550DMG:131rDMG:157
108528554DMG:132rDMG:158
109532558DMG:133rDMG:159
110
111536562DMG:134rDMG:160
112
113544571DMG:136rDMG:162
114548575DMG:137rDMG:163
115552579DMG:138rDMG:164
116
117560588DMG:140rDMG:166
118564592DMG:141rDMG:167
119568596DMG:142rDMG:168
120572600DMG:143rDMG:169




[+]
 Asura.Geriond
Offline
Serveur: Asura
Game: FFXI
user: Gerion
Posts: 3185
By Asura.Geriond 2021-03-23 19:40:07
Link | Citer | R
 
How does Purulent Ooze interact with monsters that change behavior at certain percentages?

Like, let's say you have a mob with 1M HP and uses a specific move at 50%. If you keep Purulent Ooze on, will it use the move at 500k or 450k HP remaining?
First Page 2 3 ... 131 132 133 ... 179 180 181
Log in to post.