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 ... 202 203
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-05 18:20:37
Link | Citer | R
 
There's no macc check for Corrosive Ooze so that's the go to as it cannot miss, exception being if the monster has an undispellable attack buff like Gaol bosses. Acid Mist isn't guaranteed, and requires an under leveled pet (caps at 114) in the leech, so that would be harder to land.

https://de.ffxiah.com/forum/topic/45830/killer-instinct-the-beastmaster-compendium/125#3563052
[+]
Offline
Posts: 3
By Thoreaux 2025-12-08 14:10:38
Link | Citer | R
 
Semi-related Q from newbie:

I gather pet magic acc is the ticket for lots of the "additional effect" statuses. I am particularly interested in pentapeck->amnesia however. I am so far unable to even confirm if it's landing, and when I try with my pet magic acc set I don't really see any difference. I didn't expect a chat notification about it, but mobs (tested both apex bats and VT jagil) keep right on using their TP moves.

The wiki suggests amnesia is a fire-based status effect so presumably it would stick better on mobs weak to fire, so might focus that next. Has anybody been able to verify this thing can actually land and do something?
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-08 14:32:09
Link | Citer | R
 
I think the amnesia from Tulfaire's doesn't last more than a few seconds (wiki shows ~5 seconds). It's probably wearing off quickly and then the mob is using it's TP move afterwards, so you never see it land or have effect. You also apparently can't contagion transfer certain status effects from Absorbing Shield (Amnesia is one of them)

Maybe try bringing a mob's TP to 3000%, stun it (or feral howl) so it doesn't use it's TP move (can use AATT to insta-stun it), then when it wakes up, Unleash > Pentapeck and see if the mob can act during that window. Chances are if it's landing, it would land under Unleash, and the mob wouldn't be able to act until Unleash wears off (or it gets a lucky TP move off before amnesia gets put back on).
Offline
Posts: 324
By Minaras84 2025-12-08 18:36:48
Link | Citer | R
 
Thoreaux said: »
Semi-related Q from newbie:

I gather pet magic acc is the ticket for lots of the "additional effect" statuses. I am particularly interested in pentapeck->amnesia however. I am so far unable to even confirm if it's landing, and when I try with my pet magic acc set I don't really see any difference. I didn't expect a chat notification about it, but mobs (tested both apex bats and VT jagil) keep right on using their TP moves.

The wiki suggests amnesia is a fire-based status effect so presumably it would stick better on mobs weak to fire, so might focus that next. Has anybody been able to verify this thing can actually land and do something?

The only time i was able to confirm it worked was when i randomly used it while the mob was charging its tp move because it got interrupted.
I then tried to replicate it but the timing was always off.
The problem is that pet tp moves are not instant so it's virtually impossible (for me at least, i play legit with not a single addon) to use them _afer_ seeing the message that the mob is using a tp move.
Same applies to extirpating salvo's stun effect, it's a reliable stun, but by the time i see the message the enemy is using their tp move, it's already too late for me to stun it.
Back in the day when it first came out (and after understanding i needed tons of m.acc for it to land) Feral Howl was my "stun to go".
Or smash axe lol
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-08 20:03:21
Link | Citer | R
 
A simple ballista test would confirm it lands as well as duration
[+]
 Quetzalcoatl.Xilkk
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Xilk
Posts: 1531
By Quetzalcoatl.Xilkk 2025-12-09 07:18:57
Link | Citer | R
 
Shiva.Myamoto said: »
I don't see a reason to /war ever, but that is a personal opinion. The simulations noted above are also vastly different from my own. However individual play style is a factor and I personally play BST 99% of the time /dnc. The other 1% would be /drk tbh for LR using Scythe for funzies.
I tend to agree. I would not say "ever" because I think I could find a niche where I really want the combo of ja's and traits that war brings.

However, for dd purposes, I think I would prefer /drk to /war and I would generally probably go for /drg before either of them. 12% WSD is great for physical and magical ws. /war has berserk, 12% da, and attack bonus 1.
12% da is the only real buff. Beastmaster does not get any fencer bonus from /war. we already have fencer. The real difference is 12% wsd vs 12% da

its a bit tedious to do, but not really by much if you are fully focused on dd:
Rage + Water Wall you get all the attack bonus, without the defense penalty.
they both have 9 minute duration with 3k tp, so they can be kept up full time.

both are very cheap jugs, available from npc. Use call beast for first buff (water wall usually), the bestial loyalty for sheep and rage. Every time Call beast is up, you can alternate pets and refresh whichever buff is about to wear.
If you have a super call beast set to reduce recast.. you could probably keep 3x 9min pet buffs up indefinitely. but I think that would be super tedious and if you have enough attack buffs from brd and cor its almost certainly not worth it.... and if you have that many attack buffs, /drg is going to win out for best dd support job anyway.
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-09 08:25:12
Link | Citer | R
 
Hoxne Ampulla basically killed any reason to /WAR, if you are lucky enough to have one.
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 11020
By Asura.Sechs 2025-12-09 08:30:14
Link | Citer | R
 
I seem to recall I already asked this a long time ago in this very thread, and I remember the answer to my questions being "yes" but now I'm not certain anymore so I'll go at it again:

1) Pet TP bonus gear (mostly just AF3 hands and Aymur) does affect pet buff moves. As in if I use a Buff at 1000 Pet TP with 1000 petTP bonus, the duration will be the one I would get when used at 2000 pet TP, right?

2) Drainkiss and TP drainkiss always land and are not affected by Acc and Macc and the only thing affecting the amount drained is Pet TP bonus, correct?

Thanks and sorry for redundancy ;_;
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-09 09:44:05
Link | Citer | R
 
Yes to both
Online
Posts: 3464
By Nariont 2025-12-09 10:04:23
Link | Citer | R
 
Lakshmi.Buukki said: »
Hoxne Ampulla basically killed any reason to /WAR, if you are lucky enough to have one.

Doesnt the potential need to shuffle pets hinder hoxne quite a bit? If youre only using 1 pet its np. Granted i think war aint a great sub to begin with
[+]
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-09 10:13:59
Link | Citer | R
 
Unless your pet dies which is a valid concern, what do you need to shuffle pets for? If you're playing BST like a straight DD, it's basically Lynx for guaranteed +25% attack or slug for defense down. The pets are basically buff batteries, and you don't even bother using most for anything unless you're specifically going for utility like Peter's AOE heal (which is slow anyways @2 charges). Sheep's Rage will get you killed but is unnecessary anyways with some other attack buffs to cap. The leech is a unique use case if you're gonna Unleash > TP Drainkiss like Aita or Gartell or something else. When I used BST in segs, it was just Savage blade or Decimation spam, didn't even bother enaging the pets for Tandem bonuses.

I really don't see a ton of other instances where you'd shuffle pets in a party, its only really done solo, or for a specific role, like popping Killer Instinct then switching to another pet for a Gaol Boss. The whole shuffling pets around on BST sounds good, but to me is incredibly clunky and just slows down a job that is already very slow to begin with.
Online
Posts: 3464
By Nariont 2025-12-09 11:46:15
Link | Citer | R
 
Main thought would be killer instict swap, but buffs/debuffs are also a factor
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-09 12:12:44
Link | Citer | R
 
I do agree that using Hoxne Ampulla does conflict with pet swapping on BST, I did forget that initially when I brought it up. Sadly, in current game, there's only a few things Killer Instinct really works on anymore for pet swapping to really be practical (unless you're soloing or lowman and need the buffs from Trusts+Pets), and it's annoying to apply in almost every circumstance. The ability needs a rework because it can't be used as efficiently as other JAs, but thats another discussion.
[+]
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-09 12:37:35
Link | Citer | R
 
I don't have Hoxne Ampulla yet, but if I ever get one from Trove and finish a Stage 4 prime, I'd look into using a set like this for stuff

ItemSet 401394

Slower than kclub offhand but hits like a truck.
Offline
Posts: 216
By Veydal1 2025-12-09 15:59:32
Link | Citer | R
 
Important to keep in mind that Hoxne Ampulla only has a 1 minute cooldown and 5 seconds to re-use after equipping again. Still a pain, but I wouldn't consider it prohibitive.

I'd be more concerned with needing to frequently heal your pet. Though if that's the case, maybe some Dawn Mulsums are warranted to allow the use of Hoxne Ampulla.
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-09 16:30:04
Link | Citer | R
 
I had completely forgotten that Reward requires an item in the ammo slot. That sucks.

But if it's a choice between Hoxne Ampulla and letting Generous Arthur die...


[+]
 Quetzalcoatl.Falkirk
Guide Maker
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Falkirk
Posts: 719
By Quetzalcoatl.Falkirk 2025-12-13 16:15:11
Link | Citer | R
 
Asura.Sechs said: »
2) Drainkiss and TP drainkiss always land and are not affected by Acc and Macc and the only thing affecting the amount drained is Pet TP bonus, correct?
Just to specifically latch on to this move (Drainkiss)... The amount drained can be determined by:
@1000 TP - (Lvl * 5) - 6
@3000 TP - (Lvl * 11) - 18

This drain/damage amount caps out at level 99, so even if you summon a level 114 FatsoFargann, the Drainkiss values will be as if the pet was level 99.

(99 * 11) - 18 = 1071
and with Ready Damage Job Points you get
1071 * 1.2 = 1285


Similar to Digest, the value can be improved with Pet: DMG+X% gear such as
Nyame Mail (D) - DMG+11%
Nyame Flanchard (D) - DMG+10%
Fickblix's Ring - DMG+10%
Justice Cyclas - DMG+6%
Magnificent Cyclas - DMG+7%
Duty Cyclas - DMG+8%

Unleash Job Points are also applicable to Drainkiss's potency.
[+]
Offline
By Dodik 2025-12-14 04:07:23
Link | Citer | R
 
The Pet Damage+ bonus on the new armor should apply to pet TP moves that scale with pet dmg+ gear like digest and tp drainkiss too.
Offline
Serveur: Asura
Game: FFXI
user: Souljaboy
Posts: 24
By Asura.Mrbrightsighed 2025-12-15 12:34:33
Link | Citer | R
 


Thoughts?

not sure of the use cases for Refresh +2 on the same piece
[+]
 Quetzalcoatl.Xilkk
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Xilk
Posts: 1531
By Quetzalcoatl.Xilkk 2025-12-15 14:14:56
Link | Citer | R
 
There is no use for a pet tp set for bst.

but if you are idle while pet is fighting, and not tanking... why not, since its on your refresh piece... I didn't bother making valorous refresh piece though, cuz had Jumalik mail for that
[+]
Offline
Posts: 3
By Thoreaux 2025-12-16 19:33:00
Link | Citer | R
 
Lakshmi.Buukki said: »
A simple ballista test would confirm it lands as well as duration

Just an update to the pentapeck amnesia thing: I had some time today and went into Brenner with a GEO alt to test this. Both BST and GEO are barely equipped, just having ambuscade sets.

Without +pet mAcc gear, amnesia was landing everytime but getting partially resisted, for a duration of 7 seconds. When I switched to +pet mAcc gear it was landing full duration of 13-ish seconds. I was able to get that pretty consistently. At full TP it seemed to land for 24-ish seconds.

So, it's actually a reasonably good duration IF it lands. Which is easy on a newbie GEO in a Jhakri set, but apparently pretty tough on anything else.
[+]
 Asura.Sechs
Offline
Serveur: Asura
Game: FFXI
user: Akumasama
Posts: 11020
By Asura.Sechs 2025-12-17 01:03:44
Link | Citer | R
 
Is it safe to assume it has a built-in Acc- negative bonus then?
Online
Posts: 3464
By Nariont 2025-12-17 01:48:36
Link | Citer | R
 
That or mobs just have a very high resistance to amnesia
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-17 02:46:25
Link | Citer | R
 
Thoreaux said: »
Lakshmi.Buukki said: »
A simple ballista test would confirm it lands as well as duration

Just an update to the pentapeck amnesia thing: I had some time today and went into Brenner with a GEO alt to test this. Both BST and GEO are barely equipped, just having ambuscade sets.

Without +pet mAcc gear, amnesia was landing everytime but getting partially resisted, for a duration of 7 seconds. When I switched to +pet mAcc gear it was landing full duration of 13-ish seconds. I was able to get that pretty consistently. At full TP it seemed to land for 24-ish seconds.

So, it's actually a reasonably good duration IF it lands. Which is easy on a newbie GEO in a Jhakri set, but apparently pretty tough on anything else.

Did you test vs someone in full magic evasion, vex/attune etc to see if the additional effect ever misses? You mentioned it always landed at least partially on a barely geared character.
Offline
Posts: 3
By Thoreaux 2025-12-17 09:52:32
Link | Citer | R
 
Lakshmi.Buukki said: »
Did you test vs someone in full magic evasion, vex/attune etc to see if the additional effect ever misses? You mentioned it always landed at least partially on a barely geared character.

Did not test that no. I had to barrier/wilt to keep the GEO from getting one-shot, so I could see the effect proc. This would be easier for someone with access to better PDT gear where that would not be an issue.

I will say this also: I went to try this on some apex mandies. Used pentapeck at 3000tp, right about when I expected it to use another TP move. Wouldn't you know it... nothing for 25 seconds then a leaf dagger. So it *appears* to line up with my Brenner durations observed for full TP.
 Lakshmi.Buukki
Offline
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-12-17 10:53:08
Link | Citer | R
 
A good target to try this on would be something like Shinryu HTBF or any monster who WSs at will but does not require TP. I say Shinryu because it will use a TP move every 2-3 seconds if it is not a melee swipe attack, or every other round of attacks (4-6 seconds). It's also highly vulnerable to enfeebles. Unless he's immune to Amnesia, Unleash > Pentapeck. If it does not use a TP move for a full minute, it's landing as expected, otherwise its either immune or highly resistant.

Would be interesting if the land rate on this move is 100%, but at 3 charges, it's limited (though with a full 25 second Amnesia at full TP, that could be close enough to getting your 3 charges back, or a good start to a zerg without having to face any TP moves).
[+]
First Page 2 3 ... 202 203
Log in to post.