Jack Of All Trades: A Guide To Red Mage |
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Jack of All Trades: A Guide to Red Mage
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Anyone have a max Haste duration set?
Cerberus.Shadowmeld
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For yourself or for other people?
Edit: This set will give you the best duration for casting on other people. With merits haste will be between 12-13 minutes. ItemSet 386312 Augments: Colada +4% Enhancing Duration Ghostfyre Cape: +20% Enhancing Duration For self casting, swap the following: Telchine Cap Augment +10% Enhancing Duration Vitiation Tabard +3 Telchine Braconi Augment +10%% Enhancing Duration Your duration will be capped at 30 minutes for self casting due to how the 3x composure duration works. Cerberus.Shadowmeld said: » For yourself or for other people? Edit: This set will give you the best duration for casting on other people. With merits haste will be between 12-13 minutes. ItemSet 386312 Augments: Colada +4% Enhancing Duration Ghostfyre Cape: +20% Enhancing Duration For self casting, swap the following: Telchine Cap Augment +10% Enhancing Duration Vitiation Tabard +3 Telchine Braconi Augment +10%% Enhancing Duration Your duration will be capped at 30 minutes for self casting due to how the 3x composure duration works. ive been so hyped on trying to get regal cuffs, i totally over looked the fact that attrophy gloves +3 have the same enhancing percentage. now my question is why do ppl use the jse cape from reieves when the ambu cape offers the same % with FC (if fc ws added.) Offline
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Wiki has a good explanation on it -
https://www.bg-wiki.com/ffxi/Ghostfyre_Cape It was tested to be calculated as a separate multiplier from other enhancing magic duration gear - http://www.ffxiah.com/forum/topic/44864/all-for-one-and-more-for-me-a-guide-to-red-mage/8/#2862289 BG Wiki said: Example: when casting Haste 2 on self with Composure on, using Atrophy Gloves +1 (+16), Lethargy Houseaux +1 (+30%), and this cape augmented with +20 enhancing duration we have: Duration = (base duration of spell)(Composure bonus)(1.x where x is augment on cape)(1.y where y is value of all other enhancing duration gear added) Duration = (180s)(3)(1.2)(1.46) = 946s Cerberus.Shadowmeld
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Veydal1 said: » Wiki has a good explanation on it - https://www.bg-wiki.com/ffxi/Ghostfyre_Cape It was tested to be calculated as a separate multiplier from other enhancing magic duration gear - http://www.ffxiah.com/forum/topic/44864/all-for-one-and-more-for-me-a-guide-to-red-mage/8/#2862289 BG Wiki said: Example: when casting Haste 2 on self with Composure on, using Atrophy Gloves +1 (+16), Lethargy Houseaux +1 (+30%), and this cape augmented with +20 enhancing duration we have: Duration = (base duration of spell)(Composure bonus)(1.x where x is augment on cape)(1.y where y is value of all other enhancing duration gear added) Duration = (180s)(3)(1.2)(1.46) = 946s Yeah, decent explanation. Basically Augments are their own separate multiplicative modifier to duration from gear that naturally has duration modifier. So the composure set has the following bonuses that multiply duration of a spell Composure + 4 pieces of empy gear: 1.35 modifier Augmented gear (JSE neck, Colada, Ghostfyre): 1.49 modifier Duration on gear (shield, hands, feet, ear, waist): 1.89 modifier So durations end up being: No merits: 180 * 1.35 * 1.49 * 1.89 = 684.3 seconds = 11:24.3 (with ambu cape: 655.2 seconds = 10:55.2) You actually lose almost 30 seconds of duration With merits: 210 * 1.35 * 1.49 * 1.89 = 798.3 seconds = 13:18.3 seconds Edit: The reason Ghostfyre cape ends up being better than Ambuscade cape is purely due to the fact that there is more bonus being provided by the gear that naturally has duration on it before considering the cape slot. If the augment gear actually had a higher base total than the natural gear, ambuscade cape would provide a bigger bonus.
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Asura.Oraine said: » Cerberus.Shadowmeld said: » For yourself or for other people? Edit: This set will give you the best duration for casting on other people. With merits haste will be between 12-13 minutes. ItemSet 386312 Augments: Colada +4% Enhancing Duration Ghostfyre Cape: +20% Enhancing Duration For self casting, swap the following: Telchine Cap Augment +10% Enhancing Duration Vitiation Tabard +3 Telchine Braconi Augment +10%% Enhancing Duration Your duration will be capped at 30 minutes for self casting due to how the 3x composure duration works. ive been so hyped on trying to get regal cuffs, i totally over looked the fact that attrophy gloves +3 have the same enhancing percentage. now my question is why do ppl use the jse cape from reieves when the ambu cape offers the same % with FC (if fc ws added.) regal cuffs have enfeebling magic duration, not the enhancing magic duration that atrophy gloves have. Is enspell II -element really only -10?
Nin element - is 30 Ragnarok.Martel
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Asura.Eiryl said: » Is enspell II -element really only -10? Nin element - is 30 And personally, I would not be at all surprised if it is only -10. Although, I was poking around on BGwiki and I don't actually see the values stated anywhere that I could find.. Where'd you see it documented? -10 sounds familiar to me for this... But I can't recall where I got it from. jpwiki says -10
and also that ichi/ni/san are -30 Ragnarok.Martel
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Ahhh. I might have seen it there as well. I dig around there with google translate occasionally. Thanks.
If no one has retested it by the time I resub, and I have no clue when that'll be, I can give it a test... If I can remember by then. <,< Asura.Eiryl said: » jpwiki says -10 and also that ichi/ni/san are -30 Ancient Magic I and II are also -30. Kinda weird that En-spells are only -10. I mean it's functionally important for enfeebles based on Argisto's testing. If they are even -1 elemental resist then full resists go off the table for elementally neutral foes. So -10 is a perk for RDM, where -30 is to try to increase damage consistency for BLM and NIN as part of their support kit/damage and their durations are different to reflect their usage.
I know I would use enaero 2 and ice spikes for the longest time because the paralyzes seemed particularly unfair in the post abyssea eras. Argisto said: » 0 Water Resistance 30 Sec. Duration: 29 (5.8%) 15 Sec. Duration: 34 (6.8%) Full Resist: 437 (87.4%) +1 Water Resistance 30 Sec. Duration: 26 (5.2%) 15 Sec. Duration: 32 (6.4%) Full Resist: 442 (88.4%) -1 Water Resistance 30 Sec. Duration: 19 (4.75%) 15 Sec. Duration: 381 (95.25%) Full Resist: 0 (0%) Offline
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Just figured its -10 due to the cost(mp or tool wise) and duration of the spell. AMs cost a fair bit of mp, while nin had the monetary cost
Ragnarok.Martel
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Phoenix.Iocus said: » I mean it's functionally important for enfeebles based on Argisto's testing. If they are even -1 elemental resist then full resists go off the table for elementally neutral foes. So -10 is a perk for RDM, where -30 is to try to increase damage consistency for BLM and NIN as part of their support kit/damage and their durations are different to reflect their usage. I know I would use enaero 2 and ice spikes for the longest time because the paralyzes seemed particularly unfair in the post abyssea eras. Argisto said: » 0 Water Resistance 30 Sec. Duration: 29 (5.8%) 15 Sec. Duration: 34 (6.8%) Full Resist: 437 (87.4%) +1 Water Resistance 30 Sec. Duration: 26 (5.2%) 15 Sec. Duration: 32 (6.4%) Full Resist: 442 (88.4%) -1 Water Resistance 30 Sec. Duration: 19 (4.75%) 15 Sec. Duration: 381 (95.25%) Full Resist: 0 (0%) Reducing a mob's ele resist below 0 doesn't make them suddenly unable to full resist. In fact, for most enfeebles(any debuff that has status resist ranks) reducing the mob's elemental resistance will do... nothing at all for the spell's land rate. Because those spells use the specific status effect's resist rank, rather than the elemental resist ranks. So, at best, the enspell II effect is an effective +10 macc... only for things which don't use status resist ranks. Only 3 RDM enfeebles don't have status resist ranks... Frazzle, Distract, and Addle. Well, and Inundation, I guess, but that doesn't ever get resisted to begin with. There is a little star that is going by. Thanks Martel <3
Ragnarok.Martel said: » So, at best, the enspell II effect is an effective +10 macc... only for things which don't use status resist ranks. Only 3 RDM enfeebles don't have status resist ranks... Frazzle, Distract, and Addle. Well, and Inundation, I guess, but that doesn't ever get resisted to begin with. To make things worse, it doesn't do anything for Frazzle as it's dark based and none of their Enspells affect dark elemental resistance. |
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