Its mostly iddle set during fight, this way can resist AOE, silencega etc, swap to mouvement speed legs when moving.
its a standard iddle set, and an engage dt set (but low acc)
Jack Of All Trades: A Guide To Red Mage |
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Jack of All Trades: A Guide to Red Mage
Its mostly iddle set during fight, this way can resist AOE, silencega etc, swap to mouvement speed legs when moving.
its a standard iddle set, and an engage dt set (but low acc) Offline
Asura.Sechs said: » Which augs do you have on the shield? Best would be Spell Interruption Rate, no? since the others are kinda useless. Siren.Kyte
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not sure why you would say that
Cerberus.Shadowmeld
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I believe he's talking about the aug for Beatific Shield
You're way overkill on MDT. Might consider trying to get hearty earring instead of etiolation earring or eabani earring. You'd lose some resist silence or meva, but you'd gain 5% resist all. You're also @55% PDT. If you can find 5% somewhere else, you could swap your cape augment to meva or resist status. Offline
Cerberus.Shadowmeld said: » I believe he's talking about the aug for Beatific Shield Yeah, SIR seems the only decent option, out of Spell Interruption Rate, Shield Mastery, HP and/or MP and MDT Since we're talking about idle, I'd go for HP/MP honestly.
Not sure if it's just me but I think a lot of people underestimate the effect of losing like, what, 300hp/mp from idle through precast through midcast to aftercast. DanielH said: » Cerberus.Shadowmeld said: » I believe he's talking about the aug for Beatific Shield Yeah, SIR seems the only decent option, out of Spell Interruption Rate, Shield Mastery, HP and/or MP and MDT i believe in the power of aquaveil ! Quote: Might consider trying to get Hearty Earring instead of Etiolation Earring or Eabani Earring. You'd lose some resist silence or meva, but you'd gain 5% resist all. You're also @55% PDT. If you can find 5% somewhere else, you could swap your cape augment to meva or resist status. not a bad idea, i will looking for it. Siren.Kyte
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Cerberus.Shadowmeld said: » I believe he's talking about the aug for Beatific Shield You're way overkill on MDT. I'm aware. But having SIR in an idle set is useless and that MDT augment is not, as it also grants BDT. The HP/MP augments aren't useless either, for the reasons already mentioned. Cerberus.Shadowmeld
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Sorry, those were two separate statements. The one about the MDT was the lead in to the gear recommendations I had.
Edit: Adding a question of my own to this discussion if you don't mind. I'm working on perfecting my CDC sets on RDM. Is Taeon still desirable for CDC or does Jhakri/Viti. +3 just outclass it. I've currently got: taeon chapeau : acc/atk +19, TA +1, Crit DMG +3 taeon gloves : acc/atk +19, TA +2, Crit DMG +3 taeon tights : acc/atk +19, TA +2, WSD +3 (ran out of stones) Jhakri has a ton more base stats, does that overpower Taeon? i have made a full capped taeon of acc/atk Crit hit +3 Crit DMG +3 and curiosly i got bad result, maybe i should add ws acc instead of crit hit on each to made some test
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Asura.Sechs said: » Since we're talking about idle, I'd go for HP/MP honestly. Not sure if it's just me but I think a lot of people underestimate the effect of losing like, what, 300hp/mp from idle through precast through midcast to aftercast. Can get both. Can get 0-2 of those augments if you're lucky. Asura.Psylo said: » i believe in the power of aquaveil ! So do I. But I also believe in not wasting augment slots on completely pointless stats like Shield Mastery, or MDT on a shield that's basically capped with Shell, and easily able to be capped with DT gear without Shell. Offline
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Cerberus.Shadowmeld said: » Head: Taeon Body: Taeon Hands: Taeon capped att, Jhakri normally Legs: Relic+3 (dex22 on them) feet: thereoid Cerberus.Shadowmeld
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That's pretty similar to what I was looking at.
Here's my current set: ItemSet 359394 I don't have thereoid greaves, they look pretty nice. My only real worry is that all of these options are lower acc than other options. Why Jhakri Cuffs +2 when not atk capped? Of all the pieces, that one seems most in favor of Taeon to me. That 7% WSD push it over? Asura.Byrne
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Afania said: » Lakshmi.Buukki said: » I was already working on my RDM, but after watching this video a couple of days ago, I got discouraged due to the lack of macro lines and gearset space/inventory to hold all of the essentials. I'll probably mum around on the job working on +2ing AF and relic in PUGs occasionally, but it's a heavy investment for someone who already plays 10+ jobs at EG. Was a great guide and I learned a a lot. Thanks Rua Tbh you could just recycle gears from other mage job. Certain sets are skippable if you only use the job for certain roles. For example I almost always bring Rdm to ambuscade pt as healer, so my melee sets/nuke and my sets rarely gets used, if ever. If you lowman or solo on it you are more likely to need every sets, but many jobs could already do that, such as BLU. This 1000x. This is true for so many jobs and it's a thing most people don't bring up on any of the guides. This isn't a game where you only have one job and I see so many people discourage you from saying that on some situations you'd be better off on a different job than trying to bend the job to do something it simply can't do efficiently or with minimal gear investment. One good example is CDC RDM. It's possible to build a good CDC set on RDM and get good results but it pretty much requires AG Almace and a perfect set to even attempt to keep up with BLU, while on the other hand if you're simply trying to do melee damage, RDM has no trouble at all keeping up with BLU and COR for Savage Blade using Aeonic. Sure if you don't have a group for Aeonic it's out of reach, but it doesn't have as steep of a gil barrier to entry. Offline
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Cerberus.Shadowmeld said: » That's pretty similar to what I was looking at. Here's my current set: ItemSet 359394 I don't have thereoid greaves, they look pretty nice. My only real worry is that all of these options are lower acc than other options. Why Jhakri Cuffs +2 when not atk capped? Of all the pieces, that one seems most in favor of Taeon to me. That 7% WSD push it over? Jhakri +2 has +23 Accuracy/Attack, +7% WSD and +6 DEX over Taeon augmented with Acc/Atk+20 and CHit/CDmg+3%. RDM really needs that Acc/Atk, and the DEX/WSD make up for the lack of crit, to a small extent. So looking at Saboteur I can't find a clear cut explanation on how it's effects are calculated with respect to the gloves. Gloves say +12 but the wiki lists +24. Is it additive or multiplicative, and how does that interact when the target is ITG.
Normally, Saboteur is (Potency) * 2 = 200%.
With Lethargy Gloves +1, it's (Potency) * 2 * 1.12 = 224%. The gloves refer to the multiplier to Saboteur, while the BG wiki page refers to the multiplier to the original potency. They're equivalent ways of referring to the same upgrade to Saboteur. Saboteur's bonus is halved on NMs, so it's Potency * 1.5 = 150% without gloves, Potency * 1.62 = 162% with gloves. Leviathan.Celebrindal
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If the only difference between NM and non NM saboteur equation is that the 2.0 on normal mobs becomes a 1.5, then the bonus on NMs with gloves would be 168%, not 162%.
The final bonus potency is halved after counting the gloves.
With gloves, it goes from +124% to +124%/2 = +62%. Leviathan.Celebrindal
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so the target being an NM halves the natural bonus of Saboteur as well as the Saboteur bonus on the gloves? Ty for clarification.
And this is what I'm talking about.
From page 9 https://www.ffxiah.com/forum/topic/49688/jack-of-all-trades-a-guide-to-red-mage/9#3239333 Quote: Seems like Saboteur's bonus is actually reduced to +25% vs. NMs instead of the +50% we thought it was. On the plus side, Empyrean Gloves appear to provide the same bonus regardless of target, but it's still a big step down. "New" max for Distract/Frazzle III vs. NMs: 120 Base *1.37 Saboteur (164) +10 dMND (174) *1.24 Potency (215) or *1.3 Potency (226) If you're curious, the "old" maxes were 244 or 256 (difference of 29 or 30) assuming Saboteur+12 was +56% instead of +37%. Says gloves bonus is the same +12 regardless and on NM's it's a 1.25 multiplier. And then he's showing it being (1.37) added not multiplied (1.40) yet the numbers line up, then again a diminished effect would be 1.325 so possibly in the margin of error. Is there a better way to test to see exactly what's going on cause modeling a powered up Distract III on a NM is getting annoying. Using Distract III on Vetehinen would probably be the easiest way to test, assuming he uses Molting Burst.
Might go do that sometime, just want a solid model to go off of.
So I'm trying to top-tier my melee sets, because I like stabbing things while I enfeeble them into suckitude.
Upon eyeballing the sets in the first post, I saw Dedition Earring. I was always under the impression that an excess of STP wasn't good for DWers, and I'm aware that we get almost none on gear outside of Ambu stuff. So, why Dedition? Why Metalsinger in Savage set instead of Prosilio +1? Is it a matter of attack cap/noncap? Just asking, as I want to get the best tools I can to prove that I can indeed DD. Offline
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excess of DW is not good because it lowers stp.
stp is always good. da is diminished cause of ta from temper2 the sets in OP weren't perfect when they came out. there's some fixing to be done. So RDM, except new neck who is really sexy, i'm pretty disapointed about weapon since i have a mythic, more acc, more macc, fast cast (ok don't care that) but with augment, this weapon gonna explode murgleis in pure enfee/macc ...
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as of now (i play with a weapon lock toggle)
i would toss it in random sets for pre/midcast where i don't need potency gear mostly just for the HP Asura.Byrne
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Asura.Seekerstar said: » Why Metalsinger in Savage set instead of Prosilio +1? Is it a matter of attack cap/noncap? It is indeed a matter of attack cap vs not attack cap. Prosilio +1 wins in unbuffed situations, while Metalsinger wins at attack cap. To go along with Braden's testing from way back when I went and did this test. I'll be updating the wiki in a little bit to reflect both of these test.
I'll try to make this both mathy but still understandable to everyone. NM: Vetehinen (Molting Burst transfers debuffs to players.) Distract III: Potency = [floor(6/21) * (Enfeebling Skill - 190)] + floor(dMND/5); where dMND/5 caps at 0 and 10. Saboteur does not affect dMND step. Regular Test and Saboteur Base Stats: Enfeebling: 536 MND: 349 Evasion: 692 Base Mathed: floor((6/21) * 349) +10(dMND) = 108 Evasion once he transferred: 584 Ovserved Potency: 692 - 584 = 108 Sab if 25% Mathed: floor(98 * 1.25) + 10(dMND) = 132 Evasion once he transferred: 560 Observed Potency: 692 - 560 = 132 Confirms it's +25% on NMs. Saboteur with 119 Emp Gloves (+12%) Base Stats: Enfeebling: 555 MND: 348 Evasion: 671 Base: floor((6/21) * 365) = 104 Sab w/ Gloves Mathed: floor(104 * 1.37) + 10(dMND) = 152 Evasion once he transferred: 519 Observed Potency: 671 - 519 = 152 Confirms gloves still give full potency on NMs. TL;DR: Saboteur is only +25% increase when used on NMs our Emp Hands still give full bonus on NMs. |
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