The Beast Within -- A Guide To Blue Mage

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The Beast Within -- A Guide to Blue Mage
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By anderxero 2015-08-08 02:41:50
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On the subject of Job Trait Bonus II, do we get VI or higher in any traits?

For some of them, such as Magic Attack Bonus, we have enough trait points to reach VI, even without JTB or JTB2.

Also, is JTB/2 required to break tier IV in traits? (which would explain why BG says JTB is required to hit V in some of them even with plenty of traits to do it without)
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By Asura.Vinedrius 2015-08-08 17:41:24
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Ta'lab Trousers w/ Acc+10 vs. Manibozho A for CDC mostly against fodder? In other words; 12 DEX + 9 acc vs. 5 STR + 3 Triple + 2 Crit Rate.
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By Sylph.Oraen 2015-08-09 22:57:43
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Adhemar Augments:
Path A - AGI 10 DEX 10 Accuracy 15
Path B - STR 10 DEX 10 Attack 15
Path C - AGI 10 Ranged attack 15 Ranged Acc 15

D is unique to each piece, and I only know STP, HP, and Snapshot for feet. Unfortunately we don't know the strength of the set bonus, but I won't hold my breath on testing for that.

Now that I have general augments for Adhemar, I'll begin updating the OP. If there are any other suggestions to change or add, please let me know.
 Caitsith.Mahayaya
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By Caitsith.Mahayaya 2015-08-09 23:08:36
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Think these will be the "full set" bonus type or the Empyrean set bonus type where you'll get incremental bonuses per gear you add in?
 Valefor.Prothescar
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By Valefor.Prothescar 2015-08-09 23:10:37
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Set bonus test wouldn't be difficult. Abyssea made testing crit chances exceptionally easy years ago, hasn't really changed much.

Just use a non-ilvl weapon so things don't die instantly, load yourself up with crit+ atma, and go from there. Can easily separate data this way and see the % increase from x to y.
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By Sylph.Oraen 2015-08-09 23:14:42
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If SE was thinking ahead, they'll be the incremental bonuses. If SE was SE, it'll be a full set.

If it's a full set, the bonus will need to be very powerful to beat out the bonuses from Samnuha and Abnoba, particularly because the legs aren't great for melee.

If I actually had Adhemar myself I'd be more than willing to test. Unfortunately, I've only seen augments posted on AH and BG. I've gotta rush that bonecraft up.
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By Valefor.Prothescar 2015-08-09 23:20:46
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If you need more test parameters just let me know in here or via PM, I still have my data and test setups for various things. Most of them don't take a lot of time anymore, and the ones that do take time haven't been necessary since 2012

Never got to finish pet stuff tho, luckily BLU doesn't use those.
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By Leviathan.Stamos 2015-08-09 23:54:13
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With augments, NQ or HQ Adhemar hands are best TP/WS hands, and Adhemar NQ or HQ is best for ws. Dampening Tam still best for TP.
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By Asura.Vinedrius 2015-08-10 03:57:48
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Leyline Gloves with max augments~ What a lovely piece for add effect spells! <3 <3 <3 (and I was one lucky BLU yesterday :p)
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By Valefor.Prothescar 2015-08-10 16:15:49
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Managed to get on and learn my missing spells today. Will do tests and find their details since I assume no one has done it yet.

Spell sets I've come up with so far for 70 set points:

Party DD
Delta Thrust
Sudden Lunge
Sinker Drill
Tenebral Crush

Nat. Meditation
Cocoon
Magic Fruit
Winds of Promy.

Acrid Stream
Thrashing Assault
Empty Thrash
Fantod
Diffusion Ray
Quad. Continuum
Barbed Crescent
Blazing Bound
Molting Plumage

Notes: 5-7 points free for whatever. Can add in Erratic Flutter if support is weak. Can also add in more support (Barrier Tusk, etc). Can drop Fruit/Winds if possible to accommodate more traits (more acc bonus, add attack bonus, etc.) or debuffs (atk down, eva down, sleep, etc).


Solo/Lowman DD
Delta Thrust
Sudden Lunge
Sinker Drill
Glutinous Dart
Tenebral Crush

Nat. Meditation
Cocoon
Regeneration
Magic Fruit
Winds of Promy.
Erratic Flutter

Fantod
Blazing Bound
Animating Wail
Quad. Continuum
Barbed Crescent
Mortal Ray
Molting Plumage

Notes: 5-9 free points for whatever. Can add/remove support spells as necessary to add more traits (more acc bonus, add DA/TA, etc), debuffs (ATK down, sleep, etc), or exchange for other support spells (Barrier Tusk, etc).
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 Valefor.Prothescar
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By Valefor.Prothescar 2015-08-10 17:32:28
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Well I don't have exact numbers yet, but some notes.

Each spell is modified by its elemental parallel(s) i.e.:

Searing Tempest STR
Spectral Floe INT
Silent Storm AGI
Entomb VIT
Anvil Lightning DEX
Scouring Spate MND
Blinding Fulgor STR DEX AGI
Tenebral Crush VIT INT MND

CHR is not included, presumably because there is no darkness analog for it.

All of them are identical in function in terms of damage with the exceptions of Blinding Fulgor and Tenebral Crush. They deal slightly less damage than the others when WSC is heavy. That said, WSC isn't an enormous contribution on any of them.

Here's the data I've got:

Will do maths for the fTP, WSC, and dINT later on.
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 Shiva.Zykei
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By Shiva.Zykei 2015-08-10 18:29:26
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Sylph.Oraen said: »
Adhemar Augments:
Path A - AGI 10 DEX 10 Accuracy 15
Path B - STR 10 DEX 10 Attack 15
Path C - AGI 10 Ranged attack 15 Ranged Acc 15

D is unique to each piece, and I only know STP, HP, and Snapshot for feet. Unfortunately we don't know the strength of the set bonus, but I won't hold my breath on testing for that.

Now that I have general augments for Adhemar, I'll begin updating the OP. If there are any other suggestions to change or add, please let me know.

Actual NQs:
A - AGI 7 DEX 7 ACC 10
B - STR 7 DEX 7 ATK 10
C - AGI 7 R.ATK 10 R.ACC 10

HQs:
A - AGI 12 DEX 12 ACC 20
B - STR 12 DEX 12 ATK 20
C - AGI 12 R.ATK 20 R.ACC 20
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By Sylph.Traxus 2015-08-10 18:36:33
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If they all follow the equip stats for WSC I wonder if blinding fulgor uses dmnd or dchr, since it has +hp instead of +mp like the other seven.
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By Sylph.Oraen 2015-08-10 18:43:30
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Shiva.Zykei said: »
Sylph.Oraen said: »
Adhemar Augments:
Path A - AGI 10 DEX 10 Accuracy 15
Path B - STR 10 DEX 10 Attack 15
Path C - AGI 10 Ranged attack 15 Ranged Acc 15

D is unique to each piece, and I only know STP, HP, and Snapshot for feet. Unfortunately we don't know the strength of the set bonus, but I won't hold my breath on testing for that.

Now that I have general augments for Adhemar, I'll begin updating the OP. If there are any other suggestions to change or add, please let me know.

Actual NQs:
A - AGI 7 DEX 7 ACC 10
B - STR 7 DEX 7 ATK 10
C - AGI 7 R.ATK 10 R.ACC 10

HQs:
A - AGI 12 DEX 12 ACC 20
B - STR 12 DEX 12 ATK 20
C - AGI 12 R.ATK 20 R.ACC 20

The NQ augments posted in that thread were rank 10, not 15. Rank 15 is what I posted.
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By Fenrir.Tarowyn 2015-08-10 19:11:42
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Valefor.Prothescar said: »
Well I don't have exact numbers yet, but some notes.

Each spell is modified by its elemental parallel(s) i.e.:

Searing Tempest STR
Spectral Floe INT
Silent Storm AGI
Entomb VIT
Anvil Lightning DEX
Scouring Spate MND
Blinding Fulgor STR DEX AGI
Tenebral Crush VIT INT MND

CHR is not included, presumably because there is no darkness analog for it.

All of them are identical in function in terms of damage with the exceptions of Blinding Fulgor and Tenebral Crush. They deal slightly less damage than the others when WSC is heavy. That said, WSC isn't an enormous contribution on any of them.

Will do maths for the fTP, WSC, and dINT later on.

JP wiki actually has all the numbers up already if you wanna save yourself the trouble.
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By Shiva.Zykei 2015-08-10 19:28:12
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Sylph.Oraen said: »
Shiva.Zykei said: »
Sylph.Oraen said: »
Adhemar Augments:
Path A - AGI 10 DEX 10 Accuracy 15
Path B - STR 10 DEX 10 Attack 15
Path C - AGI 10 Ranged attack 15 Ranged Acc 15

D is unique to each piece, and I only know STP, HP, and Snapshot for feet. Unfortunately we don't know the strength of the set bonus, but I won't hold my breath on testing for that.

Now that I have general augments for Adhemar, I'll begin updating the OP. If there are any other suggestions to change or add, please let me know.

Actual NQs:
A - AGI 7 DEX 7 ACC 10
B - STR 7 DEX 7 ATK 10
C - AGI 7 R.ATK 10 R.ACC 10

HQs:
A - AGI 12 DEX 12 ACC 20
B - STR 12 DEX 12 ATK 20
C - AGI 12 R.ATK 20 R.ACC 20

The NQ augments posted in that thread were rank 10, not 15. Rank 15 is what I posted.
Ah, my bad!
Figured the gap in stats between NQ and HQ were too wide even by SE's standards lol...
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By Sylph.Traxus 2015-08-10 20:32:16
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Fenrir.Tarowyn said: »
JP wiki actually has all the numbers up already if you wanna save yourself the trouble.

Where? They have the wsc on all the new spells blank from what I can see.
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By Fenrir.Tarowyn 2015-08-10 20:43:59
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Sylph.Traxus said: »
Fenrir.Tarowyn said: »
JP wiki actually has all the numbers up already if you wanna save yourself the trouble.

Where? They have the wsc on all the new spells blank from what I can see.

They're on the individual pages unfortunately.

http://wiki.ffo.jp/html/27266.html

倍率 系統係数 修正項目
4.00 INT差×2.0 INT80%
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 Leviathan.Stamos
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By Leviathan.Stamos 2015-08-11 16:29:42
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NVM!
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By Caitsith.Mahayaya 2015-08-11 17:04:09
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Leviathan.Stamos said: »
Moving STP trait up to 4 with +2 gift, have Trux beating Tripudio now. For both Clad and Tizona.

STP has that bad of diminishing returns?
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By Leviathan.Stamos 2015-08-11 17:19:39
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Nvm!
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By Asura.Sabishii 2015-08-11 17:42:23
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So, where does pimp cane sword (Vampirism) stand in the sword hierarchy? Assuming Tizona in main hand, vampirism has augments of high DMG, STR, INT, and occult acumen (useless stat unfortunately), I'm assuming Nibiru Blade type A still beats it despite the huge amount of STR and attack on vampirism, because of the accuracy on Nibiru type A (unless the content I guess is fodder where you're overcapped on ACC)?
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By Leviathan.Stamos 2015-08-11 17:52:00
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Worse than Nibiru. It isn't bad for things you don't need acc. It will beat Niburu A if acc isn't an issue. But, Niburu B is better than Vampirism in those situations. So, if you just have Niburu A, you could use it for fodder.

It is better than Bura and Uson, unless acc matters for Uson. So, it is a decent offhand weapon.


Forgot to fix the other traits, looks like Trupidio beats Trux
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By Sylph.Oraen 2015-08-11 18:00:39
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Yeah, if accuracy isn't an issue, Vampirism is very powerful. But, with how evasive most content is that actually matters, you need the accuracy from Nibiru. Iris was originally interesting to me, but no path has been reported with DMG/DEX/ACC yet, so it doesn't seem to be a solid option.

One thing that needs to be noted about Vampirism is the HP/MP/TP drain. Mine procs very consistently, and when you drain TP, it's a huge buff to your overall DPS. Shame the sword doesn't have accuracy, as the colossal STR, high damage, and additional effect are superb.
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By Siren.Kyte 2015-08-12 20:43:22
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We appear to be capped at DW5, but that's whatever. We do get Accuracy Bonus VI.
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 Sylph.Oraen
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By Sylph.Oraen 2015-08-12 22:32:13
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Man, here I was thinking I'd finish first and be able to test a bunch. 152 until I'm done, trying to finish it off now. Anything else you can tell us about the gift? What do we get/not get?
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By Siren.Kyte 2015-08-12 23:05:14
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I'll check others later. I think most can be assumed but MAB certainly needs to be checked.
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By Sylph.Oraen 2015-08-12 23:07:35
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Yeah, MAB was my primary concern. If they don't want us beating NIN at their niche they won't like us beating BLM at theirs.
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By Siren.Kyte 2015-08-13 00:39:25
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MAB is capped at VI, which isn't super surprising.

Aside from maybe Killer traits (which may or may not be affected by the gift at all), it's safe to assume that all traits that the gift affects can only go up as far as they exist already for other jobs. Magic accuracy bonus and magic evasion bonus are of course the exception to this, since they're unique to us.
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By Sylph.Oraen 2015-08-13 01:39:07
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Okay, the past 3 days have been dedicated to grinding 919 JPs, so now that I finally have my 1200, I'll actually update the guide like I said I would. Apologies for the delays. Again if anybody has suggestions for additions or anything along those lines, please don't hesitate to let me know. I will not be changing the overall layout of the guide, as this still remains Prothescar's work, not mine. I'll just be updating item sets and getting up to date on spells, spellsets, all that jazz.
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