Chimerawizard said: »
dt set has lots of magic evasion giving it a chance to resist, carrier boosts that chance.
That makes a lot of sense, thanks Chimera!
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Chimerawizard said: » dt set has lots of magic evasion giving it a chance to resist, carrier boosts that chance. That makes a lot of sense, thanks Chimera!
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Has anyone got a BiS Spell Interrupt set they would like to share? :) Thanks.
chironic gloves aug: 8 (fern: 11)
rosette jaseran +1 amalric nails +1 psycloth tiara aug: B(15%) any psycloth vanya hood aug: C(15%) any vanya kaykaus mitra +1 aug: C(12%) any Kaykaus emphatikos rope staunch tathlum +1 edit: nice find, worded wrong for a "spell int" search. Freke ring culminus Lugh's cape Resin(10%) evanescence ring don't have a BiS set, but those should be the highest spell int. per slot. Nice one Chimera, some good suggestions here. Got an idea of what I can get to cap out. I'd add Staunch Tathlum +1 in there also, it's 1% better than Impatiens.
Apologies in advance, I couldn't find the answer here. Is INT the primary stat weighted for Helix?
I noticed on the Helix set Merlinic is primarily used as aopposed to Amalric +1, I'm assuming its because you can augment those pieces with higher INT to reach the dot tick cap on Helix 2. Is that accurate? It's because you can get magic burst on merlinic and SCH doesn't have many options for such.
Not going to hit 10k dmg w/o bursting. dINT100 is the cap for t2 helix. I would suggest after MBB to focus on m.dmg & mab. Got it, thank you for the quick response and for the insights
Is the +1 jse neck a worthwhile upgrade over the Mizukage?
Hell yes, helix duration???
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Does the Arbatel Bonnet +1 have to be equipped on cast or just on JA use with Ebullience?
equipped on spell cast not JA. I dont think I've seen it being recommended at all right now since there arent any good magic stats on it currently @ +1
I personally havent tested though, I kinda put this in the same bucket as the feet + klimaform, as most posts just say to use Amalric feet +1, at least in higher level content.
Was it ever tested if Modus Veritas breaks the 9999 Toc damage cap on Helixes?
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Asura.Sechs said: » Was it ever tested if Modus Veritas breaks the 9999 Toc damage cap on Helixes? Edit: or maybe they stacked, from different scholars. Offline
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geigei said: » Asura.Sechs said: » Was it ever tested if Modus Veritas breaks the 9999 Toc damage cap on Helixes? Edit: or maybe they stacked, from different scholars. They did? I thought they only added resist and it misses every relevant enemy now. It was used at some point to take down Absolute Virtue I think. I think you needed like 7 or 8 SCHs? (note: None would make a base tick 10k at that point, with 10k damage base you would need much less SCHs) They needed to use it all at once just before next tick, making that tick last one, but doing several hundred k damage. The AV thing was different I think. Back then Modus Veritas was 100% accuracy.
You landed one helix and then all the SCHs synced the use of Modus Veritas. Each of them was proccing an individual damage bonus based on the initial Helix hit (which back then was incredibly far away from the cap of 9999). This leads me to believe that the effect of Modus Veritas is a secondary debuff slot that "copies" the Helix currently active on the target? And not, like one may think, a buff that powers up the value of the Helix DoT itself. Supposing my reasoning is right, Modus Veritas could be a second 9999 toc damage debuff, leading to a total of ~20k toc damage, supposing 1) Modus Veritas lands (lol), 2) the initial Helix tic was 9999 Offline
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Asura.Sechs said: » The AV thing was different I think. Back then Modus Veritas was 100% accuracy. You landed one helix and then all the SCHs synced the use of Modus Veritas. Each of them was proccing an individual damage bonus based on the initial Helix hit (which back then was incredibly far away from the cap of 9999). I know it was 100% accurate thats why I said they patched it by adding resist. As far as your theory how it worked, then no. Each next SCH doing Modus doubled the damage and cut remaining ticks by 50%. So it went like EDIT: Just found the video, it was actually 10-11 SCHs and base damage was 190 and superbuffed tick was ~97k. Everything else is like described tho with small exception, that they used modus right after helix cast (I guess first tick is right after cast? or modus just always make one tick happen and just make that tick appear faster if you cut the time under regular 10sec?) Video of people doing it on JoL YouTube Video Placeholder
Ok, but this still doesn't tell us if Modus Veritas is, right now, a separate thing from Helix (and, as such, its damage goes beyond the 9999 helix cap) or if it doesn't ;_;
Not like it's super relevant, I mean Modus Veritas works so rarely it's not exactly something you can rely on for any strategy. Would be cool to know it though, just for the sake of it. Asura.Sechs said: » Ok, but this still doesn't tell us if Modus Veritas is, right now, a separate thing from Helix (and, as such, its damage goes beyond the 9999 helix cap) or if it doesn't ;_; Not like it's super relevant, I mean Modus Veritas works so rarely it's not exactly something you can rely on for any strategy. Would be cool to know it though, just for the sake of it. I know modus lands on the AA HMBF fights fairly consistently, but iirc its hard to get a helix over 5,000 to know its breaking the 10,000 cap. It sounds new to me that Modus has variable landing rate on different NM targets.
I thought its landing rate was low and the same regardless of the NM. If what you say is true, it would be pretty easy to test. With a mule doing Bolster Acumen/Malaise I bet you could hit 9999 pretty easily on VE difficulty, no? You could even use Ebullience before casting the Helix for even more chances of that to happen. I wonder if macc you have when you launch the JA has affect on the accuracy. seems plausible
I always figured the MV resistance was similar to JoL/AV. It was added for specific NMs originally, and kept for every NM after that, similar to DRKs Blood Weapon/Soul Eater
Relna, tested on Rabbits / Worms in E.Ron.
The % looks big but when you compare it to some of the best equipment we're already nuking in, its only a 3% increase (free nuke) and just screams 'resist me and turn this number into a negative increase!' No table padding! :(
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Bismarck.Batton said: » Relna, tested on Rabbits / Worms in E.Ron. The % looks big but when you compare it to some of the best equipment we're already nuking in, its only a 3% increase (free nuke) and just screams 'resist me and turn this number into a negative increase!' No table padding! :(
Thank you for doing the testing. Can only hope the Empy+3 hype train delivers the goods.. XD
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Bismarck.Batton said: » Can only hope the Empy+3 hype train delivers the goods.. XD I feel like several of the SCH empy pieces might get crazy with +3, yea.
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I've create/updated the Community Scholar Guide on BG on sets I've found here. Please review it when you have time and provide edits/suggestions where needed.
https://www.bg-wiki.com/bg/Community_Scholar_Guide#Equipment Bismarck.Xagashi said: » I've create/updated the Community Scholar Guide on BG on sets I've found here. Please review it when you have time and provide edits/suggestions where needed. https://www.bg-wiki.com/bg/Community_Scholar_Guide#Equipment For fast cast you should also talk about relic head+3 and AF Feet +3 the Grimoire Spellcasting - lets you cast even faster beyond the normal 80% fast cast cap via a separate multiplier although doesn't stack with the strategems that effect casting time and have to be in correct art. Also Fi Follet Cape +1 can potentially save inventory across multiple mage jobs. For healing since you don't need to put cure potency on cape let people know it should be -enmity or use Aurist's cape +1 r15 for more mnd and conserve mp. I generally do not swap weapons for cures, TP is too valuable. Embla Sash for all enhancing duration sets. For regen you should probably use empy +1 head pretty much always it's too much potency to give up for duration. For Aquaveil I like casting it in a SIRD set that includes all the potency so if its down I can be sure to be able to get it up but hardly necessary, may prefer duration instead. You can get +phalanx from DM augments but it only helps you so not exactly required. For enfeebling on sch you don't have any enfeebles where you need to keep stacking skill for potency other than poison so I would go with two sets one for MND one for INT based spells, AF+3 head and body and feet regal cuffs(slightly less mag acc but duration is big) and gotta go with Chironic Hose for "Immunobreak"+1 for both sets then change accessories. Augmented Aurist's cape +1 is now BiS for all enfeebles on sch but previously use an int cape or mnd cape. Augmented Acuity Belt +1 is best INT belt for enfeebles. Again I don't think its worth losing tp for enfeebles as long as you are using a reasonable option. Nuking sets are reasonable I guess although MB sets look a bit different if using mythic. Also Adoulin Cape with +2 neck can be used to get Helixs close to 5 min, beyond 5 min with Tabla which has certain important niche uses, since weakness is 5 min and a useful strat for some fights is to helix and die reraise and let the mob slowly die to helix while it sits there unable to do anything. For stun r15 mythic beats out Musa for mag acc I only swap my weapons on sch every like 12 mins for putting buffs up with musa otherwise I keep mythic on so I can use my tp for mp or damage. dt sets should mention Mallquis Saio +2 as a much easier to obtain alternative, don't let lack of omen body be an excuse not to have dt set. Also Augmented Hike Khat +1 and Gelatenous Ring +1 are good options. Shouldn't have to change weapons to cap out your dt, tp is valuable. I also melee on sch a lot so may want to include melee sets and ws sets although not too important without mythic which I know isn't very popular. |
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