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For The Shinies! A Guide For Thief |
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For the Shinies! A Guide for Thief
Bismarck.Zuidar said: » Bismarck.Josiahfk said: » Did some evasion testing today in my old evasion set (never done anything unity or got new gear yet) and attacked some mobs that check as very tough to a lvl 119. I was suprised to find that even with no buffs, and linking 2 mobs, thief evasion was able to super tanking them/kill them without taking any damage lol Makes me wonder if BCNM NM have extreme acc for ~+20 levels above the level SE states or something; misleading and annoying lol. Set had 1010 evasion. YouTube Video Placeholder If you're talking about the high-tier bcnms in the pre-adoulin areas, remember that they all have that level correction thingy and mobs in adoulin doesn't I read in past that anything past SoA didnt have lv correction. I think it just doesn't apply in adoulin zones
Bismarck.Josiahfk said: » level correction thingy? what do you mean senor? but yeah I am referring to high tier BCNM. for example when I was trying to solo one of the old ones on difficult (like lvl 109 or 112;) I'd need every piece of evasion gear possible just to be able to survive the solo, targets like ~15 levels lower than this. Orbs bcnm dificult are lv 119 iirc. Anathema Harpe
DMG:113 Delay:210 STR+7 Attack+26 Evasion+13 Dagger skill +228 Parrying skill +228 Magic Accuracy skill +188 "Double Attack"+2% "Resist Petrify"+15 Unity Ranking: "Store TP"+1~5 WAR, THF Anathema Harpe +1 DMG:114 Delay:201 STR+8 Attack+26 Evasion+13 Dagger skill +228 Parrying skill +228 Magic Accuracy skill +188 "Double Attack"+3% "Resist Petrify"+20 Unity Ranking: "Store TP"+1~5 Taeon Chapeau DEF:100 HP+36 MP+23 STR+16 DEX+23 VIT+16 AGI+23 INT+16 MND+16 CHR+17 Accuracy+10 Ranged Accuracy+10 Evasion+44 Magic Evasion+53 "Magic Def. Bonus"+2 Haste+8% Critical hit rate +2% Taeon Tabard DEF:128 HP+59 MP+44 STR+22 DEX+29 VIT+22 AGI+28 INT+21 MND+21 CHR+21 Attack+10 Ranged Attack+10 Evasion+49 Magic Evasion+64 "Magic Def. Bonus"+6 Haste+4% "Fast Cast"+4% Taeon Gloves DEF:85 HP+25 STR+9 DEX+35 VIT+30 AGI+3 INT+10 MND+28 CHR+15 Evasion+24 Magic Accuracy+7 "Magic Atk. Bonus"+7 Magic Evasion+37 "Magic Def. Bonus"+2 Haste+5% Enmity-5 Taeon Tights DEF:112 HP+47 STR+27 VIT+14 AGI+18 INT+28 MND+15 CHR+9 Accuracy+7 Ranged Accuracy+7 Evasion+53 Magic Evasion+69 "Magic Def. Bonus"+5 Haste+6% "Triple Attack"+2% Taeon Boots DEF:70 HP+13 STR+10 DEX+22 VIT+10 AGI+37 MND+10 CHR+28 Accuracy+7 Ranged Accuracy+7 Evasion+72 Magic Accuracy+7 Magic Evasion+69 "Magic Def. Bonus"+5 Haste+4% "Dual Wield"+4 "Conserve MP"+6 Thfs item in this update according to BG. Suposelly Taeon is the new set from skirmish, it has high potential. Legs with ta2 and no stp loss can make a fair competition to iuitl depending of augments. Taeon boots with dw4 is interesting now matter how you look it, even before augments, it seems the new challenger for plunderers feet. Taeon hands with mab7, plus the augments, and this will beat nilas for aeolian edge. Head will depend on augments as its not impressive as its now.
Dagger would be more impressive if it was skill+242. I dont think it has place in thf arsenal, so maybe just a war dagger. THF JPs: Despoil steals 2%/rank of target's TP
Conspirator increases ACC by 1/point while active Gifts: Raised Treasure Hunter max to 13 at 100 points Triple attack +2% at 125 13% capacity points increase at 145 crit damage +2% at 150 physical defense by 6 at 180 capacity points by 15% at 205 attack by 11 at 210 Are those "increase capacity point" cumulative or they rewrite previous one?
Would assume this makes pre JSE TH knife relivant again.
Pantafernando said: » Are those "increase capacity point" cumulative or they rewrite previous one? Very certain it's that. That just raises the overall cap of TH not the gear cap if im not mistaken, adding more TH gear will accomplish nothing.
Leviathan.Syagin said: » Would assume this makes pre JSE TH knife relivant again. I read this as they increased the total TH cap, not the gear cap. IE TH on daggers is still as irrelevant as always. TH8 for gear and now more time spent to TH13 Behemoth with a single wield bee stinger for savory shanks? Pretty useless gift, imo (unless 13 is someohow coded differently than the rest of the procs). But with all the love THF has been getting lately, I wouldn't complain. Additional crit damage, Triple Attack and CP gain are most welcome. Maxed out Despoil earlier. 5 minute timer (Bleh) and as expected is dependant on mob having TP to steal. Doesn't appear to be affected by + despoil gear. Offline
Posts: 185
Pantafernando said: » Taeon Boots DEF:70 HP+13 STR+10 DEX+22 VIT+10 AGI+37 MND+10 CHR+28 Accuracy+7 Ranged Accuracy+7 Evasion+72 Magic Accuracy+7 Magic Evasion+69 "Magic Def. Bonus"+5 Haste+4% "Dual Wield"+4 "Conserve MP"+6 Jumping the gun already and inputting it into spreadsheet has my set going up by 18 dps over plund +1. Very nice feet. ryukin182 said: » Pantafernando said: » Taeon Boots DEF:70 HP+13 STR+10 DEX+22 VIT+10 AGI+37 MND+10 CHR+28 Accuracy+7 Ranged Accuracy+7 Evasion+72 Magic Accuracy+7 Magic Evasion+69 "Magic Def. Bonus"+5 Haste+4% "Dual Wield"+4 "Conserve MP"+6 Jumping the gun already and inputting it into spreadsheet has my set going up by 18 dps over plund +1. Very nice feet. Without any context it's difficult to give your post any merit. Offline
Posts: 185
Context? Since when did people start getting upset over small details. ItemSet 333236 With the only changes of neck to Asperity Necklace and DW ring to rajas. Solo.
ryukin182 said: » Context? Since when did people start getting upset over small details. ItemSet 333236 With the only changes of neck to Asperity Necklace and DW ring to rajas. Solo. No one is upset, but context is important considering those same feet would likely be garbage if you were delay capped from magic/songs and other gear already. These aren't small details. Offline
Posts: 185
I was just messin, I apparently didn't do /s. I don't spend much time talking on the forums to be reminded sarcasm isn't as apparent through text.
They have near fed rudras ....
I'll believe it when I see tests.
Why do SE hate putting DEX on leg pieces so much? -.-
Asura.Fiv said: » That just raises the overall cap of TH not the gear cap if im not mistaken, adding more TH gear will accomplish nothing. Checking bg list of augnents, i already saw (for taeon):
- dw (max reported was 4); - mab; - ta (up to 2, so far); - crit dmg (up to 3 so far). Aside stats, att/acc (i saw already 20 att for augments). My thoughts are: this new set seems stronger to most pieces we have currently, depending of augments. Also given how wide are those augments pool, probably the same set but with different augments will appear in diferent combos as best (ws set, tp set, acc set, etc.). That said, lets check who were the losers this update: - plunderers poullaines: definitively killed for solo situations (probably even with taeon without augment as dw > ta). Still debatable if in buffed situation, as it can get ta2 via augments. The dw from base will need some iterations to see what pieces can suit better. A possible combination could cap dw with just feet and back, killing together any other dw piece (suppa, green earrings, boomerang, etc); - skadi body: it was just being alive due to dw7, but now, in theory taeon head+body will provides dw8, plus crit rate from head and ilv. Skadi goes back to mog porter praying for a salvage ilv; - bonecrafters: sombra legging was basically destroyed by taeon tights, making rather pointless this gear that, aside being inferior, still requires 55jps to be able to use them. And the crafters lose more one way to get cash... - pillager set: while not killed, its facing a terrible crisis. The possibility of augmenting dex + crit dmg put in serious mog porter risk most pillagers gears for stacked rudra: head can match pillagers crit dmg, but its short 4 dex, what should be easily achieved with proper dex augment. Still, even a perfectly augmented taeon will be barely better than pillager head (unless we can find crit dmg4 or some massive dex, im assuming 9 the cap of dex provided). Body: i think it wont be beated by taeon body, as it has impressives crit dmg5, lots of dex too, asida that the taeon body seems the least appealing taeon piece. Hands: in serious trouble as even unagmented taeon has the same dex as pillagers, and a crit dmg3 augment will beat the pillagers 2 crit dmg. The only hope for pillager hands is how the extra trick dmg is calculated to be still relevant in a trick attack set, but for sneak, seems like pillager hands is dead. Legs: similar to head, even a perfectly augmented taeon will be close to pillager (just if the dex augment is maxed to compete with the 4 crit dmg from pillagers). So, pillagers will still be a reasonable choice (probably the best still). Feet: plunderer was just prefered because of dex as pillagers didnt provide any crit dmg, but obviously taeon will figure as best, and with a very large margin over the second place. Dex augment plus crit dmg3, not so soon some piece will appear to be even match to taeon in a stacked ws set. - felistris/iuitl head: a ta head will have crit rate2 against 10 attack of felistris or 2 da and pdt/mdt from iuitl. I believe taeon ta2 will beat both headpieces; - iuitl legs: im not aware of stp augment form taeon, and depending of your context, stp can be more or less relevant than ta, so its a close call and need to be analyzed in each situation. - body slot is relatively safe. Taeon body is pretty lackluster unaugmented, be it for lack of interesting unique stats (fast cast) or lower str/dex total. Most likely you can keep the current body piece in your buffed tp set. - all that just considering ilv119 content. Considering now high lv events, where acc is an issue, taeon will significantly pull ahead. If att augment reached 20, its expected you can get 20 acc. Considering 4/5 pieces of taeon have natively acc stats, its expected taeon to be the base of full accuracy set. My final thoughts are that i dont really aggre with what SE did this update. Im fine having to swap one or 2 pieces in a set, or making old gear relevant, but this time, a perfectly augment taeon will beat most old gear. If one is aiming the best of the best set, you should consider more than 5 pieces from same set. And possible, way more than 5. And the need for augments will make the process even more troublesome. While the random pool got sloghtly better after they splited the augment pool for each type of stone, the quality of those new sets will catch more attention of others jobs, so its expected a huge demand of stones soon, as more and more jps starts entering in the augmenting process, requiring a huge amount of people farming skirmish to provide stones at a reasonable price. But expect, at oeast in first month, the process to be relatively expensive if youre trying to augment multiples pieces. Offline
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shitty update, THF need a real buff.
Carbuncle.Nynja said: » Asura.Fiv said: » That just raises the overall cap of TH not the gear cap if im not mistaken, adding more TH gear will accomplish nothing. IDK. Considering the "Your TH level" part of that equation is capped at 8, I don't see any reason to believe that equipping TH10 would somehow override that cap. Such a theory is also couterintuitive to the very reason they implemented the cap in the first place (to remove the need for TK). i will try to compile here the official info about th available. Help me if i forgot some:
Quote: Camate Community Rep Happy Friday everyone! Sorry to intrude on this thread, but I wanted to share some information about Treasure Hunter. This post might get a bit complicated since it is about Treasure Hunter, but that is the nature of the beast, as they say. To shed some light of the background before I drop some knowledge bombs, there was a test performed by your fellow adventurers in Japan, and they noticed that after initially hitting the monster with maximum TH+ gear equipped and then switching to non-TH gear, the rate in which the TH value increased was reduced. Now that you have the background… Adding Treasure Hunter+ via equipment, or other means, will not increase the rate at which the Treasure Hunter value grows, as this is a set rate. However, when the value of Treasure Hunter placed on a monster and the value of the Treasure Hunter on your character are different, this will cause the growth rate to vary. With that said, if you want to increase the Treasure Hunter value, it is best to utilize equipment that has the Treasure Hunter+ effect. By unequipping Treasure Hunter+ gear, you are essentially creating a gap between the value placed on the monster and your character, which results in an inefficient means for increasing the TH value. There have been requests to make it so that it's possible to switch out TH+ gear after the TH effect is placed on a monster, but as there is a concern that this would reduce the value of equipment with Treasure Hunter+ and also takes away all the hard work some players have put into maximize their Treasure Hunter, we would like to keep it as it is currently. Quote: In Regards to Equipment with Treasure Hunter Quote Originally Posted by Lomloon As for Treasure Hunter itself, after a certain point increasing it will have no significant impact on your drop rates. "But I feel uncomfortable unless the treasure hunter level reaches 10 or 12!" is an opinion we sometimes see, but understand that after a certain point it makes no significant difference in drop rates, so please keep that in consideration when you choose how to balance your equipment. There was an error in the previous post, so I wish to correct it. In regards to increasing levels of treasure hunter becoming less effective, that was in reference to items that regularly drop frequently. In regards to the high-value items that players may be more concerned about, "Increases in the level of Treasure Hunter will results in an almost consistent increase per level (Although each level is small)" would be more accurate. I apologize for the lack of specification in the previous post. I have expressed the thoughts of "It is difficult to let go of my Thief's Knife when considering party play and reaching TH12" to the development team. We have discussed the possibility of adding a higher-level Thief's Knife to the game, but we fear this may turn into a situation where Thieves are stuck forever wearing "High-Level Thief's Knife + Thief's Knife", further narrowing the choices of weapons that is already present. We also wish to avoid having to weaken the original Thief's Knife. In order to solve this problem, we are considering introducing a hard cap to the total amount of Treasure Hunter players can gain through equipment. It would become a situation where you would feel comfortable saying "Since I have reached the cap, I don't have to worry about bringing my Thief's Knife anymore! (Similar to a situation we wish to create with haste)" I should add that such a cap would not be below the level of what is currently possible for players. I cannot promise an exact timeframe for implementation yet- I simply wished to convey our current plans to the players. Quote: An upper limit has been set on the effects of Treasure Hunter. Name: battle11.jpg Views: 20 Size: 57.7 KB This adjustment has been made in light of the future introduction of equipment enhancing the effects of Treasure Hunter. Upper limits of Treasure Hunter including the total of bonuses provided by equipment, atma, and job abilities. Thief Treasure Hunter +8 * The limit will be raised to +12 as normal when under the increased Treasure Hunter effects granted through thief autoattacks, Sneak Attack, Trick Attack, and the ranger ability Bounty Shot. Non-thief jobs Treasure Hunter +4 Max I've seen on DW for Taeon is 5. So, potentially, the feet could be a total of 9 DW and be huge. But I'd need to spreadsheet things to know for sure.
And this is SE...with the amount of localization errors or spaghetti code they've put forth in this game, why is the concept that initial TH will only be capped at 8, but for the sake of TH+ proc rate, it takes your actual equipped TH, regardless of the initial TH cap?
I'm not saying this is how it works, but I'm just saying, unless its been proven otherwise, why immediately discard it? Quote: Known Issues Players may occasionally become unable to move when falling through the terrain in Sih Gates (J-10). The screen will occasionally black out and become unresponsive during cutscenes in the following missions. Maiden of the Dusk / Unraveling Reason / Light of Judgment The player may occasionally become unable to move after becoming stuck in a wall in Sea Serpent Grotto (H-9) When participating in an alluvion skirmish in Yorcia Weald [ U], the effects of certain weaponskills will occasionally not disply properly when using them on strongholds. When rearing a ziz within the Mog Gardens, an effect will occasionally play on the ziz when taking certain actions. If the player acquires the dancer gift category Maximum Finishing Moves Bonus and has the icon type set to 2, a black border will occasionally display around the icon that appears when the player has six or more finishing moves. When using the Dispense: Confectionery Goods ability of the Heart Apron +1, the player will occasionally receive bast parchment. When using the /macro command while editing the macro palette and moving the book, the entry currently being edited will be copied over to the new location. Switching between the job point and gifts categories in the Job Point submenu and then canceling will cause the client to crash. When in possession of a linkshell and linkpearl of the same type, the equip section of the Linkshell submenu will not grey out and remain openable. Why did I post this? Because bugs happen, and most of these bugs are completely debilitating bugs. So the fact that SE may have only made TH's initial proc cap at 8, and the TH+ proc rate be based on your characters TH beyond the cap, should atleast be worth consideration until proven otherwise. Offline
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Does doing a boxstep in dynamis proc treasure hunter on a mob? If I have TH8 lets say and I box step a mob i have yet to hit physically to apply my TH stat on it...and it procs and I instant kill it with Rudra's Storm....did it die with TH8 on it (assuming my weaponskill set has no treasure hunter gear etc)
Jajuju said: » Does doing a boxstep in dynamis proc treasure hunter on a mob? If I have TH8 lets say and I box step a mob i have yet to hit physically to apply my TH stat on it...and it procs and I instant kill it with Rudra's Storm....did it die with TH8 on it (assuming my weaponskill set has no treasure hunter gear etc) |
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