Well that's my point, it's better than Gleti's in both capped and uncapped. And let's face it, we are almost never capping attack with Drakes (hahahahhafuckthatstupidattackpenaltyhahaha).
Legs for impulse as well? Need to math that one out.
Sigurd's Descendants: The Art Of Dragon Slaying. |
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Sigurd's Descendants: The Art of Dragon Slaying.
Well that's my point, it's better than Gleti's in both capped and uncapped. And let's face it, we are almost never capping attack with Drakes (hahahahhafuckthatstupidattackpenaltyhahaha).
Legs for impulse as well? Need to math that one out. Asura.Veikur said: » Vambraces DEF:118 HP+47 STR+19 DEX+42 VIT+42 AGI+17 INT+16 MND+34 CHR+26 Acc.+52 Atk.+52 Mag. Acc.+52 Eva.+64 Mag. Eva.+72 "Magic Def. Bonus"+4 Haste+4% "Double Attack"+6% "Spirit Link"+14% Augments "Spirit Link" Damage taken -10% Wyvern: Accuracy+52 Magic Accuracy+52 Set: Attack occ. varies with wyvern's HP While I seriously doubt anything has changed, they did alter the text of the hands from "enhances" to "augments." I wonder if this is true for the JP version or if this is just a translation team mistake. SimonSes said: » Asura.Junjiro said: » Looking at DW sets with Kraken off hand. Show me what you got! Code sets.engaged.NaeglingDW = { ammo="Aurgelmir Orb +1", head="Flam. Zucchetto +2", body="Hjarrandi Breastplate", hands={ name="Gleti's Gauntlets", augments={'Path: A',}}, legs={ name="Ptero. Brais +3", augments={'Enhances "Strafe" effect',}}, feet="Gleti's Boots", neck={ name="Dgn. Collar +2", augments={'Path: A',}}, waist="Klouskap Sash +1", left_ear="Crepuscular Earring", right_ear="Dedition Earring", left_ring={name="Moonlight Ring", bag="Wardrobe3"}, right_ring={name="Moonlight Ring", bag="Wardrobe4"}, back=gear.DRG_DEXSTP_Cape } With capped magic haste(and gear haste) DRG would not need any DW gear with DW2 and wyvern at max.
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I'm dumb and don't quite understand, so take this with a grain of salt, but with an 80% delay cap -
80% - 43.75%(magic) - 10%(JA wyvern) - 25%(gear, assuming) = 1.25% to hit cap, hasta samba puts you way over. Guessing some STP on the cape is way more beneficial than DW. /dnc already gives 15 dw, so you are well overcap and are actually losing tp/hit any additional dw only hurts your tp gain on drg (unless you have no haste buffs or wyvern is dead)
AegParm said: » 80% - 43.75%(magic) - 10%(JA wyvern) - 25%(gear, assuming) = 1.25% to hit cap, hasta samba puts you way over. Guessing some STP on the cape is way more beneficial than DW. Most of which just lowers your TP return sadly. Lakshmi.Buukki
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Cerberus.Dekar said: » Asura.Veikur said: » Vambraces DEF:118 HP+47 STR+19 DEX+42 VIT+42 AGI+17 INT+16 MND+34 CHR+26 Acc.+52 Atk.+52 Mag. Acc.+52 Eva.+64 Mag. Eva.+72 "Magic Def. Bonus"+4 Haste+4% "Double Attack"+6% "Spirit Link"+14% Augments "Spirit Link" Damage taken -10% Wyvern: Accuracy+52 Magic Accuracy+52 Set: Attack occ. varies with wyvern's HP While I seriously doubt anything has changed, they did alter the text of the hands from "enhances" to "augments." I wonder if this is true for the JP version or if this is just a translation team mistake. Interesting observation. Wonder if it also increases amount of tp transferred from wyvern, would be a neat addition
Necro Bump Detected!
[37 days between previous and next post]
Coming back after a long hiatus from FFXIV and I was curious if Smiting Breath is worth using these days? When I used to play, it was doing maybe 600-700 damage on its own with BiS +Breath gear, but of course executing a JA adds about a 2s delay to autos, which impacts TP generation. Is it a gain to use it these days or is it still pretty much trash outside of when bosses are resistant to physical or some such?
Necro Bump Detected!
[47 days between previous and next post]
I did some testing to check if the bonus VIT to Jump applied offhand since I noticed the wiki said there was "anecdotal evidence" for it not applying to DA/TA/QA, if Jump is a psuedo WS then offhand hits are probably not much different than a DA/TA/QA if at all for the purposes of fTP
Test methodology: go DRG/NIN and equip Naegling/ceremonial dagger so I know when I missed the main hand After much pain of 99% acc cap... Looks like I landed a crit. I managed to get a jump crit later. I was logging the action packets so I know "effect" was 3 for the action target of both suspected crit jumps. The rest had 1. Relevant stats: STR = 306 VIT = 341 1 + 341/256 = 2.33203125 56 * 2.33203125 = 130, close enough to that crit jump at 125 for my sake. Do we need more data or is this conclusive enough to update wiki? Weapon Rank of 8, 1 base damage would be 9
9 * 3.55 = 31 31 * (1 + 341/256) = 72 piercing bonus: 72 * 1.25 = 90 1~1.05 multiplier 90~94 damage So assuming those were all DA and not just offhand hits, then yes, they do get bonus from VIT. The 56 stands out, though. What setup did you have that gave you the 56 damage one? I should've been more clear on the image and the post, sorry.
In order in the pic: 56: suspected crit offhand hit with Naegling/Ceremonial dagger 40: high jump with mainhand hit with Ceremonial Dagger only 92,92: jump hit with Ceremonial Dagger only 38: high jump with mainhand hit with Ceremonial Dagger only 90: Jump with Ceremonial dagger only 125: suspected crit jump with Ceremonial dagger only Ragnarok.Casey said: » I should've been more clear on the image and the post, sorry. In order in the pic: 56: suspected crit offhand hit with Naegling/Ceremonial dagger 40: high jump with mainhand hit with Ceremonial Dagger only 92,92: jump hit with Ceremonial Dagger only 38: high jump with mainhand hit with Ceremonial Dagger only 90: Jump with Ceremonial dagger only 125: suspected crit jump with Ceremonial dagger only I don't recall if DRG has a crit bonus trait, but, guess you had something since it lines up this way and the non-crits fall in the exact expected range
edit: 8% from gifts, which does line up with 56 and 125 in the range 9 * 4.55 = 40 40 * 1.25 = 50 50 * 1.05 = 52 so no bonus from VIT there 9 * 4.55 = 40 40 * 1.25 = 50 50 * 1.05 = 52 52 * (1+341/256) = 121 does get the bonus from VIT Quetzalcoatl.Jakey said: » Ragnarok.Casey said: » I should've been more clear on the image and the post, sorry. In order in the pic: 56: suspected crit offhand hit with Naegling/Ceremonial dagger 40: high jump with mainhand hit with Ceremonial Dagger only 92,92: jump hit with Ceremonial Dagger only 38: high jump with mainhand hit with Ceremonial Dagger only 90: Jump with Ceremonial dagger only 125: suspected crit jump with Ceremonial dagger only Doesn't really answer the question now of is any MA from the mainhand getting the VIT multiplier? Quetzalcoatl.Jakey said: » so the 56 was the only offhand hit recorded? Ramuh.Austar said: » Doesn't really answer the question now of is any MA from the mainhand getting the VIT multiplier? WAR can get 100% in gear/traits/merits easily enough, and you can do it on a weak NIN mob, like the low level yagudo that will use it.
pull with provoke, used a ranged attack to remove one shadow, then jump. MA check will be MH > OH > MH DA If single wield, just provoke, let it cast, then do one round then jump. My WAR isn't that good, so I tested and found out that Warrior's Charge works on jump (it is consumed)
This NM is perfect for it, it spams utsusemi ichi repeatedly. It's also very low level. STR=261 VIT=291 Weapon was Melon Slicer (1D great katana) 9 * 3.7 = 33, so no VIT bonus
33 * (1 + 291 / 256) = 70 So looks like only the first MH hit gets the VIT multiplier. Great! thank you for the confirmation. updated wiki
I went to Brenner to test what exactly Spirit Link can remove and I found the following:
Worked: all Sleep/Lullaby (removed silently) burn/frost/choke/shock/rasp/drown all bio all dia all poison all requiem doom (apparently Cruel Joke works in brenner, even lands on players) It appears that it removes all of these all at once: Quote: [10:41:49] [Casey] Blind → Eisenzahn [10:41:51] Casey Blind → Eisenzahn (blinded) [10:44:54] [Casey] Bio II → Eisenzahn [10:44:55] [Casey] 49 Bio II → Eisenzahn [10:44:59] [Casey] Burn → Eisenzahn [10:45:01] Casey Burn → Eisenzahn (Burn) [10:45:04] [Casey] Choke → Eisenzahn [10:45:05] Casey Choke → Eisenzahn (Choke) [10:45:09] [Casey] Shock → Eisenzahn [10:45:11] Casey Shock → Eisenzahn (Shock) [10:45:15] [Casey] Poison II → Eisenzahn [10:45:16] Casey Poison II → Eisenzahn (poisoned) [10:45:18] [Lillyanne] Foe Requiem → Eisenzahn [10:45:20] Lillyanne Foe Requiem → Eisenzahn (Requiem) [10:45:29] Eisenzahn is no longer poisoned. [10:45:29] [Robocop] 769 HP Spirit Link → Eisenzahn [10:45:29] Eisenzahn's Bio effect wears off. [10:45:29] Eisenzahn's Choke effect wears off. [10:45:29] Eisenzahn's Burn effect wears off. [10:45:29] Eisenzahn's Shock effect wears off. [10:45:38] Eisenzahn is no longer blinded. Quote: [10:45:29] Eisenzahn's Requiem effect wears off. and out of the things I tested which didn't work: bind paralyze blind slow break gravity frazzle addle distract I got suspicious about some of these removing perhaps without a message like sleep/lullaby so I checked them manually: Quote: [10:36:25] Casey Paralyze II → Eisenzahn (paralyzed) [10:37:45] [Robocop] 0 HP Spirit Link → Eisenzahn [10:37:51] [Casey] Paralyze II → Eisenzahn [10:37:53] Casey Paralyze II → Eisenzahn (No effect) Does anyone have any confirmed cases of say bind/gravity removing from using spirit link? Ragnarok.Casey said: » all Sleep/Lullaby (removed silently) Ragnarok.Martel
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Were these test with or without the empyrean hands?
Also it not removing Blind or para is pretty odd. The spirit link wiki page specifically lists those as removable... Offline
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According to jp wiki it's the empyrean gloves that allow SL to remove para/silence/blind/plague/poison/eraseable effects, so somethings funky
It was tested without empyrean hands, will need to retest with them.
Quote: [13:38:59] [Lillyanne] Saboteur ¨ Lillyanne [13:39:05] [Lillyanne] Slow ¨ Jessie [13:39:06] Lillyanne Slow ¨ Jessie (slowed) [13:39:09] [Lillyanne] Paralyze ¨ Jessie [13:39:11] Lillyanne Paralyze ¨ Jessie (paralyzed) [13:39:14] [Lillyanne] Blind ¨ Jessie [13:39:16] Lillyanne Blind ¨ Jessie (blinded) [13:39:21] [Lillyanne] Frazzle II ¨ Jessie [13:39:23] Lillyanne Frazzle II ¨ Jessie (Magic Evasion Down) [13:39:26] [Lillyanne] Addle ¨ Jessie [13:39:28] Lillyanne Addle ¨ Jessie (addled) [13:39:32] [Lillyanne] Distract II ¨ Jessie [13:39:34] Lillyanne Distract II ¨ Jessie (Evasion Down) [13:39:39] Jessie is no longer blinded. [13:39:39] [Casey] 0 HP Spirit Link ¨ Jessie [13:39:40] Jessie's addle effect wears off. [13:39:59] Lillyanne's Saboteur effect wears off. [13:41:10] Jessie is no longer paralyzed. [13:41:10] [Casey] 0 HP Spirit Link ¨ Jessie [13:41:11] Jessie's slow effect wears off. [13:42:45] [Casey] 0 HP Spirit Link ¨ Jessie [13:42:45] Jessie's Magic Evasion Down effect wears off. [13:42:45] Jessie's Evasion Down effect wears off. [13:43:02] [Lillyanne] Gravity ¨ Jessie [13:43:03] Lillyanne Gravity ¨ Jessie (weighed down) [13:44:15] Jessie is no longer weighed down. [13:44:15] [Casey] 0 HP Spirit Link ¨ Jessie [13:44:20] Match ending in 23 minutes. [13:45:20] [Lillyanne] Paralyze ¨ Jessie [13:45:20] Match ending in 22 minutes. [13:45:22] Lillyanne Paralyze ¨ Jessie (paralyzed) [13:45:46] Jessie is no longer paralyzed. [13:45:46] [Casey] 0 HP Spirit Link ¨ Jessie Seems to be 2 erasable and/or -na effects at a time with Empyrean hands. Haven't gotten it to remove 3 at once, but will keep trying for a bit. EDIT: could not get more than 2 effects removed before the match ended. Offline
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guess wiki needs to be updated that emp gloves are required for those additional debuffs
http://wiki.ffo.jp/html/1897.html On the specific lancer's gloves it says it gives a "panacea"+Erase type effect http://wiki.ffo.jp/html/23120.html |
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