Re: Belt slot - I'm slowly rolling over AH items for rare/ex stuff. It's all just a matter of seeing stuff drop.
Re: the ammo item - No way I'm paying 3M for Sachet just for the +2 MAC? It'd be an upgrade purely for vanity and that's not high in my priority list right now. As for the tathlum... 4 INT/ 2 Conserve MP > 2 MAB?
Re: Galdr - I'd love one! Thing is I'm 0/5 on Yilbegan, I keep getting the fracking NQ! ; ; Is there a particular area the HQ spawns (with his shadow) more so than any one place or is it all random?
4int/2conserve MP vs. 2 MAB
let's try thunder 1 and 5
thunder(assuming the mob is tough enough for int to matter at all):[60+dINT]xMAB/MDB (skipping all elements that are the same throughout)
Thunder V: [874+(dINTx2.3)]xMAB
from your stated gear you have
base INT+40 & MAB=40+71(waist obi)
haven't played for a couple weeks so don't remember blm99 base int, let's say 100. diminishing returns and i think this is a highball # so probably less. and 2 different mobs, 1 with 100 int and the other w/ 140 int.
T:210dmg witchsash(+71MAB)(40dINT)
T:126dmg witchsash(+71MAB)(0dINT)
T:217dmg Ombre(+69MAB)(44dINT)
T:133dmg Ombre(+69MAB)(4dINT)
T5:2038dmg witchsash(+71MAB)(40dINT)
T5:1844dmg witchsash(+71MAB)(0dINT)
T5:2038dmg Ombre(+69MAB)(44dINT)
T5:1845dmg Ombre(+69MAB)(4dINT)
With your equipment, it should always perform at least = to the 2int=1mab gestimation, and the tougher the mob, the better it'll perform. as mentioned earlier, once dINT caps on a mob, stacking more int is