Good guide. I like to stack my stats for enfeebles. Full MND for para/slow excpet Feather Hat #2.
I will agree with your friend Chin, JSE helps on drain/aspir. I think it does anyways. I used to use all of the M.Acc + pieces but now I stick to Braconi+1 only for inventory purposes. Only other piece I use is Pigaches+1 for INT-based enfeebling. AF2 feet > Pigaches+1 for nuking though. My lazy ass needs to get yigit feet still. ; ;
Enfeebling Magic
#63
Posted 15 January 2008 - 04:20 AM
I'm bored so here goes. I was giving allot of thought about enfeebling magic, magic accuracy actually. I was playing around with some numbers and came with this. (wall of text warning
)
Ok first of all I was considering the BLM thing where you set skill to a point, then stack the right stat for better accuracy.
Then I considered stacking nothing but skill and see how the accuracy stacks there.
As we know, m.acc is unknown to us, so I tried to make an educated guess.
On the left, we have gear with 326 enfeeblin skill, 105 MND, and 37M.Acc(from gear)
On thee right we have 349enfeebling skill, 88 MND, and 37 M.Acc (scroll to the bottom for the math i did)
It's generally accepted that after 320 skill, you start getting diminished results from all magic skills. Some people think that 1skill=1macc , and that after 320 skill, 1skill= .9macc. As well as 2MND = 1M.Acc
Again this is all assuming if 1enfeeb skill = 1 Magical Accuracy
(stats used are from a fully merited rdm)
Ok so first the one on the left:
292(base enfeebling skill) +34skill = 326skill (6skill over from 320, multiply that by .9 and you get 5.4[diminished results])
67(base MND) +38MND 105MND
7(m.acc from armor) +15(m.acc from HQ staff) +15(m.acc from merits) = 37M.ACC
[blue](recap making it a little easier to read)[/blue]
292+34 = 326(6 over) 5.4 = 325.4Skill
67 +38 = 105MND
7+15+15 = 37M.Acc
So 325.4skill = 325.4 M.Acc
105MND = 52.5 M.Acc
and from gear 37 M.Acc
325.4 + 52.5 + 37 = 414.9 M.Acc Total
-------------------------------------------
Ok lets do the one on the right now.
292(bae skill) +57skill = 349skill (29skill over, multiply that by .9 and you get 26.1[diminished results])
67(baseMND) +21MND = 88MND total
same gear M.Acc 37M.ACC
320 + 26.1 +44 + 37 = 427.1 M.Acc
It would seem that the pure enfeebling armor would be better since it has 12M.Acc more than the 320skill+MND. But I think there's more too it than that. If you look the gear on the left has a total of 105MND while the other has only 88MND.
Why is that important? If MND is anything like INT, then it falls under tiers, for example INT with Elemental debuffs:
(F) * 1 - 39 INT = 1hp/tic (-5 stat)
(D) * 40 - 69 INT = 2hp/tic (-7 stat)
© * 70 - 99 INT = 3hp/tic (-9 stat)
(
* 100 - 149 INT = 4hp/tic (-11 stat)
(A) * 150 - ??? INT = 5hp/tic (-13 stat)
So if your MND would hit 150, you would get to the fifth tier called Super MND. In the case of Super INT, an elemental debuff would do extra damage per tick, and lower a targets stat -13. Programmers are lazy, so i'm sure they adopted these bonuses to MND in some effect. Developers of FFXI said in quote:
Now I think the reason why the the BLM 320skill+int works so well is because they still have the A++ in skill, and a B in INT. It's getting the bonus in accuracy from the B tier in INT.
So back to the rdm gear, the left set has 414.9 M.Acc with bonuses from Tier B in MND
And the right gear at 427.1 M.Acc is getting bonuses from Tier C. Now which would have more accuracy and potency.
Annnnndd I'm done. Sorry I wrote so much, It really wasn't suppose to go this long or in depth. It's all theory. But I killed some time for you.
*edit* had a problem with the pic, fixed it
)
Ok first of all I was considering the BLM thing where you set skill to a point, then stack the right stat for better accuracy.
Then I considered stacking nothing but skill and see how the accuracy stacks there.
As we know, m.acc is unknown to us, so I tried to make an educated guess.
On the left, we have gear with 326 enfeeblin skill, 105 MND, and 37M.Acc(from gear)
On thee right we have 349enfeebling skill, 88 MND, and 37 M.Acc (scroll to the bottom for the math i did)
It's generally accepted that after 320 skill, you start getting diminished results from all magic skills. Some people think that 1skill=1macc , and that after 320 skill, 1skill= .9macc. As well as 2MND = 1M.Acc
Again this is all assuming if 1enfeeb skill = 1 Magical Accuracy
(stats used are from a fully merited rdm)
Ok so first the one on the left:
292(base enfeebling skill) +34skill = 326skill (6skill over from 320, multiply that by .9 and you get 5.4[diminished results])
67(base MND) +38MND 105MND
7(m.acc from armor) +15(m.acc from HQ staff) +15(m.acc from merits) = 37M.ACC
[blue](recap making it a little easier to read)[/blue]
292+34 = 326(6 over) 5.4 = 325.4Skill
67 +38 = 105MND
7+15+15 = 37M.Acc
So 325.4skill = 325.4 M.Acc
105MND = 52.5 M.Acc
and from gear 37 M.Acc
325.4 + 52.5 + 37 = 414.9 M.Acc Total
-------------------------------------------
Ok lets do the one on the right now.
292(bae skill) +57skill = 349skill (29skill over, multiply that by .9 and you get 26.1[diminished results])
67(baseMND) +21MND = 88MND total
same gear M.Acc 37M.ACC
320 + 26.1 +44 + 37 = 427.1 M.Acc
It would seem that the pure enfeebling armor would be better since it has 12M.Acc more than the 320skill+MND. But I think there's more too it than that. If you look the gear on the left has a total of 105MND while the other has only 88MND.
Why is that important? If MND is anything like INT, then it falls under tiers, for example INT with Elemental debuffs:
(F) * 1 - 39 INT = 1hp/tic (-5 stat)
(D) * 40 - 69 INT = 2hp/tic (-7 stat)
© * 70 - 99 INT = 3hp/tic (-9 stat)
(
* 100 - 149 INT = 4hp/tic (-11 stat)
(A) * 150 - ??? INT = 5hp/tic (-13 stat)
So if your MND would hit 150, you would get to the fifth tier called Super MND. In the case of Super INT, an elemental debuff would do extra damage per tick, and lower a targets stat -13. Programmers are lazy, so i'm sure they adopted these bonuses to MND in some effect. Developers of FFXI said in quote:
Magic Accuracy is directly tied to Magic Skill, and receives bonuses from INT, MND and CHR, depending on the type of spell used.
Now I think the reason why the the BLM 320skill+int works so well is because they still have the A++ in skill, and a B in INT. It's getting the bonus in accuracy from the B tier in INT.
So back to the rdm gear, the left set has 414.9 M.Acc with bonuses from Tier B in MND
And the right gear at 427.1 M.Acc is getting bonuses from Tier C. Now which would have more accuracy and potency.
Annnnndd I'm done. Sorry I wrote so much, It really wasn't suppose to go this long or in depth. It's all theory. But I killed some time for you.
*edit* had a problem with the pic, fixed it
#64
Posted 15 January 2008 - 01:34 PM
I'd have to disagree with mnd = magic accuracy thing, but that's just me, i don't agree w/ int = less elemental nuke resists either. But that's just me, i have not seen any actual proof of either, I still gear int as blm mnd as rdm for the effects that are visible obviously but I used to get alot of resists as rdm pre-staff level in full mnd gear >.>
#65
Posted 15 January 2008 - 01:51 PM
Raising your INT/MND high enough over the opponents INT/MND will show less resists. Do you get aero for full damage against low lvl mobs? Probably not, since the mobs INT is a lot lower than yours.
#66
Posted 15 January 2008 - 02:11 PM
stubbieunicornserver :
I'd have to disagree with mnd = magic accuracy thing, but that's just me, i don't agree w/ int = less elemental nuke resists either. But that's just me, i have not seen any actual proof of either, I still gear int as blm mnd as rdm for the effects that are visible obviously but I used to get alot of resists as rdm pre-staff level in full mnd gear >.>
I'd have to disagree with mnd = magic accuracy thing, but that's just me, i don't agree w/ int = less elemental nuke resists either. But that's just me, i have not seen any actual proof of either, I still gear int as blm mnd as rdm for the effects that are visible obviously but I used to get alot of resists as rdm pre-staff level in full mnd gear >.>
Thats a silly thing to think as SE has said INT effects magic acc. MND i dont recall and wont comment on.
#67
Posted 15 January 2008 - 02:21 PM
Yup yup, the developers announced that INT, MND, CHR adds accuracy to a corresponding skill. We already knew that CHR added acc to BRD songs, and it's obvious that INT adds accuracy to black magical spells, so it's only logical that MND would add accuracy to white magic spells.
#68
Posted 15 January 2008 - 03:49 PM
I wasn't stating as fact, rather opinion. I don't read into what SE says very much aside from the lolrmt bannings.
Just was saying in my personal experience MND & INT have more or less only dmg and proc rate values or so it seems, adding MND or INT for me never ever reduced resist rates only adding +skill or magic acc helped with that in any noticeable fashion, wearing minstrels coat over CHR+9 or CHR+10 body for instance on my bard seems to have way more effect, also errant vs AF body is just a huge difference then again that is 15 skill vs 9 mnd, at any rate skill+ is by far > stat+ especially i think on hnm's or anything of a higher level, exp mobs i do go all mnd+ for enfeebles just due to the fact i have insanely low resist rates as is so i use more mnd for the potency effect.
Just was saying in my personal experience MND & INT have more or less only dmg and proc rate values or so it seems, adding MND or INT for me never ever reduced resist rates only adding +skill or magic acc helped with that in any noticeable fashion, wearing minstrels coat over CHR+9 or CHR+10 body for instance on my bard seems to have way more effect, also errant vs AF body is just a huge difference then again that is 15 skill vs 9 mnd, at any rate skill+ is by far > stat+ especially i think on hnm's or anything of a higher level, exp mobs i do go all mnd+ for enfeebles just due to the fact i have insanely low resist rates as is so i use more mnd for the potency effect.
#69
Posted 15 January 2008 - 07:05 PM
I'm a firm believer of the 320/120 build.
Weapon: HQ Elemental Staff
Sub: Raptor Staff +1
Range: Hedgehog Bomb
Head: Relic Hat
Neck: Promise Badge
Ear1: Communion Earring
Ear2: Enfeebling Earring
Body: AF Body +1
Hands: Devotee Mitts +1
Ring1: Aqua
Ring2: Tamas
Back: Prism Cape
Waist: Pen Rope
Legs: Mahatma Slops
Feet: Mahatma Pigaches
With the 8/8 Enfeebling merits and 5 MND merits you can reach 123 mnd and 325 Skill.
I believe its a total of 416.5 M.ACC
Weapon: HQ Elemental Staff
Sub: Raptor Staff +1
Range: Hedgehog Bomb
Head: Relic Hat
Neck: Promise Badge
Ear1: Communion Earring
Ear2: Enfeebling Earring
Body: AF Body +1
Hands: Devotee Mitts +1
Ring1: Aqua
Ring2: Tamas
Back: Prism Cape
Waist: Pen Rope
Legs: Mahatma Slops
Feet: Mahatma Pigaches
With the 8/8 Enfeebling merits and 5 MND merits you can reach 123 mnd and 325 Skill.
I believe its a total of 416.5 M.ACC
#70
Posted 16 November 2008 - 08:41 AM
Thanks for the guide. I actually sat through and read the thing in its entirety just cause it was funny. :3
#72
Posted 28 December 2008 - 12:30 AM
good guide but spells will only gain resistance on an impossible to gauge mob, was stated that way by SE on the update details long time ago.
ill go find the link if you want.
and im pretty sure enfeebling magic = .9 magic acc after 200 skill not 320 like someone said earlier.
http://www.ffxiah.com/item_sets.php?id=38978 is my gear for gravity (cept for the omega ring is still tamas atm) and i rarely get any kind of resist with that, but we dont kite kirin anymore so havent tested it on him.
ill go find the link if you want.
and im pretty sure enfeebling magic = .9 magic acc after 200 skill not 320 like someone said earlier.
http://www.ffxiah.com/item_sets.php?id=38978 is my gear for gravity (cept for the omega ring is still tamas atm) and i rarely get any kind of resist with that, but we dont kite kirin anymore so havent tested it on him.
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