i always though weapon skill is just only acc and att. not sure what else to it
A Guide to Corsair
#42
Posted 13 July 2006 - 06:17 PM
i always though weapon skill is just only acc and att. not sure what else to it
The majority of weaponskills have statistic based modifiers, usually two. Increasing these specific statistics before a WS results in significantly higher damage.
#43
Posted 13 July 2006 - 06:23 PM
as far as i know, in order to actually get the WS early, you need to have learned it by reaching the correct base skill level first- am i wrong in this?
for example...
rdm75 learns savage blade
rdm75 puts in bunch of merits in sword
rdm75 levels up blu
blu reaches lvl 66 and has access to savage blade (i think thats the earliest you can get that WS on blu, but exact level doesnt matter, its the concept)
similarily, a bard friend of mine started to level thf..... they put in a merit into dagger and since viper bite was already opened to them through leveling up dagger on bard, they were able to use viperbite 1 level earlier
any confirmations to either case is appreciated
for example...
rdm75 learns savage blade
rdm75 puts in bunch of merits in sword
rdm75 levels up blu
blu reaches lvl 66 and has access to savage blade (i think thats the earliest you can get that WS on blu, but exact level doesnt matter, its the concept)
similarily, a bard friend of mine started to level thf..... they put in a merit into dagger and since viper bite was already opened to them through leveling up dagger on bard, they were able to use viperbite 1 level earlier
any confirmations to either case is appreciated
#44
Posted 13 July 2006 - 06:45 PM
safersephx :
as far as i know, in order to actually get the WS early, you need to have learned it by reaching the correct base skill level first- am i wrong in this?
for example...
rdm75 learns savage blade
rdm75 puts in bunch of merits in sword
rdm75 levels up blu
blu reaches lvl 66 and has access to savage blade (i think thats the earliest you can get that WS on blu, but exact level doesnt matter, its the concept)
similarily, a bard friend of mine started to level thf..... they put in a merit into dagger and since viper bite was already opened to them through leveling up dagger on bard, they were able to use viperbite 1 level earlier
any confirmations to either case is appreciated
as far as i know, in order to actually get the WS early, you need to have learned it by reaching the correct base skill level first- am i wrong in this?
for example...
rdm75 learns savage blade
rdm75 puts in bunch of merits in sword
rdm75 levels up blu
blu reaches lvl 66 and has access to savage blade (i think thats the earliest you can get that WS on blu, but exact level doesnt matter, its the concept)
similarily, a bard friend of mine started to level thf..... they put in a merit into dagger and since viper bite was already opened to them through leveling up dagger on bard, they were able to use viperbite 1 level earlier
any confirmations to either case is appreciated
You're entirely right in that respect, however, Gun Belt still allows access to Slug Shot prior to reaching the actual skill level. It won't show that you've learned it in the log and won't appear on the menu untill you reach the natural skill level, however, you can still use with "/ja "Slug Shot"
#45
Posted 13 July 2006 - 08:23 PM
([b)
Hix[/b]]
I think you mistook the whole reason I mentioned /RDM which was for End Game situation HNM/King/Wyrms (not Meritpo or Solo). It increases Quick Draw damage , Gives you moderate protection vs Hurricane Wing, Tebbad Wing and other such AoE but Stoneskin only cause I agree Phalanx is weak subbed and it also gives you some healing ability for self preservation and in a pinch for another member of your team.
Sugami :
Stoneskin and Phalanx are useless when you sub RDM unless you have a natural Enhancing Magic skill. On EP-DC spiders in tree they hit through Stoneskin with one attack and I didn't notice any damage reduction with Phalanx.
Stoneskin and Phalanx are useless when you sub RDM unless you have a natural Enhancing Magic skill. On EP-DC spiders in tree they hit through Stoneskin with one attack and I didn't notice any damage reduction with Phalanx.
I think you mistook the whole reason I mentioned /RDM which was for End Game situation HNM/King/Wyrms (not Meritpo or Solo). It increases Quick Draw damage , Gives you moderate protection vs Hurricane Wing, Tebbad Wing and other such AoE but Stoneskin only cause I agree Phalanx is weak subbed and it also gives you some healing ability for self preservation and in a pinch for another member of your team.
I knew what you were getting at I was just pointing out that Stoneskin and Phalanx are useless as subs
Yes it'll be useful for the odd heal, Dispel and MAB for these kind of situations.
Gun Belt let me use Slug Shot at 55 instead of 56
Then when I was 56 and got my natural Marksmanship level to 175 it told me I learnt it
#46
Posted 13 July 2006 - 09:07 PM
Arkley :
however, you can still use with "/ja "Slug Shot" .
however, you can still use with "/ja "Slug Shot"
*cough* /ws *cough*
I like the further additions you've made to the FAQ, some useful stuff in there... however I need to make mention of your melee weapon comments in the FAQ. Keep in mind I'm a COR28 atm, so I'm not about to comment on COR's melee'ing at the higher levels. Your FAQ is going to put some low level COR's in the wrong mindset early on.
COR should use a Sword until level 28 when the Archer's Knife(s) become available. Yes, you'll do absolutely pathetic damage. Yes, you're likely to be be out-damaged in melee damage by a Bard with a Sword (Bard has a few better equipment options at the lower levels). But TP is TP, and if you're turning your TP into a Ranged WS, gaining a bit of extra TP is never a bad thing. You can stand at maximum melee range with a Sword, and still land some decent Ranged WS's by simply taking a few steps backwards. I've managed to SS > WS, then gain enough TP for a second WS before the SS timer expires by standing within melee range and spamming my /ra's along with the occasional melee hit. At the lower levels that's difficult to do with a Gun if you don't include a bit of free TP from melee swings.
RNG's don't melee for TP because they need to stand at a a much longer range for a Bow's sweet spot... but using a Gun allows you to stand closer to the mob (Yes, the Gun sweet spot is closer than on a Bow). Once you equip Archer's you'll find you have to stand closer to the mob in order to land melee hits... and you'll have to decide for yourself at that time.
RNG's first Accuracy Bonus is +10ACC/RACC (IMO) which will offset the ACC nerf from the RACC+ rings. Furthermore, a COR can wear Battle Gloves(14) all the way up to the HQ Noct Gloves(30) and offset the ACC- from their rings. With that combination you'll have pretty icky melee accuracy, and once you upgrade to Archer's(28 ) you'll end up hitting for 0 from time to time, but the hits that deal damage will result in TP, which will result in faster WS's.
I'm not going to comment on doing this at later levels. I melee'ed for TP gain on my RNG then ran back for a WS (the few times I XP'ed RNG post-nerf), but RNG gains access to more Accuracy Bonus'es from Traits.
#47
Posted 13 July 2006 - 09:19 PM
*cough* /ws *cough*
lol whoops >.>
thanks for pointing that out, I make mistakes like that all the time.
Yes, you're likely to be be out-damaged in melee damage by a Bard with a Sword
That's the reason it isn't worth it. It just isn't worth giving the mob the extra TP for so little in return.
EDITZ: Woohoo! Stickied!
#48
Posted 13 July 2006 - 10:25 PM
Arkley :
That's the reason it isn't worth it. It just isn't worth giving the mob the extra TP for so little in return.
That's the reason it isn't worth it. It just isn't worth giving the mob the extra TP for so little in return.
But at the lower levels (which is what I'm talking about currently because my COR is still there) the mobs don't really do terribly deadly TP moves. I think it can be argued that early on any TP gain that can be converted into landing a ranged WS earlier is a good thing. Sure 60+ when the mobs TP moves are pretty universally nasty it's a different story, but early on? pshaw... So that mandy in the jungle does an AoE MND down move twice in a fight.
//EDIT: Also... for the record... Bullets (22) don't quiver. So if you're expecting to gain 100% of your TP from /ra's... you're going to be re-visiting Bastok awfully awfully often. I can drag 6-8 stacks of Bullets along with me each time I XP... and they'll last for a while. But I'm also trying to land a melee hit between my /ra's. Post 50 and the quiverable Iron Bullets it's a different story.
Arkley :
EDITZ: Woohoo! Stickied!
EDITZ: Woohoo! Stickied!
Grats!
#50
Posted 14 July 2006 - 01:44 AM
Thank you, thank you. (:
I'll add sections on Guns & Bullets available tomorow, along with a guide to unlocking Detonator. If anyone has any suggestions for sections, PM me or post here, I'll add 'em when I wake up.
I'll add sections on Guns & Bullets available tomorow, along with a guide to unlocking Detonator. If anyone has any suggestions for sections, PM me or post here, I'll add 'em when I wake up.
#51
Posted 14 July 2006 - 03:16 PM
Yay sticky
Think I experiemented with meleeing and shooting in jungles and in the end just sat back and shot. The more damage you do (and mandies are soft targets) the bigger gimp to your damage when firing at close range.
Not to mention it being annoying to run back and forth, you do it with rolls anyways why add to it with shooting?
Think I experiemented with meleeing and shooting in jungles and in the end just sat back and shot. The more damage you do (and mandies are soft targets) the bigger gimp to your damage when firing at close range.
Not to mention it being annoying to run back and forth, you do it with rolls anyways why add to it with shooting?
#52
Posted 14 July 2006 - 04:07 PM
I think it's just a matter of personal preference at that level. I personally prefered standing out of melee range and shooting too, but I doubt it'd make too much of a difference if someone stood in melee range.
Just a side note; If mandies start spamming their AoE sleep attack, and there's a COR stood in melee range, it's his fault. Blame him. XP
Just a side note; If mandies start spamming their AoE sleep attack, and there's a COR stood in melee range, it's his fault. Blame him. XP
#54
Posted 15 July 2006 - 04:19 PM
Something I remembered while reading over this guide: A bust prevents you from having one roll from each corsair in the PT. I've had PTs with 2 corsairs before and every time I'd bust, it destroyed one of the rolls I had on from him as well. One bust icon, two roll icons (one from me, one from him), and a double up icon. I've reported it as a bug, but meh, I've reported the interrupted song bug repeatedly for half a year and nothing has been done, so I expect this problem will be in game for a while.
{Interrupted song bug: when a bard's song is interrupted by stun or silence, there is no interruption message. They simply stop singing when the song is over and nothing happens. After this, your next white magic, black magic, summoning magic, blue magic, ninjutsu spell, or item used will be interrupted once no matter what until you try to sing a song again.}
{Interrupted song bug: when a bard's song is interrupted by stun or silence, there is no interruption message. They simply stop singing when the song is over and nothing happens. After this, your next white magic, black magic, summoning magic, blue magic, ninjutsu spell, or item used will be interrupted once no matter what until you try to sing a song again.}
#55
Posted 16 July 2006 - 04:57 AM
I have a question since I haven't PTed with a Cor. Do the rolls that effect pets land on the pets or the just everyone in the area? I am assuming everyone in the area but i am not sure on this.
Also, I read about how you used the Quick Draw to make stun from a BLM last longer. Do you know if the Quick Draw effect also works on avatar debuffs? The one that came to my mind is stun from Ramuh. At level 70 Ramuh gets Chaotic Strike which has a stun effect with it. The stun usually always lands unless it's on really hard monster such as NM, gods, mobs in dynamis, ect, but the stun does last a long time on it's own, usually 4-7 seconds. I was wondering if there was anyone who used the attack then the quick draw effect to see if it made it last even longer?
Also, I read about how you used the Quick Draw to make stun from a BLM last longer. Do you know if the Quick Draw effect also works on avatar debuffs? The one that came to my mind is stun from Ramuh. At level 70 Ramuh gets Chaotic Strike which has a stun effect with it. The stun usually always lands unless it's on really hard monster such as NM, gods, mobs in dynamis, ect, but the stun does last a long time on it's own, usually 4-7 seconds. I was wondering if there was anyone who used the attack then the quick draw effect to see if it made it last even longer?
#56
Posted 16 July 2006 - 05:53 AM
I'd assume a COR's roll only effects the actual members. There is pet rolls that do the exact thing as other rolls, except it's made specifically for a pet. That's why I assume it but I'm pretty sure that's how it goes.
#57
Posted 16 July 2006 - 06:35 AM
cor/rdm 75 made more dmg than smn on jormungand with quickdraw ('0')V
#58
Posted 16 July 2006 - 08:23 AM
([b)
WinterWolf90[/b]]
I have a question since I haven't PTed with a Cor. Do the rolls that effect pets land on the pets or the just everyone in the area? I am assuming everyone in the area but i am not sure on this.
Also, I read about how you used the Quick Draw to make stun from a BLM last longer. Do you know if the Quick Draw effect also works on avatar debuffs? The one that came to my mind is stun from Ramuh. At level 70 Ramuh gets Chaotic Strike which has a stun effect with it. The stun usually always lands unless it's on really hard monster such as NM, gods, mobs in dynamis, ect, but the stun does last a long time on it's own, usually 4-7 seconds. I was wondering if there was anyone who used the attack then the quick draw effect to see if it made it last even longer?
I have a question since I haven't PTed with a Cor. Do the rolls that effect pets land on the pets or the just everyone in the area? I am assuming everyone in the area but i am not sure on this.
Also, I read about how you used the Quick Draw to make stun from a BLM last longer. Do you know if the Quick Draw effect also works on avatar debuffs? The one that came to my mind is stun from Ramuh. At level 70 Ramuh gets Chaotic Strike which has a stun effect with it. The stun usually always lands unless it's on really hard monster such as NM, gods, mobs in dynamis, ect, but the stun does last a long time on it's own, usually 4-7 seconds. I was wondering if there was anyone who used the attack then the quick draw effect to see if it made it last even longer?
COR Rolls effect party members directly and if it is a pet roll it effects their pets inderectly. Means pet jobs are able to re-Summon or re-Call Pet and still keep the buff.
I'd assume any debuff that is on the mob Quick Draw can effect it in some way.
([b)
norrec[/b]]
cor/rdm 75 made more dmg than smn on jormungand with quickdraw ('0')V
cor/rdm 75 made more dmg than smn on jormungand with quickdraw ('0')V
LOL that poor SMN must have got resisted and/or missed a bit ^^;
#59
Posted 16 July 2006 - 10:38 AM
I got a question
What cards should i carry round for quick draw in parties?
I dont know if i should get a 99 of each element or jus carry 99 of say, 3 elements?
What cards should i carry round for quick draw in parties?
I dont know if i should get a 99 of each element or jus carry 99 of say, 3 elements?
#60
Posted 16 July 2006 - 03:27 PM
I carry all of them because I'll often get into PTs where no one debuffs at all, so I just use whichever shot the day or weather will enhance. For normal exp PTs, light cards and earth cards are the only ones you'll ever need. Enhancing dia is helpful for kill rates, and enhancing slow/elegy makes tanking much easier.
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