Hi all,
just asking whether i should keep my Noble's Ribbon or change into BST AF Helm for charm?
cuz looking at the stats im thinking Noble's should be better but BST AF helm has the Charm+
dont know whether to change or jus stick with Nobles ^^
Swarsh
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BST AF helm or Noble's Ribbon
#2
Posted 22 May 2009 - 05:40 AM
QUOTE (Swarsh @ May 22 2009, 06:18 AM) <{POST_SNAPBACK}>
Hi all,
just asking whether i should keep my Noble's Ribbon or change into BST AF Helm for charm?
cuz looking at the stats im thinking Noble's should be better but BST AF helm has the Charm+
dont know whether to change or jus stick with Nobles ^^
Swarsh
just asking whether i should keep my Noble's Ribbon or change into BST AF Helm for charm?
cuz looking at the stats im thinking Noble's should be better but BST AF helm has the Charm+
dont know whether to change or jus stick with Nobles ^^
Swarsh
really, it depends on how successful your charms are. I would advise just trying both, and see which you have better results in. I used my AF1 until I could equip my AF2.
#3
Posted 22 May 2009 - 05:55 AM
so does the AF helm give charm+ (which is longer charmed pets)
or is it diff?
or is it diff?
#4
Posted 22 May 2009 - 07:20 AM
QUOTE (Swarsh @ May 22 2009, 06:55 AM) <{POST_SNAPBACK}>
so does the AF helm give charm+ (which is longer charmed pets)
or is it diff?
or is it diff?
+Charm is duration. I could be wildly wrong here, but I believe each point is +15 seconds. The only things which effects your Charm success rate is Charisma and the hidden effect on Light/Apollo's staff (+10%/15% to Charm success).
Ideally, your gear balances +Charm and +Charisma, allowing you to successfully charm mobs and keep them throughout the kill(s). When I was "lower levelled", I'd wear my entire Beast set, coupled with Charisma rings and Corsette +1. I'm currently resting at 72, where I'm mixing and matching the Beast and Monster set, along with a pair of Trainer's Gloves. (While still maintaining the same accessories.)
#5
Posted 22 May 2009 - 07:54 AM
each point is a certian percentage added,
i believe 1 point is 5%, with even match being a 3 minute long charm.
do not rule out magic accuracy however, for charm rate.
nobody has done extensive testing and we have enough gear now that we may be able to pull it off.
charm isnt magical after all, but it has many magical properties. as it was mentioned, light staff/apollo's
i believe 1 point is 5%, with even match being a 3 minute long charm.
do not rule out magic accuracy however, for charm rate.
nobody has done extensive testing and we have enough gear now that we may be able to pull it off.
charm isnt magical after all, but it has many magical properties. as it was mentioned, light staff/apollo's
#6
Posted 22 May 2009 - 08:07 AM
To me, it depends on the situation whether you should use CHR or Charm+.
If you're leveling the good old fashioned way, aka charm DC-EM and fight EM-T, the default 3 minutes charm on your EM mob should be enough to kill your prey, Leave and charm something else, while mischarming can really break your chain, so a full CHR setup would be better.
If you're leveling the FoV way instead, probably a pet that lasts longer would come much more in a handy, so that's when you should use Charm+.
I found that the magical number for me was +30 CHR to land charm succesfully on most things (this was with Apollo's Staff). Reached that number I could put Charm+ in other slots.
All of this is, of course, in my humble opinion.
If you're leveling the good old fashioned way, aka charm DC-EM and fight EM-T, the default 3 minutes charm on your EM mob should be enough to kill your prey, Leave and charm something else, while mischarming can really break your chain, so a full CHR setup would be better.
If you're leveling the FoV way instead, probably a pet that lasts longer would come much more in a handy, so that's when you should use Charm+.
I found that the magical number for me was +30 CHR to land charm succesfully on most things (this was with Apollo's Staff). Reached that number I could put Charm+ in other slots.
All of this is, of course, in my humble opinion.
#7
Posted 22 May 2009 - 08:40 AM
hmmm i see, thanks for replies,
also can someone explain the "field of valor" thing plz >.>
i jus returned to the game and dont really understand it well i dont even know what it is!
thx
Swarsh
also can someone explain the "field of valor" thing plz >.>
i jus returned to the game and dont really understand it well i dont even know what it is!
thx
Swarsh
#8
Posted 22 May 2009 - 11:53 AM
QUOTE (Swarsh @ May 22 2009, 09:40 AM) <{POST_SNAPBACK}>
hmmm i see, thanks for replies,
also can someone explain the "field of valor" thing plz >.>
i jus returned to the game and dont really understand it well i dont even know what it is!
thx
Swarsh
also can someone explain the "field of valor" thing plz >.>
i jus returned to the game and dont really understand it well i dont even know what it is!
thx
Swarsh
Fields of Valor was introduced in the December 08 update, and expanded this past April. In most of the original areas, and those included in Rise of the Zilart, that are outside (ie not caves, mines, castles/dungeons, etc) are Field Manuals. Once per Vana'diel day, you can select one of five "pages" from the manual, telling you to kill X many of Y monster. Upon completion, you are awarded bonus XP, Gil, and Tabs. Tabs are used to purchase a variety of buffs from field manuals including, but not limited to, Reraise, 1HP /tick Regen, 1 mp/tick Refresh (both of which stack with other gear, but not spells) and some spell/food effects. FoV has been handy both for tackling challenging targets and going after easy prey, due to added safety measures and the bonuses free gil and XP can bring. It has also made things more difficult, as maintaining XP chains can be difficult thanks to an influx of other jobs soloing mobs. (Cape Terrigan is crowded these days on Alexander.) I personally prefer the ToAU areas as many of the mobs are squishy and you get a 15% XP bonus with Sanction when the Astral Candescence is in Whitegate. Chaining Colibri for almost 500 XP without a band is wonderful for a high 60's BST, and helps the climb to the 70s immensely.
#9
Posted 27 May 2009 - 04:14 PM
light/apollo staves have hidden effect: light element spells+15% and it has charm+15%, 2 seprate stats. charm is not magic based. the only reason light/apollo work is because these staves have an extra stat unlike the other ones which only give their own element+15% for magic spells and -15% for the conflicting element (all the 15%'s are 10% on NQ staves)
CHR=charm success rate
Charm=charm duration
if you have sea/dynamis access try to get af+1 hands/feet/legs and af2 helm for a great balance of chr/charm
CHR=charm success rate
Charm=charm duration
if you have sea/dynamis access try to get af+1 hands/feet/legs and af2 helm for a great balance of chr/charm
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