I'm glad to see there's lots of charts and science.
NIN/BLM
#22
Posted 15 June 2009 - 07:22 PM
QUOTE (Nattack @ Jun 15 2009, 11:01 AM) <{POST_SNAPBACK}>
X = some unknown factor
Y = some unknown factor that increases!
Y = some unknown factor that increases!
looking at it i mislabeled the first one, MAB should be on the x while you see the output on y.
like the last one y stops chaning as x gets bigger ( it is a representation of INT on tair I spells like stone I, they do that fairly easily)
#23
Posted 15 June 2009 - 08:15 PM
i agree with you rambus, and I know you're right, because you have the same idea as i do. and i'm always right.
however, maths and science displayed on a graph is easy to poke fun at
however, maths and science displayed on a graph is easy to poke fun at
#24
Posted 15 June 2009 - 09:07 PM
now to just show that maxxing out two spells provides better damage than boosting all of them.
#25
Posted 16 June 2009 - 04:26 AM
QUOTE (evilpaul @ Jun 16 2009, 03:07 AM) <{POST_SNAPBACK}>
now to just show that maxxing out two spells provides better damage than boosting all of them.
I have one,
doing 1 each then maxing out ice since you have an extra 7 extra points added on base ( only applies to SAN, with NI it is 5) damage to begin with.
so for cat one you might wanna max out ice as well, or mabye do wind and thunder one cuz more resist down for slow and para spell? donno, can just use my calcs in page 1 and punch it oout
#26
Posted 16 June 2009 - 08:00 AM
QUOTE (evilpaul @ Jun 15 2009, 10:07 PM) <{POST_SNAPBACK}>
now to just show that maxxing out two spells provides better damage than boosting all of them.
this is the problem with the wheel, you need the whole thing to keep your damage up. and likewise, some monsters (toau mobs) absorb parts of the wheel, causing it to lose effectiveness.
for san spells, im going to suggest simply using the san spells to lower elemental resistance for earth and ice,
#27
Posted 16 June 2009 - 10:59 PM
QUOTE (Nattack @ Jun 16 2009, 02:00 PM) <{POST_SNAPBACK}>
this is the problem with the wheel, you need the whole thing to keep your damage up. and likewise, some monsters (toau mobs) absorb parts of the wheel, causing it to lose effectiveness.
for san spells, im going to suggest simply using the san spells to lower elemental resistance for earth and ice,
for san spells, im going to suggest simply using the san spells to lower elemental resistance for earth and ice,
but do they need 5/5 to be effective to let you sick slow an para easier? if someone wanted to do what i am askign about cant you get away with one each and max out ice?
what would you think is best for tair I merits reflect this objective?
i used to have very low skill so i ougth with me the ice weaken toll and earth weaken one to help my slow and para land better. I have no complaints about stick rate esp when you consider no staff.
#28
Posted 16 June 2009 - 11:07 PM
the resistance down effect is static no matter what the defense before it, unless it is blocked by magic shield (no idea what happens if its absorbed)
#29
Posted 16 June 2009 - 11:37 PM
QUOTE (Nattack @ Jun 17 2009, 05:07 AM) <{POST_SNAPBACK}>
the resistance down effect is static no matter what the defense before it, unless it is blocked by magic shield (no idea what happens if its absorbed)
no i mean the merits it said it increases the effect and lengthens it? or am i confusing something
#30
Posted 17 June 2009 - 02:20 AM
meriting the group 2 category gives +5 Macc/Matk
meriting effect (group 1) will increase damage dealt by the spell and increase resist down duration by 2 seconds per upgrade.
as far as i know, you are correct. unless you're saying something completely different.
meriting effect (group 1) will increase damage dealt by the spell and increase resist down duration by 2 seconds per upgrade.
as far as i know, you are correct. unless you're saying something completely different.
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