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Questions regarding the Immortals...

#1
User is offline   Azarall 

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Blue Magic has a ton of spells to choose from, but I've noted some things.

Dark Magic Skill seems to have a slight impact on Drain Spells (MP Drainkiss, or so I've heard)
Healing Magic Skill seems to have a noticable impact on Healing Spells (Magic Fruit)

Does it take a /mage support job to make these changes notable? Could buying and macroing healing magic skill or dark magic skill+ gear be better, or would it be just be better to macro heavy MND pieces in (For Magic Fruit, is there anyway to even increase MP Drainkiss and Magic Hammer's aspir rate?)

How about enfeebling spells? I know most are "based on TP" but have any tests been done with Enfeebling skill/gear?

Another question is, what is the difference between breath and magic spells...? Aren't they both considered magical damage?
What are the most typical 2 breath and 2 magic nuke spells commonly used vs Sky Gods/Hnm/Limbus
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#2
User is offline   Vax 

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QUOTE (Azarall @ Aug 30 2009, 10:16 PM) <{POST_SNAPBACK}>
Blue Magic has a ton of spells to choose from, but I've noted some things.

Dark Magic Skill seems to have a slight impact on Drain Spells (MP Drainkiss, or so I've heard)
Healing Magic Skill seems to have a noticable impact on Healing Spells (Magic Fruit)

Does it take a /mage support job to make these changes notable? Could buying and macroing healing magic skill or dark magic skill+ gear be better, or would it be just be better to macro heavy MND pieces in (For Magic Fruit, is there anyway to even increase MP Drainkiss and Magic Hammer's aspir rate?)

How about enfeebling spells? I know most are "based on TP" but have any tests been done with Enfeebling skill/gear?

Another question is, what is the difference between breath and magic spells...? Aren't they both considered magical damage?
What are the most typical 2 breath and 2 magic nuke spells commonly used vs Sky Gods/Hnm/Limbus


Yes, Dark and Healing magic skill affect the appropriate blue magic groups.

TBH, I don't think there are enough pieces of skill+ gear to make the changes noticeable. I can only think of the Torque and Earring for each respective skill... yes, they would help, but I really don't know how much skill->hp/mp drain or hp healed it translates to.

I really don't know about your question about enfeebling skill, but you went from talking about Magical Blue Magic to Physical spells that have an added effect of enfeebling... There are no Magical spells that are affected by TP. I'm inclined to believe that the only thing affecting the stick-rate of our enfeebles is Blue Magic. I really have never tested it yet. Unless our skill level of Blue Magic and XXX (enfeeb,dark,healing,etc) are combined like Bard's are for Singing and Wind/String. If that is the case, another 120~ skill from subbing RDM or something may help.

You are going to need someone else to truly enplane how INT/MND affect enfeebling proc rates for our spells (If they even do, I'm not sure. Some enfeebs are a static value, where others may not be. I think some might have a variable potency due to Mind Blasts para being so strong because we stack so much MND for the spell.).

I do know that breath spells are of a magical base. Staffs help with the resist rates, but not the damage value.

The difference between the two types (Nuke and Breath) are their modifiers. Breaths are based only on HP, while other magic-type spells are based on either INT/MND/CHR/etc or any combo of each. Both types are subject to resists, but I'm not really sure what determines the resist rate of a breath spell. I think our Blue Magic Skill and some combination of MACC. MACC Might be affected by INT... but idk. I'd actually like to know smile.gif

I wouldn't say there are 2 "Main" nukes/breaths. Different ones work for different situations.
Heat, frost and Poison breath are probably the most commonly "breath" type spell.
Regurgitation, Mind Blast, Eyes on Me and Firespit are all able to get a good DMG:MP ratio in the right gear set.. so those are more commonly used than other magical spells.


P.s. excuse me if none of this makes sense. I'm sick right now lol.
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#3
User is offline   Kyte 

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-I have heard some reports of MND affecting the proc rate of Sub-Zero Smash's Paralyze effect, but I personally have not tested it.

-I'm not really convinced that dark magic skill affects our spells; MP drainkiss doesn't really aspir for more when I'm /SCH.
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#4
User is offline   Azarall 

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I'm trying to configure blu to where its more capable of soloing higher level enemies/bcnm/ksnm. Its main issue is getting things like paralyze, sleep, and silence to stick. For any of the spells, is there any known or rumored way to increase the chances of these effects sticking? BLU really doesnt have much aside from +16 in merits and +20 in gear.

Also, How much Blue Magic skill is worth any given stat? Aka 2 BLU > 2 DEX? 3 BLU > 1 STR?
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#5
User is offline   Kyte 

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Blue skill determines resistance rate for magical spells and base damage for physical spells. There's not really an overall equivalency.

To get enfeebles to stick, I would concentrate on skill and magic accuracy gear.
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#6
User is offline   Azarall 

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That sounds like a great idea. Magic accuracy it is, then
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#7
User is offline   Godin 

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Vax covered a lot of this, but allow me to throw my thoughts into the mix. INT affects M.Acc as Vax noted, but only for INT-based spells. If I recall correctly, different spells have different modifiers, such as white magic using MND and black magic using INT. Skill is the biggest factor in landing ANYTHING unresisted, so for debuffs I would suggest loading up on that. You also missed the Antican Ring in your estimation of +20 blu skill. It may only add +2, but thats a full 10% of what you get from the other gear tongue.gif And its in your ring slot, so you can easily macro it in to help you land your enfeebles. I'm willing to wager that testing will find that blu skill increases M.Acc more than any other single stat besides possibly straight magic accuracy. It wouldnt be too much of a stretch to assume that MND could affect proc rates of enfeebs or added effects, especially when those enfeebs/added effects are naturally white magic spells (such as Paralyze and Sub-zero Smash's added effect of paralyze). I would think an easy way to test some of the more general assumptions would be to test Sound Blast in ballista. Unless Sound Blast is just a static -INT, in which case it would only be useful in determining magic accuracy modifiers. Sorry if this is a bit much to read, most of it prolly didnt even need to be said lol. Just some interesting things to keep in mind if anyone plans to do some testing. ^^
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#8
User is offline   Knyte 

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I seem remember my one blu friend (retired now) telling me that breath spells are based on CHR and the percentage of ur HP: Heat = .50, Frost = .33, Poison = .25 (iirc). So I would think that a mobs CHR and their magic defense (natural or through TP moves) would determine resist rates for breath spells...then again, I'm prolly way off on the CHR bit
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#9
User is offline   Corrderio 

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CHR doesn't effect breath spells in any way. Only current HP and Blue Magic Skill/Magic Accuracy does.
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#10
User is offline   Kyte 

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Your job level affects some of them as well.
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