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dragon pants anyone done the math?

#1
User is offline   evilpaul 

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What augments would be needed to make the mini-expansion pants better nuking/helix damage than Mahatma's?
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#2
User is offline   Tezz 

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View Postevilpaul, on 26 October 2009 - 08:41 PM, said:

What augments would be needed to make the mini-expansion pants better nuking/helix damage than Mahatma's?


Personally, i'm hoping for INT option between +6-9 with MACC & MATK(2-4), (would be the Morrigan's for SCH).

The augments would need to have higher INT than mahatma, so 9+, or same/lower INT with added MATK, for them to be
better for Nuking/Helix.

I'm just sick of sporting mahatma as the best nuking legs.
Now SCH are going to look so weird with our ACP body, Moon hat & dragon pants, lol.
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#3
User is offline   Bikpik 

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It would need < +8 Int to be better for helix (or 7 int 3 mab or greater roughly) (mob dependant).

The main problem is the other stats on Mahatama's, the mnd and -enmity are useful as well, so it would be hard pressed to get rid of these pants
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#4
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Posted Image

MAB/Macc would be a nice nuking legs, but Mahatama(Errants) still win for helix
Cure pot/Haste would be decent for main healing

But imo these would be best for kiting pants +movement/-phys dmg, not having to spend 15Mish on herald gaiters will open up Sch soloing to a lot more people now.
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#5
User is offline   Tezz 

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Ah no added INT. :(

looks like i'm going the 4MATK & 4MACC route again.
(makes for good Dark Arts enfeeb pants for SCH too)

I'm still happy to not have to always nuke in Mahatma now though.
(although, +matk augment on mahatma would still be awesome)
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#6
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View PostTezz, on 29 October 2009 - 08:02 AM, said:

Ah no added INT. :(

looks like i'm going the 4MATK & 4MACC route again.
(makes for good Dark Arts enfeeb pants for SCH too)

I'm still happy to not have to always nuke in Mahatma now though.
(although, +matk augment on mahatma would still be awesome)


Well none other than the base +2
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#7
User is offline   .Sotek. 

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Is "Conserve TP" a typo? Either I've just never heard of conserve TP, or its meant to be MP.
Cure pot/conserve MP would be a nice combo for main healing, but once again, its such a pathetic increase on gear in game that I'm not going to shell out 5$ and a days worth of BS quests for it.

If by some freak mistake the movement speed stacks with gaiters, I'll take that back in a second, though.
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#8
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View Post.Sotek., on 29 October 2009 - 09:16 AM, said:

Is "Conserve TP" a typo? Either I've just never heard of conserve TP, or its meant to be MP.
Cure pot/conserve MP would be a nice combo for main healing, but once again, its such a pathetic increase on gear in game that I'm not going to shell out 5$ and a days worth of BS quests for it.

If by some freak mistake the movement speed stacks with gaiters, I'll take that back in a second, though.


The rumors are it isn't a typo, it's the same in other languages too. It supposedly saves some TP when WSing, or so people think.

For now I think I'm making a QD pair for my Cor, but if the +movement does stack I'm taking that for my Sch
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#9
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Language doesn't mean shit when TP is the same for all of us. Typo MP as TP and whoever translates it will only translate the conserve part.
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#10
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View Post.Sotek., on 29 October 2009 - 10:34 AM, said:

Language doesn't mean shit when TP is the same for all of us. Typo MP as TP and whoever translates it will only translate the conserve part.


I didn't say it was set in stone, I said it was rumors
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#11
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so i been mulling this over for my sch, but got a few Q's for the veterans.

So is there any mob where 12% movement is going to make a difference over 8%? realistically? I mean in more general terms since i know certain mobs have +movement speed also and heralds are required for them. Is the 8% going to be to low to solo these type of nms? Would getting cure +5% as second aug be best healing legs too? Seems like you can make this piece double well.

I really hate casting storm spell just for movement+ speed. it sucs so much mp and lowers dmg a lot (since you cant use other storms), I was going to just farm my ass off for the 14m heralds cost, but if the difference between these wont really be noticeable, then might as well save 14m.

also how does the nuking legs look in terms of dmg? Just need general idea how much dmg more you will see on say puddings? I cant see -1inv being worth it if these aren't noticeably better or make nuking HNMS easier (do they?). Since we still have to carry mahat. legs idk about this choice to well...
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#12
User is offline   Austar2.0 

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+4 M.Attack would be better than Mahatma for Tier 3+4 nukes. Mahatma for Helixes. Will be a marginal increase though. Personally, I'm looking at physical damage down and movement speed+.
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#13
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View PostAustar2.0, on 29 October 2009 - 08:07 PM, said:

+4 M.Attack would be better than Mahatma for Tier 3+4 nukes. Mahatma for Helixes. Will be a marginal increase though. Personally, I'm looking at physical damage down and movement speed+.


I Agree, these could have far better uses on another job if you already have decent gear as a SCH.
I'm only getting them because i'm a career SCH (and a want the dragon ;p).
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#14
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Just a quick Q...

I hear so many people talk about adding -4 pdt as a mage to these and maybe im just missing something but what is the point?

we already have goliard with -3pdt, and honestly 1% isnt going to do much. If your running (your first aug) then your 2nd aug is pointless b/c you should not be getting hit ya?

Why not get another buff that is amazing to what sch does "Light Arts". We only get c4 which doesnt have to high of base so we end up spamming a lot more cure and thus create a lot more enmity which in turn causes us to take more dmg (im willing to say probably more then 1% reduction would offset), so getting the most out of our c4 seems logical to me, look at keakos blog for understanding.

to me it seems the 8% is a no brainer w/o owning heralds, so what it comes down to is the 2nd augment.

I was thinking 5% cure bonus because well that rocks, sch could actually get +20% now which is nice, over 500s easy with that (more if you did mdk hat but id advise against that). That is a nice improvement imo.

second option i was thinking of would be +4 MAB, I think that 8 int pants are our best to nuke HNM's with currently, even with the mac boost on these. So you wouldent use these on hnms from my understanding, so the only place you would use them is merit ya? Well at pudding i know our resist rate with proper gear/merits is already floored, so the mac here is uselss meaning +4 mab would still make these best xp peice.

third option I got to thinking of ws the +10% to MB, easily best pants for that with just that augment alone, I know lots of people still do sc/mb on endgame mobs so wouldent be to useless, kinda situational like blm relic legs.

and the last one I got to thinking about was 3haste. Not that it makes a huge difference but would be a nice macro piece for our buffs and things we dont need int/mnd/mac/mab on like stoneskin, shadows, you get the idea.

with the above ideas i hope im getting across why you would not want to get some goliard+1 pants (maybe worse depending on how much mp you drop going to idle set, remember 28mp = 110~ hp or more hehe). if my logic is flawed please point it out, im newly sch but I think my 4 ideas above are pretty solid, just hard to really narrow down which would be best.
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#15
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View Postazagarth1, on 30 October 2009 - 03:15 AM, said:

Just a quick Q...

I hear so many people talk about adding -4 pdt as a mage to these and maybe im just missing something but what is the point?

we already have goliard with -3pdt, and honestly 1% isnt going to do much. If your running (your first aug) then your 2nd aug is pointless b/c you should not be getting hit ya?

Why not get another buff that is amazing to what sch does "Light Arts". We only get c4 which doesnt have to high of base so we end up spamming a lot more cure and thus create a lot more enmity which in turn causes us to take more dmg (im willing to say probably more then 1% reduction would offset), so getting the most out of our c4 seems logical to me, look at keakos blog for understanding.

to me it seems the 8% is a no brainer w/o owning heralds, so what it comes down to is the 2nd augment.

I was thinking 5% cure bonus because well that rocks, sch could actually get +20% now which is nice, over 500s easy with that (more if you did mdk hat but id advise against that). That is a nice improvement imo.

second option i was thinking of would be +4 MAB, I think that 8 int pants are our best to nuke HNM's with currently, even with the mac boost on these. So you wouldent use these on hnms from my understanding, so the only place you would use them is merit ya? Well at pudding i know our resist rate with proper gear/merits is already floored, so the mac here is uselss meaning +4 mab would still make these best xp peice.

third option I got to thinking of ws the +10% to MB, easily best pants for that with just that augment alone, I know lots of people still do sc/mb on endgame mobs so wouldent be to useless, kinda situational like blm relic legs.

and the last one I got to thinking about was 3haste. Not that it makes a huge difference but would be a nice macro piece for our buffs and things we dont need int/mnd/mac/mab on like stoneskin, shadows, you get the idea.

with the above ideas i hope im getting across why you would not want to get some goliard+1 pants (maybe worse depending on how much mp you drop going to idle set, remember 28mp = 110~ hp or more hehe). if my logic is flawed please point it out, im newly sch but I think my 4 ideas above are pretty solid, just hard to really narrow down which would be best.


The point is that instead of carrying around goliard and dragon pants, you can replace your goliard and just carry dragon.

With these new pieces of augmentable equipment, you can do it 3 ways.

1. Make the best possible peice, for that slot, that you need.
2. Make a more versitle piece that isn't the best, for the slot, but could take the place of a couple of other pieces of gear.
3. Augment it with stuff you can't get anywhere else.

For example, the ACP body has generally been augmented with mab/macc for most of the Schs I've seen. While this is good, it's not the best for that slot. (AF1 Body is better for resistant mobs, Errant(Mahatama) is better for Helix, Morgana's is better for pure damage.)

IMO, these can make the best curing pants with cure pot/MP -enmity or Haste since we can't get those stats from anything else in that slot. I'm still going to use Mahatama for nuking since 8 Int is hard to replace, and besides I will still carry them around for Stoneskin(in darkarts) and Helix anyways. I can't remember the last time I actually MB'd a SC to make that Aug worth while, and we can't equip a lot of magic crit so that aug isn't worth it as well IMO.

But if you don't have Hearald's, get the +movement. It opens up so much soloing potential it's unreal. And IMO if you get the +movement, get the -pdt so it'll save you a inv space. (Yes you can still solo in desert boots, but the added damage bonus of being able to use other weather beside sandstorm, helps a whole lot.)
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#16
User is offline   Austar2.0 

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View Postazagarth1, on 30 October 2009 - 03:15 AM, said:

Just a quick Q...

I hear so many people talk about adding -4 pdt as a mage to these and maybe im just missing something but what is the point?

we already have goliard with -3pdt, and honestly 1% isnt going to do much. If your running (your first aug) then your 2nd aug is pointless b/c you should not be getting hit ya?

Why not get another buff that is amazing to what sch does "Light Arts". We only get c4 which doesnt have to high of base so we end up spamming a lot more cure and thus create a lot more enmity which in turn causes us to take more dmg (im willing to say probably more then 1% reduction would offset), so getting the most out of our c4 seems logical to me, look at keakos blog for understanding.

to me it seems the 8% is a no brainer w/o owning heralds, so what it comes down to is the 2nd augment.

I was thinking 5% cure bonus because well that rocks, sch could actually get +20% now which is nice, over 500s easy with that (more if you did mdk hat but id advise against that). That is a nice improvement imo.

second option i was thinking of would be +4 MAB, I think that 8 int pants are our best to nuke HNM's with currently, even with the mac boost on these. So you wouldent use these on hnms from my understanding, so the only place you would use them is merit ya? Well at pudding i know our resist rate with proper gear/merits is already floored, so the mac here is uselss meaning +4 mab would still make these best xp peice.

third option I got to thinking of ws the +10% to MB, easily best pants for that with just that augment alone, I know lots of people still do sc/mb on endgame mobs so wouldent be to useless, kinda situational like blm relic legs.

and the last one I got to thinking about was 3haste. Not that it makes a huge difference but would be a nice macro piece for our buffs and things we dont need int/mnd/mac/mab on like stoneskin, shadows, you get the idea.

with the above ideas i hope im getting across why you would not want to get some goliard+1 pants (maybe worse depending on how much mp you drop going to idle set, remember 28mp = 110~ hp or more hehe). if my logic is flawed please point it out, im newly sch but I think my 4 ideas above are pretty solid, just hard to really narrow down which would be best.

The reason I'd get the pdt down is because shit happens. And none of the other stats can be used while you're running anyways, only thing else I can see is the haste with movement speed for a general utsusemi cast which would carry over to something like RDM. Movement and PDT or Movement and haste, I still haven't decided.
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#17
User is offline   Yoona 

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Meh for a marginal upgrade for damage I think i'd rather use these for something else. Maybe like cure potency +5% and movement speed +8%?
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