Chigoe Murdering!
#1
Posted 02 May 2010 - 03:35 PM
#2
Posted 03 May 2010 - 03:03 AM
Juliae, on 02 May 2010 - 03:35 PM, said:
there is a few to play with outside nashamu thats low level, run into a few going to einjar, fun to kill one cast and i get 70 exp. if your ws takes ther hp to zero it should count since that gives you exp, crt makes them fall though.
I do not know much about trail but why you doing one for blm?
#3
Posted 03 May 2010 - 10:26 AM
#4
Posted 03 May 2010 - 11:24 AM
#5
Posted 03 May 2010 - 11:45 AM
51 NQ ele staves -2 Avatar Perpetuation Cost
70 Astral Signa -2 Avatar Perpetuation Cost
51 HQ ele staves -3 Avatar Perpetuation Cost
75 Bahamuts Staff -3 Avatar Perpetuation Cost
75 Teiwaz -4 Avatar Perpetuation Cost
The only problem i can see with the teiwaz is macro'ing in the staves since they all have the exact same name... >.>
That being said (unless im wrong about the macro thing..) then 1 stave for perpetuation cost for 1 element of avatar would be ok but then the rest of the time bahamuts staff would win due to less headache.
But thats just me
This post has been edited by Xellith: 03 May 2010 - 11:52 AM
#6
Posted 03 May 2010 - 02:56 PM
#7
Posted 04 May 2010 - 12:49 AM
#8
Posted 04 May 2010 - 01:59 AM
rambus, on 04 May 2010 - 12:49 AM, said:
The Affinity: Magic Damage +3 has been shown to be a 5% increase in damage over HQ staves.
However, it is paired with Affinity: Magic Accuracy +1 which is shown to be equal or less then in terms of magic accuracy of a NQ staff.
On the flip side, the Affinity: Magic Accuracy +3 may be better then HQ in terms of Magic Accuracy. It is paired with Affinity: Magic Damage +1, which is less damage then a NQ staff.
This post has been edited by Borgan: 04 May 2010 - 01:59 AM
#9
Posted 04 May 2010 - 02:55 AM
If the test data Borgan's quoting is the case then an increase M.ATT will result in a pretty big drop in M.ACC...
Would it even be worth it? (Maybe for puddings, but its a lot of work for something that would be relegated to use a a "pudding toy"...)
Surely on HNM HQ staff would still reign?
#10
Posted 04 May 2010 - 03:28 PM
when you worry about acc setups damage takes a second stand ( I am putting 5 INT > 10 MAB lol sorcsring) the extra int it self also adds acc vs mab. Raw damage is less distent as well vs easy stuff where power sets you see some significant change.
Now that is normal HQ staffs , what happends when you cmpare it to ICE HQ? 10 ele skill, 5 int, 15% and you can even thow in adding 4 agrument MAB if your wondering absolute best.
IT is nice to see that SE made a staff better then mythic per element when SMN mythic still rains better.
does SE ever make sence? -.-
and the fact that all this trumps relic for mage , didn't se say somewhere relics where suppose to be best weapons with mythic in second?
Borgan, on 04 May 2010 - 01:59 AM, said:
However, it is paired with Affinity: Magic Accuracy +1 which is shown to be equal or less then in terms of magic accuracy of a NQ staff.
On the flip side, the Affinity: Magic Accuracy +3 may be better then HQ in terms of Magic Accuracy. It is paired with Affinity: Magic Damage +1, which is less damage then a NQ staff.
I see this as a problem, why does SE insist of being vague?
This post has been edited by rambus: 04 May 2010 - 04:00 PM
#11
Posted 05 May 2010 - 11:51 AM
I can confirm this. I have the finished Teiwaz of fire path Magic dmg +3 offers a slight boost over HQ staves.. however it seems you only get NQ staff accuracy. Of course more testing would be needed for the ACC. but the damage is pretty easy to assert. However after viewing the stats i kinda wish i woulda went the magic ACC+3 path as it seems to give NQ staff added damage with better ACC. Too further elaborate.. it would seem a NQ staff has +1 +1 in the affinity stats.. A HQ +2 +2 and now these new staves 1 and 3. So one may have more acc or more damage than a HQ but not both.
EDIT:Did a quick little test to illustrate numbers so someone better with the math can figure out exact diff in dmg. Nuked Huge hornets in S gusta right outside of Bastok mines all naked only diff is staff.
Fire IV .
NO staff: 860
Vulcans Staff: 988
Teiwaz fire affinity Magic dmg+3 :1032
Flare II
No staff: 1198
Vulcans:1377
Teiwaz 1437
doing the math i came out with a 20% bonus to dmg with the teiwaz.
I would speculate that simply activating Affinity is 5% bonus with each+1 = 5% more. NQ staves being +1 HQ +2 and so on. And similar for the ACC.
meaning the 2 final options are +20% magic acc +10% dmg or +20% dmg +10% magic acc.
#12
Posted 05 May 2010 - 01:40 PM
Borgan, on 05 May 2010 - 11:51 AM, said:
I can confirm this. I have the finished Teiwaz of fire path Magic dmg +3 offers a slight boost over HQ staves.. however it seems you only get NQ staff accuracy. Of course more testing would be needed for the ACC. but the damage is pretty easy to assert. However after viewing the stats i kinda wish i woulda went the magic ACC+3 path as it seems to give NQ staff added damage with better ACC. Too further elaborate.. it would seem a NQ staff has +1 +1 in the affinity stats.. A HQ +2 +2 and now these new staves 1 and 3. So one may have more acc or more damage than a HQ but not both.
EDIT:Did a quick little test to illustrate numbers so someone better with the math can figure out exact diff in dmg. Nuked Huge hornets in S gusta right outside of Bastok mines all naked only diff is staff.
Fire IV .
NO staff: 860
Vulcans Staff: 988
Teiwaz fire affinity Magic dmg+3 :1032
Flare II
No staff: 1198
Vulcans:1377
Teiwaz 1437
doing the math i came out with a 20% bonus to dmg with the teiwaz.
I would speculate that simply activating Affinity is 5% bonus with each+1 = 5% more. NQ staves being +1 HQ +2 and so on. And similar for the ACC.
meaning the 2 final options are +20% magic acc +10% dmg or +20% dmg +10% magic acc.
makes sence that is 20%, however i hate nakkied tests anyway because it skews some favoritism.
oh well, an agurmented Ice HQ is still overall better even if it falls a bit short for damage of the new staffs, the new ones is stupid to get 16 of them.
on that note i wonder if it releates to daark magic the same way
This post has been edited by rambus: 05 May 2010 - 01:41 PM
#13
Posted 05 May 2010 - 02:22 PM
rambus, on 05 May 2010 - 01:40 PM, said:
Borgan, on 05 May 2010 - 11:51 AM, said:
I can confirm this. I have the finished Teiwaz of fire path Magic dmg +3 offers a slight boost over HQ staves.. however it seems you only get NQ staff accuracy. Of course more testing would be needed for the ACC. but the damage is pretty easy to assert. However after viewing the stats i kinda wish i woulda went the magic ACC+3 path as it seems to give NQ staff added damage with better ACC. Too further elaborate.. it would seem a NQ staff has +1 +1 in the affinity stats.. A HQ +2 +2 and now these new staves 1 and 3. So one may have more acc or more damage than a HQ but not both.
EDIT:Did a quick little test to illustrate numbers so someone better with the math can figure out exact diff in dmg. Nuked Huge hornets in S gusta right outside of Bastok mines all naked only diff is staff.
Fire IV .
NO staff: 860
Vulcans Staff: 988
Teiwaz fire affinity Magic dmg+3 :1032
Flare II
No staff: 1198
Vulcans:1377
Teiwaz 1437
doing the math i came out with a 20% bonus to dmg with the teiwaz.
I would speculate that simply activating Affinity is 5% bonus with each+1 = 5% more. NQ staves being +1 HQ +2 and so on. And similar for the ACC.
meaning the 2 final options are +20% magic acc +10% dmg or +20% dmg +10% magic acc.
makes sence that is 20%, however i hate nakkied tests anyway because it skews some favoritism.
oh well, an agurmented Ice HQ is still overall better even if it falls a bit short for damage of the new staffs, the new ones is stupid to get 16 of them.
on that note i wonder if it releates to daark magic the same way
omfg, this could only add more possibility to BLM finally solo'ing Fenrir!
Borgan you're right, choosing the Magic Acc opt would be a better route and one I'm considering til Rambus also made a good point. I really don't care much about my spell damage. It's high enough with A+ Elemental skill and augments like Rambus noted earlier, but 5% higher drains & aspirs fills me with joy like a lil'school girl. BLM's lower enfeebling skill tho is something that always welcomes improvement...
Great, another thing to add to my never-ending list of "To do..."
#14
Posted 05 May 2010 - 02:44 PM
shigo, on 05 May 2010 - 02:22 PM, said:
Borgan you're right, choosing the Magic Acc opt would be a better route and one I'm considering til Rambus also made a good point. I really don't care much about my spell damage. It's high enough with A+ Elemental skill and augments like Rambus noted earlier, but 5% higher drains & aspirs fills me with joy like a lil'school girl. BLM's lower enfeebling skill tho is something that always welcomes improvement...
Great, another thing to add to my never-ending list of "To do..."
not low if you do blm/sch
oh wait.......
#15
Posted 17 May 2010 - 01:16 PM
#16
Posted 19 May 2010 - 10:01 PM
Shalafi, on 17 May 2010 - 01:16 PM, said:
you need a life if you go after all 8 or all 16, even on SMN bord that has a simmaulr issue states your better off getting a naverdia then 8 of these things.
but we dont have that option.
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