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  • Question about increasing skills

    What determines what, if and how much a skill is increased? Im levelin my Enhancing Magic and healin to be capped since im a 17 whm. Sometimes it goes up 0.1, sometimes 0.3, sometimes none at all.. So what determines when it increases and by how much?

  • #2
    Re: Question about increasing skills

    If you're casting on yourself or party members, it's random. If you're casting on a monster, it depends on the monster's level.

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    • #3
      Re: Question about increasing skills

      Randomness. Every time you successfully use a skill if your current skill level is under what can be gained from that mob, for instance you can't skill sword up to 200 on a lvl5 worm, you have a chance of getting a skillup. The chance is higher depending on how proficient your job is with the skill in question.
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      • #4
        Re: Question about increasing skills

        Yea i was castin on myself and random people runnin from the mog house. I was lvl 17 and my enhancing magic was at 2... i was like holy crap when i found out the caps for my lvl. Thanks!

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        • #5
          Re: Question about increasing skills

          Just wait a few levels ... once you get regen (at 21?), you'll have an enhancing spell that's useful in combat. Once you get haste at 40, you'll probably have enhancing start to climb much faster...

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          • #6
            Re: Question about increasing skills

            Enhancing and Healing magic work a little bit like the rest of the skills do, if you cast on someone significantly higher level than you, you tend to go up a little more than someone your same level or lower. (Ie. this is where you'd get those .3's and .5's). This isn't always the case however, it's actually harder to skillup on higher levels by a bit, which is why these skillups are rarer than the .1's you get from someone lower or closer to your level.

            On mobs, where you'd use Divine Magic, Enfeebling, (or even Healing on Undead), you can skillup to 1 above whatever the monster's level is. So, if you're facing a monster that's lvl 16 and your Enfeebling magic skill is below the cap for lvl 16 on your job, you can go to 1 higher than that cap on this particular mob. Since mob levels vary by about 3-5 levels for particular mobs, this is why some mobs give skillups and others do not. You have to /check them for messages. Low Def and Low evasion generally mean you can't gain weapon skillups on them, for example. It gets more complicated than that, but that's the basic rules of thumb.

            WHM has it a little easier than some, you can use the Mog House entrance for your two main skills. Cast til you're out, then run in and exit again. Repeat til capped. Some parties will have enough gap time between mobs that you can sneak a Banish in during the fight. Later on, if you're working with a PLD or tank that can keep hate really well, Flash can be used to limit the number of cures you toss. Flash is almost guaranteed misses for that mob until it wears. Blind reduces accuracy by a little bit, Flash blindness amps that up by a much higher number.

            Once you get sea access, though, you can pretty much cap every single skill without ever needing a party. Hpemde's can be flashed, slowed, paralyzed and reposed without actually aggroing them to the point they attack you. You'll still need to use skillup parties for club, shield, and evasion, but you can do all spells solo. Just remember Dia is considered an attack, they don't like that.

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