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  • skillchain resist rates

    I'm on 360 so i cant really parse any of this best i can do is eyeball so i thought id come here for some help. The main problem with skillchains is the resist rates right? well i figured since skillchains are elemental in nature i would figure they would follow magic acc rules. so i went in dynamis drk/thf closing darkness every chance i get using my abyss gauntlets and absorb int mainly since the goal here was to see if i could get a full darkness off the quadav in there as much as possible with spiral hell on a martial scythe . like i said all i can do is eye ball it since im on 360 but i saw that with this i only got a 50% resist once or twice until i did cross reaper which i didn't bother to use absorb int on since it has no int mods on it. It pretty much had a full resist on it. so what im asking here is that can you guys help find if there's a connection between skillchains and magic formulas.

  • #2
    Re: skillchain resist rates

    The main problem with skill chains is not resist rates, its because they aren't efficient with exp parties any more, and not every job can SC with another job. Only time people do skill chains is against HNMS, and bosses for a blm to AM off of, or to tier IV nuke them.

    Thats the only reason.

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    • #3
      Re: skillchain resist rates

      aww. well it was a fun 3 hours.... not really.

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      • #4
        Re: skillchain resist rates

        If SE did the SC system correctly, then it would be worth looking into.

        Like if they made all the jobs able to SC with one another, and increased the damage dealt with the SC. Make it based off of the characters stats needed for the weapon skill. Like Tachi: Gekko is 70% str, and if you where able to SC those together, have the 70% strength of the two character combined, add it to the damage of both the weapon skills, then halve the damage, and theres the SC. Or something like that.

        Edit: Also, if SC's, and MB's increased the time between exp chains, it would make them more popular as well.

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        • #5
          Re: skillchain resist rates

          Originally posted by Takelli View Post
          Like if they made all the jobs able to SC with one another
          You know that they would just make all the good skillchains involve mage jobs, though! XD
          Last edited by Yellow Mage; 03-14-2010, 06:59 PM. Reason: And Samurai. Natch.
          Originally posted by Armando
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          Originally posted by Armando
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          Originally posted by Taskmage
          GOD IS MIFFED AT AMERICA

          REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

          GOD IS AMBIVALENT ABOUT FURRIES

          THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
          Originally posted by Taskmage
          However much I am actually smart, I got that way by confronting how stupid I am.
          Matthew 16:15

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          • #6
            Re: skillchain resist rates

            Originally posted by Yellow Mage View Post
            You know that they would just make all the good skillchains involve mage jobs, though! XD
            LOL!

            Yes, yes they would. XD

            But then again... Red Mage might become a melee job again like what it was supposed to be!

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            • #7
              Re: skillchain resist rates

              Originally posted by Takelli View Post
              If SE did the SC system correctly, then it would be worth looking into.

              Like if they made all the jobs able to SC with one another, and increased the damage dealt with the SC. Make it based off of the characters stats needed for the weapon skill. Like Tachi: Gekko is 70% str, and if you where able to SC those together, have the 70% strength of the two character combined, add it to the damage of both the weapon skills, then halve the damage, and theres the SC. Or something like that.

              Edit: Also, if SC's, and MB's increased the time between exp chains, it would make them more popular as well.
              Naw that wont really work. doing that instead of how it works now would gimp damage in most cases especially when i was in dynamis. monk does 500 asuran fists, I do 2k spiral hell, we are left with 1250 damage vs the 2k I could have done assuming it was just a 2 step.You know what i don't mean to be rude but your way doesn't at all sound better for damage just for the sake of doing skill chains, its really confusing.

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              • #8
                Re: skillchain resist rates

                Originally posted by LeonstrifeLEV View Post
                Naw that wont really work. doing that instead of how it works now would gimp damage in most cases especially when i was in dynamis. monk does 500 asuran fists, I do 2k spiral hell, we are left with 1250 damage vs the 2k I could have done assuming it was just a 2 step.You know what i don't mean to be rude but your way doesn't at all sound better for damage just for the sake of doing skill chains, its really confusing.
                Yea, I know your not trying to be rude, and I wasn't offended by it. Besides, its kinda hard to be since no one really knows who is who online. lol

                I was just saying though, if they changed the SC thing to something differently, it would be started back up again, and used like in the old days. To when parties where actually fun, and not just sitting there casting cure every 10-15 seconds, or semi-afking until you had 100% tp.

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                • #9
                  Re: skillchain resist rates

                  The main problem with skill chains is not resist rates, its because they aren't efficient with exp parties any more, and not every job can SC with another job.
                  Why do you suppose that is? Skillchains do a fuckload of extra damage...when unresisted.

                  And from a practical standpoint, most jobs can SC with most other jobs. At lower levels Lv.1 SCs are perfectly acceptable. At high levels, the introduction of Mythic WS gave jobs a shitload more flexibility in the creation of Level 2's and Level 3's.
                  Last edited by Armando; 03-15-2010, 03:18 PM.

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                  • #10
                    Re: skillchain resist rates

                    Originally posted by Armando View Post
                    Why do you suppose that is?

                    Why do you suppose that is? Skillchains do a fuckload of extra damage...when unresisted.

                    And from a practical standpoint, most jobs can SC with most other jobs. At lower levels Lv.1 SCs are perfectly acceptable. At high levels, the introduction of Mythic WS gave jobs a shitload more flexibility in the creation of Level 2's and Level 3's.
                    Because TP spaming is now the norm, and you people believe that if you just tp spam, you can kill the monster faster, rather than wait for others to get TP to deal loads of damage.

                    For longer than normal fights, I say it is worth it, to deal the extra damage to the monsters, but in short fights, I say TP spa is the way to go.

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                    • #11
                      Re: skillchain resist rates

                      Originally posted by Takelli View Post
                      Because TP spaming is now the norm, and you people believe that if you just tp spam, you can kill the monster faster, rather than wait for others to get TP to deal loads of damage.
                      I hear a whoosh noise. lol.
                      Bamboo shadows sweep the stars,
                      yet not a mote of dust is stirred;
                      Moonlight pierces the depths of the pond,
                      leaving no trace in the water.

                      - Mugaku

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                      • #12
                        Re: skillchain resist rates

                        well I haven't been able to get any testing done mainly because i need another ppls and other ppls want to use their time doing things that affect them. Not that there's anything wrong with that its just i hope they all burn in hell for not wanting to drop what their doing to do stuff that might not make any difference at all. So ive been sifting through artifact and relic gear on wiki and found rng gets +4 int on there artifact head and thf gets +5! Then I find thf loses it when they hq the head. And sam has +4 mnd. And war gets +1 that they also lose. And I'm outta Jack.

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                        • #13
                          Re: skillchain resist rates

                          I remember it was hypothesized a long time ago that the resist is element dependent--meaning if the monster was enfeeb'ed with elemental Ninutsu (Huton, Suiton, etc.) or Ancient Magic spells (yeah, those are enfeebs), the rate of resist to Skillchain damage would drop really low. For SCs with multiple elemental attributes, just need to enfeeb one of them to ensure unresisted damage. Supposedly.

                          There were anecdotal evidence that the elemental Ninjutsu enfeeb worked, but for obvious reasons the AMs were not popular for this kind of testing. Not sure if rigorous testing was ever performed, though.
                          Bamboo shadows sweep the stars,
                          yet not a mote of dust is stirred;
                          Moonlight pierces the depths of the pond,
                          leaving no trace in the water.

                          - Mugaku

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                          • #14
                            Re: skillchain resist rates

                            Ya I heard that going around on Leviathan too a year back. It sounds like it would work on paper with no reason as to why not,except for the one elemental debuff helps the whole skill-chain thing. It just doesn't sit right in my head. Another thing i want to try is that as skillchains go up "on the stack" does the accuracy of them also rise?

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                            • #15
                              Re: skillchain resist rates

                              You can also do it with the Rdm Enspell II. They lower the resist as well of the opposite element. So that would work too.

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