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+1 MND vs +5 hp and +1 CHR

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  • +1 MND vs +5 hp and +1 CHR

    I have 1 slot open for 2 spells. ! spell(cursed sphere) will give +1 MND. The other spell gives +5 HP and +1 CHR(I believe its power attack). I am wondering what will benefit me more as a lvl 18 BLU(the MND, or the HP/CHR)?
    u have to know when to hold them, know when to fold them

  • #2
    Re: +1 MND vs +5 hp and +1 CHR

    It depends on what you're subbing, whether you're partying or soloing, what role in a party you're playing, etc.

    MND would be somewhat helpful if you're subbing WHM to play healer in a party. The +HP might be helpful if you're tanking or soloing (though it's so small, I don't know how much of a difference it would make). CHR is a damage modifier in some blue magic spells. But +1 CHR probably isn't going to make or break your ability to deal damage. Some players believe CHR affects the potency of Provoke. But I haven't seen any tests which verify or quantify its effects.

    I'd say it's 6 of one, half a dozen of the other. Power Attack is probably more useful, since Cursed Sphere is an AoE, and can be dangerous to use.
    Lyonheart
    lvl 75 WAR, 75 BST, 75 BLM, 75 NIN, 47 SCH
    Cooking 100.0+3+3, Culinarian's Signboard, Raw Fish Handling, Noodle Kneading, Patissier
    Fishing 60

    Lakiskline
    Bonecrafting 100.0+3+3,
    Leather 60+2, Woodworking 60, Alchemy 60
    Smithing 60, Clothcraft 55, Goldsmithing 54.1, Cooking 11
    Boneworker's Signboard, Bone Purification, Bone Ensorcellment, Filing, Lumberjack, Chainwork

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    • #3
      Re: +1 MND vs +5 hp and +1 CHR

      Originally posted by LyonheartLakshmi View Post
      It depends on what you're subbing, whether you're partying or soloing, what role in a party you're playing, etc.

      MND would be somewhat helpful if you're subbing WHM to play healer in a party. The +HP might be helpful if you're tanking or soloing (though it's so small, I don't know how much of a difference it would make). CHR is a damage modifier in some blue magic spells. But +1 CHR probably isn't going to make or break your ability to deal damage. Some players believe CHR affects the potency of Provoke. But I haven't seen any tests which verify or quantify its effects.

      I'd say it's 6 of one, half a dozen of the other. Power Attack is probably more useful, since Cursed Sphere is an AoE, and can be dangerous to use.
      Actually, as I understand it, it's the HP that's the modifier (for breath spells, specifically) and not the CHR.

      But that's besides the point. We'd need to know what else you have/don't have before we can make good suggestions.

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      • #4
        Re: +1 MND vs +5 hp and +1 CHR

        I was thinking more along the lines of stat modifiers on WSs. I believe Bludgeon has a 30% CHR modifier (according to VZX).

        But then, 0.3 of 1 CHR is... well, 0.3 damage. I just don't see +1 CHR doing all that much for Bludgeon damage.
        Lyonheart
        lvl 75 WAR, 75 BST, 75 BLM, 75 NIN, 47 SCH
        Cooking 100.0+3+3, Culinarian's Signboard, Raw Fish Handling, Noodle Kneading, Patissier
        Fishing 60

        Lakiskline
        Bonecrafting 100.0+3+3,
        Leather 60+2, Woodworking 60, Alchemy 60
        Smithing 60, Clothcraft 55, Goldsmithing 54.1, Cooking 11
        Boneworker's Signboard, Bone Purification, Bone Ensorcellment, Filing, Lumberjack, Chainwork

        Comment


        • #5
          Re: +1 MND vs +5 hp and +1 CHR

          Originally posted by LyonheartLakshmi View Post
          I was thinking more along the lines of stat modifiers on WSs. I believe Bludgeon has a 30% CHR modifier (according to VZX).

          But then, 0.3 of 1 CHR is... well, 0.3 damage. I just don't see +1 CHR doing all that much for Bludgeon damage.
          Although I didn't know about this modifier, I don't really think it's helpful enough to warrant the slot. I suppose it depends on what else you can fit, as 1 CHR seems more like a bloopy "Can't fit anything else in" kinda spell.

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          • #6
            Re: +1 MND vs +5 hp and +1 CHR

            Originally posted by Kholdstare View Post
            But that's besides the point. We'd need to know what else you have/don't have before we can make good suggestions.

            I have been soloing and subbing RDM. I usually go after T or T+(been doing gobbs and Dahalmas(sp) in Burbumi penn.)

            Another question--what would allow me to be intimidating the toughs on a regular basis(my CHR is +4).

            I asked the original question to try to get a better feel for what stat would have an effect on BLU spells. I'm finding that MND seems to allow the spells to "take effect" at a better rate(but I haven't had a chance to test it), but other than that I'm not really sure what would help more. I know the physical spells can get a boost with STR boosters, but what about a spell like metallic body or sheepsong? Is it wrong to assume the boost that the spell gives is the same stat that will increase its effect?


            Sorry I kind of added a few questions but I'm trying to get gear that will optimize my BLU spells. Again, my lvl right now is 19.
            u have to know when to hold them, know when to fold them

            Comment


            • #7
              Re: +1 MND vs +5 hp and +1 CHR

              I have all the spells upto lvl 18 except for the 1 u get from worms(forget the name of it). I also have the job trait of Beast killer.
              Bludgeon seems to be affected by the TP lvl and the type of mob(it seems to work better on gobs)
              u have to know when to hold them, know when to fold them

              Comment


              • #8
                Re: +1 MND vs +5 hp and +1 CHR

                By and large, these are the modifiers:

                Physical: STR, plus sometimes a secondary mod
                Moves like Bomb Toss and Cursed Sphere: INT as main mod, sometimes has secondary
                Healing moves (Healing Breeze, Wild Carrot, etc.) and select few others: MND mainly.
                Breath attacks (Poison Breath, Radiant Breath, etc.): HP.
                Buffs: usually nothing, sometimes Blue Magic skill

                Sites like ffxiclopedia have a lot of data on what modifiers spells use, and is what I usually go to.

                As for your comments about Bludgeon, Bludgeon is a 3-hit move, so you are quite possibly mistaking hitting all 3 times for more damage. TP has no real effect unless you've just used Chain Affinity, which you don't have. What you're fighting is in general neutral to arcana attacks like bludgeon.

                As for sandspin (the worm spell) I highly suggest you get it, because it's EXTREMELY useful, especially considering you solo.

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                • #9
                  Re: +1 MND vs +5 hp and +1 CHR

                  Bludgeon could potentially do more damage to a mob if the mob is weak to blunt attacks. You probably won't be soloing too many of those mobs, though. Skeletons aren't fun to solo, and I can't even think of a Magic Pot at that level.

                  To the OP: you should check which of your blue magic moves count as Blunt, Piercing, and Slashing, as well as any weaknesses/strengths your target mobs have against those kinds of attacks. For example, Wild Oats is a Piercing type attack, which gets a damage bonus against flying mobs (bees, bats, birds, flies, etc).
                  Lyonheart
                  lvl 75 WAR, 75 BST, 75 BLM, 75 NIN, 47 SCH
                  Cooking 100.0+3+3, Culinarian's Signboard, Raw Fish Handling, Noodle Kneading, Patissier
                  Fishing 60

                  Lakiskline
                  Bonecrafting 100.0+3+3,
                  Leather 60+2, Woodworking 60, Alchemy 60
                  Smithing 60, Clothcraft 55, Goldsmithing 54.1, Cooking 11
                  Boneworker's Signboard, Bone Purification, Bone Ensorcellment, Filing, Lumberjack, Chainwork

                  Comment


                  • #10
                    Re: +1 MND vs +5 hp and +1 CHR

                    Originally posted by LyonheartLakshmi View Post
                    Bludgeon could potentially do more damage to a mob if the mob is weak to blunt attacks. You probably won't be soloing too many of those mobs, though. Skeletons aren't fun to solo, and I can't even think of a Magic Pot at that level.

                    To the OP: you should check which of your blue magic moves count as Blunt, Piercing, and Slashing, as well as any weaknesses/strengths your target mobs have against those kinds of attacks. For example, Wild Oats is a Piercing type attack, which gets a damage bonus against flying mobs (bees, bats, birds, flies, etc).
                    the sad thing is you're usually worrying about what has resistances to attachk types (i.e. I was soloing leech pets, and until I knew that they were resistant to blunt damage, I was having trouble killing them)

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