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  • Need help with Rdm spells (+INT +MND?!)

    Hello there

    I just ptd with taru rdm the other day and he keep saying that Elv rdm sux and when i asked Him why he told me that most Spells depends on INT and only slow/paralyze depends about Your MND! i think its not true but im not sure XD


    So i started to think what Spells need INT or MND?
    I used search and couldnt find any helpful info
    Can anyone please help and make a list?


    Bind
    Slow
    Dia
    Bio
    Poison
    Paralyze
    Gravity
    ... and all other spells ...plz

    There should be a sticky thread about this cuz RDM learn just too Many spells ><

    Main : Sephiro
    Mules : Sephira Eviljin Sephon
    COP missions = Complated

  • #2
    Simple:
    Look at your spell book. If it's in White Magic, it depends on MND. If it's in Black Magic, it depends on INT. I'll break it down too:

    Cures:
    Since these can't really be resisted, there are only 2 factors involved. 1 is your MND, and 2 is the heal cap for that spell. For the first few levels, MND helps Cure heal closer and closer to 30 hp. At my level, with way more MND than needed to cap Cure at 30, I can cure for 32 hp. This works the same way for the next cures as well.
    Cure:~30
    Cure II:~90
    Cure III: ~190
    Cure IV: ~380(?)
    Cure V: As far as I know, this doesn't cap. Most WHM's I think cure for...680 hp or so. Not really sure though.

    Enfeebles:
    This is where it gets tricky. Before lv51, here's how it works:
    You're kinda stuck with resists. You won't get many, but there will be some, unless you're at the end of a camp (for example, if you're lv19-20 in the dunes, you'll be fighting mainly T-VT's). If you want to increase the power of your enfeeble, you maximize the stat associated with it:
    MND:
    Paralyze, Slow, Dia, the main RDM spells, are dependant on MND. Paralyze's effectiveness means, the more MND you have in relation to the mob's MND, the more times the mob will get paralyzed. With Slow, the more MND you have, the higher % you slow the mob's attack speed. With full MND gear, my Dia consistently lands for 2 damage. Without MND gear, it hits for 0. Don't worry about it with Dia. lol

    INT:
    Blind, Gravity, Bind - the extra RDM spells, all depend on INT. Blind I say is extra because a PLD's flash will overwrite Blind (and if you cast Blind while the Mob is flashed, Blind will be wasted). Gravity I'm not sure how it relies on INT, although +INT has *seemed* to help me lower resists on my 28 RDM. Bind I don't use much, but it's black magic, so I'd guess it uses INT.
    After lv51, use the correct staff for the right element to increase land rate, but stats will still make the spell more effective.

    i.e. Paralyze is ice based, and MND based. If you're getting a lot of resists, use an Ice Staff. If you're not getting a lot of resists, and you want your paralyze to be more effective, then you should use the highest +MND club available to you to increase the effectiveness.

    Nukes:
    Anything that skills up your Elemental Magic Skill is based on 3 things:
    1. Your level. I find that more than anything else, being a higher level will help more than gaining more stats or more skill.
    2. Your Elemental Magic Skill. This is dependant on level, and after lv30, gear as well. This is the first thing, and most important thing, you can control towards getting less resists.
    3. Your INT. INT *mainly* has to do with max damage your spell can do, but it does have a small effect on lowering resists.

    After lv51, the corresponding staves add to both damage of the nuke, and lowers the resists of the staves.
    i.e. You want to use Water IV, but it's getting resisted too much. Use a Water Staff - you get a 10% bonus to damage, and a significant decrease in your resists.


    Enhancing:
    For the most part, everything here has to do with simply Enhancing Magic Skill. Some things have to do with MND. Apple Pie has better formulae than I do for these. The only thing I know has to do with MND and Enhancing Magic Skill is Stoneskin - more MND results in more damage absorbed.






    I hope that helped. I'm sure others can add onto what I said, or fix any mistakes in what I said.
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