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  • New Cape

    There's a new cape that just caught my eye, must have been added from the update since they don't even have it added in Allakhazam, Gramary Cape.(sp?)
    I'm not sure to keep Red Cape+1 or use this.

    Gramary Cape (sp?)
    lv50 DEF:2 Magic Accuracy+1 "Magic Def Bonus"+2
    Or
    Red Cape +1
    lv43 DEF:5 MND+3 INT+3

    I have both, can't decide which to use; Does the magic accuracy+1 outweigh the INT and MND bonuses that the Red cape+1 gives?

    Thanks in advance.
    Squerril
    Caitsith

  • #2
    Re: New Cape

    I honestly don't know enough about mage classes to give valid advice. But I do remember hearing that one thing which effects RDM spell damage or potency is they lack natural Magic Accuracy compared to BLM. So maybe the +1 Magic Accuracy would be nice? Magic Defense is always great for mages cause they are rarely hit by physical attacks in later PT or alliance related situations, just mainly magic.

    I don't know, I'm sure another will post soon with better advice -

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    • #3
      Re: New Cape

      how does magic accuracy work? Does It lower resist for every spells casted? Say, +1 M.Acc is like +1 elemetal+enfeeble combined in a sense?
      There are painters who transform the sun into a yellow spot,
      but there are others who with the help of their art and their intelligence
      transform a yellow spot into the sun.

      - Pablo Picasso

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      • #4
        Re: New Cape

        I quested the Gramary Cape right after the update and used it in an XP party on my RDM54. It has a noticeably stronger effect on enfeeble and nuke success rate than Red Cape +1. I get slightly fewer resists, and longer lasting debuffs, as a whole. I don't nuke for as much, and I'm sure my Slow spells aren't quite as effective, but I'll still take the better stick rate.

        The MDEF+2 is just gravy. All in all, a very nice cape.


        Icemage

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        • #5
          Re: New Cape

          i would say that red cape +1 is better than the gramary cape.

          int and mnd make their respective enfeebles last longer and more effective. for example, higher mnd makes paralyze activate more often.

          magic accuracy, in the case of enfeebles, affects whether or not the the spell is resisted and determines whether it lands or not. this is good in the case of gravity where the cooldown time is one minute. but with most of the other enfeebs, the cool down is so short, it doesn't matter.

          magic accuracy is really only good for elemental spells so that they don't get resisted and really, +1 won't really make a big diff. maybe if it were say, +3-5, then it would be worth it.
          observe the splendor of ping pong balls!

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          • #6
            Re: New Cape

            I pack a ton of +MND / +INT gear on my RDM for spellcasting, so I don't really see much dividends from it.

            My informal tests with RDM friends at 75 show that MND does not appear to affect paralyze at all as far as activation. I got less activation over several different test cases against NMs than my RDM control cases, despite the fact that I have 20-25 more MND than they do.

            Slow does give a slightly more potent effect with more MND, but slight is the word here. As far as duration and stick rates, the Gramary Cape gave me better results than the Red Cape +1, perhaps due to the fact that I already overload on MND and INT and thus am at the point of diminishing returns on those stats.


            Icemage

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            • #7
              Re: New Cape

              Good thread. Where is this quest started btw?
              75 White Mage
              75 Ninja

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              • #8
                Re: New Cape

                Tavzainian Safehold, the Hume Officer near Justinious. Anyway, I have to say I am really glad I quested this cape, even if it was pure accident. For the Brothers D'Audepe BC, it made it noticebly easier after the update (even with the NIN and RNG nerfs). Before the update with Red Cape+1, SleepII would rarely stick after ES was used to sleep the RNG Shadow (mind you we only had 1 BLM and 1 RDM, WHM was the other slot), and bind would start getting resisted after the first few, and the BLM usually ended up dying. After the update, with the Gramery cape, the RNG Shadow was slept most of the fight, and the THF and WAR shadows stayed Gravitied and/or bound until it was their time to die. Just my 2 cents.
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                PSN: goboaj (be my friend damnit)

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                • #9
                  Re: New Cape

                  Originally posted by Tifa
                  Good thread. Where is this quest started btw?
                  Starts and completes within the Tavnazian Safehold from NPC Tressia on the upper floor.

                  It's a very long and annoying (took over 2 hours to complete, even using BRD75 with Mazurka) quest that involves finding NPCs all over the Safehold. When you start it, make sure you note:

                  - Which NPCs you talked to
                  - The order in which you talked to them
                  - Th map <pos> that each NPC is at

                  Write all these things down. I'm not kidding. There's a pop quiz at each step about each of the above. If you don't, you're going to have to sequentially guess through all the possibilities, and that takes a very long time.


                  Icemage

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                  • #10
                    Re: New Cape

                    Thanks for all your help! I'm going to be stickin' with the Gramary Cape.
                    Btw, is the quest really easy or something? Only 10k on my server. =)
                    Squerril
                    Caitsith

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                    • #11
                      Re: New Cape

                      It's easy in that you don't have to fight anything, or even leave the Safehold after starting the quest. Running all up and down those ramps multiple times got pretty old though.


                      Icemage

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                      • #12
                        Re: New Cape

                        This is an interesting question. I was going to say buy both, but after what's been said, just do the quest (Yeah, the "run-around" quests are annoying. So many zones to cross and the like. ICK!) But if what Icemages says is true, just get ride of the Red Cape +1 once you can wear the other cape.

                        With my Elvaan MND, I think I can afford to drop 3 MND.
                        Odude
                        PS2 Beta tester - Cactaur - Rank 4
                        RDM32 - BLM17 - DRK11 - RNG11 - BRD9 - BST7 - WAR6 - MNK4

                        Lakshmi: Windurst Rank 10 - Zilart, CoP, ToAU COMPLETE - WotG
                        SAM90 - DRK90 - MNK90 - WAR90 - RNG90 - BST90 - RDM83 - NIN50 - THF46 - DRG42 - BLM40 - PUP23 - WHM20 - PLD13 - BRD13 - BLU10 - SCH10 - DNC7 - COR5 - SMN1

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                        • #13
                          Re: New Cape

                          Originally posted by Jei
                          how does magic accuracy work? Does It lower resist for every spells casted? Say, +1 M.Acc is like +1 elemetal+enfeeble combined in a sense?
                          Since I didn't see anyone answer this for you Jei. Magic Accuracy is what Elemental Seal does if anyone has ever read the info about it, it isn't a Magic Attack Boost it's a Magic Accuracy Boost.


                          Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

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