I know the staves help, but I'm still confused after all this time as to what affects enfeebs with base stats. Some say it's only int, some say int and mnd sometimes when it's a whm spell (like para and slow), and now there's some people saying chr affects them. What do you think?
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Re: Ok. So what exactly affects enfeebs?
Originally posted by HamletI know the staves help, but I'm still confused after all this time as to what affects enfeebs with base stats. Some say it's only int, some say int and mnd sometimes when it's a whm spell (like para and slow), and now there's some people saying chr affects them. What do you think?
Stats only affect magic potency though (some argue it affects accuracy as well but I'll leave that to others to figure out) while skill and elemental staves affect magical accuracy on enfeebles.Keep in mind, sig might be outdated I just update it a few times per week.
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Re: Ok. So what exactly affects enfeebs?
Int for BLM spells.
Mnd for WHM spells.
This applies to elemental/divine spells as well, also cures (+2mnd = +1hp). Its actually very easy to test. Just find a mob that is barely Too Weak with a natural resistance (not immunity) to an enfeeble and cast on it in the noodles. Then pile on the +MND or the +INT gear respectively and see what happens.
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Re: Ok. So what exactly affects enfeebs?
Paralyze, Slow, Silence, Dia(s): Mind
Blind, Gravity, Poison, Bind: Intelligence
Staves help accuracy, i.e. landing it and with full or closer to full duration. It is beleived that stats help potency, however this may not be true for all of the spells. Gravity's eva down effect seems to be fixed for instance. Bind's chance of the mob becoming unbound when taking damage seems to be random or possibly based on the amount of damage dealt. Poison seems to be based entirely on skill for the dmg/tick it deals.
Paralyze is very random and hard to test, but it is believed that the % of procs is determined as a function of your mind vs the mobs mind, and that the maximium proc rate is 33% of the mobs actions would be paralyzed.
Slow is greatly affected by mind and much testing has been conducted in ballista. The base rate of slow is about 13% attack speed delay reduction. Raising mind stat relative to the target's mind stat increases this delay penalty, and an equation has been determined. The maximun is thought to be about 30% delay penalty to the target, which is better than Hojo:Ni but not as good as a Bard's elegy.
I'm not aware of tests on Blind, but one would be safe in assuming an acc penalty based on int vs the int of the target.
That covers all the enfeebles as I understand them. It's also worth noting that caster's mnd/int vs targets's mnd/int may have a small effect on resistence rates, though this is generally believed to have a much smaller impact than your enfeebling magic skill or straight magic accuracy bonuses from merits/staves/gear.Madrone Hume Female Leviathan Server
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Re: Ok. So what exactly affects enfeebs?
In my experience, my Staves help with accuracy as well. I don't have any data to back it up with though.
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Re: Ok. So what exactly affects enfeebs?
Originally posted by arkaine23That covers all the enfeebles as I understand them. It's also worth noting that caster's mnd/int vs targets's mnd/int may have a small effect on resistence rates, though this is generally believed to have a much smaller impact than your enfeebling magic skill or straight magic accuracy bonuses from merits/staves/gear.
(1) Correct Elemental Staff (HQ slightly better than NQ)
(2) Enfeebling Magic skill (I have 7 levels of Enfeebling Magic merits on my RDM67, purchased with my WHM75 job, and I stick enfeebles easily on anything even remotely near my level - I got good success rates even against enemies that were Tough to Very Tough to 75 last night in Bhaflau Thickets).
(3) Magic Accuracy gear (Wise set, merit points, etc.)
(4) INT for black magic, MND for white magic. This effect tapers off with severe diminishing returns once you get above the corresponding stat for that enemy (about +20 in either stat is a good rule of thumb). You can get away with even less, as far as accuracy rates go, if fighting only VT or lower. For any spell that does not draw more potency from INT or MND, there is no point in overboosting either stat.
Potency:
Some spells like the above-mentioned Slow are known to trigger their effect based on your primary stat for that spell. Other spells like Silence experience no improvement whatsoever. Paralyze and Blind are unproven as far as I know; I seem to remember the BLM elemental spells Rasp, Shock, Drown, Frost, Burn, and Choke seem to improve their effect with INT, but can't recall for sure.
Icemage
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Re: Ok. So what exactly affects enfeebs?
Poison and Poison II improve in damage only with enfeebling skill and not with INT, correct?
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Re: Ok. So what exactly affects enfeebs?
Originally posted by IcemagePotency:
Some spells like the above-mentioned Slow are known to trigger their effect based on your primary stat for that spell. Other spells like Silence experience no improvement whatsoever. Paralyze and Blind are unproven as far as I know; I seem to remember the BLM elemental spells Rasp, Shock, Drown, Frost, Burn, and Choke seem to improve their effect with INT, but can't recall for sure.
Icemage
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Re: Ok. So what exactly affects enfeebs?
Thanks for the replies. That's pretty much how I understood it, it's just somewhat frustrating when I paid about 3 million just for enfeebs (well, not at the time, but that's what the enfeeb torque and marine M gloves are worth now- I guess it was 3 million in a year and a half era gil- i.e. about 700k) and they still miss sometimes. The main 2 that I worry about are para and slow, and they are mnd based. I use rings, the right stave, the torque, the gloves, and they still miss sometimes. If they do miss they normally stick the second time, and it's not like I can't play the job, it's just kind of annoying since enfeebling is the ONE thing that rdm can supposedly do better than any other job.
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Re: Ok. So what exactly affects enfeebs?
Originally posted by HamletThanks for the replies. That's pretty much how I understood it, it's just somewhat frustrating when I paid about 3 million just for enfeebs (well, not at the time, but that's what the enfeeb torque and marine M gloves are worth now- I guess it was 3 million in a year and a half era gil- i.e. about 700k) and they still miss sometimes. The main 2 that I worry about are para and slow, and they are mnd based. I use rings, the right stave, the torque, the gloves, and they still miss sometimes. If they do miss they normally stick the second time, and it's not like I can't play the job, it's just kind of annoying since enfeebling is the ONE thing that rdm can supposedly do better than any other job.
Icemage
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Re: Ok. So what exactly affects enfeebs?
Originally posted by HamletThanks for the replies. That's pretty much how I understood it, it's just somewhat frustrating when I paid about 3 million just for enfeebs (well, not at the time, but that's what the enfeeb torque and marine M gloves are worth now- I guess it was 3 million in a year and a half era gil- i.e. about 700k) and they still miss sometimes. The main 2 that I worry about are para and slow, and they are mnd based. I use rings, the right stave, the torque, the gloves, and they still miss sometimes. If they do miss they normally stick the second time, and it's not like I can't play the job, it's just kind of annoying since enfeebling is the ONE thing that rdm can supposedly do better than any other job.
...that's not including a couple of other "niceities" like a penitence rope or a vc...
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Re: Ok. So what exactly affects enfeebs?
I did some testing on Slow a while back and found that it seemed to cap at around 20% Slow actually... I've tried a variety of MOBs and I've yet to see any further decreases. Paralyze capped out at 30% Proccess rate.The One and Only...
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