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Enfeebling resists

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  • #16
    Re: Enfeebling resists

    That's what I thought but if that's true then why are people recommending more +mind gear for my high resist rate? Now I'm confused.
    You can't wear the torques yet.

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    • #17
      Re: Enfeebling resists

      Originally posted by Hamlet
      You can't wear the torques yet.
      My confusion has nothing to do with the torques. I started the thread asking about my high resist rates on paralyze and slow then people started suggesting more +mind. But if +mind has nothing to do with resists it doesn't really address my original question.

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      • #18
        Re: Enfeebling resists

        +MND does affect resist, up to a point. After about ~+20 though you stop seeing any much improvement from +MND as far as accuracy goes. +Skill is much more reliable in that respect.


        Icemage

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        • #19
          Re: Enfeebling resists

          Around 60 I had problems sticking spells such as slow/para, too. Mostly on Puks and the fire crawler things. It was mainly gravity on the puks, and I figured out the hard way that they were strong to that. And I don't know what was up with the crawlers..they were on steroids, I guess.
          I was using a Tamas Ring, Aquamarine Ring (Or Zircon Ring for Gravity), Pentinent's Rope, Red Cape+1, Morion tathlum, Promise Badge, 2x Phantom Earrings, the rest being AF and staves.
          I think thats about +19 MND and +17 INT at 60, and +20 MND and +18 INT at 61 or so. (Tamas ring goes up a stat from levels 60-61.) and I wasn't eating food. I really think the crawlers in TOA are just on steroids. I mean, their "Incineration" move is already insane. Wouldn't suprise me if they were just as insane..
          ~~Fayttt of Diabolos
          PM8-4: (Aka Finished): Dawn, ZM17 (Aka Finished): Awakening, Windurst 8-1: Vain
          RDM66/SMN25
          *~*~*Cloudy*~*~*

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          • #20
            Re: Enfeebling resists

            Magmatic Erucas get much stronger on Firesday and during Fire weather.


            Icemage

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            • #21
              Re: Enfeebling resists

              Originally posted by Saku
              You prolly know already that:
              enfeebling magic = debuffs accuracy
              int/mnd = debuffs potency
              Generally, yes, but you're forgetting one thing: you're comparing YOUR stat against a stat of an IT mob. Care to guess how much lower you are? Thusly, raising up some of your important stats to even up the playing field and then working from there with +macc will work better than strictly piling on +macc. It's like a melee need to make sure he can actually to more than 0 dmg before he worries about acc (Who cares if you have 100% hit rate if you're only doing 0 dmg on the mob?)

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              • #22
                Re: Enfeebling resists

                Originally posted by Aeni
                Generally, yes, but you're forgetting one thing: you're comparing YOUR stat against a stat of an IT mob. Care to guess how much lower you are? Thusly, raising up some of your important stats to even up the playing field and then working from there with +macc will work better than strictly piling on +macc. It's like a melee need to make sure he can actually to more than 0 dmg before he worries about acc (Who cares if you have 100% hit rate if you're only doing 0 dmg on the mob?)
                The thing is, there aren't many places where you can stack on strict enfeebling accuracy. So, it's not like you're going to be sacrificing alot of int/mnd slots to get the enfeebling accuracy stats.

                I think if people spent half the time farming or bcnming that they spend justifying not having the enfeebling torque, they could buy it and be done with it.

                Also, comparing it to melee is not very accurate, because some of the enfeebles have long recast times. If you miss with a gravity, the mob is going to be harder to hit for a long time until you can recast. Even if your idea is right, -9 evasion for the time inbetween recasts is better than -10 evasion that doesn't exist.

                Number one thing is to get the enfeebles stuck. Then you can worry about maxing out your int and mnd.

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                • #23
                  Re: Enfeebling resists

                  Originally posted by Hamlet
                  Number one thing is to get the enfeebles stuck. Then you can worry about maxing out your int and mnd.
                  No, that's the central issue here. Your base to base with a mob needs to be close. If you're going to fight high ITs, no amount of +macc will work. I can guarantee you that +20 macc will not make you land shit on a mob 12 levels higher than yourself w/o boosting MND to some baseline - and even then, you're only bound to get 25% chance at landing.

                  Even on a mob 10 levels higher than yourself, you're still needing that baseline.

                  It goes w/o saying that it won't matter once you start only chaining high Ts, but the chances of resist will still be there if you include other factors (Elemental days, mob's abilities for magical resistance like Shell, etc) That means just because you're fighting a VT doesn't mean you just throw out your +mnd gear in favor of +mp and +macc gear. There's a balancing act of sorts.

                  In other words, rather than just saying "Oh, focus on +macc onry" you should say, "As much as possible, get both and max out the amount you can get with your financial situation taken into consideration, of course.

                  I can tell you that pre-red cape +1 and p. rope, my base line was lower and I had a fair amount of resists. After adding it, I'm seeing less resist. I'm sure with the torque, resistance will be further minimized, but for now, with my staves and setup, I'm just not seeing a big amount of resistance for my level yet.

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                  • #24
                    Re: Enfeebling resists

                    I can guarantee you that +20 macc will not make you land shit on a mob 12 levels higher than yourself w/o boosting MND to some baseline - and even then, you're only bound to get 25% chance at landing.
                    That's a different understanding of how int/mnd and enfeebling skill works than what I have. As I understand it, int/mnd+2 = 1 enfeebling skill for resists, and have added effects once it gets stuck.

                    As I understand it, if you were somehow able to get like 200+ enfeebling skill, you could land any enfeeb on anything, although without the mnd and int to back it up, it won't do much.

                    My point is that there are only a few slots where you can add enfeebling+, and because of this, you should do so as much as possible. You definately shouldn't neglect mnd and int, but it's not hard to stack it up to a baseline because there's so many places to put it.

                    If you're just chaining Ts and really low VTs, you might want to consider just going with int/mnd, but whenever I'm in a party chaining these guys (in a melee burn, for example), there's not much time to enfeeble anyway, and they die so fast the usefullness is questionable. I'm usually main healer in these parties, so keeping up refreshes/hastes and curing takes priority over enfeebling. The most I ever do is throw in Dia2 and gravity if I have the time/mp (maybe paralyze if I'm bored)

                    When I was lvling up to 70, the new areas didn't exist and we mostly lvled on IT++ stuff. I guess it's different nowadays, but even so, if you're getting more than one resist every 10 minutes or so, I think you should consider enfeebling+ to the max. I don't think anyone should stop lvling to get the enfeebling torque, but I think you should be saving towards it.

                    Sometimes it just comes down to playstyle and what you're commonly fighting. I don't have a penitant's rope, and I sold my ocean rope in favor of Heirarch's, simply for more mp and hmp, because I find myself refreshing/hasting/curing ALOT more than "regular rdm stuff" lately.

                    In the end, if you're even seriously thinking about stuff like this, odds are you're better than most rdms out there. I just wanted to put in a good word for the enfeebling torque because I've found it useful.

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                    • #25
                      Re: Enfeebling resists

                      Originally posted by Hamlet
                      In the end, if you're even seriously thinking about stuff like this, odds are you're better than most rdms out there. I just wanted to put in a good word for the enfeebling torque because I've found it useful.
                      No, lol, I'm going to get that torque (I stopped leveling for this and even though I don't have to, like I told my friend, it is my habit because I did it with DRK too >.>)

                      I'm not arguing against it. What I'm saying, however, is that you have to take care of the baseline first before you start poking around with the other stats. For me, as a DRK, I knew I'd eventually have to start subbing THF. So then I researched heavilly into adding more STR and +attack pieces and then building the +acc around (Or having it macro-able in case I fail at TP)

                      The same method I used as a melee, I bring to the table as a mage. And that's why I was saying to the OP, maybe he needs to take care of his baselines first and then build around it. He's "ignoring" the MND thinking he has enough, when, as someone pointed out already:

                      (a) He can't get access to +macc just yet at those levels anyway
                      (b) Totally dissing MND as a component for Paralyze and Slow, the main enfeebling spells you need to stick to the monster to save your tank, Pally or Ninny or w/e

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