Ok... In Kuftal Tunnel, I a RDM70 and a WHM71 were skilling up on Sand Lizards and we noticed a significantly higher proc. rate of his Paralyze spell over mine. His enfeebling is capped (214) as is mine (251+15 = 266). However, my MND is 64 total his is 102 total. Here are the questions:
1. Is his MND stat affecting the proc rate of Paralyze or was it some weird fluke (we did not do a significant amount of testing)?
2. Is there any site anywhere that lists any formula or information regarding the overall potency of Enfeebling Magic with respect to skill, stats, and other bonuses (e.g. Magic Attack / Magic Accuracy, etc.) specifically the spells Slow (how much is delay increased) and Paralyze (how often does it go off)?
3. I'm already aware that 100+ INT gives bonus damage to the DoT spells Poison, Bio. Is there a similar effect for the non-damaging Enfeebles? (Slow/Blind/Paralyze/Gravity/Sleep/etc?)
3b. Does 100+ MND boost Dia DoT?
4. This determines how I arrange gear swaps on future levels after I get access to Errant (and the lovely replacement to the pants, Jet Serawheels), Wise, and other gear sets. Without regard to Elemental Staves or differential in stats between my stat and the monsters (e.g. MND vs. MND accuracy effects), what bonuses are going to give me the most potency (if any)?
5. I have noted that the Paralyze II Group II Merit spell has bonus +1 Potency for each additional merit... Is the actual effect of this amorphous "+1" known at this time? Is it worthwhile to fully merit Paralyze II at the expense of versatility? (I'm considering Slow II, Paralyze II, and Bio III as my Group II's at this time)
1. Is his MND stat affecting the proc rate of Paralyze or was it some weird fluke (we did not do a significant amount of testing)?
2. Is there any site anywhere that lists any formula or information regarding the overall potency of Enfeebling Magic with respect to skill, stats, and other bonuses (e.g. Magic Attack / Magic Accuracy, etc.) specifically the spells Slow (how much is delay increased) and Paralyze (how often does it go off)?
3. I'm already aware that 100+ INT gives bonus damage to the DoT spells Poison, Bio. Is there a similar effect for the non-damaging Enfeebles? (Slow/Blind/Paralyze/Gravity/Sleep/etc?)
3b. Does 100+ MND boost Dia DoT?
4. This determines how I arrange gear swaps on future levels after I get access to Errant (and the lovely replacement to the pants, Jet Serawheels), Wise, and other gear sets. Without regard to Elemental Staves or differential in stats between my stat and the monsters (e.g. MND vs. MND accuracy effects), what bonuses are going to give me the most potency (if any)?
5. I have noted that the Paralyze II Group II Merit spell has bonus +1 Potency for each additional merit... Is the actual effect of this amorphous "+1" known at this time? Is it worthwhile to fully merit Paralyze II at the expense of versatility? (I'm considering Slow II, Paralyze II, and Bio III as my Group II's at this time)
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