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Composure and Enspell II info

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  • #91
    Re: Composure and Enspell II info

    Ok, finally got a chance for some real testing in, and here's the deal:

    Initial value is the exact same formula as Tier 1s, and is calculated again on every individual swing. The cap is double whatever your base initial value is. If you reach the cap for a lower level of Enhancing skill, then switch to Enhancing+ gear(enough to bump you up to another digit of initial value), your cap will increase, however you still have to tick yourself up 1 damage/swing to the new cap.

    That is, if you are swinging in 260-279 skill, your base value will be 18 damage, every swing will raise damage 1 per swing until 37. If you swap into 300 Enhancing gear, your next swings will go 37 > 38 > 39 > cap at 40, then remain at 40 until you either swap back down to a lower level of Enhancing skill or the spell wears/is recast. However if you do reach a higher cap, then switch to a lower level of gear, if you switch back to higher skill gear again in that same spell duration you will still be at that higher cap.

    And Enspell 1's are fine, no skill gear funny business going on there.

    ---------- Post added at 01:25 AM ---------- Previous post was at 01:21 AM ----------

    Good news is(sort of) you can cast the spell in any gear, not just your Enhancing set, minor details, but still nice to me.

    ---------- Post added at 01:35 AM ---------- Previous post was at 01:25 AM ----------

    Add: Sword Enhancement Spell damage+ items are added after the doubling, not before, so they give the same +2/3/5 to both tiers and at any level of Enhancing magic, this is what bridges a bit of the cap between T1s and T2s.
    Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

    Formerly Callisto of Ramuh. | Retired 5.28.10

    Callisto Broadwurst of Palamecia

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    • #92
      Re: Composure and Enspell II info

      Do you get the increment in damage if you miss a swing? 19, 20, miss, then, 21 or 22?
      Bamboo shadows sweep the stars,
      yet not a mote of dust is stirred;
      Moonlight pierces the depths of the pond,
      leaving no trace in the water.

      - Mugaku

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      • #93
        Re: Composure and Enspell II info

        Good question actually, I don't believe so, but give me 10 minutes to trade in my gobbybag items and get back out there and I'll test it.
        Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

        Formerly Callisto of Ramuh. | Retired 5.28.10

        Callisto Broadwurst of Palamecia

        Comment


        • #94
          Re: Composure and Enspell II info

          Originally posted by Aksannyi View Post
          I've always found that RDM was perfect the way it is. I didn't feel we needed anything. New toys ... well ... cool. There are things I might change if I had the chance, but really, RDMs have it pretty damn good.
          This. If it ain't broke, don't fix it. I really like Composure (8 min refresh christ!) but Enspell 2's are just a big disappointment to me. Glad you people like them though, so I'm not gonna rain on anyone's parade who wants to use 'em

          And hell I can see an upside to this; they don't totally eclipse the Tier 1's in such a way as to make spell blade pointless, so there's still a hope for my favorite FF class to get added so I'll just go back to my happy bubble =3
          sigpic


          "BLAH BLAH BLAH TIDAL WAVE!!!"

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          • #95
            Re: Composure and Enspell II info



            Looks like you have to connect, and if it wasn't obvious DA proc swings from Joy/Justice/DA/etc do not count either, only main swing rounds.
            Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

            Formerly Callisto of Ramuh. | Retired 5.28.10

            Callisto Broadwurst of Palamecia

            Comment


            • #96
              Re: Composure and Enspell II info

              So can you trick the program I guess. Say cast in 300 skill and go

              20>21>22.....

              then swap back to 00 skill and finish 34>35>36

              If so then that means you can cut down on the time it takes to reach the cap every cast with the more enhancing gear you have. Taking the 17-18 swings needed and reducing it to 14-16 (depending on where your enhancing magic is in normal gears.)

              Oh and callisto

              Head: W turban 5% haste
              Body: Goliard 4% haste
              Hands: Dusk +1 4% Haste
              Feet: Dusk +1 3% Haste
              Belt: Vbelt 6% Haste (speed or swift is 6 i think as well)
              Legs: Nash 2% Haste
              Sheild: Sentinel 1% Haste

              Neck: PCC 10 ACC
              Ringsx2: Sniper/Woods man +10 ACC
              Hollow: +3 ACC
              Suppa: +5 Skill
              Tiphia: +2 ACC
              Back: Chinchilla +5 ACC

              Total Haste 25% total + ACC 30

              Dex Base 65 + 6
              Skill Base 271
              Ability +15 ACC
              Sushi: Bream +1 +17% ACC

              ACC = ((71/2)+200+(71*.9)+15+30)*1.17 = 402.94 (floor to 402 ACC)

              Haste = 25% + 15% + 20% (BRD) + 10% DNC = 70% haste

              So not quite 95% ACC on higher level Colibri, but within 5 gives us a 2.5% gap.
              Now if you go /DNC you will be capped, if you have a DNC who is also using Quickstep you will be capped.


              There is a Haste/ACC build for high high haste and very acceptable ACC.

              sig courtesy tgm
              retired -08

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              • #97
                Re: Composure and Enspell II info

                Originally posted by MrMageo View Post
                So can you trick the program I guess. Say cast in 300 skill and go

                20>21>22.....

                then swap back to 00 skill and finish 34>35>36

                If so then that means you can cut down on the time it takes to reach the cap every cast with the more enhancing gear you have. Taking the 17-18 swings needed and reducing it to 14-16 (depending on where your enhancing magic is in normal gears.)
                No, you start 20>21>22 in 300 skill, then if you swap down to say 260-279 you'll be back at 22 and climbing from there.

                Originally posted by MrMageo View Post
                Oh and callisto

                Head: W turban 5% haste
                Body: Goliard 4% haste
                Hands: Dusk +1 4% Haste
                Feet: Dusk +1 3% Haste
                Belt: Vbelt 6% Haste (speed or swift is 6 i think as well)
                Legs: Nash 2% Haste
                Sheild: Sentinel 1% Haste

                Neck: PCC 10 ACC
                Ringsx2: Sniper/Woods man +10 ACC
                Hollow: +3 ACC
                Suppa: +5 Skill
                Tiphia: +2 ACC
                Back: Chinchilla +5 ACC

                Total Haste 25% total + ACC 30

                Dex Base 65 + 6
                Skill Base 271
                Ability +15 ACC
                Sushi: Bream +1 +17% ACC

                ACC = ((71/2)+200+(71*.9)+15+30)*1.17 = 402.94 (floor to 402 ACC)

                Haste = 25% + 15% + 20% (BRD) + 10% DNC = 70% haste

                So not quite 95% ACC on higher level Colibri, but within 5 gives us a 2.5% gap.
                Now if you go /DNC you will be capped, if you have a DNC who is also using Quickstep you will be capped.


                There is a Haste/ACC build for high high haste and very acceptable ACC.
                All this is fine, but like I said if you go the full Acc/Haste route this all leaves you with an abysmal amount of Attack, especially without Berserk, and between a melee RDM with 300some attack and a DNC in the same party, you're sorely lacking in 2 DD slots already. All well and good if the entire point of the party is to just be able to physically hit things on RDM, but it doesn't strike me as the best plan if you actually want a large output of XP. And if you're just going to be healing anyways, I for one would prefer to just heal and not be dropping HQ Sushi to whittle away at a bird just to say I melee'd in a merit party.
                Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

                Formerly Callisto of Ramuh. | Retired 5.28.10

                Callisto Broadwurst of Palamecia

                Comment


                • #98
                  Re: Composure and Enspell II info

                  /

                  Is the added dmg cumulative for the duration of the Enspell or does it reset with every mob?

                  (Going to get Enwater after the maintenence but that's still 2hrs+ away.)
                  sigpic
                  "In this world, the one who has the most fun is the winner!" C.B.
                  Prishe's Knight 2004-Forever.

                  その目だれの目。

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                  • #99
                    Re: Composure and Enspell II info

                    I threw this info together for Limit Breaking News over on LBR. Here's a quick reference for where to get the new Enspells so far:

                    Enstone II - Magic Flagon (Ro'Meave)
                    Enthunder II - Hover Tank (Temple of Uggalepih)
                    Enwater II - Emerald Quadav (Rolanberry Fields [s], Crawler's Nest [s])
                    Enfire II - Droma (Fei'yin)
                    Enblizzard II - Onyx Quadav (Grauberg [S]}
                    Enaero ii - Magic Jug (Garlaige Citadel)

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                    • Re: Composure and Enspell II info

                      Pots and Turtles ... fun! Will give me something to do when I'm bored, which is rare, but the occasion does arise I suppose.
                      sigpic
                      ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
                      ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
                      ~I has a blog~~http://aksannyi.livejournal.com/~
                      ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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                      • Re: Composure and Enspell II info

                        I just noticed I listed the enspells by order of the elemental wheel, that's so subconsciously nerdy.

                        Oh well, at least is shows I've memorized it.

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                        • Re: Composure and Enspell II info

                          I'm only getting Enwater because it's the spell I use the most in Campaign, but will probably wait for a while to get the rest (even though at least 3 of them are fairly easy to get.)

                          Mainly because of lack of interest. Soloing THF to 45 seems waaaay more interesting for the time being.
                          sigpic
                          "In this world, the one who has the most fun is the winner!" C.B.
                          Prishe's Knight 2004-Forever.

                          その目だれの目。

                          Comment


                          • Re: Composure and Enspell II info

                            Originally posted by Omgwtfbbqkitten View Post
                            I threw this info together for Limit Breaking News over on LBR. Here's a quick reference for where to get the new Enspells so far:
                            Pretty sure my LSmate got Enbliz2 off of the one Onyx Quadav pop in North Gustaberg (S) as well.
                            Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

                            Formerly Callisto of Ramuh. | Retired 5.28.10

                            Callisto Broadwurst of Palamecia

                            Comment


                            • Re: Composure and Enspell II info

                              Originally posted by Callisto View Post
                              All this is fine, but like I said if you go the full Acc/Haste route this all leaves you with an abysmal amount of Attack, especially without Berserk, and between a melee RDM with 300some attack and a DNC in the same party, you're sorely lacking in 2 DD slots already. All well and good if the entire point of the party is to just be able to physically hit things on RDM, but it doesn't strike me as the best plan if you actually want a large output of XP. And if you're just going to be healing anyways, I for one would prefer to just heal and not be dropping HQ Sushi to whittle away at a bird just to say I melee'd in a merit party.
                              I understand where your comming from, but for the record 3DD/2SUP/1Heal is > 4DD/1/1 to begin with. So all a RDM and DNC need to do is combine to deal damage of 1 DD (easily done) and combine as one healer (again easily done). This leaves 2 slots for other support, or a support and a DD.

                              On the subject of attack, that is a straw man argument. Dia III itself represents a 17.5% increase to attack, with a DNC using box step that is an addition 11% at teir one and an additional 13.5% at teir two. For a grand total of 27.5-31% Attack bonus. Which is the equivelent of said RDM and DNC putting on an additional 100 attack. (more than minuet offers)
                              I don't know how often you have meleed on merit level mobs (if at all) but average damage on mamools is 35-45 damage, and on birds is 50-60 damage. (depending on weapon type), before enspells which add another 22 on top. To acheive a +22 damage from ATK, you are looking at 150-200 +ATK. ATK as a RDM is pretty useless considering the tools we have available to us. Haste/ACC > ATK anyday of the week. I know because I used to roll around with +ATK/ACC build, until I was able to get things like Dusk/Goliard. At which point my DoT greatly increased by using Haste over ATK.

                              And before you counter with oh but what about WS's, our WS's are trash, Evisceration is the best and requires a full ACC build to have hopes of getting all 5(6) hits. Vorpal is Just as bad, Savage Blade is worse. ATK is justifiable as a tertiary addition, but you should never look to it before Haste/DW reduction/ACC, a Capped Haste/ACC build with 300 ATK is going to out damage an ACC/ATK build of 360-400. Its a fact.

                              DNC+RDM > 1 DD, and since that is all we are really replacing a party becomes

                              DD/DD/DNC/RDM/COR/BRD

                              The party will be killing faster than with 3DD's and therefor requiring less overall healing, allowing the RDM and DNC to open up more and kill faster. I have played on both sides (as DNC and RDM) of setups like this and the amount numbers for both seem to be about (based of top DD's) 60% of damage, 60%+60% = 120% of a Top DD.

                              However if you would like to seriously discuss numbers on it I will happily do it via IM's as I don't feel like derailing this anymore.

                              TLDR

                              Haste/ACC build > ATK/ACC build, if you want to discuss numbers, IM me.

                              sig courtesy tgm
                              retired -08

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                              • Re: Composure and Enspell II info

                                3DD/2SUP/1Heal is > 4DD/1/1 to begin with
                                All depends on setup, party skill and gear, but I can garuntee you RDM and DNC wouldn't even replace one full-time DD, especially when your ideal target is colibri and they'll partially resist all magic.

                                RDM will still have to take time out from DD to cast, DNC's ability to DD is hampered by their basic need to spend TP on other things outside of weaponskills. A COR/WHM or COR/DNC will face similar issues on top of the times they have to go to the backline to buff, only COR/RNG or /WAR would remove most of the problems COR would face.

                                If you're so confidant about DNC and /DNC for raw DD, try to trio Preemptive Strike at MJSP with no DDs, a DNC and /DNC subs only and see if you don't get booted for running out of time - you can even have a BRD or COR in the trio. You will not win with much time to spare, if you win at all.

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