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  • #16
    Re: +Skill or MAB/INT?

    idk if this was already assumed or we were just talking about tier IVs, but I wanted to point out that good gear for a big nuke and good gear for a good helix are different. Ripping the magic damage formula from Kaeko:

    [ Base Damage + ( Caster's INT - Target's INT ) ] x MAB x Staff Bonus x Weather Bonus

    Base damage for helix spells is said to be 25. So let's say you've got 100 INT and the mob has 50, blm sub on matching weather.

    (25 + 50) x 124% x 110% = 102 damage

    So if we take that and compare adding say Errant Hpl vs Yigit Gomlek ...

    (Yigit) 75 x 129% x 110% = 106 damage
    (Errant) 85 x 124% x 110% = 115 damage

    The 10 points of INT ends up having over 3x the boost in damage vs 5 points of MAB.
    lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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    • #17
      Re: +Skill or MAB/INT?

      Malacite, while I understand you're trying to be helpful here, you're doing that one thing that usually pisses me off about people and how they relate to BG. You're posting links from BG, waving it around, but you don't seem to understand what that data actually means when you apply it fully to the jobs in question. You're just waving it around because it has BG associated with it and its not saying what you think it is saying.

      WishMaster was right, too, I should probably just stick to Kaeko's blog, it seems to be the definitive source for SCH info at this point.

      Gonna grab the CU feet as a placeholder for Yigit for now

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      • #18
        Re: +Skill or MAB/INT?

        Originally posted by Omgwtfbbqkitten View Post
        Malacite, while I understand you're trying to be helpful here, you're doing that one thing that usually pisses me off about people and how they relate to BG. You're posting links from BG, waving it around, but you don't seem to understand what that data actually means when you apply it fully to the jobs in question. You're just waving it around because it has BG associated with it and its not saying what you think it is saying.

        I probably should have elaborated in my earlier post, sorry. I honestly do not understand the formulas, math is not my best subject at all > . <;


        I just figured I'd put up the formulas and test data so others could glean something off it. I was always told MAB > INT because it acted as a multiplier, or something to that effect (and multipliers are generally stronger than adding to a base) but it seems like INT matters more. I knew INT added both to DMG and resist rates but I was positive MAB had a more potent impact.
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        "BLAH BLAH BLAH TIDAL WAVE!!!"

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        • #19
          Re: +Skill or MAB/INT?

          MAB is better when you're already working with a large D value. If you're swinging with Thunder IV which has a base D of 541, you do a lot better increasing that value by 5% (mab+5) than by 5 (int+5). Because the initial damage of helixes is so low, percentage increases to it don't count for nearly as much.
          lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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          • #20
            Re: +Skill or MAB/INT?

            Just thought I would add that Ixion Cape is unusable by SCH at this point in time. ; ; And since it was released quite abit after SCH I don't really see SE giving it to us. I personally gear myself much to the mindset that Taskmage has.

            Prism Cape, Powerful Rope, Errant Slops(Want Mahatma, but that's just cuz I'm a HQ whore ) Atm Rostrum, Diamond Ring, Tamas, Errant Hands, SCH AF Body, SCH AF Head(Because INT +4 and more sub is nice), Aquilo's Staff, Bugard Strap +1, as a neck I only have Fenrir's Torque and the Mohbwa Neckpiece, and I wear the Modly and Loquacious for my earrings.

            I did however get to borrow the Novio and the ele torque for Dynamis-San d'Oria and it enhanced my nukes significantly. I went from averageing unresisted Blizz 4's at 890ish to 1150ish. With just those two pieces..

            I actually switch to Errant Body for my helixes because I have noticed that as long as I'm not resisted I do proc for more. Klimaform always helps obviously when you can.

            I do prefer the Goliard feet over the Yigit tbh. Since we can't quite get as high of elemental magic skill with gear etc I prefer the magic acc that the goliard give because they also give a nice healthy int boost. It's all about your personal style tbh and since I am an Elvaan and your a taru you may find more benefit in the Yigit.

            I hope that helps, if even only a little.
            Life is all about decisions. It is the decisions you make in life that shape you.
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            • #21
              Re: +Skill or MAB/INT?

              Originally posted by Malacite View Post
              If we're talking nuking here, MAB will always trump INT, and +skill is really for resist rates (ignore my job levels please -.- I actually have played BLM to 60 on my taru and have been hovering various BLM forums for years; I do know what I'm talking about)
              Originally posted by Malacite View Post
              I probably should have elaborated in my earlier post, sorry. I honestly do not understand the formulas, math is not my best subject at all > . <;


              I just figured I'd put up the formulas and test data so others could glean something off it. I was always told MAB > INT because it acted as a multiplier, or something to that effect (and multipliers are generally stronger than adding to a base) but it seems like INT matters more. I knew INT added both to DMG and resist rates but I was positive MAB had a more potent impact.
              {Hmmm.}
              Lyonheart
              lvl 75 WAR, 75 BST, 75 BLM, 75 NIN, 47 SCH
              Cooking 100.0+3+3, Culinarian's Signboard, Raw Fish Handling, Noodle Kneading, Patissier
              Fishing 60

              Lakiskline
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              Leather 60+2, Woodworking 60, Alchemy 60
              Smithing 60, Clothcraft 55, Goldsmithing 54.1, Cooking 11
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              • #22
                Re: +Skill or MAB/INT?

                Yeah, I do seem to be leaning to Goliard Feet more than Yigit, just for the accuracy. Dunno how many statics would just want to go to 20th floor, though. I guess I could work on other Goliard for RDM, but I'd prefer to do Nyzul on Kitten a bit more since I want Quicksilver and Denali, too.

                This is what I get for having two characters, but at least its a lot easier to manage now that both have CoPs done.

                Anyway, I actually favor T4s more than I do the Helix spells. Not that the Helix spells aren't worth it, the T4s are just easier to magic burst or cast more quickly. The Helix spells are great for killing off high mob regen and such, though.

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                • #23
                  Re: +Skill or MAB/INT?

                  Well I like to solo on SCH and you have no idea how much those help on the Flans lol. Again, truthfully at this point I'm only swapping in one piece that I already carry on me for resting anyhow so it's not too big a deal. ^^
                  Life is all about decisions. It is the decisions you make in life that shape you.
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                  • #24
                    Re: +Skill or MAB/INT?

                    A lot can depend on your support as well, Helixes obliterate everything in terms of MP efficiency in most situations, I would think only maxed Bio III would be a close contender in fights where helixes are likely to hit resists. If you're in a situation where MP conservation is an issue then Helixes will probably always win out, not to mention that I'm pretty sure they make a considerably smaller amount of hate than T4 bombs.

                    If you're comfortable using Strategems often enough to Celerity/Penury all your T4s then that may be different, I personally don't know how strained a 75 SCH is for Strategem charges but I personally play all my jobs somewhat stingy in that I always try to leave at least one up, i.e. I almost always bank my second QD charge on COR or Sentinel on PLD for just in case situations.
                    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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                    • #25
                      Re: +Skill or MAB/INT?

                      Melee based mobs solo - I favor Parsimony/T4 over everything else.

                      MP mob solo - I rotate Parsimony/T4 and rotate Alacrity/Aspir in during sleeps. If you play this right, you can end up with practically all the MP you started with on some mobs. I've had very little downtime between Phaubos, regardless of what they conned.

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                      • #26
                        Re: +Skill or MAB/INT?

                        Originally posted by Omgwtfbbqkitten View Post
                        Yeah, I do seem to be leaning to Goliard Feet more than Yigit, just for the accuracy. Dunno how many statics would just want to go to 20th floor, though. I guess I could work on other Goliard for RDM, but I'd prefer to do Nyzul on Kitten a bit more since I want Quicksilver and Denali, too.
                        Wouldn't a static hang around on a given floor until its members had what they needed there, and then go higher?

                        A static of non-assholes, I mean. I don't know why you would get into the other sort.
                        Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                        RDM90, PLD90, DRG90, COR90, SCH90, BLU54
                        All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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                        • #27
                          Re: +Skill or MAB/INT?

                          < _ >


                          Okay, bad wording on my part Lyon. I've personally always found +MAB to be most effective, but then again that was using a taru BLM blasting tier 3's on top of what seemed like a consensus among numerous BLM forums.


                          Interesting to find out that INT is best for Helixes though, thanks for the info TM. Argh, just makes retiring my taru all the more painful.

                          Elvaan INT {Too Weak}
                          sigpic


                          "BLAH BLAH BLAH TIDAL WAVE!!!"

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                          • #28
                            Re: +Skill or MAB/INT?

                            Originally posted by Malacite View Post
                            < _ >


                            Okay, bad wording on my part Lyon. I've personally always found +MAB to be most effective, but then again that was using a taru BLM blasting tier 3's on top of what seemed like a consensus among numerous BLM forums.


                            Interesting to find out that INT is best for Helixes though, thanks for the info TM. Argh, just makes retiring my taru all the more painful.

                            Elvaan INT {Too Weak}
                            To be fair, if level 60 was the highest you reached as BLM, then your choices for MAB gear was fairly limited. Pretty much any piece of gear you can wear up to level 60 that has MAB has so much of it that it's worth wearing -- Modavite with MAB +5, Bastokan/Republic Circlet with MAB +3/+5, Sorcerer's Ring with MAB +10. The only MAB "trap" item I could see at that level is Bitter Corset.

                            It's not until you reach the 70s where you get gear options with small enough amounts of MAB that are clearly out classed by the +INT alternatives.
                            Lyonheart
                            lvl 75 WAR, 75 BST, 75 BLM, 75 NIN, 47 SCH
                            Cooking 100.0+3+3, Culinarian's Signboard, Raw Fish Handling, Noodle Kneading, Patissier
                            Fishing 60

                            Lakiskline
                            Bonecrafting 100.0+3+3,
                            Leather 60+2, Woodworking 60, Alchemy 60
                            Smithing 60, Clothcraft 55, Goldsmithing 54.1, Cooking 11
                            Boneworker's Signboard, Bone Purification, Bone Ensorcellment, Filing, Lumberjack, Chainwork

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                            • #29
                              Re: +Skill or MAB/INT?

                              Yeah I can see that now having browsed some of the available BLM gear. Even still, stuff like Morrigan's looks like it really outclasses other gear (but then that's an extreme case I suppose, being one of the l337 Salvage armors)
                              sigpic


                              "BLAH BLAH BLAH TIDAL WAVE!!!"

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                              • #30
                                Re: +Skill or MAB/INT?

                                Originally posted by Karinya View Post
                                Wouldn't a static hang around on a given floor until its members had what they needed there, and then go higher?
                                I have two characters, which make is a little tricky. I can't join a static on Kitten because I need to lead one to get floors recorded to do COR relic. If we had people working on two or more discs, then I could slip to Foobar on the Floor repeats on the days we'd do it.

                                There's just one thing Kitten needs from Assault and my Nyzul obstacles are mostly removed to taking them both through Nyzul.

                                A static of non-assholes, I mean. I
                                Such a thing exists? I always seem to get one per sucessful static, all the ones with good people just fall apart early

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