| |||||
| | #1 |
| Pink Mage Allied Ribbon of Bravery Join Date: May 2006 Location: Bastok/Illinois
Posts: 1,800 Style: Light Theme V7 Thanks: 196
Thanked 235x in 151 Posts
|
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)
__________________ Last edited by Sabaron; 02-03-2007 at 12:39 AM. |
| | |
| | #2 | ||||||
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
Posts: 6,207 Style: Light Theme V7 Thanks: 72
Thanked 528x in 341 Posts
My Mood: | Re: Potency of Enfeebling Magic Quote:
Quote:
Quote:
Slow derives potency from MND. I don't know if anyone has ever been able to test Blind or Blind II, other than noting that Blind I has a mostly negligible decrease to accuracy. Quote:
Quote:
Silence, Sleep, Gravity are definitely unaffected in potency by stats (MND helps Silence accuracy, INT helps Sleep and Gravity accuracy). I don't know for sure what Blind or Blind II do with respect to INT, since it is so rarely used or tested. Quote:
Icemage | ||||||
| | |
| | #3 |
| Pink Mage Allied Ribbon of Bravery Join Date: May 2006 Location: Bastok/Illinois
Posts: 1,800 Style: Light Theme V7 Thanks: 196
Thanked 235x in 151 Posts
| Re: Potency of Enfeebling Magic Does this mean that +INT will not affect the DoT of Bio, but capping Dark Skill may if my cap is sufficiently high? If so do you happen to recall any breakpoint or formula?
__________________ |
| | |
| | #4 | |
| Undeniably Banned Join Date: Dec 2006 Location: Like my Galka PLD Action Figure w/Hauteclaire grip? lolz
Posts: 196 Style: Light Theme V7 Thanks: 21
Thanked 12x in 4 Posts
| Re: Potency of Enfeebling Magic Quote:
I bet taking equipment swaps into Brenner and testing on a friend with 0 DRK resistance would be an excellent way to find out too. | |
| | |
| | #5 |
| Junior Member | Re: Potency of Enfeebling Magic
Int will effect the intial damage of Bio. and Dark magic will affect the tick amount. I do have a para chart somewhere, I will see if I can dig it up aka Just let the BLM cast it ![]() I am sure my use of e/a ffect is wrong too, but it is the weekend, and the grammar police took the day off I am told |
| | |
| The following user says "Thank You" to Ka1'E1 for above post: | Sabaron (02-04-2007) |
| | #6 | |
| Junior Member | Re: Potency of Enfeebling Magic Quote:
This link is somewhat helpful as well. http://wiki.ffxiclopedia.org/Calculating_Magic_Damage | |
| | |
| | #7 |
| Fence Sitter Brass Ribbon of Service Join Date: May 2006 Location: UK
Posts: 1,341 Style: Light Theme V7 Thanks: 53
Thanked 91x in 68 Posts
| Re: Potency of Enfeebling Magic I only have it at level 2 atm, but it is significant increase on level 1. This is what happened when I fought an anemone while goofing off on the way to the Uggy Temple. I got that level of proc from other stuff when we were getting pop items in sky, just never screenied it.
|
| | |
| The Following 2 Users Say Thank You to Kirsteena For This Useful Post: | Sabaron (02-04-2007), TenchiHawkwing (02-18-2007) |
| | #8 | ||||
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
Posts: 6,207 Style: Light Theme V7 Thanks: 72
Thanked 528x in 341 Posts
My Mood: | Re: Potency of Enfeebling Magic
Followup: Found some hard numbers for Bio II, Bio III, Slow, and Slow II. From this thread at BG forums: Slow effects: Quote:
Quote:
--- Also from that thread, there's data on Bio II/III: Quote:
Quote:
Icemage | ||||
| | |
| The Following 12 Users Say Thank You to Icemage For This Useful Post: | Celeal (05-04-2007), Idealist (07-01-2007), IfritnoItazura (02-04-2007), Jonnyram (06-11-2008), Kirsteena (02-04-2007), Sabaron (02-04-2007), Saren (02-23-2007), Shinhiryu_Kage (02-04-2007), Taskmage (02-04-2007), TenchiHawkwing (02-18-2007), Vevau (05-02-2009), WishMaster3K (02-04-2007) |
| | #9 |
| Undeniably Banned Join Date: Dec 2006 Location: Like my Galka PLD Action Figure w/Hauteclaire grip? lolz
Posts: 196 Style: Light Theme V7 Thanks: 21
Thanked 12x in 4 Posts
| Re: Potency of Enfeebling Magic
Awesome. Thank you for the above information. Me and a 75RDM friend of mine did the AF3 Hat a week ago and he didn't want to melee the robot. So instead, he did Grav/Bind and used Poison2 /Bio 2 and lured it around that area in a circle until it crashed. Took roughly 20 minutes I think. It was pretty cool to watch. He hasn't spent any merits on any new enfeebles, but he did get Phalanx II. I kept thinking, though, that Bio 3 would have been a helpful choice to speed things up, but, I think it only stays on for 90 secs? ... something like that. Oh well, when I get 75RDM I'm going to have to choose between what enfeebles I think are best and for what I want to do myself. |
| | |
| | #10 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
Posts: 4,100 Style: Light Theme V6 Thanks: 228
Thanked 500x in 322 Posts
| Re: Potency of Enfeebling Magic
So the only real advantage from Slow II is that it's resisted less often? Maybe it would be good for lvl 80+ monsters that resist spells but for practical aplications (such as soloing) it doesn't seem to be worth it at all. It would depend on how much +MND above that of the mob's will you need to reach cap though, if it's much less than with Slow I then it would be good. But the way things look I'm starting to think Phalanx II is actually the best spell to merit.
__________________ Sanctuary of Zi'tah! ![]() "In this world, the one who has the most fun is the winner!" C.B. Prishe's Knight since 2004. その目だれの目。 |
| | |
| | #11 |
| Senior Veteran Iron Emblem of Service | Re: Potency of Enfeebling Magic Aren't all the Tier 2 enfeebles like that though?
|
| | |
| | #12 |
| Pink Mage Allied Ribbon of Bravery Join Date: May 2006 Location: Bastok/Illinois
Posts: 1,800 Style: Light Theme V7 Thanks: 196
Thanked 235x in 151 Posts
| Re: Potency of Enfeebling Magic
Well if you're talking about solo Phalanx II is crap compared to all the G2 RDM merits as it's significantly weaker than Phalanx I. Slow II is better than Slow, Paralyze II is better than Paralyze, Bio III allows a RDM to get the same DoT as a BLM (for an inflated MP cost of course). Slow II full merit looks like it might be getting pretty nice too--if you continue the progression Slow II-3 = 37.79%, which is obviously not necessarily the case. You get an increased base potency of 10% for one merit on Slow II and for each additional merit you get +MAcc and cap increase. It's definitely worthy of single nod, I think, but how much +MND are you going to get on upper-level monsters? Of course, it is unlikely that anyone actually knows such statistics, so one would have to make inferrence based on player classes which probably doesn't hold up because monsters don't get gear and probably have higher on-average stats than players to compensate. I think I'm probably going to go with: Slow II-1 Bio III-3 Paralyze II-2 or Paralyze II-1 + Phalanx II-1 I'm going to have to pass on Blind II because I'd wager dollars to donuts that Flash still overwrites and destroys it as does Kurayami: Ni unless I merit it all the way up. I don't think I like Dia III 5% for 15mp for 30-90sec, so it gets the boot from my spells as well.
__________________ |
| | |
| | #13 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
Posts: 4,100 Style: Light Theme V6 Thanks: 228
Thanked 500x in 322 Posts
| Re: Potency of Enfeebling Magic Sadly that seems to be the case, yep. Edit> In my case I think Phalanx II fully merited would be better for me overall than all the others. Edit +1 > SE changed that a long time ago so now Flash and Blind stack, and according to wiki Blind II will overwrite Kurayami at lvl 3.
__________________ Sanctuary of Zi'tah! ![]() "In this world, the one who has the most fun is the winner!" C.B. Prishe's Knight since 2004. その目だれの目。 Last edited by Raydeus; 02-04-2007 at 10:04 AM. |
| | |
| | #14 | |
| Senior Member Brass Ribbon of Service | Re: Potency of Enfeebling Magic Quote:
Took me forever digging in people's LJs to find this stuff http://miruka.livejournal.com/139964.html (post explains the MND difference for Slow %) and http://releenaseraph.livejournal.com/99901.html, http://releenaseraph.livejournal.com/98121.html, http://releenaseraph.livejournal.com/97427.html#cutid1 (lots of Slow II testing)
__________________ Gobo is gone for good. 360 Gamertag:Turned the green machine into just green | |
| | |
| The Following 6 Users Say Thank You to Gobo For This Useful Post: | Coinspinner (01-25-2008), Icemage (02-04-2007), Idealist (07-01-2007), Sabaron (02-04-2007), TenchiHawkwing (02-18-2007), WishMaster3K (02-16-2007) |
| | #15 |
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
Posts: 6,207 Style: Light Theme V7 Thanks: 72
Thanked 528x in 341 Posts
My Mood: | Re: Potency of Enfeebling Magic
Slow II gets more potent as you add merit levels. Gobo's link is excellent because it shows the effect of caster vs. target MND scores. Slow II is much more forgiving in this instance, since it's nearly impossible to get the +75 advantage over a target for Slow I to cap out. Realistically if you have fantastic gear, 1 level in this is enough - but you need fantastic gear. Paralyze II at level 1 is a complete waste. Either put 3 levels or don't put any at all is the way I'd view it. At only level 1 it doesn't do any better than Paralyze I, except for being ever so slightly stickier against HNMs. At level 3, Paralyze II is noticeably stronger than Paralyze I, both in stickiness and proc rate. Flash no longer overwrites any Blind effect. It is considered a Flash effect - the only other player-usable ability that collides with it is the blue magic spell Actinic Burst. It does not interact with Blind II negatively, and the reduced accuracy from both effects will stack on a target. I still consider Blind II to be a waste of points, though. Bio III does not reportedly gain anything except base duration from additional levels. If investing in this, I don't recommend getting it at more than level 1. Phalanx II needs extra levels to be effective. It only stops about 15 damage per hit at level 1, and goes up about 3 points per additional level invested. P.S. Slow II will overpower most/all Haste effects, which makes it extremely powerful against enemies like Nitro Clusters and Qutrub which use Haste effects on themselves, since it automatically nullifies such effects, saving you a Dispel. Icemage |
| | |
![]() |
| Tags |
| enfeebling, magic, potency |
| Thread Tools | |
| Display Modes | |
| |