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  • #61
    Originally posted by NeoForte


    Normal Latent Effects yea are not good for us since we can't tank (or shouldn't). The earrings he was talking about (the ones on the above reply) are the new BCNM dropped ones that take effect when you have the appropriate Sub job on. There are belts that do this too. Thugh the /rng belt I think gives +5 to Marksmanship so thats not good for Sam/Rng (only class I can see it being good is for super rich NIN that go Nin/Rng with a gun hehe)
    but, how do you know which item with latent effect will works, when hp bar goes to orange or you have the sub job on? looks all the same for me. :confused:
    Final Fantasy XI Status:
    Name: Bloodberry
    Server: Leviathan
    Race: Hume F
    Nation: San d`Oria
    Rank: 10
    Job: SAM75/RNG60/WAR37/THF37/NIN37/WHM37/BLM17

    Bloodberry`s Tagebuch

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    • #62
      Originally posted by Bloodberry


      but, how do you know which item with latent effect will works, when hp bar goes to orange or you have the sub job on? looks all the same for me. :confused:
      Well if the item is a Lv30 belt or Earring that has a Latent Effect that needs a sub job to activate. The belt/earring will have an effect like the Beater's Earring that gives +3 to Range Acc. Normally it makes sense to put this on a Rng but Having Rng main won't give you the effect (these effects are actually more apperant with the ones that increase a Weapon's Skill Lv like the +5 Great Axe belt that only works if u sub War.). You only egt the effect when Rng is subbed to any job.

      Xaier - Lv66 Sam/War
      Shuyuo - Lv50 Drg/War

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      • #63
        Originally posted by qianlong
        i always spam RA at the 2nd half of the battle or when i already have 100% TP to standby to chain off one of my 2 renkei partners. And yes, spamming RA is a good way to die, lol, my rdm complains that he have to cure me more than he cure the pal :sweat:

        In rgds to spammin archery, the half animation thing does happen to me...but really frustrates me as i cant put it to a regular, controlled process though . I have also tried Speed bow with longer dly GKT. It is worse... the half animation dbl attk doesnt happen as regularly as War bow. :confused: sigh..
        :sweat: Well, I was actually thinking it was something you might try solo. You could maybe try using weaker arrows for TP building, then switch to the stronger ones later in the battle when the hate is better controlled?

        Anywayz, I understand the frustration. I was reading in the MNK forums how if you use abilities, the animation time will be added to the delay between attacks, and that if you used all of your abilities very quickly, you could go for quite a good while without attacking. I'm not sure if that's true, however. I think that maybe if you use the abilities too closely together, they will sort of bump out the autoattack, but if you leave even a second between them, you will get an attack. I still don't fully understand how this works... using ranged definitely seems to delay auto attacks, but not in any absolute way if you keep spamming them.

        I'm starting to think that the first ranged attack you execute after an auto attack will add the animation delay, but any other ranged attacks may not add delay until the next auto attack? Maybe this will guarantee an eventual, though delayed attack provided you leave enough time between ranges for the attack to kick in?

        O_o So confusing... X_X

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        • #64
          I did a few little tests in the Beta to figure this out (well, sorta this.. I was just trying to see what abilities/ranged attack did to your normal delay). I didn't work on it very long, I just tried long enough to decide on what I thought it was and moved on. (It wasn't too important to me) So I can't say for sure this is how it worked, since I didn't test it much, but this is what I came up with in the beta. (I would go try it right now, but my brother isn't here.. and I don't play without him playing as well.)

          I can't remember for sure what I ended up thinking the effect of abilities/ranged attacks on the delay was, but I'm pretty sure it was the following. When you use a ranged attack (or ability) in between two auto-attacks, it just pauses the delay count until you're done with what you are doing. So say you have a delat 400 weapon, and a delay 100 ranged weapon. You swing the sword, and wait a little while, now you are going to swing in 300 delay. You throw your ranged weapon, which takes 100 delay to throw, after that 100 delay is up you get back to your normal delay. It starts counting down from 300 again. You wait until it's down to 200, and throw your ranged weapon again, it takes 100 delay and then gets back to the 200 delay left on your sword. You could do this same pattern (throw, wait 100 delay, throw, wait 100 delay) 4 times, then you'd get a normal hit in.

          If I'm right (which I'm not sure I am) this would cause what some of you said you saw. Of spamming the ranged weapon, yet still hitting every once in a (long) while. Because there is a tiny delay between when you finish your ranged attack and when you start it again, you will count a little bit off of your normal delay. This means that if you have a 500 delay Great Axe, and you spend 50 delay between each ranged attack (from the first finish to the second start), you would be able to use your ranged attack 10 times without getting a Great Axe hit in, but then you'd hit one.

          Anyway, like I said, it's been a long time since I tested this. And even then I didn't test it for long. But I swear this is what it seemed like to me. You could easily test this though (like I said, I would.. but I can't log in right now). Try these three things, and time how long it is between them;
          1) Swing your main weapon (longer delay is better) twice,
          2) Swing your main weapon once, then use a ranged weapon (longer delay is better, but doesn't really matter) RIGHT away do it as soon as you can. Then wait for your next main swing,
          3) Swind your main weapon once, then wait as long as you can before you will swing again, and then use your ranged weapon.

          If I'm right, you should see the following happen in those cases;
          1) You attack normaly (duh)
          2) You will attack normaly, but with the delay of your ranged weapon added into the mix.
          3) Same as 2, but if I'm wrong this will be nearly double your normal delay, plus your ranged weapon delay.

          Anyway, I hope I'm at least kinda close =P I could be completely wrong though. I can't remember what I came up with last time I tested this =l .. I may have decided that it did reset your delay. Who knows. I'd love to see someone test it both ways though, and let me know =) I'll try to test this next time I play (if I remember). It will be tough for me though, since I don't use very many long delay weapons.

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