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HQ or Magian?Follow

#1 Jun 30 2010 at 6:21 PM Rating: Default
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Lvl 72 BLM here and wonder if any 75 or 80 BLMs could tell me which is actually better. HQ staves or Magian staves int +4 mattb +7 (75) and int+6 MATB +10 (80)

It doesn't seem worth it to me.

Edited, Jun 30th 2010 7:25pm by Shastal
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#2 Jun 30 2010 at 6:38 PM Rating: Good
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The staves you are reffering to are not the replacement staves for the Level 51 HQ Elemental staves. Each elemental path has an accuracy trial path and a damage trial path. These are the staves you should be looking at as they metamorph into their level 80 versions they become: Agni's Staff (Fire) , Vayu's Staff (wind), Indra's Staff (Thunder), Varuna's Staff (Ice), Kubera's Staff (Earth), and Soma's Staff (Water). There are also Light and Dark staff upgrades in both magic accuracy and damage similar to the above.

Use wiki here for a complete run down of the trial paths:

http://wiki.ffxiclopedia.org/wiki/Staff_Trials



Edited, Jun 30th 2010 8:42pm by chuchuu
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#3 Jul 01 2010 at 8:38 AM Rating: Default
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That really doesn't tell me what I need to know.

The lvl 80 staves have MACC+4 and MAD +1, the lvl 51 HQ have MACC+30 and MATTB+15%. HOw can MACC+4/MAD+1 beat that?
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#4 Jul 01 2010 at 8:49 AM Rating: Excellent
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The damage Magian staves have a damage multiplier of 1.25 or +25%. When compared to the HQ elemental staves which have a damage multiplier of 1.15 or +15%. So the Magain staves will add a +10% increase over the old elemental staves.

However these new damage Magian only have the magic accuracy equal to the NQ elemental staves. There is a line of magic accuracy staves but they only have the damage multiplier equal to a NQ elemental staff.
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#5Shastal, Posted: Jul 01 2010 at 8:55 AM, Rating: Sub-Default, (Expand Post) Yes I am talking about Magical damage and accuracy not melee damage and accuracy.
#6 Jul 01 2010 at 9:47 AM Rating: Excellent
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I think you're misunderstanding what is being said.

Thunder Staff: +10% thunder damage, +20 MACC for thunder spells
Jupiter's Staff: +15% thunder damage, +30 MACC for thunder spells
Indra's Staff (from Trial 1683): +25% thunder damage, +20 MACC for thunder spells

The benefit from magic damage is fact as it has been tested. The MACC is really hard to prove, but it's believed to be true.
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#7Shastal, Posted: Jul 01 2010 at 11:01 AM, Rating: Sub-Default, (Expand Post) I'll have to look at the trials and see if I want to bother with them.
#8 Jul 01 2010 at 11:23 AM Rating: Excellent
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Lucky for us BLMs these are some of the easiest trials there are.

The only hard ones would be the second trials. The spiders in wind, fire, thunder and light weather. Also the slimes in ice, stone, water and dark weather.

After those it's all down hill.
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#9 Jul 01 2010 at 11:30 AM Rating: Excellent
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The part that is confusing you is the wording on the magian weapons. The magian weapons in question have "[Element] Affinity: Magic Damage/Magic Accuracy". This is the first time we've seen "Magic Damage" as a stat on anything and the affinity part of it makes the MAcc a new beast entirely from the average MAcc you're used to seeing. In fact, maybe it would be easier to understand if you look at our classic elemental staffs with [Element] Affinity as the hidden stat which has made them so uber over the years. Like so:

Aquilo's Staff 
Dmg:35 Delay:356 INT+5 Wind+20 
Elemental magic skill +10 
Additional effect:  Ice damage 
Ice Affinity:  Magic Damage +2 
Ice Affinity:  Magic Accuracy +2 
Lv.51 All Jobs


It's the hidden "Ice Affinity: Magic Damage +2" that gives us the extra 15% bonus (1.15 multiplier) to our damage. Same with the "Ice Affinity: Magic Accuracy".

Edited, Jul 1st 2010 1:31pm by Prim
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#10 Jul 01 2010 at 11:39 AM Rating: Excellent
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Shastal wrote:
That really doesn't tell me what I need to know.

The lvl 80 staves have MACC+4 and MAD +1, the lvl 51 HQ have MACC+30 and MATTB+15%. HOw can MACC+4/MAD+1 beat that?


The level 80 staves have MACC Afinity +4 and MAD affinity +1.

The level 51 HQs have MACC Afinity +2 and MAD affinity +2.

Remember that those are affinity levels that we are talking about. Dont mix +acc with +acc affinity bonuses.


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#11 Jul 01 2010 at 5:50 PM Rating: Decent
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Lets try to make this as simple as possible for you to understand.

There is 4 paths you can take with each element...

2 we are concerned with in relative to the standard Lv51 staves we have been using for years


Magic Accuracy staff (each element)

Affinity: Magic Acc +4
Affinity: Magic Dmg.+1

This Staff is More Magic Accurate then Current HQ staves

But

Does less Magic Dmg. then the Current NQ staves.


Magic Damage Staff ( Each Element)

Affinity: Magic Acc+1
Affinity: Magic Dmg.+4

This Staff is less Magic Accurate then the Current NQ Staves

But

Does More Magic Dmg. then the current HQ staves. (13% more)


For me personally im only doing the Higher Dmg. Staves (Thunder and Ice) and keeping my Current HQ set.

Dmg staves for when my resist rates are floored. and HQ set when they arent.

This also solves macro issues with Names. since magian staves still have same name from more acc to more dmg.





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#12 Jul 01 2010 at 5:55 PM Rating: Good
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^ Actually, don't the +1s mean they are equivalent to NQ staves, not weaker?
#13 Jul 01 2010 at 6:49 PM Rating: Decent
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Fynlar wrote:
^ Actually, don't the +1s mean they are equivalent to NQ staves, not weaker?


Yup, they're equivalent to NQ, not weaker, contrary to what the last poster said.

Also; The new set of Magian Staves have different names for each element, so the Macro issue has been recitified now.
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#14 Jul 02 2010 at 11:59 PM Rating: Good
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ScorpionEx wrote:

Also; The new set of Magian Staves have different names for each element, so the Macro issue has been recitified now.


To clarify: He's talking about if you have an ice damage and an ice accuracy staff. They are both called the same thing, so your blizzard macro and your bind macro could suffer errors.


The Lv.80 staves fix macro issues for different elements but acc/damage/perpetuation staves are all the same name (for each element).
#15 Jul 03 2010 at 4:47 PM Rating: Decent
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Thank you Pangtong.
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#16 Jul 14 2010 at 5:17 PM Rating: Good
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found this thread via google, not sure if this has been covered elsewhere yet.

Been working on the -perp tree for Fenrir, and noticed when it was at Dark Affinity +1, I was getting -2 perp (like an NQ Elemental staff). Was curious if anyone has tested the new MACC/MAD affinity staffs with avatars/elementals to see if they also give any -perp. for SMN. I hit 80 SMN (still working on Fenrir's staff), but BLM is still at 76.

If they do, I could just make a set of the 6 elements for BLM and have a little more -perp (even if it's just -4) for the 6 elemental avatars as well. TBH, not really planning on making the elemental staves for BLM since I have the full set of HQ elementals--moghouse already a bit cramped in there with 3 mages and 3 DD 76-80, 3 DD at 60, and 5 others 51-60. Maybe if I ever get around to tighting up the levels and ditching some odd pieces of gear one day....


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#17 Jul 15 2010 at 9:51 PM Rating: Good
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The dmg is a big difference, and totally worth the pain of doing these. Most blms remember the difference of going from NQ - HQ in dmg and this is double that. If there is a concern about acc just switch off zenith hands and throw on the af and you have more acc and still have significantly more dmg.

The spiders aren't that bad, the slimes w/weather for the ice path are the devil.
#18 Jul 16 2010 at 12:58 AM Rating: Good
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This is so not what I was hoping to hear :( I guess I'm going to have to start working on them too if they're that good. It's not that they'd be that hard to make, but I'm really attached to my HQ elemental staves since I made them from ground up (grew all the ores, skilled goldsmithing to make them into beads and synthed staves till I got signed HQs) back in the day when I started leveling blm.

Maybe I'll just make ice and thunder damage staves for now. That's what blm mostly uses, and sch uses mostly ice too since I maxed stormsurge. HQ staves have been working fine for enfeebles so far.

Thanks for the info everyone.
#19 Jul 17 2010 at 1:14 PM Rating: Good
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I wouldn't sell those HQs just yet, because BLMs may still use level sync 51+ instead of Abyssea exp you'll want them around.
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#20 Jul 18 2010 at 6:59 AM Rating: Excellent
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Not to mention if you have jobs that unable to use those magian staffs (Blue Mage and Corsair comes to mind), will still benefit those HQ elemental staves.
#21 Sep 06 2010 at 9:40 AM Rating: Default
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Aquilo's staff
DMG: 35 Delay: 356 INT +5 Resist Vs. Wind +20
Elemental magic skill +10
Ice Magic Affinity +2

vs

Varuna's staff
Ice Magic Affinity: Damage +4
Ice Magic Affinity: Accuracy +1

So to gain +2 Ice Magic Affinity: Damage you give take -5 Int, -10 Elemental skill and -1 Ice Magic Affinity: Accuracy. At the present levels Varuna's staff is at best a side grade that takes how many hours to get? After the next tier of it may become worth a fraction of the time and effort but at the present levels it's not.
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#22 Sep 06 2010 at 3:55 PM Rating: Good
whoever wrote:
At the present levels Varuna's staff is at best a side grade


Have you played ffxi for long? In terms of side-grades, the 10% damage boost (less dmg loss from INT loss) is the singe greatest sidegrade you can make in the gear slot. Yes, it takes work. But really, were you happy that level 51 weapons were the end-all option?

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If I were your dynamis LS leader I'd block your lotting rights for BLM based on your point of view. As if relic armor mattered, you don't deserve it. TotM staves show who knows and cares about their BLM, and who's just lotting the gear. You're allowed to not have the time for it, you aren't allowed to profligate false information to justify your decision not to do them.

Edited, Sep 6th 2010 2:57pm by tertoonetwothreefour
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#23 Sep 06 2010 at 10:15 PM Rating: Excellent
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Quote:
Aquilo's staff
DMG: 35 Delay: 356 INT +5 Resist Vs. Wind +20
Elemental magic skill +10
Ice Magic Affinity +2

vs

Varuna's staff
Ice Magic Affinity: Damage +4
Ice Magic Affinity: Accuracy +1

So to gain +2 Ice Magic Affinity: Damage you give take -5 Int, -10 Elemental skill and -1 Ice Magic Affinity: Accuracy. At the present levels Varuna's staff is at best a side grade that takes how many hours to get? After the next tier of it may become worth a fraction of the time and effort but at the present levels it's not.


The alpha blackmage in my linkshell had a FoV augmented +3 MAB Aquilo's staff. When the trials first came out he got the +1 accuracy/+3 damage staff. The magian staff won, but it was close. Since he upgraded the magian staff to the +4 damage it's not even close anymore. True story.

On top of that the magain weapons are going to keep getting better with every new set of trials, while the HQ elemental staff will keep falling further and further behind. If you're serious about playing a mage job you need to put the time and effort into doing the trials, or you're going to be 99 and staring at a series of trials that seems endless.
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#24Nicholiathan, Posted: Sep 07 2010 at 8:07 AM, Rating: Sub-Default, (Expand Post) Your statements hold merit and you support your position with anecdotal evidence. Clearly the performance you cite belies the appearance of the numbers. I stand corrected.
#25 Sep 07 2010 at 12:37 PM Rating: Good
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Quote:
If I were your dynamis LS leader I'd block your lotting rights for BLM based on your point of view. As if relic armor mattered, you don't deserve it. TotM staves show who knows and cares about their BLM, and who's just lotting the gear. You're allowed to not have the time for it, you aren't allowed to profligate false information to justify your decision not to do them.

While blocking lotting rights just because they haven't been working on TotM staffs seems a bit severe, I will agree any BLM who doesn't have at least 1 unlocked magian staff isn't even remotely a serious BLM in my book. Magian staffs have been shown in several threads and many posts to be far superior to HQ staffs, and people claim that spending a week to unlock one is not "worth their time"?

At this stage in the game, months after they were released an 80 BLM using only HQ staffs for nuking is like a DRG who still uses a Mezraq. Other jobs might not pay attention but everyone who has said job as their main is laughing at you.
#26 Sep 07 2010 at 1:05 PM Rating: Decent
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Quote:
While blocking lotting rights just because they haven't been working on TotM staffs seems a bit severe, I will agree any BLM who doesn't have at least 1 unlocked magian staff isn't even remotely a serious BLM in my book. Magian staffs have been shown in several threads and many posts to be far superior to HQ staffs, and people claim that spending a week to unlock one is not "worth their time"?

At this stage in the game, months after they were released an 80 BLM using only HQ staffs for nuking is like a DRG who still uses a Mezraq. Other jobs might not pay attention but everyone who has said job as their main is laughing at you.


I think a problem that many LS's are running into is that people are addicted to the easy xp in abyssea, and are spending time leveling jobs they have no intention of playing instead of working on improving the jobs they want to play. It's going to be sad when people show up to level 85 events with the same weapons they were using at 75, but I know that we're about 48 hours away from that happening. I'm really not an elitist, I realize that people have lives outside the game, but I don't think finishing one trial a week is unreasonable for someone who wants to be included in end game events.
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#27 Sep 07 2010 at 3:39 PM Rating: Excellent
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For the non-ice staves, you give up 10 magic accuracy for about an 8.7% increase in unresisted damage. If your land rate (with HQ staff) is above the cap, this is win. If your land rate is at the cap, it still wins, by a little. As your land rate decreases, the margin becomes smaller. The crossover point is near 75% land rate, where an HQ staff will do about 0.857 of its "rated" damage, on average. A magian staff will do about 0.789 of its rated damage at 65% land rate, which (for a damage affinity +4 staff) is about 0.858 of the rated damage of an HQ staff.

For the Aquilo's/Varuna's comparison, though, you give up substantially more accuracy, and a little damage. You lose 22 to 25 magic accuracy, depending on conditions. The damage from the 5 INT should be around 1.5% of your total, give or take. Clearly, if your m.acc is well above the cap, Varuna's wins. If your land rate with HQ staff is just at the cap, however, you already lose. A capped accuracy staff will yield 0.974 of rated damage. Varuna's at 83% land rate will yield 0.986 of rated HQ staff damage, which will be very close to a capped Aquilo's with the +INT. That isn't nearly enough to cover the accuracy spread between the two staves unless you had surplus accuracy before the swap.

But you cannot consider these issues alone without looking at the bigger picture. First, we BLMs have easily capped accuracy on many mobs at level 80. For all of these, the magian staves win. Second, in the cases where we don't have capped accuracy in our max damage sets, there are other items that make sense to swap first. Swap your Zenith or Morrigan's hands for AF/AF+1, for example. Going from Morrigan's to AF costs you ~3% damage and gives you 10 m.acc. Combined with the transition from HQ to magian staff (non-ice), you break even on the accuracy and come out more than 5% ahead on damage.

Sure, you have to be a little more careful when you swap out your Aquilo's, but you still have a lot of other gear to swap before you can't come out with a net gain in damage by using Varuna's. There can still be some extreme cases where we might revert to HQ staves, but these will be the exception. I haven't fought Khimaira since the cap increase, but that is the type of scenario I'm picturing.

TL;DR:
+Dmg affinity magian staves have too much damage bonus to ignore. Swap other pieces of gear to make up the accuracy penalty if needed, and you'll still come out ahead most of the time.

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#28 Sep 20 2010 at 10:18 PM Rating: Default
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Anyone tested the drk staff from magian? I am debating on the acc or dmg one. ACC I know will help to land sleeps but would dmg help duration?
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#29 Sep 21 2010 at 1:32 AM Rating: Good
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Shastal wrote:
Anyone tested the drk staff from magian? I am debating on the acc or dmg one. ACC I know will help to land sleeps but would dmg help duration?

Uhhhhhh... Does the normal dark staff/hq increase duration? The magian staves work the same, all that's different is the amounts, and the skewed ratio depending on path. As far as I know, the only thing a dark damage staff would be good for is better drain/aspir, and, like, more initial damage for bio. And I guess noctohelix, if you're a scholarey-sort of person.
#30 Sep 21 2010 at 6:44 AM Rating: Decent
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Quote:
Anyone tested the drk staff from magian? I am debating on the acc or dmg one. ACC I know will help to land sleeps but would dmg help duration?


No. Sleep 1 is always 60 seconds (or 30 seconds for a half resist), and Sleep 2 is always 90 seconds (or 45 seconds for a half resist), assuming the target does not gain gradual resistance to sleep.

What I would like to know is if the Dark/Pluto's Staff increases power and accuracy of Drain/Aspir, or just the accuracy. If it's only the accuracy, presumably a magian dark dmg staff wouldn't be of any help either.
#31 Sep 21 2010 at 7:25 AM Rating: Good
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idk if im responding late or anything, but about the dark staff, what spell CAN you use that can do the killshots? ._. im not realizing if theres any others after drain
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#32 Sep 21 2010 at 8:34 AM Rating: Excellent
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Fynlar wrote:
Quote:
Anyone tested the drk staff from magian? I am debating on the acc or dmg one. ACC I know will help to land sleeps but would dmg help duration?


No. Sleep 1 is always 60 seconds (or 30 seconds for a half resist), and Sleep 2 is always 90 seconds (or 45 seconds for a half resist), assuming the target does not gain gradual resistance to sleep.

What I would like to know is if the Dark/Pluto's Staff increases power and accuracy of Drain/Aspir, or just the accuracy. If it's only the accuracy, presumably a magian dark dmg staff wouldn't be of any help either.

On the Blue Gartr forums they were saying that the +dmg staff increases power of Drain. There wasn't too many details so I'm not sure on how much it's worth it.

Binckly wrote:
idk if im responding late or anything, but about the dark staff, what spell CAN you use that can do the killshots? ._. im not realizing if theres any others after drain

From what I understand from the people who have completed the staff they were using the BLM Nyzul WS which counts as darkness dmg.
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#33 Sep 21 2010 at 9:09 AM Rating: Default
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I'm going ot go for ACC on the dark staff then.
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#34 Sep 22 2010 at 1:18 AM Rating: Good
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Prior the patch, I was using the Yama's Staff with Dark: Magic Damage+4. I observed maximum Drain/Aspir values that indicated that the staff provided +25% potency to the maximum absorbed amount. The person on BG posted evidence of the same. So, it probably behaves exactly like the dark staff: it increases the minimum and maximum unresisted Drain/Aspir values by a set percentage.

For the killshot trials, if you don't have Vidohunir, you can do the quest on SMN or have a SMN friend come along. Avatars' bloodpacts count as long as the bloodpact is magical and does enough damage. Also, hilariously, Odin counts towards the darkness killshot trials.

Edited, Sep 22nd 2010 3:20am by Iresire
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#35 Sep 22 2010 at 1:23 AM Rating: Decent
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Iresire wrote:
Prior the patch, I was using the Yama's Staff with Dark: Magic Damage+4. I observed maximum Drain/Aspir values that indicated that the staff provided +25% potency to the maximum absorbed amount. The person on BG posted evidence of the same. So, it probably behaves exactly like the dark staff: it increases the minimum and maximum unresisted Drain/Aspir values by a set percentage.
It actually just increases the total amoutn drained/aspired by x%, with resists being calculated after the staff. Ie if a drain was going to do a base 100 damage, then with pluto's it'd do 115. If it was then 1/2 resisted it'd do 115/2=57, compared to the 50 it would do without the staff (100/2).
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#36 Sep 22 2010 at 5:45 AM Rating: Decent
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So the damage mod does help Drain/Aspir then, I assume. Great, now I wonder if I should bother making a dmg staff for dark >_>
#37 Sep 22 2010 at 4:16 PM Rating: Decent
Unless a way to macro in MAcc for sleeps and MDMG for Drains and Aspirs comes up, I'll stick with MAcc. Drains and Aspirs almost always need MAcc anyways, what with lack of INT mod and not much Dark Magic skill gear around and stacking haste/fc being more productive than the MAcc gear available..

Edited, Sep 22nd 2010 3:24pm by tertoonetwothreefour
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#38 Sep 22 2010 at 4:17 PM Rating: Decent
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tertoonetwothreefour wrote:
Drains and Aspirs almost always need MAcc anyways
what...?

I would use dmg staff over macc for drain/aspir on rdm, there's no way in hell i'd use macc on blm.

Also, you typically don't need macc for sleeps anyway, and it's not hard to just take the macc staff out of satchel for those rare cases when you do, so although you can't macro them, you can switch them easily enough, since you should never really need both at once.

Edited, Sep 22nd 2010 6:19pm by ThePsychoticOne
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#39 Sep 22 2010 at 4:30 PM Rating: Decent
I can live with 15 less MP on a drain/aspir. I can't live if a mob surprises me and resists sleep, then comes and eats me.
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#40 Sep 22 2010 at 4:32 PM Rating: Decent
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tertoonetwothreefour wrote:
I can live with 15 less MP on a drain/aspir. I can't live if a mob surprises me and resists sleep, then comes and eats me.
You should be able to cap macc on your sleeps on pretty much every sleepable mob in the game, with just a pluto's staff.
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#41 Sep 22 2010 at 4:41 PM Rating: Decent
I suppose I find solace in knowing I did everything I could as a mob's half-resist sleep crushes my dreams of... whatever I'm up to.
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#42 Sep 22 2010 at 4:42 PM Rating: Decent
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#43 Sep 22 2010 at 4:45 PM Rating: Decent
I haven't been listening to enough sports talk radio to recall this figure for sure, but rumor has it that games are 90% mental.

800th post, I can't think of a more tender lover than you, Rog, to share it with.

Edited, Sep 22nd 2010 3:47pm by tertoonetwothreefour
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There are two kinds of people in FFXI, those doing the laughing and those who don't know what's funny.
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