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Nuking Gear SetFollow

#1 May 06 2009 at 2:19 PM Rating: Decent
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I'm trying to come up with the best possible gear set for nuking on WHM, Banish and Holy. This is what I have so far. Stuff in italics is gear I don't have yet but am working on. I'm looking for opinions on this to see if this really is the most optimal set.

Weapon: Apollo's Staff
Grip: Light Grip
Head: Yigit Turban
Neck: Divine Torque
Body: Morgana's Cotehardie
Hands: Goliard Cuffs/ Cleric's Mitts
Waist: Cleric's Belt/ Korin Obi
Pants: Healer's Pantaloons +1
Feet: Marduk's Crackows
Ear 1: Moldavite Earring
Ear 2: Crapaud Earring/ ACP Augment Earring
Back: Solitaire Cape
Ring 1: Omega Ring/ Fenian Ring
Ring 2: Tamas Ring

So yeah, give me your opinions. I was thinking Oracle's Robe and Uggalepih Pendant would probably be a better combination under 51% MP, but I want to make a set for above that, as I likely wouldn't ever be nuking with MP that low, ever. (Also, sub out Cleric's Mitts on Banish if you want to help the DDs more. Also, not including Novio as it's impossible for me, but if you have it, I'm sure you know it beats Crapaud.)

And one last thing, looking for someone who can officially confirm that 2 MND = 1 MAB on these spells.

[EDIT] Solitaire Cape or Aslan Cape?
Yigit Turban or Healer's Cap +1?

Edited, May 6th 2009 11:20pm by JingWoo
#2 May 06 2009 at 3:22 PM Rating: Excellent
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I actually have the same dilema. I'm not sure what is the balance between MND and MAB for Banish/holy.

My experience with SCH tells me that for the Banish line, 2MND should > 1 MAB. Mostly because MAB gets a larger benefit the bigger the nuke is; while MND improves the base damage. So at least for Banish 3 I'm thinking MND will have a larger impact

Holy tho... I'm not to sure. From what I can eyeball, it seems like the MND bonuses are hard capped. So maybe MAB will pull ahead more easily? I really don't know. I'll have to nuke random mobs outisde whitegate later to find out.

Also.. the Crapaud earring might be alot harder to get than a Novio. Beadaux (S) is not really all that sought after (Unlike Witch Sash/Roundel earrnig bc). So availability for this thing should be rather low...
I'd personally try and get one of the Augmented earrings frmo ACP.
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#3 May 06 2009 at 3:57 PM Rating: Decent
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Quote:
I actually have the same dilema. I'm not sure what is the balance between MND and MAB for Banish/holy.


The balance between Mind and Magic Atk Bonus is not as simple as 2 Mnd = 1 MAB.
Magic Damage is caculated as a Process:

Let D equal initial damage value:

Each magic tier has an inherent mutliplier value M.
Each magic spell has a base value V.
Let dINT be (Caster's INT - Target's INT).
(Banishes and Holy, substitute MND for INT).

For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1)
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))(above some critical value, adding INT becomes half as effective)
For dINT > 0, but after some cap: D = cap

If spell hits mutiple enemies, D value is reduced.

Resist are factored after D is caculated
1/2, 1/4, 1/8, or 1/16.

Staff bonuses are caculated after Resists.
Day/Weather are caculated after Staff bonus.
Magic Bursts are caculated after Day/Weather.
Magic Attack/Defense is caculated after Magic Bursts.

MAB is divided by MDB.
MAB is as we know it (i.e. MAB I = 1.2, MAB II = 1.24 etc). Items with the description "Magic Atk. Bonus"+X means to add X/100 to the current MAB.

Final Caculation factors in Monster Type/Enhancments (Shell, etc)

The very condensed version of Magic Dmg caculation:
Full version here: http://wiki.ffxiclopedia.org/wiki/Calculating_Magic_Damage
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#4 May 06 2009 at 5:36 PM Rating: Good
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You may want to do direct tests of an Ajari Bead Necklace vs. the Divine Torque, keeping everything the same. If you're not hitting the MND cap for your nukes, that should improve the peak damage somewhat. It'll bump up the occurrence of resists, however. Divine skill, as with all other nukes, only controls the resist rate, not the base damage. (This would take a fair number of trials with both just to determine how much the resist rate goes up for dropping 7 skill, though. I think it's between 2 and 4%, vs. the probably-around-6% increase in base damage.)

The plus side: the Ajari Bead Necklace is stupid cheap - like 1-2k. (It's also the best neckpiece for improving cures, if that strikes your fancy... at least, until SE decides to give us a Cure Potency +5% neckpiece. :-D) The minus side: less MP (though you're probably not opening up, from full MP, with a nuke) than the second-place contender, a Morgana's Choker.
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#5 May 06 2009 at 5:40 PM Rating: Decent
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there are no hard numbers that can be crunched in that link :/ which doesn't really help us lol, all you can really say is: MND may increase the base damage before most of the other calculations, and MAB provides a damage bonus to the tune of (damage*(old MAB + x))/enemy MDB

Edited, May 8th 2009 8:21am by ZiGG
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#6 May 06 2009 at 6:36 PM Rating: Good
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Thanks for the good suggestions, ACP earring and Ajari Necklace possibly. I have a Morgana's Choker that I usually wear so I would probably use that to save space. I won't really mess around with any tests until I get more pieces, but this has been helpful so far.

Also wondering about Fenian Ring now. I always assumed it was an increase to the reduction of their damage resistance, and not an increase to the damage of Banish, but no one has really gotten it and posted other than PLDs.

One of the main reasons I'm wondering about MND vs MAB is because I don't have a Solitaire Cape yet. I can get an Aslan cape right now if you guys think it's better. I have plenty of points for it.

Edited, May 6th 2009 9:46pm by JingWoo
#7 May 06 2009 at 6:55 PM Rating: Decent
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on fenian ring:
afaik banish =/= holy

Edited, May 6th 2009 10:55pm by ZiGG
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#8 May 06 2009 at 8:06 PM Rating: Good
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Banish and Holy are different spells lol, I'm aware. My original post was looking for information on two spells, Banish and Holy. Obviously, Fenian Ring was in reference to only Banish, but thanks for clearing that up if anyone was confused.

Fenian ring RareExclusive
[Ring] All Races
Augments "Shield Bash"
Enhances potency of
"Banish" vs. undead
Lv. 71 All Jobs

Basically, I was asking if anyone knows what "Enhances potency of 'Banish' vs undead" means. It's either a damage increase, or an increase to the additional effect of Banish, the lessening of undead damage resistance to certain weapon types. Or, maybe both considering that this is what the description of Banish says. Or it could be duration increase.
Wiki wrote:
Lowers special defense (damage resistance) of Skeletons and Ghosts by 50% for 15 seconds.
Spell damage vs undead is multiplied by 1.5 (150% damage)
Holy has no such bonuses, but many undead are weak to light element.

This is what it says for Banish III
Wiki wrote:
Lowers special defense (damage resistance) of Skeletons and Ghosts by 97% for 45 seconds
Spell damage vs undead is multiplied by 1.5 (150% damage)
Also, now that I think of it ........... I have yet to see anyone post anything at all about Banish with the "last damage taken" bonus from Misery also. I honestly can't believe that I haven't even tried it yet.

Edited, May 6th 2009 11:13pm by JingWoo
#9 May 07 2009 at 1:32 AM Rating: Decent
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I have; the bonus isn't all that great (in fact, it seems to be point-for-point equal to the bonus to Cura :-/).

If you're nuking and still curing, stick with Solace/Holy. If you're up against undead, where Banish would be more useful, you're pretty much limited to situations where you can gear up to tank so that you can do respectable Misery/Banishes and, preferably, still melee (TBH, Misery seems to only really be good for WHMs who are geared up in absolutely no enmity- gear - load up into a melee set, keep Auspice up, and try and outdo everyone on hate so you can throw respectable Curas and Banishes).

EDIT: Also, "Enhances potency of Banish vs. undead", no matter the equipment, seems to be an increase in the duration of the "eliminate damage resistance" effect.

Edited, May 7th 2009 2:33am by MDenham
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#10 May 07 2009 at 5:49 AM Rating: Good
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What kind of numbers are people reaching with their nukes? With a very basic (Moldy/redingote/apollos/goliard/obi) set I've reached 1100+ on puddings in Nyzul but so far I've not really put together a complete set.
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#11 May 07 2009 at 1:57 PM Rating: Excellent
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Without knowing the damage constants and multipliers for the banish and holy lines, it's impossible to determine for certain what the optimal gear set for WHM nuking is. And of course, that will vary by opponent. I don't nuke often enough as WHM to really even have a feel for how resistant most enemies are, so I tend to err to the side of skill/macc rather than damage.

And compared to a BLM, WHM starts with 7 less divine skill than a BLM has elemental skill. For me, 8/8 elemental merits raise the gap there to 23 skill. Then the fact that I'm a Taru with INT merits means that my WHM nukes are even MORE likely to be resisted than my BLM nukes. We should also consider that BLM starts with a native MAB of 1.32, where WHM starts with 1.24 at best (with /BLM).

So keeping that in mind, Here are my comments on your selections:

Head: Marduk's divine skill would be good here, but Yigit will obviously give more raw damage. Healer's cap/+1 is probably a good default option.

Body: ACP "weskit" (MAB and MACC augmentations) is going to be the best piece hands down. Barring that, I'd stick with errant/mahatma body (I use errant). The 10 MND will give you some damage and some accuracy. Morgana's is utter trash that I wouldn't be caught dead in on either BLM or WHM - it's simply too big of a hit to magic accuracy. Marduk's would be better than errant, if you can get it.

Hands: Zenith mitts are the standard on BLM, but we can fall back to AF1 for accuracy when we need it. I wear the zenith on my WHM as well, but that's mainly because I don't have Goliard, which are probably your best nuking hands when accuracy is in question. On the other hand, you could try blessed or healer's mitts +1 for the MND, which might provide slightly more accuracy against a mob with high MND (depending on a lot of things, including whether WHM nuke accuracy follows the same formulas for MND as BLM nukes have with INT). Healer's mitts also might be your best option if you're nuking undead with cure spells. And of course, clerics have their use. It's really easy to see the effects of banish while beating on low to mid-level ghosts with a club, by the way.

Waist: as listed, use a penitent's rope if you can't get a cleric's belt.
Feet: marduk's, since you have 'em. Yigit (dmg) or goliard (accuracy) for people who don't.

Back: Ixion cape is probably better, prism is probably close. If a given swap of MND for MAB gives almost the same damage, keep the MND on for the accuracy. Altruistic cape is an option for max accuracy if you know you're nuking something resistant.

Rings: As listed... +5 MND ring of choice for people who don't have omega.

Edited, May 7th 2009 5:58pm by VxSote
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#12 May 07 2009 at 5:26 PM Rating: Decent
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Alrighty, guess I'll go with the Aslan Cape then, and Healer's Cap +1 until I get another option. Need to do some tests with Morgana's Cotehardie and compare. I haven't gotten my ACP Body yet; still debating between melee or nuking piece.

I'm close on the rest of Marduk, but that can take awhile. Thanks for the suggestions. Forgot all about the +7 divine on Marduk's Tiara. Could probably use that and put on Ajari instead of the torque.

Edited, May 7th 2009 8:32pm by JingWoo
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