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Tatsumaki Sitagoromo Augment ListFollow

#1 Oct 29 2009 at 8:47 AM Rating: Excellent
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SE decided to finally throw RDM a bone as far as addon gear is concerned. There's a couple really nice options for us. Not too many pure casting options, but some definite haste/melee combos will work out.

Haste+Accuracy is hands down the definitive TP gear now. It also has the added benefit of beating Nashira for Haste setups on spells. 2 MND on the base stats makes this a good DB piece too.

MAB+MAcc has the potential to be better than Mahatma Slops due to the base 2 INT, but Mahatma still provides more accuracy on average for nukes and debuffs, 5-6 MAcc on Tatsumaki compared to 4-8 on Mahamata.

Some other nice options, Cure+5% which should beat out 2-3% haste in total HP cured over time. Highest -PDT in the leg slot if you're really game for solo/tanking and never melee. Not sure I'd waste a slot on -PDT though, when you can get better improvements in other augments.

Couple nice things for RDM/BST? Not sure I'd want to skip out on mini-haidate for pet augments though.

Me, I'm looking at Haste+Accuracy, Cure+Elemental Siphon, or Pet: Att+Acc. The first one is for RDM only, and the last is SMN only, but the middle provides a little for both.

Also, Movement+ for people that hate Kirin.

  • HP +25 Enmity +4
  • MP +25 Enmity -4
  • Accuracy +7
  • Attack +7
  • Ranged Accuracy +7
  • Ranged Attack +7
  • Evasion +7
  • Magic Accuracy +4
  • Magic Attack Bonus +4
  • Haste +3%
  • Double Attack +2%
  • Critical Hit Damage +3%
  • Skillchain Damage +5%
  • Conserve TP +5
  • Physical Damage Taken -4%
  • Magical Critical Hit Damage +10%
  • Magic Burst Damage +10%
  • Kick Attacks +5
  • Cure Potency +5%
  • Sic and Ready ability delay -5
  • Song Recast Delay -3
  • Barrage +1
  • Elemental Siphon +20
  • Phantom Roll ability delay -5
  • Repair potency +10%
  • Waltz TP cost -5
  • Pet: Accuracy +7 Ranged accuracy +7
  • Pet: Attack +7 Ranged attack +7
  • Pet: Store TP +8 Subtle blow +8
  • Pet: Magic accuracy +7
  • Movement Speed +8%


Edited, Oct 29th 2009 8:48am by jlejeune

Edited, Oct 29th 2009 9:06am by jlejeune
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#2 Oct 29 2009 at 8:54 AM Rating: Excellent
I know I want this:

Movement Speed +8%

And either:

Magic Attack Bonus +4

Or:

Haste +3%


And hopefully the item comes with some native INT.
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#3 Oct 29 2009 at 9:06 AM Rating: Excellent
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SingBismark wrote:
And hopefully the item comes with some native INT.
Base stats are 2 INT, MND, and CHR.
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#4 Oct 29 2009 at 9:17 AM Rating: Good
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So far i've used all my mini expansion gear for my melee rdm build but right now I'm caught between

Haste+3
Acc+7

or

Haste+3
DA+2

Hmmmm..
#5 Oct 29 2009 at 10:17 AM Rating: Excellent
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7 Accuracy (3.5% hit rate) will give more hits than 2% DA. You'd need 93% accuracy for DA to match it.

I know a lot of people don't use RDM melee for anything serious, so accuracy could very well not be a concern. Personally, I'd rather not augment gear just for EM or lower.
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#6 Oct 29 2009 at 10:22 AM Rating: Excellent
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Good bye Kirin......and good riddance!
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#7 Oct 29 2009 at 10:29 AM Rating: Excellent
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Its not for EM or lower, its just for me when fighting t-vt and when on rare occasions i have an opportunity to melee in merits (which mad2, sushi, merits @ 95% acc w/ sword).

Thanks for the math though.

Edit: Not trying to make this into a melee/anti melee thing, I'm just saying what I'd use it for.

Edited, Oct 29th 2009 12:31pm by Evolex
#8 Oct 29 2009 at 10:46 AM Rating: Good
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Also, Movement+ for people who Kirin Hates.


Our shell is 1/25 over the last few years on W legs on recorded Kirin's (and i've been to every one). Not for lack of trying, I have everything else from sky, this lets me say @#%^ it and use my points for other things, since there are people ahead of me anyway.

Movement speed is definitley the FIRST think I will be getting.

Edit: I don't have Zenith mitts or hat... hat because lolzenith hat, hands because genbu hates me.

Probably getting cure potency and movement speed.


Edited, Oct 29th 2009 12:56pm by LordMnementh
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#9 Oct 29 2009 at 11:17 AM Rating: Excellent
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Looking like cure potency + movement speed for me, until I get W.legs, in which case I'll likely turn this into a haste + acc piece for COR... unless I have skadi legs by then, in which case I don't know wtf I'm going to do with this.
#10 Oct 29 2009 at 11:21 AM Rating: Excellent
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Evolex wrote:
Its not for EM or lower, its just for me when fighting t-vt and when on rare occasions i have an opportunity to melee in merits (which mad2, sushi, merits @ 95% acc w/ sword).

Thanks for the math though.

Edit: Not trying to make this into a melee/anti melee thing, I'm just saying what I'd use it for.

Edited, Oct 29th 2009 12:31pm by Evolex


7 acc beats the hell out of 2% DA, especially if things like Joytoy and / or Justice are taken into account. If for some reason your parsed (ie not eyeballed) accuracy on V-VT is 95%, then switch to Pizza and use the +7 Acc.

This was THE piece I've been needing to polish out my RDM melee set. An incredibly powerful TP piece for my legs. As for DB piece, Dusk Pants are the best currently, seconded by those +7 MND / INT pants.
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#11 Oct 29 2009 at 11:27 AM Rating: Good
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Yeah, the Haste/ACC is pretty much where it's at. Closest we'll ever get to Homam legs, sadly.
#12 Oct 29 2009 at 11:29 AM Rating: Excellent
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I'm pretty sure I'm getting Haste+3 on it for RDM for the first augment.

Were they only for RDM, ACC would be a real shoe-in for the second. As it is, I also have BLM and BRD that could wear the mage set, and don't have +movement for either (whereas I've had Crimson legs for years).

Given that I rarely melee anything over EM-T range on RDM, the ACC likely isn't critical (I already TP in hardly any ACC), and +movement on more jobs would be nice...so I may wind up coupling those together, despite that it'd be neither the best melee or best idle combo.

I'm going to reserve final decisions until I see what else they put in. The three presumably customizable sets may well have some overlap in stats. Depending on how hard they wind up being to get, that might change my outlook on what piece/augments to get entirely.
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#13 Oct 29 2009 at 11:33 AM Rating: Good
Lort Mnemneth wrote:
Edit: I don't have Zenith mitts or hat... hat because lolzenith hat, hands because genbu hates me.


A while back when I was punching in numbers to see how well Royal Redingote would increase my Elemental Magic. At the same time I looked at some other pieces and found that Yigit Gages were only slightly behind Zenith Mitts +1 but also benefit from the MACC from INT+5.

My INT sits at around 100 in my current max damage set, I really don't know how much more of that should be sacrificed in favor of MAB, like in the question of Yigit VS Zenith hands, Zenith +1 wins for max damage, but I think with such a low INT in the long run Yigit will pull ahead.

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#14 Oct 29 2009 at 11:33 AM Rating: Excellent
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Evolex wrote:
Its not for EM or lower, its just for me when fighting t-vt and when on rare occasions i have an opportunity to melee in merits (which mad2, sushi, merits @ 95% acc w/ sword).

At 80% accuracy, double Marches will overcome double Madrigals.

(100 * 1.2) = 120 hits * 80% = 96 hits
(100 * 1) = 100 hits * 95% = 95 hits

Which means you need to get 76.5% accuracy before adding the pants. RDM can do that if they're serious period. You still need 93% Acc for the DA+2% to outdo the Acc+7.

LordMnementh wrote:
Quote:
Also, Movement+ for people who Kirin Hates.


Our shell is 1/25 over the last few years on W legs on recorded Kirin's (and i've been to every one). Not for lack of trying, I have everything else from sky, this lets me say @#%^ it and use my points for other things, since there are people ahead of me anyway.

Would you say the hate is mutual?

Edited, Oct 29th 2009 11:39am by jlejeune
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#15 Oct 29 2009 at 11:51 AM Rating: Good
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I wanted legs for sam/dnc with haste and waltz...but for rdm look more cool and good stats, first thing like others is movement speed, dunno about second, either m.acc, haste or -physical.
#16 Oct 29 2009 at 12:02 PM Rating: Excellent
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MP+25 Enmity -4
Physical Damage -4%

OMG GOLIARD +1!






Seriously, though:

Haste +3%
Movement Speed +8%

Crimson Cosciales = WIN
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#17Princess ThePsychoticOne, Posted: Oct 29 2009 at 12:24 PM, Rating: Sub-Default, (Expand Post) Sucks. Not getting it.
#18 Oct 29 2009 at 3:45 PM Rating: Excellent
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So, if I get Haste +3% (and I'm planning on it, along with Movement Speed +8%), that puts my Utsusemi recast set at:

Sentinel Shield		1% Haste 
Walahra Turban		5% Haste 
Goliard Saio		4% Haste 
Dusk Gloves		3% Haste 
Swift Belt		4% Haste 
Tatsumaki Sitagoromo	3% Haste 
Dusk Ledelsens		2% Haste 
Haste Spell		15% Haste 
--------------------------------- 
Total:			37% Haste 
 
 
Fast Cast JT		-10% Recast 
Loquacious Earring*	-1% Recast 
---------------------------------- 
Total:			-11% Recast 
 
*43/75 ABCs 
 
(1 - 37% Haste) * (1 - 11% Recast) = 56% of normal Recast


I've heard it said that RDM can cap recasts without outside buffs, but even if I were to HQ both Dusk pieces and somehow get a V.Belt (+4% Haste total, hitting the 26% "real" equip Haste Cap), that would still leave me at 53% recast time (1 - 41% Haste) * (1 - 11% Recast) = 52.5% Recast. If this is the case, then no matter what I'll need a March to cap recasts, or did I screw up the math somewhere?

Not that 17 second Ichi/25 second Ni without outside buffs is anything to sneeze at, mind you.
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#19 Oct 29 2009 at 3:55 PM Rating: Default
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Quote:
I've heard it said that RDM can cap recasts without outside buffs, but even if I were to HQ both Dusk pieces and somehow get a V.Belt (+4% Haste total, hitting the 26% "real" equip Haste Cap), that would still leave me at 53% recast time (1 - 41% Haste) * (1 - 11% Recast) = 52.5% Recast. If this is the case, then no matter what I'll need a March to cap recasts, or did I screw up the math somewhere?

No, your math is right. Anyone who said you can cap it without march is a moron.
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#20 Oct 29 2009 at 4:41 PM Rating: Excellent
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Aliekber wrote:
I've heard it said that RDM can cap recasts without outside buffs, but even if I were to HQ both Dusk pieces and somehow get a V.Belt (+4% Haste total, hitting the 26% "real" equip Haste Cap), that would still leave me at 53% recast time (1 - 41% Haste) * (1 - 11% Recast) = 52.5% Recast. If this is the case, then no matter what I'll need a March to cap recasts, or did I screw up the math somewhere?

Not that 17 second Ichi/25 second Ni without outside buffs is anything to sneeze at, mind you.


I said that before I knew that FC and Haste stacked multiplicatively instead of additively. Also, TPO is a douchebag sometimes.

Edited, Oct 29th 2009 5:41pm by Ranzera
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#21 Oct 29 2009 at 5:42 PM Rating: Good
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think im gonna go with haste and magic acc since i dont know when i will get nashwhatever legs. i was gonna go with haste and acc for either thf or pld but im like second in line homam legs.
#22 Oct 29 2009 at 6:27 PM Rating: Excellent
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What is Conserve TP? o_O
#23 Oct 29 2009 at 6:40 PM Rating: Excellent
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Presumably means that DNC moves may use less TP than normal, if not WS as well.
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#24 Oct 29 2009 at 8:03 PM Rating: Default
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Quote:
As for DB piece, Dusk Pants are the best currently


Actually morri slops are the best.

Quote:
If for some reason your parsed (ie not eyeballed) accuracy on V-VT is 95%, then switch to Pizza and use the +7 Acc.


This also changes nothing as far as using food goes. As most of the "Good" melee rdm outthere would have been using acc pants in there tp build anyway. Which consists of oily trousers (I use), vol legs, or P legs.

It just adds 3 haste to your tp build really. Which is as you say the best tp legs we can wear.

I'm stuck between that and MAB bursting peice/movement speed peice as i have blm and sch too.
But i do have morri and blood legs sooo mmmmmm.

Edited, Oct 29th 2009 10:22pm by charloxxx
#25 Oct 29 2009 at 8:07 PM Rating: Decent
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A lot of people are thinking Conserve TP might be real.

I'm trying to figure out whether it's really Store TP or Conserve MP.
#26 Oct 29 2009 at 8:26 PM Rating: Excellent
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Movement speed & cure potency is tempting, but it's too hard to resist the haste/acc setup for my blu+thf until I get homam ;;
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#27 Oct 29 2009 at 8:37 PM Rating: Good
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I'll probably go with Movement Speed and Cure Potency, both for WHM and RDM.
Though Haste+3% and Acc+7 is tempting for my PLD or SAM (I'll likely never get a chance at Homam or Haidate).

Edited, Oct 29th 2009 8:38pm by Kirby
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#28 Oct 29 2009 at 8:53 PM Rating: Default
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Haste 3%
Physical Damage -4%

for Rdm/nin/blu
#29 Oct 29 2009 at 10:03 PM Rating: Excellent
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Fynlar wrote:
A lot of people are thinking Conserve TP might be real.

I'm trying to figure out whether it's really Store TP or Conserve MP.

While it could just be a regular typo, which is certainly possible, if it's a mistranslation then that would be a rather inconsistant mistake; Pet augment lists "Store TP".

So far it isn't unheard of to get entirely new stats on these things, so really it could be anything. Typo, mistranslation, or as intended.
#30 Oct 30 2009 at 1:07 AM Rating: Good
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Considering our other options like Goliard Body's, Swift belt, Turban, etc., the best melee option is +7ACC 3% haste on the legs. I might actually get this augment if I get the final expansion. The +1% haste and +7ACC over my Nash legs is quite solid. And if anyone is curious, that setup trumps the Homam legs by +4acc. So if you really want the supreme melee piece for RDM, here you go.

Oh, and DA sucks for us. Doesn't work well at all with Joyeuse, K club, or Justice options. Stick to haste/acc., that's the best option by far no matter what you do.

Quote:
Yeah, the Haste/ACC is pretty much where it's at. Closest we'll ever get to Homam legs, sadly.


Huh? This augment beats Homam legs by +4ACC. Yes you don't get the HP/MP and FC, however that's not an issue for a melee RDM anyway. Dusk, Phalawon(sp), Nash, Golaird(tanking/hybrid) are like the only real options anyways.


Edited, Oct 30th 2009 1:14am by ShadowedgeFFXI
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#31 Oct 30 2009 at 1:23 AM Rating: Good
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or Justice


Justice attacks stack with DA unlike the other two.

I will be getting this mainly for the look mostly and probably will augment them with Matt/Macc. Never been much of a melee rdm myself so really would never use them if I made them that way.
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#32 Oct 30 2009 at 1:30 AM Rating: Good
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Huh? This augment beats Homam legs by +4ACC. Yes you don't get the HP/MP and FC, however that's not an issue for a melee RDM anyway. Dusk, Phalawon(sp), Nash, Golaird(tanking/hybrid) are like the only real options anyways.


The +MP is part of what would make Homam good for us, as using both a melee sub and most melee gear not having +MP, we wind up sacrificing a good 200+ unless you don't bother swapping for some added potency or accuracy on spells. Plus some would double as good Convert pieces for some races or with what the player may have access to.
#33 Oct 30 2009 at 2:15 AM Rating: Decent
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I was including our weapons with DA builds. It's not going to help us at all using a Justice/Joy with only 2% DA. Brutal is no good on RDM. Supp and that other earring I can't seem to remember the name with Sword enhancement are the best choices. +7ACC is a far better choice regardless especially because Goliard body is the optional body slot for a haste build. It helps to have more ACC in the legs to off set that.

Oh nvm Seriha, you meant the whole Homam set. That makes sense now.

Edited, Oct 30th 2009 2:22am by ShadowedgeFFXI
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#34 Oct 30 2009 at 5:11 AM Rating: Excellent
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charloxxx wrote:
Quote:
As for DB piece, Dusk Pants are the best currently


Actually morri slops are the best.

Quote:
If for some reason your parsed (ie not eyeballed) accuracy on V-VT is 95%, then switch to Pizza and use the +7 Acc.


This also changes nothing as far as using food goes. As most of the "Good" melee rdm outthere would have been using acc pants in there tp build anyway. Which consists of oily trousers (I use), vol legs, or P legs.

It just adds 3 haste to your tp build really. Which is as you say the best tp legs we can wear.

I'm stuck between that and MAB bursting peice/movement speed peice as i have blm and sch too.
But i do have morri and blood legs sooo mmmmmm.

Edited, Oct 29th 2009 10:22pm by charloxxx


I did the math comparing thte +7 MND legs to ATK +14 during DB and the Atk won by a good amount. I would say that Morrigans would most likely equal Dusk for WS piece's, but since their also a casting piece its one less inventory slot taken up.

For TP legs it really depends which I use. Princes are +6 Acc but Dusk are +14 Atk, if your at capped ACC (due to sushi and other good gear choices) then Dusk are a better option. Their about equal when your accuracy is around 80~85%, but any lower and the Acc legs win. But party buffs can change the balance dramatically.

What these legs do is add a good chunk of acc AND solid haste in one spot, that is the holy grail of all TP pieces. With these any my ACP body I might be able to push meat at some places. I'm already using Pizza+1 at MJSP south, but at north I need Sole Sushi. Need to redo my math on G.Colibri camp though.
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#35 Oct 30 2009 at 6:52 AM Rating: Excellent
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sacrificed in favor of MAB, like in the question of Yigit VS Zenith hands, Zenith +1 wins for max damage, but I think with such a low INT in the long run Yigit will pull ahead.


Yeah I agree with you. To be perfectly honest I could have gotten Z Mitts 3 times over now and I didn't see the point. I see even less of a point now for me with Goliard cuffs as acc backup. People just love some zenith and hate some yigit. Trying to be PC etc...
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#36 Oct 30 2009 at 10:21 AM Rating: Default
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I did the math comparing thte +7 MND legs to ATK +14 during DB and the Atk won by a good amount. I would say that Morrigans would most likely equal Dusk for WS piece's, but since their also a casting piece its one less inventory slot taken up.


Urgh not again.
Please if you say you did the math POST IT.
And to say you "Think" they would be equal without doing the math is just --- hello "Eyeballing"
Fact is 3 str and 10 mnd and 1.5 attack (From str) will beat 14 attack.

Quote:
What these legs do is add a good chunk of acc AND solid haste in one spot, that is the holy grail of all TP pieces. With these any my ACP body I might be able to push meat at some places. I'm already using Pizza+1 at MJSP south, but at north I need Sole Sushi. Need to redo my math on G.Colibri camp though.


You need 407/409 acc to cap birds. Dunno how much mammols are but with differnt jobs and warmup its gotta be around the same.

With the best tp setup with haste i could get with full merits
Enh/joy or just/joy
haste/acc head from expansion or turban
2 acc ammo
PCC
Suppa hollow
ACP body DW and acc
duck hands
tor x 2
cul mantle
swift or speed
new legs
dusk feet

Going for the mostly acc options 80 acc
With 260 base 15 composure 32 odd from Dex
total of 387
You will need pizza minimum to cap acc.
You lose justice sword DA and 7 str
2 haste from head
15 attack from back which cancels out with enhancing sword attack.
To swapping to sushi 5 str and 5 dex.
Could also swap a ring out for rajas 5 str 5 dex store tp for sushi

So its Pizza build capped Acc with 51 attck sword base damage 40/35

Vs

Sushi build capped acc with Justice DA , 2 haste , 17 str Bumps sowrds base damage up to 39/38 with a 25% chance of 40/39 , 8 attack (from str) and 10 dex ,5 store tp , 5 subtle blow.

I cant see a pizza build on 407-409 acc ever beating a sushi build with better equip.
If mammols acc needed is lower then maybe.

Edited, Oct 30th 2009 11:29am by charloxxx
#37 Oct 30 2009 at 10:54 AM Rating: Decent
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I cant see a pizza build on 407-409 acc ever beating a sushi build with better equip. If mammols acc needed is lower then maybe.


ACC on mamools is just a little lower on the mages and MUCH higher on the melees, especially the THF and the NIN. Wiki has some numbers for evasion on the WHM and the NIN and while I don't have numbers for the THF I think anyone's personal experience is that it is considerably higher than the NINs.

Overall I'd say you need more ACC at the mamool camp, not less. Chains get broken not by the WHMs/BLMs/BlUs, but by the melees (especially the THF and the NIN).
#38 Oct 30 2009 at 11:29 AM Rating: Excellent
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10 MND * .50 * .83 = +4.15D
3STR * .30 = 0.9D
3/4 = .75 fSTR

7 MND * .50 * .83 = +2.905

And +14 Atk depends on your current pDiff.

G.Colibri 8V 72 Def 327 Evd 339

75 Elvann RDM/NIN
75 STR 63 DEX 68 MND

WS Setup
ESword / Joy / T.Sting
O.Hat / Snow Gorget / Suppa / Brutal
ACP / Alky's / Rajas / Snow
Cuch / Warwolf / BLANK / Ogre +1

75 + 11 +5 +2 +4 +5 = 102 STR /2 = +51 ATK
63 + -6 +5 -2 +4 +5 = 69 DEX /2 = +34.5[34] ACC
68 + 5 +5 +5 = 83 MND

263 Acc from Skill
34 Acc from DEX
15 From JA
45 From Equipment
357 Before Food

46 = 357 * .13 (Crab sushi vs birds)
403 After Food, 409 required to cap on Lv 82's.
409-403 = 6/2 = 3, 95-3 = 92% Hit rate (95% on First Hit)

271 Atk from Skill
8 From Base
51 From STR
40 From equipment
370 Before Food
Food doesn't give attack for this demonstration.

Calculate fTSR and WSC
102 -67 +4 = 39/4 = 9.75 [9] fSTR
102 * .30 * .83 = 25.3 [25] STR WSC
83 * .50 * .82 = 34.4 [34] MND WSC

40 + 9 + 25 + 34 = 108
35 + 9 + 25 + 34 = 103
108 * 1.225 = 132.3
132 + 108 + 108 + 103 = 451 BD

cRatio = 370 / 327 = 1.131
LCF = (7 * .05 = 0.35)
1.131 - 0.35 = 0.78 (We are under 1.0, this is a very BAD thing)
451 * .78 = 351.7

Now lets do it for Dia III being on
327 * .85 = 277.95 (278 because its SE)
cRatio = 370 / 278 = 1.33
1.33 - 0.35 = 0.98 (still under 1.0 but not as badly)
451 * 0.98 = 441.98 (25.6% Increase in damage FYI)

Now lets add in 10 MND and 3 STR
MND WSC goes to 38.59 [38] (4D increase)
STR WSC goes to 26.14 [26] (1D increase)
fSTR goes to 10.5 [10] (1D increase)
ATK goes to 371
Total of 6D increase which across 4 hits is +24 BD. 451 + 24 = 475/451 = 1.053 (5.3% Increase)

Use the +14 Atk from Dusk Legs instead
370 + 14 = 384
384 / 278 = 1.381
1.381 - 0.35 = 1.03 (woot we're above 1.0)
1.03/0.98 = 1.051 (5.1% Increase)

Wow that is damn near even, and that is assuming Morigans is giving you a perfect +6D across three different stats. +5D makes Morigans weaker (by a fraction of a percentage). Basically dusk legs are equal to Morigans because we have crap attack to begin with, at least on birds. You could throw in the argument about a Minuet balancing it out, but we all know double march would be the best buffs for us and the rest of the PT.

Also that is my anti-bird set, I can easily go into my TP file and comment out / uncomment the appropriate lines to adjust my gear based on the camp. MJSP South has about the same evasion as birds do but also has Puks which are weak and they don't steal your food. In that place I like to use Pizza +1 but that's a different post.
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#39 Oct 30 2009 at 12:32 PM Rating: Decent
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sorry was mid post and had to go out.
As long as your acc is capped.
Yeah if your attack is low dusk will fair well but as your attack increses/your Pdiff gets better the morri will pull ahead. And as you said once you get morri dusk become an inv + 1 anyway.
Cant imagine ever meriting on birds with no buffs, spose i've done it once or twice but in that situation rdm melee doesnt look that great as i average 450-550 damage WS with just dia2. An attack buff raises my damage significantly.


Edited, Oct 31st 2009 8:52am by charloxxx
#40 Oct 30 2009 at 2:48 PM Rating: Good
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As far as damage goes, I can't see Yigit hands and Zenith hands being much different.

The real purpose for getting them (assuming they're not HQ) would be for having higher MP while in your nuking set.
#41 Oct 30 2009 at 3:03 PM Rating: Default
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Fynlar wrote:
As far as damage goes, I can't see Yigit hands and Zenith hands being much different.

The real purpose for getting them (assuming they're not HQ) would be for having higher MP while in your nuking set.

I also used them for vert, and idle, so they were inventory +1 as well, but yeah, the extra mp in nuke gear was a pretty big deal for me, as an elvaan at least.
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#42 Oct 30 2009 at 3:11 PM Rating: Good
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Why would they be inv +1? What are you using for mnd+ on hands? GET IT?!

rhetorical question is rhetorical
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#43Jajuzza, Posted: Oct 31 2009 at 1:19 AM, Rating: Sub-Default, (Expand Post) Whats up with all this melee issues? on birds? c'mon, if i saw the rdm melee in my meripo instant kick.
#44 Oct 31 2009 at 1:47 AM Rating: Excellent
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Whats up with all this melee issues? on birds? c'mon, if i saw the rdm melee in my meripo instant kick.


/shrug
Your loss. Lolibri are one of the more viable mobs for RDMs to melee on due to the fact we can't really cast much on them other than Dia, and they're piercing weaks.

Now kindly go find another thread to play in. The grown ups are talking here.
#45 Oct 31 2009 at 7:49 AM Rating: Default
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/shrug
Your loss. Lolibri are one of the more viable mobs for RDMs to melee on due to the fact we can't really cast much on them other than Dia, and they're piercing weaks.


Well the biggest reason is to stay out of the way of the wrong COR and/or BRD songs. But if a RDM can handle all the healing and hasting without an added 2-3mp/tic and in melee gear, then step right up.
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#46 Oct 31 2009 at 12:30 PM Rating: Decent
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But if a RDM can handle all the healing and hasting without an added 2-3mp/tic and in melee gear, then step right up.


I guess if all the melee are NIN or /NIN, it wouldn't be all that difficult to do. If all the melee are dd'ing with reckless abandon as /WAR or /SAM, the RDM is going to have to compromise a lot more toward the support/healer side of things.

Personally, I haven't been in a merit/xp party in over 2 years now as I prefer to just solo (let's me play RDM the way I want without stepping on anyone's toes). But I'm curious just how much difference in xp/hr there would be between two identical parties, one with all /NIN DD's and a melee RDM (with a decent melee gear-set) and the other with all /WAR, /SAM DD's with the RDM focused only on healing.

I doubt the difference would be all that extreme, especially on birds.
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#47 Oct 31 2009 at 3:02 PM Rating: Decent
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Depends on the DDs really. If the DDs damage sucks and they are eating a ton of damage as /war and /sam then /nin with a RDM meleeing would probably be better. If their damage is incredible with /war and /sam but they still eat a lot of damage then it'll probably be closer between the 2 situations. If they are using relics with /war and /sam and getting raped in the face then the rdm should probably be backlining. If they are using /war and /sam and they are doing well mitigating the damage then that's the best scenario as the rdm can melee with the other DDs subbing their DD subs.
#48 Oct 31 2009 at 5:02 PM Rating: Excellent
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Well the biggest reason is to stay out of the way of the wrong COR and/or BRD songs. But if a RDM can handle all the healing and hasting without an added 2-3mp/tic and in melee gear, then step right up.


I don't think a true hardcore meleeing RDM would mind having melee buffs on them >_>

And besides, as BRD in meripo, I'm already used to attaching Pianissimo to my Ballads, because there is almost always only one healer, and Pianissimo keeps me from having to run to the backline. If he was in the frontline, not much would change except for the fact that there would be a slight transition period in which the RDM would have no Ballads up. (In most cases, I would think that if a meleeing RDM needed the MP, he would want just Ballad 2 along with one other melee buff.)
#49 Oct 31 2009 at 6:07 PM Rating: Decent
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Fylnar wrote:
I don't think a true hardcore meleeing RDM would mind having melee buffs on them >_>

And besides, as BRD in meripo, I'm already used to attaching Pianissimo to my Ballads, because there is almost always only one healer, and Pianissimo keeps me from having to run to the backline. If he was in the frontline, not much would change except for the fact that there would be a slight transition period in which the RDM would have no Ballads up. (In most cases, I would think that if a meleeing RDM needed the MP, he would want just Ballad 2 along with one other melee buff.)


This.


Even before Pianissimo, if I desired ballad, I would just move to the back to get it then move back up after the DD buffs. In my normal TP burns, I'm sometimes lucky to even get ballad regardless, so it doesn't even matter. I let the brd decide what to give me.

Slash wrote:
If they are using /war and /sam and they are doing well mitigating the damage then that's the best scenario as the rdm can melee with the other DDs subbing their DD subs.


This has been my experiences.

#50 Oct 31 2009 at 10:15 PM Rating: Good
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Since I have crimson, this is definitely going to be a cure macro piece for me. I'm leaning toward Cure Potency +5% and either enmity -4 or haste+3 . . . either way, I'm selling blessed on WHM and will finally have something besides nashira to use while curing on RDM.
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#51 Nov 01 2009 at 4:46 PM Rating: Default
*Removed*

Edited, Nov 2nd 2009 1:10am by Recurringdestiny
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