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MND & Enfeebling SkillFollow

#1 Nov 22 2009 at 1:58 PM Rating: Good
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Ok, so I'm redoing all my macros and I was wondering, in regards to Enfeebling Magic, if it is better to have more MND on or more +Enfeebling Magic Skill equip on? This macro build is generally for Dynamis, any help would be appreciated!

This is for the spells Slow and Paralyze BTW!
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#2 Nov 22 2009 at 2:05 PM Rating: Good
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Get enough Skill + mACC to land the spell, and then pack in as much MND as you can for max potency is the general rule.
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#3 Nov 22 2009 at 2:17 PM Rating: Good
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Entirely mnd, unless you absolutely cannot land it, then switch to more enfeeb/macc. Even if you get resisted, it's usually better to just recast it until it lands, as long as you have at least a 30-50% chance or so. Of course anything that won't live long, you're better off landing it the first time, but there shouldn't be too many things that applies to.
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#4 Nov 22 2009 at 2:39 PM Rating: Good
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Thanks for the input guys :D
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#5 Nov 22 2009 at 3:54 PM Rating: Decent
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EDIT: Learned something new, see thread below.

I tend to evaluate, as a general rule of thumb, MND and MACC as interchangable in terms of "worth". In other words, I see Omega ring as "worth" 6 points where Aqua is "worth" 5 points, so I see Omega as the better ring. Nashira pants vs Errant I see as both "worth" 8 points, so they are equal, etc...

It's just my system and if you want to do a better job than me, you can fine tune for everything you fight. I was looking for an over-all system that works for the majority of things I face, and this was the one I've settled on with fairly comfortable success. It lets me answer the qustions of "this or that" when I'm unsure on a slot.

The only exception is for things where the primary and most important factor is not potency but rather resist rate. Sleep, silence, bind, stun are all examples. In those cases, raw skill/macc take priority and stats I only apply when there isn't skill/macc to be had.

Edited, Nov 23rd 2009 7:03pm by NatePrawdzik
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#6 Nov 22 2009 at 4:29 PM Rating: Excellent
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Quote:
If you have less MND than the target, 1MND = 1MACC.
If you have equal or greater MND than the target, 2MND = 1MACC.
1 Skill = 1MACC for the specific school of magic listed.

You need 10 more than the target before it starts giving 1 macc per 2 stat.
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#7 Nov 23 2009 at 2:55 AM Rating: Good
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Oh interesting, 10 over? I hadn't realized that. Can you link me to where this is explained by any chance? Rate up regardless, information appreciated.
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#8 Nov 23 2009 at 3:11 AM Rating: Excellent
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Somewhere on here, sometime around december 2008 (could be earlier, or later, idk, but not too much).

Also, here.

Edited, Nov 23rd 2009 4:25am by ThePsychoticOne
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#9 Nov 23 2009 at 7:57 AM Rating: Good
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For Dynamis, if it's not Xarc (maybe Tav, I dunno, never done that one), then as a 75 RDM you need very little in the way of +skill. Depending on your group though, most mobs may only be living for a few seconds, making going all out enfeebling them sort of pointless.
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#10 Nov 23 2009 at 8:44 AM Rating: Good
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Thank you for the linked posts. Should enfeebling be treated differently from nukes, ignoring cases where potency isn't an issue (silence, sleep, etc) or where the target can't be enfeebled without elemental seal (in which case you should just stack INT or MND)...?

Basically, what I'm getting at is should we aim for a 320/120 build as the nukers do, which is considered a good rule of thumb for most mobs (320 Skill/MACC and 120 INT or MND) that matter?

I'm going to look at my setup with this in mind and see if I can tweak it to be closer to the mark, then find out what kind of results I'm coming up with. On initial pass, this seems easy enough - my MACC is around 376 or so with what I'm using, not even counting what I get from my MND stat (it would be around 470 at that point). My MND is not doing as well, however; it's sitting around 97. I need to make a few adjustments.

Do you have any thoughts on this idea of copying BLM nuking standards for our enfeebles, under the assumption that resist rates should prove generally the same regardless of the magical school involved?

Edited, Nov 23rd 2009 9:14am by NatePrawdzik
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#11 Nov 23 2009 at 10:55 AM Rating: Good
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I don't think it's quite the same. I mean, the actual mechanics? Sure, I think those are the same or very similar. In practice? Not so much.

To preemptively address it, the 320/120 thing isn't an end-all for BLM either. It may be a good general range for higher INT targets, but even then, one may want to tweak from there.

That being said, nuking has the additional factor of MAB. You do want to have more INT than the target, in order for the magic damage equation to not be gimped. Having ~10 over makes sense from an MAcc standpoint.
Past that INT can make less sense to keep adding. Either the BLM needs more accuracy, or they want to add damage. Point for point, +skill/MAcc or MAB will do more for them, though available gear may favor an INT option.

Enfeebling is a a two-way balance. Once you have sufficient accuracy, you just pile on stats. However, by doing that, you also continue to add a moderate amount of MAcc.

Another caveat is staves. For a nuking build, staves are basically a given. The same can't really be said for a heavy MND build. A small percent of RDMs have an Alkalurops, the majority will be either using wand/shield or staves. Obviously, dropping to a wand/shield setup means losing a sizable chunk of accuracy.
Making up for that either means that you just take advantage of the lower MP cost and try, try, try again - or it means that the bar is raised in terms of accuracy needed from other slots.

If BLMs have working numbers for a given mob, then those might be useful...but mirroring the stat balances probably isn't the way to go. It's a slightly different ballgame.
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#12 Nov 23 2009 at 1:47 PM Rating: Good
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The 320/120 "rule" was based on the resistance of wyrms (tia, jorm, etc). While it applies somewhat nicely to other things (sky gods come to mind), it is not really relevant for most mobs for blm. Of course there is a huge difference between nukes and enfeebling. A half resist does not matter one bit for enfeebling. The mp cost is also much lower. Having to recast will cost you another 15 mp for slow, and then 45 more for another slow2 whether slow1 lands or not. While 60 mp is a fair chunk, it is nothing compared to a 171 thunder4.

Also, a rdm will almost always have spare mp, while there is no such thing for a blm. There is rarely any reason for a blm to stand around with mp, and not spam nukes until he's out of mp, then rest. A rdm of course does not really benefit from spamming mp away (at least not on anything that enfeebling resists would be an issue on, since by then nukes would never/rarely land), so they use mp as needed, not as they have it (and almost always have more than they need).

...I'm going blank...can slow/para be half resisted? If they can, then a 50% land rate results in 75% of casts landing (50% unresisted, and 50% of the remaining half being 1/2 resists, for 75% unresisted or 1/2 resisted). A 50% land rate for blm is completely unacceptable, but for a rdm enfeebling, it is more than Aquitaine. Though even if it cannot be half resisted, a 50% land rate is still almost always more than acceptable, since you only stand to lose a bit of mp, which you will rarely need.
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#13 Nov 23 2009 at 4:22 PM Rating: Excellent
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Princess ThePsychoticOne wrote:
...I'm going blank...can slow/para be half resisted? If they can, then a 50% land rate results in 75% of casts landing (50% unresisted, and 50% of the remaining half being 1/2 resists, for 75% unresisted or 1/2 resisted). A 50% land rate for blm is completely unacceptable, but for a rdm enfeebling, it is more than Aquitaine. Though even if it cannot be half resisted, a 50% land rate is still almost always more than acceptable, since you only stand to lose a bit of mp, which you will rarely need.


As far as I know, resist only affects duration of slow/para; potency is determined by a direct MND comparison, so it should be unaffected. I could be wrong, but I'm under the impression that a 1/2 resisted white enfeeble just means you need to recast it on the mob sooner.
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#14 Nov 23 2009 at 7:29 PM Rating: Decent
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Aliekber wrote:
Princess ThePsychoticOne wrote:
...I'm going blank...can slow/para be half resisted? If they can, then a 50% land rate results in 75% of casts landing (50% unresisted, and 50% of the remaining half being 1/2 resists, for 75% unresisted or 1/2 resisted). A 50% land rate for blm is completely unacceptable, but for a rdm enfeebling, it is more than Aquitaine. Though even if it cannot be half resisted, a 50% land rate is still almost always more than acceptable, since you only stand to lose a bit of mp, which you will rarely need.


As far as I know, resist only affects duration of slow/para; potency is determined by a direct MND comparison, so it should be unaffected. I could be wrong, but I'm under the impression that a 1/2 resisted white enfeeble just means you need to recast it on the mob sooner.

Yes, it definitely would not affect the potency. I just know that there are different rules with resists for enfeebles (sleep, and poison can only be 1/2 resist, no 1/4, or 1/8 for example, though bind seems to be able to 1/4 resist, and possibly 1/8 too, though i'm not too sure), and looking back, i honestly can not remember if i have ever seen particularly short slows (para being too random to easily notice).
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#15 Nov 23 2009 at 8:00 PM Rating: Decent
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Wow, 3 rated down posts, for what?

Anyway - my understanding was that duration would be effected by a resist, while potency of slow/para/etc would be effected by stats.

So basically there's a balance between the first part, which is all MACC:

"How much MP can I put into keeping the enfeeble on/how long can the tanks deal with it being off while I try again/how much time can I waste recasting this instead of other spells/how much enmity will I generate".

and the second, which is stats:

"How useful can I make the effect of this debuff"

I know I've had paralyze land, proc once, then never proc again until it wears off. The bad thing there is it stops someone else from trying to land theirs.

I'm thinking about going with a high MND para I setup. I mean wand/shield, the works... And a more standard Slow II setup. My reasoning is that you can afford not to have para on a target, but slow is critical. Additionally, slow II costs a great deal more MP and time to cast than para I.

It seems like paralyze is really the main spell where you can afford to play with trying to land the jack pot of ultra-high potency. It's such a beautiful thing when you get that wave of paralyze procs right in a row...

Thoughts?
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#16 Nov 23 2009 at 8:13 PM Rating: Decent
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NatePrawdzik wrote:
Wow, 3 rated down posts, for what?

They were preemptive rate downs, for your future complaints about being rated down. Stop complaining about karma, it does not mean anything.
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#17 Nov 24 2009 at 7:06 PM Rating: Decent
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Generally the intent is for it to mean that the majority would prefer you stop posting. I'll consent then and stop posting in the RDM forums after this.
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#18 Nov 24 2009 at 7:24 PM Rating: Good
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NatePrawdzik wrote:
Generally the intent is for it to mean that the majority would prefer you stop posting. I'll consent then and stop posting in the RDM forums after this.

Hah! That is most definitely not what it means. I get rated down constantly, but i doubt most people want me to stop posting. I am sure a number of people do not approve of the way i post, but i doubt they want me to stop posting altogether. Or maybe i am wrong, but i don't care Smiley: rolleyes
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#19 Nov 30 2009 at 5:18 AM Rating: Decent
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http://www.ffxiah.com/item_sets.php?id=86974

Relevant merits: 4 Slow II, 1 Para II, 5 Ice, 8 Enfeeble

This is my current setup.I do get resists sometimes, but not really that often, this lands with 90%+ accuracy on probably 99% of the stuff you're going to encounter. There are some occasions where AF2 hat is useful to put on, and you learn when those are pretty easily. Upgrades for my set: MMJ earring, AF2+1 hat, Alkalurops, maybe a 5MND ring over Omega but other stuff first. There's a new 1MND 1INT r/ex tathlum drop that might be worth looking into if you have the inventory room.

Edited, Nov 30th 2009 3:22am by Ellatrix
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