WHY IS THERE MIND ON THIS THING?? SOMEONE PLEASE EXPLAIN?
IT CANNOT BE FOR CHI BLAST. SE PLEASE ADJUST THIS IS ***BEYOND BELIF
September 2018 Version Update |
||
September 2018 Version Update
WHY IS THERE MIND ON THIS THING?? SOMEONE PLEASE EXPLAIN?
IT CANNOT BE FOR CHI BLAST. SE PLEASE ADJUST THIS IS ***BEYOND BELIF lolmnk
FWIW, augment path example and values for NIN HQ1 katana (Mochizuki Shinobi-gatana), no money here for the 500m HQ2. Notable: augments apply to main hand only, values are still pretty high on the HQ1s. Also lol NIN tanking path C.
Quote: Main hand: Route A: Main hand: [1] Chance of double attacks +40% [2] "Store TP"+20 Route B: Main hand: [1] Chance of follow-up attack +40% [2] "Subtle Blow II"+20 Route C: Main hand: [1] Ninjutsu recast time -20% [2] Enmity+8 for each Utsusemi So DEX/MND+13 for the +1? And KA+20 and I bet something around +8 for the third stat.
Chia/Darv started a BGWiki page started for neck aug tracking:
https://www.bg-wiki.com/bg/Category:JSE_Necks No i need answers. Why MND on MNK neck? lmfao why SE? why do you feel the need to take one gigantic step forward with MNK, two steps backwards?
Perhaps damage limit+10 is pdif cap as people mentioned. Kick Attacks+25 is good though, isn't it? That's basically like a follow-up attack+25% because it's separate to other MA, right?
ROFL *** really SE? Back to Moonlight Nodowa I go.
sooo which of each new item goes to what weapon type ?? we need clarification on that ........
That rdm neck tho... I want it.
Aerix said: » Kick Attacks+25 is good though, isn't it? That's basically like a follow-up attack+25% because it's separate to other MA, right? Kick Attacks doesn't proc on fists but on attack rounds, so it's max once per round, whereas multiattack can proc twice per attack round (once on each fist). The problem is that KA still falls under the "max 8 attacks per round" cap. Which means KA is greatly deevaluated by builds with very high Multiattack values. I guess this is why most MNKs who want to go the KA route try to value STP over Multiattack in their gear. Wonder how long will we have to wait until they implement a way to remove augments from necks (so you can sell them again).
Can we start pestering SE to add this feature already? Because, like, I really want to buy a couple of +1 or even NQ necks as I gather the gil for +2, but then I'd want to sell the NQ/+1 once I'm done... It's cumulative
Spharai (AM) - +15 Back - +10 (attack +25) anchorite gaiters +3 - +10 (+120 attack) Hesychast's hose +3 - +19 neck+2 - +25 So +79% KA total from gear max, can add in base rate +14% and +5% from merits, gives you 98%(?) Kick Attacks rate for an additional attack. Correct me if my math is off, but with all sources gives you nearly 100% rate for an additional attack. Your Kick damage bonus can hit 165 damage? Really good bonus for Tornado Kick with Suzaku Footwork active. Need to see how that new unique augment slot affects this damage also. Lakshmi.Buukki said: » It's cumulative Spharai (AM) - +15 Back - +10 (attack +25) anchorite gaiters +3 - +10 (+120 attack) Hesychast's hose +3 - +19 neck+2 - +25 So +79% KA total from gear max, can add in base rate +14% and +5% from merits, gives you 98%(?) Kick Attacks rate for an additional attack. Correct me if my math is off, but with all sources gives you nearly 100% rate for an additional attack. Your Kick damage bonus can hit 165 damage? Really good bonus for Tornado Kick with Suzaku Footwork active. Right right, but still. Theres no way they invalidate the regal neck. That's retarded.
Oh wait, it's square. GEO is broken but lets keep making cor stronger and *** stronger. Asura.Sechs said: » Lakshmi.Buukki said: » It's cumulative Spharai (AM) - +15 Back - +10 (attack +25) anchorite gaiters +3 - +10 (+120 attack) Hesychast's hose +3 - +19 neck+2 - +25 So +79% KA total from gear max, can add in base rate +14% and +5% from merits, gives you 98%(?) Kick Attacks rate for an additional attack. Correct me if my math is off, but with all sources gives you nearly 100% rate for an additional attack. Your Kick damage bonus can hit 165 damage? Really good bonus for Tornado Kick with Suzaku Footwork active. It doesn't it caps at 100%. They've stated so before. https://translate.google.com/translate?act=url&depth=1&hl=en&ie=UTF8&prev=_t&rurl=translate.google.com&sl=auto&tl=en&u=http://wiki.ffo.jp/html/3265.html Quote: The upper limit of the kick activation rate is + 100%, and all kicks + effects of "characteristics" " ability " " equipment " are added. In addition, if you are using weapons other than fighting , the kicking itself will not activate even if equipped with equipment with kick +. Smn neck had
1- Mp30--90 maybe for +2 2- Pet stat - 15-- to maybe 30 for 2! 3- Blood pact dmg 6 or 10 on +2 Sylph.Funkworkz said: » Chia/Darv started a BGWiki page started for neck aug tracking: https://www.bg-wiki.com/bg/Category:JSE_Necks sweet. BRD nq necklace augments:
dex+15 chr+15 stp+5 phys damage limit +6% I'm willing to believe the physical damage limit increase is something so good, they put it on dps necks. Nothing else on these necks looks worth the money/trouble for +2, so it has to be something good. Can't be pdt2, that would not make sense for these line of augments. every neck with dd stats is getting the same path. Cerberus.Genoside said: » Smn neck had 1- Mp30--90 maybe for +2 2- Pet stat - 15-- to maybe 30 for 2! 3- Blood pact dmg 6 or 10 on +2 15/20/25 6/7/8 sound more realistic, I think. Aerix said: » Kick Attacks+25 is good though, isn't it? That's basically like a follow-up attack+25% because it's separate to other MA, right? Yes and with right setup it might actually be quite powerful now. I mean without Footwork/Spharai you will be able to reach around ~83-84% now. So 100% with Footwork and almost 100% with Spharai. It's possible that set with empy+1/relic+3 legs and af+3 feet will be bis, but needs some ppl with spreadsheet to test that. So COR Rostam Phantom roll HP+MP recover isn't on phantom roll, it's on an 11.
Asura.Eiryl said: » Right right, but still. Theres no way they invalidate the regal neck. That's retarded. Oh wait, it's square. GEO is broken but lets keep making cor stronger and *** stronger. It's 400-500m for a pure roll weapon. I think whoever spends that much deserves to be a better buffer than a COR mule. And at least it's not a buff solely for the COR but also for the rest of their party. |
||
All FFXI content and images © 2002-2025 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|