Page 12 of 26 FirstFirst ... 2 10 11 12 13 14 22 ... LastLast
Results 111 to 120 of 260
  1. #111
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Karbuncle View Post
    Except a DNC isn't required to cap haste =.=a. (I think!)

    I know Capped Haste from gear is 25% (26% is the Shown Number, You only get 25% in reality its just 26% is required in shown numbers because how its caculated... blah blah), 43% in magical.

    That in itself is 68%, I think Dual Wield would cap the rest. This is of course excluding 2handed DD, minus DRK, who can cap JA haste with Desperate Blows.
    I think DW would only cap it on NIN? I'm really confused as to how DW works in conjunction to haste, considering NIN's base trait is 35% (IIRC) and that with Gear Haste would be 60% already, making Haste get it to 75%. AF1 body is 5% DW, which would cap it.

    However any NIN that's played with a BRD knows that March breaks your swing animations @_@
    (0)

  2. #112
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Quote Originally Posted by Leonlionheart View Post
    I think DW would only cap it on NIN? I'm really confused as to how DW works in conjunction to haste, considering NIN's base trait is 35% (IIRC) and that with Gear Haste would be 60% already, making Haste get it to 75%. AF1 body is 5% DW, which would cap it.

    However any NIN that's played with a BRD knows that March breaks your swing animations @_@
    I'm confused on how Haste/Dual Wield interact as well, I do know they both count toward the 80% "Haste Cap" though, So with high Dual Wield you rarely need JA Haste throw in the mix, Even then theres Blitzers Roll for 1 handed DD, and Hasse/LR(DRK) for 2handed.
    (0)

  3. #113
    Player Mordanthos's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    144
    Character
    Mordanthos
    World
    Phoenix
    Main Class
    WAR Lv 90
    why not just have the summoner control the....Summon. I'd rather run around as Fenrir and control his movements and skills/abilities at the same time. Whats wrong with losing control of your character and gaining full control over the Avatar.

    However, something tells me, that SE just cant code that if there career depended on it. Because things like Mind Control in WoW are just too hard to convert into FFXI.
    (0)

  4. #114
    Player
    Join Date
    Mar 2011
    Posts
    1,067
    Eww, no. The taru SMN need to keep faceplanting.
    (0)

  5. #115
    Player Razushu's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    Quote Originally Posted by Dallas View Post
    I sure can, and I do. My pet deals damage which supplements my melee damage. It's called addition, and it's a pretty easy concept. My buffs add damage to all melee. "Add" is the verb form of "addition."

    If you start today, I bet you could master addition before FFXI dies. Get started, because I hate dumbing my posts down this much.
    No they don't supplement your melee damage, they deal damage on their own. You also can't count buffs the other party members recieve into your melee damage. Avatars will deal the same damage if you aren't meleeing and you can still apply the buffs from there too. If you're ever going to justify SMN melee it needs to be from the melee alone. The only things that can count is your personal DPS, buffs you recieve from gear, spells and job abilities.

    You can't use hastega on a party and then claim you're doing 15% of the damage. You're not they are you just gave them hastega. The BP hastega is not factored into your melee damage, the haste you recieve is though. Get it? It's a really simple concept.

    Your posts are dumb already and not on purpose.
    (0)

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

  6. #116
    Player Razushu's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    Quote Originally Posted by Dallas View Post
    Eww, no. The melee SMN need's to keep faceplanting.
    I fixed this for you.
    (1)

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

  7. #117
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Dallas View Post
    Eww, no. The melee SMN need to gtfo ffxi.
    fixed it better
    (0)

  8. #118
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    Quote Originally Posted by Razushu View Post
    No they don't supplement your melee damage, they deal damage on their own. You also can't count buffs the other party members recieve into your melee damage. Avatars will deal the same damage if you aren't meleeing and you can still apply the buffs from there too. If you're ever going to justify SMN melee it needs to be from the melee alone. The only things that can count is your personal DPS, buffs you recieve from gear, spells and job abilities.

    You can't use hastega on a party and then claim you're doing 15% of the damage. You're not they are you just gave them hastega. The BP hastega is not factored into your melee damage, the haste you recieve is though. Get it? It's a really simple concept.

    Your posts are dumb already and not on purpose.
    You keep making the same mistake yourself. If Dallas can't use his Summoner tools to advocate melee, then you can't use them to advocate backline play. That leaves the discussion at "Melee staff damage vs cures/-na spells".

    And I'd say which of these are better, simply depends on party setup. You got a WHM? Go melee. You have no healing support? Please help cure.

    I.e. Melee on Summoner when the situation allows it. Else it is like playing WAR and never tanking, because you think the job is only about doing damage. Most jobs can cover more than one role. (Don't try and tank on SMN though)
    (0)

  9. #119
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Malamasala View Post
    You keep making the same mistake yourself. If Dallas can't use his Summoner tools to advocate melee, then you can't use them to advocate backline play. That leaves the discussion at "Melee staff damage vs cures/-na spells".

    And I'd say which of these are better, simply depends on party setup. You got a WHM? Go melee. You have no healing support? Please help cure.

    I.e. Melee on Summoner when the situation allows it. Else it is like playing WAR and never tanking, because you think the job is only about doing damage. Most jobs can cover more than one role. (Don't try and tank on SMN though)
    1. WAR can't tank, outside of getting cure bomb'd in abyssea (which I do all the time), in which case even SMN can tank. WAR's only real role is DD. Nothing else.

    2. The situation that calls for SMN to be meleeing is only in EXP parties. Otherwise you are potentially causing harm to other players by feeding the mob needless TP, as SMN gets 0 Subtle Blow traits. Meaning 10tp per time you hit it. If you're hasted and geared correctly, and assuming you're hitting the target, it becomes a serious issue on mobs that like to AoE (Orthrus, Azdaja, Etc.) Now you will say that WAR, DRG, DRK, or SAM also have no native Subtle Blow, which is correct. The difference is the damage dealt per tp given. The ratio of damage dealt by WAR to TP given to mob is vastly different from that of SMN. The highest damage I've seen a SMN do with a staff is 400. RR+SS+MM Crit, on a blunt weak mob. That's 40:1. WAR on the other hand, can easily deal up to 1200 per hit, and even up to 2000. 120:1, or 200:1. This is all before factoring in WS's, which would increase the DMG:TP ratio of WAR, DRG, DRK, and SAM greatly. I think you are starting to see why SMN Melee really doesn't contribute.

    3. Additional Cures are always preferred in my opinion, since it alleviates much stress on the WHM- even if the WHM's MP is fine. Cure VI does have a recast you know, and Curaga IV over and over will drain MP, even in Abyssea.
    (0)
    Last edited by Leonlionheart; 07-22-2011 at 08:59 PM.

  10. #120
    Player Razushu's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    Quote Originally Posted by Malamasala View Post
    You keep making the same mistake yourself. If Dallas can't use his Summoner tools to advocate melee, then you can't use them to advocate backline play. That leaves the discussion at "Melee staff damage vs cures/-na spells".

    And I'd say which of these are better, simply depends on party setup. You got a WHM? Go melee. You have no healing support? Please help cure.

    I.e. Melee on Summoner when the situation allows it. Else it is like playing WAR and never tanking, because you think the job is only about doing damage. Most jobs can cover more than one role. (Don't try and tank on SMN though)
    SMN isn't a melee, just so you know. So meleeing is not something that you can or should expect to do in a party. As a non-melee melee you'll need to convince people that your melee is worth it. Predator Claws is not a case for SMN melee because you don't need to be engaged to do it. As such they don't factor into a case for mage melee.

    Your melee damage needs to stand on it's own if you want to be accepted(I'm pretty sure you said somewhere that you only consider your melee damage a bonus, so this doesn't really apply to you). If you're doing 1/4 of the damage of a melee, you're not justifying a melee slot, and you can't start adding non-melee elements into it to make up the numbers.

    My point is if you're going to justify a place up front you can't use tools that are available totally seperate to melee. For instance you can't say I'm hasting the party so as a melee I'm doing 15% of the party's damage.


    I've said the bolded from the start.
    (1)
    Last edited by Razushu; 07-22-2011 at 11:08 PM.

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

Page 12 of 26 FirstFirst ... 2 10 11 12 13 14 22 ... LastLast