Unless I'm missing something Skill only affects resists for White Magic Nukes and there is virtually no difference between magic accuracy and skill of the same amount, so the corselet would be better.
Unless I'm missing something Skill only affects resists for White Magic Nukes and there is virtually no difference between magic accuracy and skill of the same amount, so the corselet would be better.
I'll answer someone's question by taking them horribly and deliberately out of context.
Of course, the Magic Attack Bonus still might be better... but you'd have to math it out and see. The core to this is the fact that he is going to be using Divine Emblem which throws all of our base assumptions out of the window.
Before we go onward to what the best gear would be, we'll want to understand what Divine Emblem does. Shamelessly ripped from one of the community websites:
- Increases the Enmity of the next Divine Magic cast by 50%.
This does not contribute to the 100 Enmity gear cap and stacks with it.- Gives a damage bonus (multiplier) to Holy and Banish spells.
This is equal to: Damage = floor(Normal Damage×Divine Magic Skill÷100)- Additionally, gives Holy II a 20~25 second Amnesia additional effect when cast on Undead monsters.
So something to keep in mind is that Divine Emblem is also an Enmity tool. So depending on how much damage and how much enmity you want you may find that wearing enmity gear instead will be more preferable, especially if you've popped job abilities that also boost enmity.
But the other thing we get is that Divine Magic Skill becomes insanely good, functioning like a super affinity bonus. However magic damage calculation includes a ton of numbers so you'll still want to be mindful of stuff like MND and MAB.
I'm not really feeling the math for magic damage calculations, however looking at the formula we have you can tell that every point of Divine Magic is roughly 1% more damage. For example, if you merited out Divine Magic that would mean you'd get about 16% more damage for your Divine Emblem nuke.
- Base
B+ - 404 Divine Magic- Merits
+16 Divine Magic- Support Job
Red Mage - Magic Attack Bonus II (+24 MAB)- Main
Honorbound - +7 Divine Magic
Hauteclaire - +8 Divine Magic
Shikargar - MAB +11
Apollo's Staff - +15% Light Elemental Damage- Sub
Shield - X
Divinus Grip - +3 Divine Magic- Head
Ree's Headgear - MAB +2- Neck
Divine Torque - +7 Divine Magic
Genesis Locket - MAB +5 Increases magic critical hit damage
Stoicheion Medal - mACC +2 MAB +8- Ear
Divine Earring - +3 Divine Magic
Knight's Earring - +5 Divine Magic
Hecate's Earring MAB +6 Magic critical hit rate +3%
Novio Earring - MAB +7- Body
Gallant Surcoat +1 - +8 Divine Magic
Corselet +1 - mACC +9 MAB +9- Hands
Paragon Moufles - Augment: Divine Magic +1~5
Toad Mittens - MAB +3- Back
Altruistic Cape - +5 Divine Magic- Waist
Bishop's Sash - +5 Divine Magic
Korin Obi - 10% bonus during Lightsday/Weather (25% double weather, 35% double weather and day)- Legs
Nimue's Tights - MAB +4- Feet
Creed Sabatons +2 - Enhances "Divine Emblem" effect (reported to be magic accuracy, duration and enmity gain).
Templar Sabatons - Divine Magic +5 MAB +2
Note that this list can be incomplete due to the addition of augmented gear. There may be a piece of gear I missed due to it being an augmented item, particularly abjuration armors.
Last edited by Economizer; 02-19-2012 at 06:50 AM. Reason: Removing incorrect information.
While that statement is technically true, it is a bit misleading. One skill will not add 1% to their current DE nuke damage, but 1% of their normal (non-DE) nuke damage. So if you have 400 Divine Magic skill on PLD, 16 more will only increase the total damage by 4% compared to an unmerited nuke.
Each MAB, on the other hand, will add roughly add 1% of your current DE damage to your nuke (assuming a MDB neutral mob and 0 native MAB). It's a simple matter of diminishing returns, which are quite high if you consider that your base is already at 400 (PLD's Divine skill caps at 404). So the approximation of 1% damage per 4 Skill is accurate enough for these calculations, or to dumb it down further: 4 Skill = 1 MAB.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
Yeah, I think I probably should have explained a bit better, considering Divine Emblem nukes do like 400% damage, which isn't really out of 100. On top of that I didn't consider that the Magic Attack Bonus is being multiplied which would lead to your numbers. Of course it is still a rule of thumb type observation so mileage will still vary, but I think that would be correct in most situations.
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |