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Thread: Holy II gear

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  1. #1
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    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.
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  2. #2
    Player Economizer's Avatar
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    Thelaughingman
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    I'll answer someone's question by taking them horribly and deliberately out of context.

    Quote Originally Posted by Neisan_Quetz View Post
    I'm missing something
    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.
    (2)
    Last edited by Economizer; 02-19-2012 at 06:50 AM. Reason: Removing incorrect information.

  3. #3
    Player Arcon's Avatar
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    Arcon
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    Leviathan
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    PLD Lv 99
    Quote Originally Posted by Economizer View Post
    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.
    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.
    (1)
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  4. #4
    Player Economizer's Avatar
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    Quote Originally Posted by Arcon View Post
    While that statement is technically true, it is a bit misleading.
    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.
    (2)