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  1. #1
    Player raps1355's Avatar
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    Sep 2011
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    56

    Boost spells + enhancing gear

    Has anyone noticed a change in the formula? Originally i had thought it was 5 enhancing magic skill per 1 additional increase after 300 skill. It is now 10 skill per +1 stat to boost spells.

    Also has anyone seen any new enhancing magic gear or augmented items with it please?
    Currently at 501 enhancing magic with light arts, looking to go further.
    (0)

  2. #2
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Highest seems to be....

    15 Beneficius
    No enhancing subs
    --
    No enhancing ammo

    8 Zenith crown w/ enhancing augment
    7(10) Colossus' Torque
    2 Aptus Earring
    3 Augmenting Earring

    12 Anhur Robe
    5 Augur Gloves
    No enhancing rings
    No enhancing rings

    5 Merciful Cape
    5 Olympus Sash
    18 Cleric Pantaloons +2
    20 Orison Duckbills +2

    Totals 523 enhancing 99WHM/SCH w/ merits

    Though, on a side note, I'm not sure its actually worthwhile to collect all of the aforemented enhancing skill gear.... there seems to be a cap at 500.

    edit:// to answer the actual question:

    Taken off the wiki
    (1)
    Last edited by Aleste; 01-09-2012 at 06:04 AM.



  3. #3
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I believe the formula was always every ten points over 300.

    As per an Enhancing Magic build, it is fairly easy to check the FFXIAH, although certain augmented pieces are harder to find information about:
    • White Mage (378, C+)
      Base 378
    • Light Arts (404, B+)
      +26
    • Merits
      +16
    • Beneficus (Club)
      +15
    • Zenith Crown (+1) (Head)
      +8 (Synergy Augment)
    • Colossus's Torque (Neck)
      +7 (+10, Lightsday)
    • Augmenting Earring (Earring, Rare)
      +3
    • Aptus Earring (Earring)
      +2 (Augment from Tenshodo Coffer)
    • Anhur Robe (Body)
      +12
    • Augur's Gloves (Hands)
      +5
    • Merciful Cape (Back)
      +5
    • Olympus Sash (Waist)
      +5
    • Cleric's pantaloons +2 (Legs)
      +18
    • Orison Duckbills +2 (Feet)
      +20

    This gives a total of 520 (523 Lightsday), meaning that you will get a total +27 augment. You might be able to find more augmented gear or something, but this is probably the upper limited of how much you can get, assuming there are no earlier caps. Additionally, I'm not sure this is really worth inventory space for the Boost spells (Barspells might be a different story but then the question is if the increases are better or if the AF3+2 set bonus is better - it is for the AF2+2 pants but might not be for other stuff).
    (2)

  4. #4
    Player raps1355's Avatar
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    Sep 2011
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    56
    Thanks for the replies, that zenith crown augment interests me, what is the probability of actually getting 8? also do i need to kill genbu for new aqua head and cursed crown per try when i dont get the augment?
    (0)

  5. #5
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by raps1355 View Post
    Thanks for the replies, that zenith crown augment interests me, what is the probability of actually getting 8? also do i need to kill genbu for new aqua head and cursed crown per try when i dont get the augment?
    You can re-augment a piece. Odds for higher augment numbers are better with higher tiers of HQ and if you have the HQ Crown.
    (0)

  6. #6
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Pretty much need genbu shreds, I tried about 10-20 synergy attempts and the highest I've gotten is +6 on mine :S
    (1)
    Last edited by Aleste; 01-09-2012 at 07:36 AM.



  7. #7
    Player Alkimi's Avatar
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    Mar 2011
    Posts
    187
    Character
    Alkimi
    World
    Asura
    Main Class
    WHM Lv 99
    To add to what Celeste said yeah it caps at 500 skill or +25.
    (1)

  8. #8
    Player saevel's Avatar
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    Apr 2011
    Posts
    2,350
    It seems all RDM's enhancing buffs cap at 500 for potency so I would surmise that WHM's caps here also. Still +25 to any stat is ridiculously nice, and you guys get to aoe it as well. 150 base on barspells also.


    Quick story note, the other day we were out in abyssea (OMG yes people still do this) to finish farming one of our LS mates Ukon. As RDM I put up barstone + barpetrify when we were farming TE's and doing Tunga. He chainspelled Break / Breakga and didn't petrify me once the entire time. His petrify / slow / nukes got resisted every time, was pretty awesome considering all the headache he's caused in the past. With WHM's getting more potent barspells due to gear, it's something that all WHM's should be striving for.
    (0)
    Last edited by saevel; 01-16-2012 at 09:13 PM.

  9. #9
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by saevel View Post
    It seems all RDM's enhancing buffs cap at 500 for potency so I would surmise that WHM's caps here also. Still +25 to any stat is ridiculously nice, and you guys get to aoe it as well. 150 base on barspells also.
    Do the barspells cap out (with Enhancing) as well? If so, at what amount?

    Quote Originally Posted by saevel View Post
    Quick story note, the other day we were out in abyssea (OMG yes people still do this) to finish farming one of our LS mates Ukon. As RDM I put up barstone + barpetrify when we were farming TE's and doing Tunga. He chainspelled Break / Breakga and didn't petrify me once the entire time. His petrify / slow / nukes got resisted every time, was pretty awesome considering all the headache he's caused in the past. With WHM's getting more potent barspells due to gear, it's something that all WHM's should be striving for.
    I would say that part of that is the Red Mage Resist Petrify trait (WHM/RDM, depite having lower Barspell numbers still resists quite a bit with just Barstonra up, but it is still not a good reason to go /RDM since that doesn't help the group), but I certainly see the impact of Barstonra on doing that fight, I'm still not sure if Barpetra actually helps with anything but duration if it does stick however - although if I can I cast it anyways as part of dealing with all the dispel effects Tunga throws out.

    I'll still hold my doubts that barailment spells actually do anything useful (shortening duration only barely counts as useful in select situations) but with the amount of resist you can throw out with a barelement, you can resist ailments quite nicely despite those barailment spells being useless.

    Edit: I just noticed a post in the Japanese forums that seems to be about skill being useless after a certain cap, such as 500 Summoning Magic and 500 Enhancing Magic. I cannot really tell what SE's official reply was due to the automated translation but I think it is safe to assume that based on experiences here and in those forums as well that 500 Enhancing Magic may be the current cap for Boost and Barspells.
    (0)
    Last edited by Economizer; 01-17-2012 at 05:27 AM. Reason: Additional thought, as noted.

  10. #10
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Economizer View Post
    Do the barspells cap out (with Enhancing) as well? If so, at what amount?



    I would say that part of that is the Red Mage Resist Petrify trait (WHM/RDM, depite having lower Barspell numbers still resists quite a bit with just Barstonra up, but it is still not a good reason to go /RDM since that doesn't help the group), but I certainly see the impact of Barstonra on doing that fight, I'm still not sure if Barpetra actually helps with anything but duration if it does stick however - although if I can I cast it anyways as part of dealing with all the dispel effects Tunga throws out.

    I'll still hold my doubts that barailment spells actually do anything useful (shortening duration only barely counts as useful in select situations) but with the amount of resist you can throw out with a barelement, you can resist ailments quite nicely despite those barailment spells being useless.

    Edit: I just noticed a post in the Japanese forums that seems to be about skill being useless after a certain cap, such as 500 Summoning Magic and 500 Enhancing Magic. I cannot really tell what SE's official reply was due to the automated translation but I think it is safe to assume that based on experiences here and in those forums as well that 500 Enhancing Magic may be the current cap for Boost and Barspells.
    RDM's resist petrify trait is nice, but rarely works. Prior to getting my 500 enhancing build we would spam Tunga (90/95) and his break would be annoying as he!!. At 99 we did it a few times with me on WAR and it still sucked to constantly be getting petrified. Then when I went on RDM and used both of those spells together, he wasn't able to land it once, no slowga and stone spells always got critical resists. It was the slowga resists that caught my eyes, resisting slowga is something that rarely happens, and seeing it constantly was a surprise.

    From what I understand about magic accuracy is that every player has a C rated "magic evasion" skill. Elemental resists are stacked directly on top of that value prior to the monsters magic accuracy check. (Monster Magic Acc + (dSTAT) - (Player Magic Resist + Elemental Resist)) then added to 75. This is coming from memory though so please excuse me if I got the base resist value wrong. You ended up needing about 50~75 over the monsters magic accuracy to reliably resist that element. This is why tanks would stack Barfire and Carol with their own fire set, to overcome HNM level magic accuracy. Now magic accuracy is checked in sequence using the same percentage. If something had a 50% chance to land full effect and tried 1000 times, then 500 would be full effect, 250 would be half effect, 125 would be quarter effect and 62.5 would be 1/8 effect with the remaining 62.5 being critical resists. Some spells completely fail at quarter, some at eight and some at 1/16. Because of this, even having a 50% magic land rate, you'd still rarely see "full" resists.

    Anyways, enhancing magic in general needs a boost. For both WHM and RDM.
    (1)

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