Quote Originally Posted by Tptn937 View Post
I also think it's silly that on the Ares' Cuirass +1 they have say STR +16 VIT +16 Attack +6%. Meanwhile morrigan's robe +1 gets INT +12 MND +12 STR +12 and a static amount of magic attack +13. Is it really so game breaking to add Magic attack +6%?
Quote Originally Posted by Schrute View Post
I understand this thread is about making blm more powerful, I'm a career blm and am all for it, but 6% MAB is broken, that's a lot lol.
Quote Originally Posted by Arcon View Post
6% MAB will increase a BLM's average damage by exactly 6%, which is absolutely nothing considering how little damage they're dealing right now.
I'd like to address this issue based on what I can find on the Wikis:

Quote Originally Posted by both BG and clopedia
Magic Attack Bonus / Magic Defense Bonus
MAB is divided by MDB.
MAB is as we know it (i.e. MAB I = 1.2, MAB II = 1.24 etc). Items with the description "Magic Atk. Bonus"+X means to add X/100 to the current MAB. For example, Moldavite Earring which states "Magic Atk. Bonus"+5 means to add 0.05. Correct element potency merits are +2 MAB per merit.
MDB is 1.0 if not present and depends on the target of the magic.
From what I can tell, INT doesn't add to the MAB stat that's used for the calculations (if it does it's not mentioned anywhere on the wiki pages), so therefore a BLM's MAB = 40 Base +gear. Therefore, for 6% MAB to beat 13 MAB, you need to have over 200 MAB total before the bonus% is applied. This means that unless you're using empy, it's unlikely that you're going to reach 160 MAB in gear, and even with empy, it's only viable for Meteor.

Better option would be more gear with affinity. Preferably base MAB and affinity in fact.