Page 155 of 171 FirstFirst ... 55 105 145 153 154 155 156 157 165 ... LastLast
Results 1,541 to 1,550 of 1709
  1. #1541
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    EDIT: Had values mixed up, Better for harder targets. Your best bet is to light the Mot signal and ask exactly how it's being figured for Shun/Requiescat.
    (0)
    Last edited by Neisan_Quetz; 03-19-2012 at 09:02 AM.

  2. #1542
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    I don't actually see the earring listed on the RDM sheet. It looks like she's just applying a blanket -20% attack to Req and that's the end of it.
    (0)

  3. #1543
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Are you sure? It was in other sheets so I assumed it was naturally there (I use the same name for all of them). But there is a section in gearlists for TP bonus, and adding 25 TP bonus will affect damage on CDC and Requiescat. If you don't want to use insert replace Coral Earring with Moonshade's stats.

    For CDC TP bonus+25 comes out somewhere between +2-3% crit rate (if you put that in the gear lists instead), which is the expected value for weaponskilling near 100 TP.
    (1)
    Last edited by Neisan_Quetz; 03-19-2012 at 08:18 PM.

  4. #1544
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    what about murgleis with ao2-3 AM up?
    (0)

  5. #1545
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    It should win, but it's only viable in VW, which is where Rdm melee isn't really viable.

    AM3 is hard to figure but with full temps I'd say it's at least ~15% ahead of 90 Almace. Assumed 40/20 OA2-3 and Death Blossom. Target was supposed T3 VWNM.
    (1)
    Last edited by Neisan_Quetz; 03-20-2012 at 12:13 AM.

  6. #1546
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    RDM can melee on the weaker ones, but you have better things to do on Jeuno T3 / T6 NMs. Namely help the BLMs proc.
    (0)

  7. #1547
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Something I've been thinking about is the supposed revision of skill profficiencies per job. I'm hoping that is still part of the plan and that something worthwhile comes our way because of it.

    Currently, we sit at:

    B Sword
    B Dagger
    D Club
    D Archery
    F Throwing

    D Evasion
    E Parry
    F Shield

    C+ Elemental
    A+ Enfeebling
    B+ Enhancing
    C- Healing
    E Divine
    E Dark

    Personally, I'd get rid of Archery and Throwing and give us back Marksmanship at probably D. Shield should really be raised to D or maybe even C-. If C- is too much, then raise Shield and Parry to D. Everything else as far as I can tell would be acceptable, though I would not be against Sword and Dagger being raised to B+.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  8. #1548
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    What is marksmanship going to do when you need to sub or main Rng/Cor for the weaponskills? The current ones we have they should consider adjusting, assuming they even do so, are Elemental, Enhancing, (maybe healing post cure adjustment, Divine is useless with no divine spells, Dark skill isn't a huge importance but could be bumped up as well) and Sword/Dagger. The defensive skills aren't really worth adjusting at all. Even if they raise Parry, it would still most likely be floored at anything even marginally close to giving you Exp.
    (1)
    Last edited by Neisan_Quetz; 03-22-2012 at 08:17 PM.

  9. #1549
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Duelle View Post
    Something I've been thinking about is the supposed revision of skill profficiencies per job. I'm hoping that is still part of the plan and that something worthwhile comes our way because of it.

    Currently, we sit at:

    B Sword
    B Dagger
    D Club
    D Archery
    F Throwing

    D Evasion
    E Parry
    F Shield

    C+ Elemental
    A+ Enfeebling
    B+ Enhancing
    C- Healing
    E Divine
    E Dark

    Personally, I'd get rid of Archery and Throwing and give us back Marksmanship at probably D. Shield should really be raised to D or maybe even C-. If C- is too much, then raise Shield and Parry to D. Everything else as far as I can tell would be acceptable, though I would not be against Sword and Dagger being raised to B+.
    Don't forget staff skill. I don't think there's any other job so reliant on a weapon type, yet have no skill in it..
    So like BRD, give RDM C+ staff skill with relevant weaponskills. (And unlock all elemental weaponskills on sword.)
    (2)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  10. #1550
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    F Shield
    But... but ... but .... we have Shield Mastery!!
    LMAO
    SE trolled us so badly with that.
    (1)

Page 155 of 171 FirstFirst ... 55 105 145 153 154 155 156 157 165 ... LastLast