You're correct in that it is 100%, but if you're skilling up, your physical spells will probably be damned near capped hitrate, making sandspin only 5% more accurate. I mean it never hurts having it, but I wouldn't spend time trying to get that particular spell, cause the time saved from it while skilling up could easily be eaten up by the time it takes to learn it.
So yeah, not really important.
OK is it me or is learning the spells like a 10% chance of success lol. I have been killing and killing and I have 3 low level spells. I am now level 11 and only 3 spells I learned. Is there a way to do it? A certain way to learn the spell? Do you guys let lower level mobs keep hitting you after they use a TP skill and it isnt the one you need so they can build up tp again? Please let me know how you guys do it... Thanks lol...
Last edited by Artaniss; 01-31-2013 at 08:30 AM.
Basically, you just feed the mob as much TP as you can (lots of weak attacks that do as close to 1 damage as possible, but not 0), hope it uses the attack, and if it doesn't, feed it more TP. There's no way of telling if you learned it until after you kill the mob, sadly. There really isn't a trick to it. Just be in skill range, hope the mob uses it, hope you learn it.
Artifact gloves increase the chances, additionally, there might be different learning rates for different spells, but this is pure speculation on my part. I haven't seen data supporting this anywhere, just saying it might be a possibility. That's why I suggest you don't get too hung up in learning some spells that aren't extremely important, and just level the job and instead back-track to get these spells when you are strong enough to withstand the enemies easily, and able to feed it a lot of TP without killing it. For the first few dozen levels, I'd say some of the spells you shouldn't miss are wild carrot, cocoon, and head butt. If you randomly learn more spells than that, that's great, but I wouldn't set aside a ton of time to get them early in my levels.
Another tip to use once you can sub /rdm is to spam the dia spell provided it inflicts at least 1 point of damage upon landing. That 1 point of Damage grants the mob you're fighting 10TP (this amount is affected by Subtle Blow) this made /rdm my go to sub once i went about collecting my spells. Howeveer this assumes you have refresh from /rdm or battery charge so for the most part having a onion sword or a lvl 1 club would more than suffice as your TP weapon.
I prefer using swords because I have a superstition that it increases my chances that much more but that's more personal preference since it helps me actually want to go out and learn spells. Other people have other superstitions and whatnot but the thing you should take away from this is that use the things that are for certain gonna help you learn the spell and then whatever else beyond that should simply be superstitions/routines that make the process of spell farming all the more bearable.
You should have checked the OP's character, also you should never assume everyone has capped sword before touching BLU.
______________________________________________________
Another spell you should work on getting is Bludgeon it's great damage at lower levels and because of it's relatively low damage cap (300-400 or so) it's often a good spell at higher levels for feeding TP (30 TP if all hits land).
Alpheus' tip on /RDM is good, if you find your Dia/2s doing 0 damage you can switch to Stone which can't do 0 damage under normal circumstances.
Don't need capped sword to have a good hit rate against EP monsters, and most of the time, you won't set aside time specifically for skillups and go after DC-EM, except when you reach levels 75+ or something. At least I wouldn't bother to. And sword skills up relatively fast anyway.
Well, I am level 14 now and my Blue magic is capped and so are my swordsI got pollen last night which I would assume help me considerably in keeping my blue magic capped. Now I am having a hellva time getting the metallic buff from the crabs.
Thanks for all your replies...
Self/party target magic has an abysmal chance of giving you skillups. Low-cost, fast cast enemy targeted magic is what you should rely on if you want skillups.
In the low levels, you want to be sure to learn:
Pollen (Cure)
cocoon (best defensive buff)
metallic body (good defensive buff at low level)
sprout smack (slow enfeeble)
head butt (stun)
bludgeon (cheap and strong damaging spell)
Sheep song (AOE sleep for links)
healing breeze (good cure in parties, but also gives auto-regen when paired with sheep song)
With just those spells, you will get by just fine until you are high enough to learn Wild carrot (not soloable when you can first learn it).
I'd suggest happily levelling with these spells until you are level 50, then start the artifact quests. At this point you'll also want to have progress on Chains of Promathia missions to get access to Riverne so you can learn Refuelling (haste).
Once you have AF hands and you are level 56, it's then a good time to go back and collect any spells that you missed and would really like. You'll also want AF body for +15 magic skill, and the feet are good for soloing with their 10 evasion skill.
Also, you may want to unlock and level ninja as a support job at some point, though DNC will probably be fine for you for a lot of stuff.
|
|
© 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. |