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  1. #21
    Player
    WinnipegJet's Avatar
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    Onion Guardian
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    Excalibur
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    Gladiator Lv 50
    Quote Originally Posted by Stanislaw View Post
    I'll try to answer the questions to the best of my ability, but I have a feeling it's all going to be answered by the time I type this all out. *weak laugh*



    Stoneskin is modified by the Enhancement Magic Potency stat. Currently, the only way to increase this is through the increase of VIT.

    This is referenced in this thread here: http://forum.square-enix.com/ffxiv/threads/32606

    (do a search for ≪Parameters and Their Effects≫)



    Repose 'accuracy' is modified by the Magic Accuracy stat. This can be increased through the use of equipments, Materia, abilities such as Dark Seal and also through the increase of the MND stat, as referenced by the earlier link under Parameters and Their Effects.

    A common misconception people have is the difference between the Magic Accuracy stat and the Enfeebling Magic Potency stat. Magic Accuracy affects the ability to 'land' spells, where Enfeebling Magic Potency stat affects the chance for additional effects to activate after an ability (such as the chance to inflict a Bleed effect after Aero or a Heavy upon a target after Stonera). This is referenced in this thread here: http://forum.square-enix.com/ffxiv/t...%9B#post499398

    Repose 'potency', on the other hand, I'm not sure with. I'm not even sure if it even exists because it may be (and most likely be) treated on the same scope as Sleep/Repose in FFXI in which its accuracy was the only measure of potency as its full duration was always static.



    This is actually a difficult question to answer as it really depends on your play-style.

    If you want to play it safe, stacking Enmity- is quite important. Because enmity in this game is calculated through raw damage and healing numbers (example: Say if you heal 1000 HP on another person without any Enmity-, the mob will have 1000 enmity on you, which can only be neutralized through another person doing 1000 damage, 1000 healing, or abilities that generate equivalent amounts of enmity), keeping the mob's enmity as low as possible so the mob does not come after you is a key thing to remember for any mage.

    Healing Magic Potency, increased through equipments/Materia with Water Magic Potency (unconfirmed), Healing Magic Potency, or through MND which affects Healing Magic Potency is also important as it saves you MP in the long run as well as healing a person's HP as high as possible with 1 spell in a pinch. However, do keep in mind that because of how enmity is calculated, healing more isn't -always- a good thing because it means the mob will come after you faster if you neglect to control your enmity.

    Finally, while I'm sure many will try to argue my point, while a maximum MP increase can be beneficial as you can cast more spells without rest from full, I would actually recommend maximum HP as the stat to increase compared to maximum MP if given a choice between the two. There are two reasons behind this. One is attributed to simple survivability. The more HP you have, the less chance you have dying in case something goes wrong. And two is because of how the CNJ's Blissful Mind ability works. When a CNJ is engaged in a long fight, MP management plays a much important role rather than maximum MP. Because the amount of MP you heal through Blissful Mind is dependent on a CNJ's current HP, this means the more HP you have, the more MP you recover, and in a longer fight, this will ultimately win out.

    Other than this, there are other stats to keep in mind such as INT and Magic Potency (for raw spell damage), VIT (for Protect/Stoneskin), PIE (for Enfeebling Magic Potency), MND and Magic Accuracy (for accuracy in landing offensive spells or Repose), so there are a lot of things to consider. Ultimately, it is up to you to find out what's right what works to best accommodate how you play CNJ.



    Yes, they can. However, unlike offensive spells/abilities, the log does not display critical hit cures. You can only spot them through random spikes in healing.



    In terms of HP/MP ratio, Cure is -generally- more effective. I will only say generally because it might be possible with a high enough cure potency setup that the situation will reverse. Don't hold my word on this, however.



    Sacred Prism + Cura will restore more HP than Curaga, but there's a huge drawback in the fact that it generates huge amounts of enmity. Because Cura will restore HP even when the character you heal has full HP, this generates enmity. To illustrate my point, let's say you heal 8 characters for 1000 HP each, despite the fact that 6 of them have full HP. This generates a total of 8000 points of raw enmity. Then let's move onto Curaga, where it's nature is that it will heal 0 HP if the targeted character already has full HP. Curaga will then heal the two characters that are damaged for a combined total of 2000 HP but heals the other 6 whom have full HP 0 points, thus generating only 2000 points of raw enmity. This is why it's generally a better idea to use Curaga to heal the entire party rather than a Sacred Prism + Cura unless a.) the mob(s) you're fighting are on the verge of death or b.) your entire party is in the red and you need to heal them even if it means having the mob on top of you.



    I'm not sure how to answer this question as it's not exactly clear what you're asking.

    Hope this helps!

    - Stanislaw
    Thank you for the detailed answer and not just telling me to look somewhere else. Really appreciated!

    For 7 all I was asking is if there's a maximum attribute cap. Like X hundred MND and beyond that you can't get any benefit from stacking it. I guess the question of diminishing returns at a certain level of an attribute would also be worth asking. :P

    Edit: also, VIT affects protect? Can you elaborate?
    (2)
    Last edited by WinnipegJet; 01-25-2012 at 07:24 AM.

  2. #22
    Player
    Fiosha_Maureiba's Avatar
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    Fiofel Zalalafell
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    On #7, no known diminishing returns have been reached and reported. Stack away sun!
    (0)

  3. #23
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    Quote Originally Posted by WinnipegJet View Post
    Thank you for the detailed answer and not just telling me to look somewhere else. Really appreciated!

    For 7 all I was asking is if there's a maximum attribute cap. Like X hundred MND and beyond that you can't get any benefit from stacking it. I guess the question of diminishing returns at a certain level of an attribute would also be worth asking. :P

    Edit: also, VIT affects protect? Can you elaborate?
    http://forum.square-enix.com/ffxiv/t...l=1#post528860

    VIT affects enhancing magic potency.
    (0)

  4. #24
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    Quote Originally Posted by WinnipegJet View Post
    Edit: also, VIT affects protect? Can you elaborate?
    Protect is a beneficial magic spell.

    As was posted above about stats and what they modify. --->

    Vitality
    •Damage taken
    Enhancement Magic Potency
    •Maximum HP
    •Damage dealt by marauder arms

    All spells that add a benefit are modified by vitality. I was going to post the links to the 3 threads on the first page of the CNJ section that discusse and debate this in more detail, but appearently it angers you to use the prediscussed information already layed out.
    (0)

  5. #25
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    Conradus's Avatar
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    Conradus Leviathan
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    Quote Originally Posted by Vexerus View Post
    fixed number 2
    Magic accuracy...which is increased by MND. Also, note that PIE increases Enfeebling Potency. I don't know for a fact what that would do for Repose but you might get longer durations. M.Acc/MND is definitely more important though, since that's what determines if the Repose sticks in the first place.
    (0)

  6. #26
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    Quote Originally Posted by WinnipegJet View Post
    Edit: also, VIT affects protect? Can you elaborate?
    Like Stoneskin, Protect is also modified by the Enhancement Magic Potency stat. And because the only way to increase this is through the increase of VIT as of right now (if you don't count the CNJ's passive effect that increases Enhancement Magic Potency), it is thus the reason why VIT affects Protect.

    Also, as Fiosha_Maureiba has noted before me, there does exist a certain threshold where after a certain point there are diminishing returns from stats. Although people are working on to find out exactly what this threshold is, I don't think anybody has a clear answer as of yet as more testing needs to be done before a conclusion is reached.
    (0)
    Last edited by Stanislaw; 01-25-2012 at 07:46 AM.


    Stanislaw | Durandal Server

  7. #27
    Player
    Estellios's Avatar
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    Yoso Carrasco
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    Hyperion
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    All of Stanislaw's info is good, and I agree about prioritizing HP over MP. However I wanted to note that it has been pretty much confirmed that Water Potency does nothing for Cures.

    Concerning Magic Accuracy Vs. Enfeebling Magic Potency, it seems best to think about it this way:

    Magic Accuracy: The chance of a spell's primary effect being successful.
    Enfeebling Potency: The success rate and potency of skills' added effects.

    Magic Accuracy will boost your success rate with Repose/Sleep and its duration, as Sleep is its only effect. Enfeebling potency is used for skills like Shadowbind and spells like Aero. Aero's damage is its primary effect with the Bleed damage being a secondary effect. The Aero damage is affected by magic accuracy and is required to land unresisted to start a combo. The extra Bleed effect lands more reliably with higher Enfeebling magic and has a separate chance to land regardless of whether or not Aero itself is resisted, and since it's secondary the Bleed effect doesn't have to land in order for the Aero combo to start.
    (1)
    Last edited by Estellios; 01-25-2012 at 09:39 AM.

  8. #28
    Player
    Deli's Avatar
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    Deli Denkryst
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    Excalibur
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    Goldsmith Lv 70
    Quote Originally Posted by Stanislaw View Post
    Healing Magic Potency, increased through equipments/Materia with Water Magic Potency (unconfirmed), Healing Magic Potency, or through MND which affects Healing Magic Potency is also important as it saves you MP in the long run as well as healing a person's HP as high as possible with 1 spell in a pinch. However, do keep in mind that because of how enmity is calculated, healing more isn't -always- a good thing because it means the mob will come after you faster if you neglect to control your enmity.

    - Stanislaw
    Water Magic Potency does nothing to healing. And I agree -enmity is better, since abilities can cover the mp part better and +54 mnd only add 60more hp (6%). +12 healing pot ~ 3% increase...way too expensive for that 3% (30hp more for cura)
    If you are interested... here has little test
    (0)

  9. #29
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    Karleguarth's Avatar
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    Bum Bum
    World
    Titan
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    Marauder Lv 50
    To answer the 7th question, yes, there is certainly one, or at least a point where the threshold to the next obvious change is very huge.

    I have a VIT focusing gear set. With 3 VIT rings to bring my VIT as high as possible. (302 VIT)
    At this point, my Protect brings my elemental resistances to 404.

    Then I try to remove the rings one by one:
    To maintain Protect to give 404 elemental resistance, I need 1 ring on me..
    Which gives me 288 VIT.. and 421 Enchanting Magic stat.

    So,
    Either I've reached my cap around 288 VIT, or I have to increase my VIT somewhere higher than 14 to see the next change in elemental resistance.

    FYI, with 2 and 3 rings I have 422, 424 Enchanting Magic respectively.
    (1)
    Last edited by Karleguarth; 01-26-2012 at 06:41 PM.

  10. #30
    Player
    Silvano's Avatar
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    Character
    Silvano Conri
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    Balmung
    Main Class
    Lancer Lv 60
    For #7, I intentionally copied this from the official forums so I wouldn't have to go back and find it, but this post is debated somewhere on these forums if you'd like to try and search for it ^^;

    ---

    Hello everyone. Kory Zangetsu from Rabanastre SeeD reporting! We just recently posted a Good King Moogle Mog XII strategy on these forums to help people out so I thought it would be a good time to release this information.

    As you may know SE released information on stats for auto attack bonus. These stats won't seem very effective until you pass certain thresholds. The magic number to get your AA stats to at 50 is 280. Then if you have the time and patience to go even further you can use forbidden materia to reach the next threshold at 340. When you get both AA stats to these thresholds you will see a significant increase in damage.

    After much testing we have determined that this doesn't only apply to AA. For example if you reach 280 INT you will see a damage increase compared to just packing on magic attack.

    Defense if a bit different but every 100 defense gives you a damage cut. From testing we did it appears that DEF is superior to VIT for damage reductions.

    There are threshold for more than just the few I mentioned but I will let everyone have fun and discover them.

    I hope this helps people out.

    - Kory Zangetsu of Rabanastre SeeD.

    ---

    So what I think he means is that you will see a general increase as your stats go up, but these "thresholds" will see the most significant differences (or maybe even a slight bump at these thresholds?).
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