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  1. #41
    Player
    MoarLegion's Avatar
    Join Date
    Apr 2012
    Location
    Bastok
    Posts
    117
    Character
    Alindalia Finrandi
    World
    Excalibur
    Main Class
    Archer Lv 60
    A point me and some friends are testing right now. Sentinel on WAR and on PLD don't effect enmity values of abilities.

    How we tested:

    We used a 3rd party member to grab aggroing(that is, just walked next to the mob) mobs to remove any potential bonus aggro for pulling. All tests were conducted with 0 +enmity gear. Target was Antling Diggers outside of Halatali(R43-46)

    Baseline Test:2 WARs, both using Flash. No Sentinel.
    WAR1(Me) used Flash after the mob was in range. Hate:WAR1
    WAR2(Arioch) used Flash after. Hate: WAR1
    WAR2 does 1 point of damage. Hate: WAR2

    Interestingly enough, this shows that the mob WILL NOT change targets unless you go above the current enmity. Simplified, if WAR1 has 1000 Enmity, WAR2 must generate 1001 enmity for the mob to target WAR2.

    Test #2, 2 WARS, 1 using Sentinel.
    WAR1 used Sentinel before the mob was pulled.(To eliminate enmity gained from buffs)
    WAR2 used Flash on the mob. Hate: WAR2
    WAR1 used Flash w/Sentinel Active, hate did not transfer.
    Conclusion: Sentinel as a WAR does not impact enmity gained by abilities.

    Baseline 2: 1 WAR, 1 PLD.
    Mob is Pulled by a pt member.
    WAR uses Flash on a mob, PLD uses Flash after. Hate: WAR
    PLD deals 1 point of damage after Flash. Hate: PLD
    Conclusion: Hate values of Flash are the same regardless of Job, Flash's Blind Debuff does not accrue additional enmity.

    Test 2: 1 WAR, 1 PLD, PLD uses Sentinel.
    PLD uses Sentinel before the mob was pulled.(To prevent enmity gained from buffing.
    WAR1 uses Flash when the mob is in range. Hate: WAR
    PLD w/Sentinel active uses Flash. Hate: WAR
    After Sentinel expires, PLD deals 1 point of damage. Hate:PLD
    Conclusion: Sentinel does not affect enmity generated by abilities as a PLD.

    Some other interesting things we found out.
    Divine Veil: Has a high base enmity value.
    Divine Regen: Hate generated by the regen actually goes to the person that CASTED the cure to proc the effect, not the PLD. I.E. WHM casts cure on PLD, divine regen procs on the 3rd party member. The hate from regen tics went towards the WHM's enmity instead of the PLD.
    (2)
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  2. #42
    Player
    GreyJorildyn's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    500
    Character
    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Enmity values are common knowledge based on Kaeko's testing.

    One thing I want to highlight and which is mentioned in the OP is accuracy is so very important. You cannot afford to miss Spirits Within when it's up. As a result I've started full-timing Electrum Rings +1 almost exclusively, just as WAR tanks do.
    (2)
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  3. #43
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    as a WAR tank I only equip a single electrum ring +1 and have a hit rate of 97%. PLD misses less than WAR, so one electrum ring +1 should be plenty if you're also wearing something like the Explorer's Choker or something else with ACC.
    (0)

  4. #44
    Player
    Junktap's Avatar
    Join Date
    Jul 2011
    Location
    Bastok?
    Posts
    21
    Character
    Balon Greyjoy
    World
    Balmung
    Main Class
    Culinarian Lv 60
    This guide is sexual, keep up the good work!
    (0)

  5. #45
    Player
    Darkillumina's Avatar
    Join Date
    Feb 2012
    Posts
    234
    Character
    Konstantine Porphyrogenitos
    World
    Balmung
    Main Class
    Gladiator Lv 50
    I've personally started using a heavy hp set up on my PLD. I'm finding that the boost in spirits within damage trumps the other stats. Having over 4k HP makes spirits do a nice chunk of damage.

    Just some food for thought.
    (2)

  6. #46
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Tango View Post
    If you ignore the abilities divine veil and outmanuver and aegis boon then you can simply add up the block and block rate and the higher total will have the most dmg mitigation over time. BUT when you add in the ability to block 100% of attacks 1/3'rd of the time combined with aegis boon then the scale tips in favor of kite/tower type shields. I say vintage kite because of the ability to stack HP on it or the enmity from thurmeons.
    Vintage Kite Shield +1 is even better with +5 MND. To be honest, I'd get one of those and toss a stonewall or lifethirst IV on it and call it a day.
    (1)

  7. #47
    Player
    Sasagawa's Avatar
    Join Date
    Mar 2011
    Posts
    272
    Character
    Seriy Anaplian
    World
    Moogle
    Main Class
    Marauder Lv 50
    Def + works well for coincounters 100T swing only does 2300 with a block sometimes less .

    I am intrigued about the shield block results, I found it did no noticible difference when comparing a block of 110 with that of 132

    Block rate i agree is a must for trash mobs

    But i still think a block rate is of more use generally as the ability to block more hits is better than the ability to only block massive hits.

    all though there also exceptions such as coin counter

    Also divine V can mitigate 100t swing given u have a goo shield

    Aegis can

    And then sentinel means you never have to worry about 100t swing

    Also I tend to save at least provoke for animal instinct

    Over all very interesting read.
    (0)

  8. #48
    Player
    Sasagawa's Avatar
    Join Date
    Mar 2011
    Posts
    272
    Character
    Seriy Anaplian
    World
    Moogle
    Main Class
    Marauder Lv 50
    Guys if you actually have a look at the formula and understand the ratios

    its not saying for every 3 vit you get 2 defence

    its saying that for every 3 vit you get a similar return from 2 defence at + dlvl

    ITs also worth noting that the raw data was taken using a base defence of 510 and varying the Vit

    Also as the formula states

    Physical Damage Taken = [ "Damage Taken at 0VIT/0DEF" ] - [dLVL modifier] * { [ DEF ] + 0.67 [ VIT ] }

    Defence and Vit are related having lots of one and none of other will provide a lower number and vice versur.

    You should aim to raise Vit as much as possible but without sacrificing the gains you can put on defense.

    an example would be

    Have a Vit body
    A DEF shield
    VIt legs
    HP everywhere else

    Idea being with the addition of VIT + DEF you raise the damage reduction modifier.

    using this as an example and the 2-3 ratio everyone knows about

    we have potenitally

    40 vit on legs
    80 vit on body

    80 def on shield
    80 def on body

    therefore I would suggest the ideal quadruple meld would be

    +40 vit on legs (4 tier IVs)
    +80 def on shield (4Tier IVs)

    +60 vit on body (3 tier IVs)
    +20 def on body (1 tier IV)

    Not saying that this is actually possible but this would give you the largest gains rather than stacking one stat

    also dont forget about the vit cap at that point you would stack more defence.
    (0)

  9. #49
    Player

    Join Date
    Sep 2011
    Posts
    289
    No your reading the formula wrong: Physical Damage Taken = [ "Damage Taken at 0VIT/0DEF" ] - [dLVL modifier] * { [ DEF ] + 0.67 [ VIT ] }

    says in any situation from a pure physical dmg taken perspective (ignoring the HP gain from VIT and the magic dmg reduction from VIT AND the shield dmg reduction from VIT... lol u get the point here)

    if you have 2 pieces of gear you take the higher of the 2, DEF or VIT(.67)

    ex:
    when shopping materia with this formula in mind an 18 VIT materia blocks the same as a 12 DEF materia.

    stacking 1 or the other doesn't change the formula they do not rely on each other at all they are purely seperate parts of the formula.
    (1)
    How Durandal Rolls
    Quote Originally Posted by DexterityJones View Post
    as a monk you can find the hole and fill it with a fist.
    Quote Originally Posted by Belial View Post
    Bow Chica Bow-Wow...

  10. #50
    Player

    Join Date
    Sep 2011
    Posts
    289
    Quote Originally Posted by Molly_Millions View Post
    Vintage Kite Shield +1 is even better with +5 MND. To be honest, I'd get one of those and toss a stonewall or lifethirst IV on it and call it a day.
    I personally have a double 50hp vintage kite +1, I broke about 20 hq shields going after a tripple HP in the 160-180 range but oh well.
    (0)
    How Durandal Rolls
    Quote Originally Posted by DexterityJones View Post
    as a monk you can find the hole and fill it with a fist.
    Quote Originally Posted by Belial View Post
    Bow Chica Bow-Wow...

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