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  1. #1
    Player
    Grembo's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Grembo Zavia
    World
    Odin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by WowSuchName View Post
    @Grembo,
    - Fully Melded Parry/Acc Darksteel HQ glove is definitely better than Darklight Glove
    - Darklight Flanchard has both ACC/Parry while Darksteel doesn't have any of it....
    Had a feeling this might be the case from the odd comment i've read, sadly I can't seem to dig up much else. If anyone knows where I can find the cap limits for the gloves i'd appreciate it.

    Also, might be worth noting that i'm already well over the ACC cap with my current gear and don't really have anything I could swap in and out.

    Think my acc is at 520 - 530ish from memory, I have...

    Relic +1 and Holy Shield +1

    Myth Head

    Allagan Chest

    DL Gloves + Flanchard

    Full DL Fending Accesories + Myth Ring
    (0)

  2. #2
    Player
    WowSuchName's Avatar
    Join Date
    Nov 2013
    Posts
    65
    Character
    Evana Fisher
    World
    Asura
    Main Class
    Gladiator Lv 50
    @Grembo, yeah I save exactly the same problem with you with Heavy Allagan Chest and planning the same.
    THE AMOUNT OF ACC IS TOO DAMN HIGH !!

    I use XIVDB.com & this file as reference



    I don't remember where I download this file from reddit's monk gear discussion. But I will upload it here.
    - Red = cap
    - Blue = No go

    Darksteel Glove is cap at 16 Parry, 16ACC (HQ 11ACC +5ACC materia)
    - So this one beat HDL glove by 4 Parry

    Darksteel Flanchard, the file suggest cap Parry at 43
    - If we don't need ACC from HDL Flanchard. This one will beat it by 13 Parry :O with nice Crit & Skill speed
    (0)
    Last edited by WowSuchName; 12-04-2013 at 01:28 PM.

  3. #3
    Player
    Grembo's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Grembo Zavia
    World
    Odin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by WowSuchName View Post
    Darksteel Glove is cap at 16 Parry, 16ACC (HQ 11ACC +5ACC materia)
    - So this one beat HDL glove by 4 Parry

    Darksteel Flanchard, the file suggest cap Parry at 43
    - If we don't need ACC from HDL Flanchard. This one will beat it by 13 Parry :O with nice Crit & Skill speed
    Cheers for the link, i've also seen that file around but I can never seem to find things when I need them.

    Gloves - Should be able to drop all the ACC on these if I swap them over so it looks like i'd get +4 Parry and an extra 15 Crit and 6 Determination. Not sure if the added numbers will be beneficial with the rest of my gear but I won't be losing anything.

    Flanchard - Not sure about this, doubt I can afford to drop 43 ACC. Going to load up the game and have a look at my current stats.
    (0)

  4. #4
    Player
    Grembo's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Grembo Zavia
    World
    Odin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Grembo View Post
    Cheers for the link, i've also seen that file around but I can never seem to find things when I need them.

    Gloves - Should be able to drop all the ACC on these if I swap them over so it looks like i'd get +4 Parry and an extra 15 Crit and 6 Determination. Not sure if the added numbers will be beneficial with the rest of my gear but I won't be losing anything.

    Flanchard - Not sure about this, doubt I can afford to drop 43 ACC. Going to load up the game and have a look at my current stats.
    Ok, so 'm at 539 Accuracy so I have got room to swap both equips.

    My maths is blergh but it looks like if I can fully meld both the Gloves and Flanchard, I should get 59 parry (up from 41), 45 Crit Rate, 59 Skill Speed and 6 determination.

    All i'd lose in return is the drop in ACC which would still leave me at 491.
    (0)

  5. #5
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    I think the issue with the debate is that it is coming from two different bases.

    Those endorsing str/dex are suggesting that you have already overgeared the content.
    Those suggesting vit are considering progession, where you are not overgearing the content.

    If we are considering over gearing the content sure, whatever gets you ahead.
    If you don't? Vitality is probably going to be best due to helping in the worst case scenario, or fights such as turn 2 where you cannot block/parry any of the attacks.

    Also Ciana, I remember that debate, and I believe the reason eHP was considered better, even though a gain of .01% of eHP was small, was because the attacks that could kill you, such as Crucia's breath, could not be avoided/blocked/deflected.
    (0)

  6. #6
    Player
    Paikis's Avatar
    Join Date
    Sep 2013
    Posts
    418
    Character
    Paikis Pryslack
    World
    Coeurl
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Leiron View Post
    I think the issue with the debate is that it is coming from two different bases.

    Those endorsing str/dex are suggesting that you have already overgeared the content.
    Before coil, your choices are Darklight <item> of Fending or Gryphonskin. The Gryphonskin is just plain better, in every way. No contest. So the first time you step into Coil, Gryphonskin are the best you have available.
    Once you have cleared all of Coil, Gryphonskin are still the best available.

    Quote Originally Posted by Leiron View Post
    Vitality is probably going to be best due to helping in the worst case scenario, or fights such as turn 2 where you cannot block/parry any of the attacks.
    Bad example. Turn 2 is a DPS race (a slow one, but still) where your tanks generate reduced threat due to a buff that ADS can get. Having Gryphonskin will help immensely here, especially if you're running with one or more Paladins, and if you're tank swapping correctly, you really shouldn't be getting killed.
    (0)

  7. #7
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Paikis View Post
    Before coil, your choices are Darklight <item> of Fending or Gryphonskin. The Gryphonskin is just plain better, in every way. No contest. So the first time you step into Coil, Gryphonskin are the best you have available.
    Once you have cleared all of Coil, Gryphonskin are still the best available.
    Naturally gryphon skin is better than Darklight.
    It has the same vitality and dishes out DPS stats that help for enmity.


    On the other hand when you are progressing, Allagan fending is going to be better, because your HP is not going to be very high until you've completely geared yourself out in ilvl90 gear, in which case you can go back to using gryphonskin because not only you are geared out, but the healers and DPS are geared out.
    So fights are shorter, heals are more powerful, and you're not in as much danger.

    Quote Originally Posted by Paikis View Post
    Bad example. Turn 2 is a DPS race (a slow one, but still) where your tanks generate reduced threat due to a buff that ADS can get. Having Gryphonskin will help immensely here, especially if you're running with one or more Paladins, and if you're tank swapping correctly, you really shouldn't be getting killed.
    It is a good example, because you are forgetting that while tanks are hitting for less, the DPS is going to be hitting for less as well.
    ADS receives a defense buffs against all types of damage.
    He receives a defensive buff against slashing, magic, piercing and blunt.
    So if you are losing enmity on that fight, then you must have made an error somewhere.

    The group I run with clears t2 regularly using PAL/PAL and PAL/WAR.
    We all use fending rings and we've never had any issue on enmity.
    It becomes even LESS of an issue with PAL/WAR due to the slash debuff being applied.

    Death for a tank is typically going to occur right before the OT has his stacks fall off.
    Having more vitality is going to help you in your survivability to tank, and the gryphon skin is not going to increase your damage capability very much with the slash buff up.

    Perhaps you are forgetting that on a progression run for turn 2, you're not going to be clearing out all the nodes as you would after you've geared up.
    In which case, you'll typically have defensive buffs beyond the slash one, and your DPS won't be as high either.
    (0)
    Last edited by Leiron; 12-04-2013 at 04:32 PM.

  8. #8
    Player
    Paikis's Avatar
    Join Date
    Sep 2013
    Posts
    418
    Character
    Paikis Pryslack
    World
    Coeurl
    Main Class
    Dark Knight Lv 73
    I progressed all the way through Coil wearing Gryphonskin. Extra VIT is not needed until Twintania. Gryphonskin is still the best choice.
    (0)

  9. #9
    Player
    TirionCrey's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    705
    Character
    Tirion Crey
    World
    Phoenix
    Main Class
    Gladiator Lv 86
    Quote Originally Posted by Paikis View Post
    I progressed all the way through Coil wearing Gryphonskin. Extra VIT is not needed until Twintania. Gryphonskin is still the best choice.
    Yeah it's not needed, but it helps. While progressing having the tank die "later" is worth way more. Once you have Turn 1-4 on farm, which shouldn't take long, then I would consider switching to Gryphonskin, even when everything else is only DL.

    Some people seem to forget that PLDs with itemlvl70 get to just over 5k HP...
    (0)

  10. #10
    Player
    Maelwys's Avatar
    Join Date
    Sep 2013
    Posts
    449
    Character
    Womble O'flaherty
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    I'm staying away from the main part of this discussion now, because I've already covered all of what I feel are the major points (several times!)

    Quote Originally Posted by TirionCrey View Post
    Some people seem to forget that PLDs with itemlvl70 get to just over 5k HP...
    But I'm a PLD with Standard Relic, Full DL accessories (besides the Hero's Ring), and Valor Head and Body. I sit at over 6k HP in a party without food. (Before I had my Valor Head + Body, it was just shy of 5.8k...) Last week I cleared Turn 4 in a PUG, with just NQ Knight's Bread.

    Seriously, Turns 1-4 aren't rocket science. They just take a tiny bit of practice and the ability for most of your team to be able to dodge on command.

    If I can clear Turn 4 in a PUG with a little over 6100HP, there's no reason at all that a i90'ed PLD with Melded Gryphonskin accessories sitting at over 6500HP should be having the slightest bit of trouble at anything lower than Turn 5 with a static group. ("BIS" to me implies your other slots are already pretty damn good and you're looking to tweak your build as much as possible for best performance... I'm not sure I'd recommend someone spend all their gil on melded Gryphonskins if they're still running around in AF or Hoplite armor pieces...)

    Quote Originally Posted by Leiron View Post
    Quote Originally Posted by Paikis View Post
    Bad example. Turn 2 is a DPS race (a slow one, but still) where your tanks generate reduced threat due to a buff that ADS can get. Having Gryphonskin will help immensely here, especially if you're running with one or more Paladins, and if you're tank swapping correctly, you really shouldn't be getting killed.
    It is a good example, because you are forgetting that while tanks are hitting for less, the DPS is going to be hitting for less as well.
    ADS receives a defense buffs against all types of damage.
    He receives a defensive buff against slashing, magic, piercing and blunt.
    So if you are losing enmity on that fight, then you must have made an error somewhere.
    Sorry, but Paikis is right here.

    If you go the EAST route on Turn 2 then ADS takes 25% reduced slashing damage (Tanks) and 25% reduced Magic damage (BLM and SMN). The damage of other DDs - for example Bards - is unaffected. That basically means a 25% enmity buff for the other DDs. Melded Gryphonskin accessories increase your tanks damage output (over +Vit accessories) by about 20-25%, which almost completely closes that gap.

    Our FC group has a heck of a lot of Bards. It means we've got plenty of silencers for ADS, but hate is definitely a little bit trickier to hold if we go that Eastern route because the bards occasionally like to blow all their +DMG/+Crit cooldowns simultaneously and tend to forget about Quelling Strikes.

    If you go the WEST route, then Tanks deal normal damage and enmity is a heck of a lot easier.

    It's also a little trickier to build hate on Turn 2 ADS, because you're not quite able to generate a constant stream of RoH combos on it - whenever the tanks swap positions, the first tank needs to hold back a bit on aggro generation until hate is properly traded.

    It's not that tough a fight (dodging and silence timings excepted) but the aggro mechanics aren't as straightforward as with "normal" bosses.

    In RIFT
    In CoH, for a long time the main raid mob in the game (Hamidon) could be tanked by a single DPS class (Regen Scrapper) whilst over 200 people wailed on the boss.
    Other MMORPG's mechanics are fun...

    (Also, it has been stated that Coil was intended for i80 gear - the drops from Crystal Tower. Darklight is i70. Allagan/Myth is i90. This means that a mix of both is pretty much "balanced" for Coil, but just wearing Darklight is technically being undergeared.)
    (0)
    Last edited by Maelwys; 12-04-2013 at 07:59 PM.

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