Page 1 of 2 1 2 LastLast
Results 1 to 10 of 13

Hybrid View

  1. #1
    Player
    Wrothgar77's Avatar
    Join Date
    Oct 2014
    Posts
    78
    Character
    Klu Ya
    World
    Exodus
    Main Class
    Scholar Lv 70

    Eureka magia board: Anyone tried 2/3 or 3/2?

    It occurs to me that, at least for me, all I've ever done is put all 5 into 1 spot. But after just doing a small experiment vs paz today I put those 5 into wind defense (I'm on a 7 year old computer, and those aoe's hit me before I see them oftentimes). Since it's a 3-pulse aoe, I found I could live through it just standing in it with wind defense as a rdm.

    But, what if I only had 3 in it? Would that be enough to live through 2, and move? Would 2 in ice be enough to do decent (if not crazy) dmg to it? What about the reverse?

    Due to the way the attack/defend bonuses work, you should be able to just go a 2/3 or a 3/2 (or 1/4 and 4/1) configuration. Any thoughts on this? I'm gonna try it, see if I can die a little less
    (0)
    Last edited by Wrothgar77; 03-24-2018 at 01:05 AM.

  2. #2
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    iirc, the table for it has diminishinh returns. at least 2 magicites give you 50%~ and three is around 70%. so 3/2 or viceversa is imo the best returns. Unless you're trying to mitigate as much damage. Wraiths are a pain for me when I am at 2 damage and 3 defense.
    (0)
    If you say so.

  3. #3
    Player
    Vid's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Iggi Wunohwun
    World
    Sargatanas
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Mahrze View Post
    iirc, the table for it has diminishinh returns. at least 2 magicites give you 50%~ and three is around 70%. so 3/2 or viceversa is imo the best returns. Unless you're trying to mitigate as much damage. Wraiths are a pain for me when I am at 2 damage and 3 defense.
    Wraiths (or anything lvl 25) will pretty much destroy you if you don't have all 5 points into 1 element to defend against them (speaking as a tank). Even then, you need constant healing and cooldowns rotating to make it bearable. Normal auto-attacks along with their instant-cast tank buster move will bring you to half health, or lower, in a mere second.

    Back to the main topic though, I believe a 2/3 or 3/2 would work for healers/dps (in theory). Possibly lean more toward the defense side, so 2 offense/3 defense especially since you're known to lag and get caught in things. I believe 3 points is 70%? If I remember when I used to go healer/dps on Pazuzu for example his moves would hit for maybe 1/3rd or 1/4th of my total HP with 5 points into the element for defense.
    (0)
    It's not that I forget, it's just that I don't care.

  4. #4
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Vid View Post
    Wraiths (or anything lvl 25) will pretty much destroy you if you don't have all 5 points into 1 element to defend against them (speaking as a tank). Even then, you need constant healing and cooldowns rotating to make it bearable. Normal auto-attacks along with their instant-cast tank buster move will bring you to half health, or lower, in a mere second.
    Yeah,l hence why I prefer to just DPS. Too lazy to go back, change and comeback. 5 on def if tanking high lvl stuff.
    (0)
    If you say so.

  5. #5
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    I've been doing 3/2 (str/def) so that I always have 3 on the strong element and 2 on the defensive, and it's been pretty smooth sailing as a DPS.I still kill mobs moderately fast (lvl19) and the defense is enough to stop most screw ups. I didn't notice enough of a difference to warrant going all in with 5.
    (0)

  6. #6
    Player
    Claviusnex's Avatar
    Join Date
    Jun 2015
    Posts
    965
    Character
    Alinhbo Rhiki
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    For ranged DPS I think a 3/2 combo is the best. For melee a 2/3 is probably better since there is more of a chance for damage close in. For tanks I would do a 0/5. Not sure about healers.
    (0)

  7. #7
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Claviusnex View Post
    For ranged DPS I think a 3/2 combo is the best. For melee a 2/3 is probably better since there is more of a chance for damage close in. For tanks I would do a 0/5. Not sure about healers.
    I slant more towards defense as a healer, but not all the way to 0/5 because I do have some time to squeeze damage in and would like it to have some impact. But it's more important to stay alive than it is to blow stuff up when you're healing.
    (2)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642

  8. #8
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    With the current design it's just pointless. The only way it would work is if the "defense" mod was higher than the offensive mod. Something like let's say offensive magicite is +20 but defensive is +40, then there would be more worth in having it split like 3:2 because the defense would in theory allow you to DPS more efficiently. However since the ratio is 1:1 regardless of where you place it, it's just better to go full offense because in the small scenarios in which the extra defense might allow you to keep your DPS without pulling back, you are losing that overall DPS.

    Basically with your example of the 3 pulses that only occurs near the end of the Pazuzu fight, so for the first 5 mins those extra defenses does nothing for you but then in those last 3 mins it does. It it just better to deal 500 dmg the whole time and lose 10 seconds from the pulses than to deal 300 and ignore the pulses.
    (1)

  9. #9
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Airget View Post
    ...
    It isn't 1:1. it has diminishing returns, if it was 20% per magicite on any option, i'd say w/e. But two magicite are ~50% and 3 are ~70%. So a 3/2 means 70% off bonus and 50% def bonus or viceversa if you swap it. This, losing 30% offense to gain 50% defense seems like a fair trade off as a ranged/casters DPS. Healer and Melee def 2/3. And tanks can do the same as ranged/casters, provided they are not tanking something 3+ levels above them.
    (1)
    If you say so.

  10. #10
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    I'd say it's worth doing experiments, if the update really comes in 4.3x we should be getting more mags and probably we'll start seeing NM maybe changing thier attributes, frankly atm 5 mags and 5 switches are a bit on the low side to make anything crazy, but Numbers and Pazuzu kinda give me hope (not counting that pazuzu and simurgh use different elements that their summoning mobs)
    (0)

Page 1 of 2 1 2 LastLast