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Izzu's FFXI adventures

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Ix'MNK solo

Duo-ed Ix'MNK for the first time yesterday as BLM on Hades server, although intense somewhat, the fight was extremely simple, barely got touched

So last night I went back to the grand palace to farm some Eo'Aerns as well as a bit of limit points. HQ organ dropped in about 30 minutes. I camped at the room immediately left of zone to Al'Taieu, it contained WHM, BLM, RNG, SAM, DRK aerns which were all pretty easily managable. Most of the other rooms aren't recommended because they contain jobs like SMN PLD THF NIN BST DRG. BLM/NIN seems to be the safest combo for this, especially when the SAM likes to double attack a lot. Capped my ice potency as well on this run

This afternoon I went back to palace as RDM/NIN and brought some decent haste and HP gear along. The ??? popped at west side which is great since the other side has an annoying door... however there are 4 dark ghrahs on the way, so poison pots would be nice.

After buffing up, I popped it using 1 organ and ran like there's no tomorrow to the panel room. Pretty much every ghrah and aern came along, but all deaggro'ed after one lap around the room, Ix'MNK deagg'ed as well so I quickly went back and cast bio on it, clean pull.

ixmnk


Kiting is extremely easy, so easy that you can even call it cheating. Simply cut corners by running on and off ramps, in a figure-8 fashion, usually he won't run on to the ramps unless the distance between you and him is quite close.

Basically keep bio2/3 and poison2 on him and keep refresh on yourself. Note that I had no additional refresh gear and I was perfectly fine, used convert 3 times in the course of the fight. If you feel comfortable with the distance and MP you can also cast blizzards on it to speed up the kill, dispel crystalline cocoon too.

Overall, the fight lasted roughly 45 minutes, Ix'MNK did not take one shadow off me, spent around 3 shihei because they wore off. For the kiting part, it's still fine without crimson legs, however, the pull is rather dangerous and it might be troublesome to rid of all aggro without +movement speed gear. I'm not sure how powder boots/hermes quencher would fare, but you might actually lose hate on Ix'MNK too early using flee speed. Another thing to note is that there is usually a RNG and a BRD in the pop room, RNG have rediculouly long range, and watch out if BRD sings horde lullaby.

In the end, no drop, of course...
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NM/Quest | コメント:6 | トラックバック:0 |

MAB vs. INT

When I solo at Mount Zhayolm I often compare my nukes with others, comparing across race and gear. One day I notice my AM2 were dealing considerably more than this taru's, but my tier4's generally wouldn't match up to him. He doesn't have sorcerer's ring and wore demon's helm, I wore Yigit turban with sorcerer's ring and pendant, whoring all the MAB available to me. I decided to do some research on magic damage calculation, and see how much INT matters.

The widely accepted formula is as follows:

Damage = [(Caster INT - Enemy INT) x Spell Tier Multiplier x Spell Constant] x MAB x Elemental Staff Bonus x Day/Weather Bonus

-Spell Tier Multiplier is 2.0 for both AM2 and Tier4
-Spell Constant is 710 for all AM2's, 541 for Thunder4, 501 for Blizzard4
-MAB is the sum of job trait and gear bonus, BLM75 will have 1.32 trait bonus
-Elemental staff bonus is 1.10 for NQ, 1.15 for HQ
-Day/Weather bonus is capped at 0.30

Before doing any math, by just looking at the formula, it tells us that MAB is an additional percentage multiplier on top of INT difference, if the value is close to zero, MAB won't do you much good, this implies we should stack INT when fighting gods. MAB is good when your INT is sufficiently higher than the enemy's.

The race difference gives a 7 INT margin between us, 17 with demon's helm and snow ring, I have 12 MAB over him from turban and sorcerer's ring.


Simulated the numbers in excel:

TEST 1

Taru BLM AM2, pendant, Moldavite
INT eINT TM SDC MAB ESB DWB FlanMagicBonus TOTAL
125 100 2 710 1.45 1.15 1 1.25 1584.125

Hume BLM AM2, pendant, Moldavite, Sorc. Ring, turban
INT eINT TM SDC MAB ESB DWB FlanMagicBonus TOTAL
108 100 2 710 1.57 1.15 1 1.25 1638.49

- +12 MAB trumped over 17INT when enemy INT is 100, when using AM2



TEST 2

Taru BLM Tier4, pendant, Moldavite
INT eINT TM SDC MAB ESB DWB FlanMagicBonus TOTAL
125 100 2 541 1.45 1.15 1 1.25 1231.86

Hume BLM Tier4, pendant, Moldavite, Sorc. Ring, turban
INT eINT TM SDC MAB ESB DWB FlanMagicBonus TOTAL
108 100 2 541 1.57 1.15 1 1.25 1257.08

- +12 MAB still wins at Tier4 but only by a tiny margin, when enemy INT is 100
- When eINT is 0, the margin grew bigger, MAB wins


TEST 3, Demon helm +1 vs. Turban on a Hume

Hume BLM AM2, Demon helm +1
INT eINT TM SDC MAB ESB DWB FlanMagicBonus TOTAL
114 100 2 710 1.55 1.15 1 1.25 1644.36

Hume BLM AM2, Turban
INT eINT TM SDC MAB ESB DWB FlanMagicBonus TOTAL
108 100 2 710 1.57 1.15 1 1.25 1638.49

- Although not shown here, the margin is slightly bigger for tier4, still favoring demon helm
- Tier4 has a lower spell damage constant, therefore each marginal MAB you equip will give less percentage bonus compared to AM2

Forget the race comparison, I was trying to decide on which head gear to wear, these tests showed me the answer. Demon helm looks nicer anyways, it's also better on big mean mobs too

テーマ:ファイナルファンタジーXI - ジャンル:ゲーム

Theories/Thoughts | コメント:0 | トラックバック:0 |

BLM 75!

November was a lazy month for my linkshell VeloceMente, which was good in a way as this gave me time to take up my BLM again.. After 2-3 weeks of hardcore, late night pet soloing, I finally reached 75!! The fun doesn't stop here though, for there's still tons of meritting to do

I must say BLM is so far the most rewarding job I have levelled, even more so than RDM, although BLM does have its limitations i.e. crappy suvivability.. Over the course of the several months I've been to good camps and bad camps, some netted me 2-3 levels a night while some got me negative EXP.

All in all, the job itself is pretty easy to comprehend, although there are a few things that separate good BLMs from bad ones. First and foremost, the good ones deal good damage and know what element to use, they don't cast Blizzard on undeads, for example. Secondly, in times of emergency they time that crucial bind/sleep just between mob attacks, I can't stress how many times I've seen the crappy ones die to puddings due to interrupted (and multiple) binds/sleeps, they are actually funny to watch lol

So this is what my BLM looks like now:
blm1
blm2
Some other stuff includes 4/5 Yigit, Relaxing earring and ice/thunder obi's. Still got to work on gear some more though, missing dynamis gear and Nashira body

テーマ:ファイナルファンタジーXI - ジャンル:ゲーム

Merit/EXP | コメント:0 | トラックバック:0 |
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