The Beast Within -- A Guide To Blue Mage

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The Beast Within -- A Guide to Blue Mage
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 Cerberus.Jeffil
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By Cerberus.Jeffil 2016-03-30 10:41:46
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When I start
Dagmaar said: »
Hello,
Figured this might be a good place to ask. I am new to blue mage. I have all the "must have" spells that the thread talked about, my gear is getting up there, and I am enjoying the job!
I am using blu to farm ARII salvage. On the farming floor, how much should subduction be doing? I am getting around 2.7k per mob, but I swear people say they are getting 4-5k.

I am at work right now but I can post my gear when I get home.

When I started farming AR2 Salvage on BLU, this is where my Subductions were. I had a very basic MAB set along with 2x Gabaxorea (delve clubs). After farming Amalric body, hands, legs, feet, Herc helm with MAB augments, Sanctity Necklace, MAB rings, Ghastly Tathlum +1, and Nibiru Cudgels, my subductions are at 4900ish on gears.

There's lots of easy upgrades to make to your MAB set. Check the guide here for different things you can upgrade. Casting twice to kill gears is ideal and your efficiency will increase when you can get mobs down faster. I can get SSR2 done in about 17 minutes farming both sides of the 3rd floor and farming all ramparts on floor 4.
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By Caitsith.Mahayaya 2016-03-30 10:57:14
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As nice as it is to wreck gears in Salvage with subduction, I think it's almost better to use a weaker set like PDT when AoE'ing gears. The reason is for sparks over 500 damage! I got so many more sparks in Salvage before my magic damage went through the roof. You really don't waste anytime either since you have to wait on tags if you're spamming salvage.
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By Dagmaar 2016-03-30 11:05:29
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Thanks for the advice so far.
I do know that I am using 2 colada. I never did get the Escha Zitah clubs but I will work on them. the swords are DD stas as well.
I have 2 sets of herc (minus the body). one is for DD and one is for MAB. I am working on getting the Almaric (have the hands so far).
I am not concerned with killing the gears ASAP. I agree with Mahayaya and love spamming the 500 damage eminence. My concern is my damage output is so much lower than it should be!
I just started on CP as well so I am definitely low in that department. I hear people AoE farm CP points so I am trying to do some safer testing before I go to Rein. and make a fool out of myself (well, more so than usual).
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By Shiva.Zykei 2016-03-30 12:11:37
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In the meantime, if you're doing Sinister Reign, you could pick up a pair of Vampirism for their massive amount of MAB (assuming you want to keep those Coladas for DD augments). They're just slightly worst than Nibiru cudgels but since you're spamming SR anyways might as well hold on to them.

As far as AOEing CP, you may want to look at your Entomb/Tenebral Crush/Spectral floe/etc dmg as they should be your strongest nukes.
 Fenrir.Nightfyre
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By Fenrir.Nightfyre 2016-03-30 12:25:16
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Honestly Nibiru Cudgels are so easy to get with Ru'aun/Reisen gear that you might as well pick them up as soon as possible. CDC spam eviscerates the orobon, and if you can bring someone along to MB that's just icing on the cake.
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By Bahamut.Cdubs 2016-03-30 12:29:31
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Asura.Calatilla said: »
I have 876 Jp`s and it was facing me, took 2-3 attempts to dispel is his Mori, then he`d just put it back up lol

Was he resisting or there was no effect? Also I have found that Mori can only be dispelled while he is casting the spell after using Mori. So the timing has to be spot on. If he is in Chainspell mode, equip DT/MDT gear and pray......
 Asura.Calatilla
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By Asura.Calatilla 2016-03-30 12:32:46
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He was outright resisting, but I fixed the issue now anyways :) Got the feet for me and a friend, used my geo mule for vex/attunement - entrust fend and his nukes we no issue at all.
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By Fenrir.Mewgoat 2016-03-30 16:05:48
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really old news, but i was wondering if anyone could tell me the duration of saline coat, reactor cool and plasma charge with no other modifiers on them?
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By Rooks 2016-03-30 16:11:32
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Fenrir.Mewgoat said: »
really old news, but i was wondering if anyone could tell me the duration of saline coat, reactor cool and plasma charge with no other modifiers on them?

https://www.bg-wiki.com/bg/Saline_Coat - 60s
https://www.bg-wiki.com/bg/Reactor_Cool - 120s
https://www.bg-wiki.com/bg/Plasma_Charge - 50-60s
 Fenrir.Mewgoat
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By Fenrir.Mewgoat 2016-03-30 16:13:56
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Rooks said: »
Fenrir.Mewgoat said: »
really old news, but i was wondering if anyone could tell me the duration of saline coat, reactor cool and plasma charge with no other modifiers on them?

https://www.bg-wiki.com/bg/Saline_Coat - 60s
https://www.bg-wiki.com/bg/Reactor_Cool - 120s
https://www.bg-wiki.com/bg/Plasma_Charge - 50-60s

alright thanks, wanted to make sure, didn't know if they just were never update from that update 1235 since everyone was well past using them. someone else had stated he was getting 12 minute plasma

edit:
Genralzod said: »
am I seeing Plasma charge correctly!? it's lasting over 12mins
Cast @02:09 wore off @15:45
2nd cast @20:17 wore off @32:05
3rd cast @32:08 wore off @44:43

With Diffusion 2 & Luhlaza Charuqs you could get the party a shock spikes for almost 15mins :)
 Bismarck.Kuroganashi
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By Bismarck.Kuroganashi 2016-03-30 17:18:00
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could anybody please tell me what is the formula to calculate the Duration of BLU Buffs ?


Mighty Guard (That before lasted 3-4 min) now is lasting 6:30 minutes with skill of 602 (yes, Missing EMP 119 legs and Iris #2) to reach 640 ><


Thanks.
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By Leviathan.Stamos 2016-03-30 17:57:36
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Just tried with all skill gear, and no.
 Asura.Sabishii
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By Asura.Sabishii 2016-03-30 17:59:58
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Bismarck.Kuroganashi said: »
could anybody please tell me what is the formula to calculate the Duration of BLU Buffs ?


Mighty Guard (That before lasted 3-4 min) now is lasting 6:30 minutes with skill of 602 (yes, Missing EMP 119 legs and Iris #2) to reach 640 ><


Thanks.

Mighty Guard duration varies whether you use diffusion, have the job points for unbridled learning II, and the relic boots that buffs duration for diffusion buffs. Right? Though mine lasts over 5 minutes. Don't tell me skill affects it too and no one told me?
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By oldman 2016-03-30 18:01:53
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Bismarck.Kuroganashi said: »
could anybody please tell me what is the formula to calculate the Duration of BLU Buffs ?


Mighty Guard (That before lasted 3-4 min) now is lasting 6:30 minutes with skill of 602 (yes, Missing EMP 119 legs and Iris #2) to reach 640 ><


Thanks.


That sounds wrong. If you turn on the Timer feature native to FFXI you should never see it with a duration of more than 5 minutes and change. Iirc the base duration is 3 minutes, this can be extended when diffusion is up with merits (and further with upgraded relic feet). One of the unbridled learning categories will also increase it's duration.

Between diffusion merits, relic feet, and job points it maxes out at less than 6 minutes.

Are you zoning, porting between parts of the same zone, maybe talking to NPCs? My guess is you're doing something to interupt the countdown and just checking the time stamps for when you used it and when it wears off.
 Fenrir.Nightfyre
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By Fenrir.Nightfyre 2016-03-30 18:46:39
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Reactor Cool lasts 3 minutes. I get two minutes on Saline Coat but the vanilla buff timer seems set for 3 minutes, which is odd. Possibly skill based? Could also be SE being SE.

Plasma Charge lasts a long time, maybe also skill based but I get >10min duration.
 Fenrir.Mewgoat
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By Fenrir.Mewgoat 2016-03-30 19:22:29
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Fenrir.Nightfyre said: »
Reactor Cool lasts 3 minutes. I get two minutes on Saline Coat but the vanilla buff timer seems set for 3 minutes, which is odd. Possibly skill based? Could also be SE being SE.

Plasma Charge lasts a long time, maybe also skill based but I get >10min duration.

huh, odd. thank you for at least casting and finding out
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By Dagmaar 2016-03-30 20:58:30
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OK, so I got some more gear today. I don't think I can post gear sets since I have very few posts, so I will have to list. I apologize in advance:

Main: Nibiru cudgel (path B)
Off: Nibiru cudgel (path B)
ammo: ghastly tathlum +1
head: herculean helm (int +10, MACC +20, MAB +31, MBD +2%)
neck: Sanctity necklace
ear: Friomisi earring
ear: Hecate's earring
body: Samnuha coat (MACC +6, MAB +7, FC +1)
hands: Amalric gages (path D)
ring: Acumen ring
ring: Shiva Ring
back: Cornflower cape (MP +21, DEX +1, ACC +7, Blue Magic +6)
waist: Porous rope
legs: Amalric slops (Path A)
feet: Herculean boots (MACC +7, MAB +7, Treasure Hunter +2)

So since my first post, I have added the cudgels, the head piece has much better augments, and I added the Amalric legs. The body definitely needs work, as do the rings. This should be a bit better though. Thanks again for the advice!
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By Fenrir.Nightfyre 2016-03-30 21:00:53
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Progress!

Need better feet as well. Amalric is your main goal there, though Hashishin +1 is decent for free nuke and great for BA nukes.
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By Dagmaar 2016-03-30 21:11:44
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I just realized that blue mage can wear the count's garb. this looks like a better body than the teodor coat.

Yeah, I kept the feet thanks to the TH augment. I am working on getting the Amalric feet next. It's getting better little by little!
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By Sylph.Staleyx 2016-03-30 21:53:57
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Would the INT that amalric has beat out a pair of herculean feet with matb37 augment for blue nukes?
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By Siren.Kyte 2016-03-30 21:57:57
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Yes.
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By KnifeKatRengar 2016-04-01 05:08:23
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Phoenix.Capuchin said: »
If you're changing multiple pieces, the answer would ultimately depend on the full extent of swaps in all slots to compare the net gain/loss of stats. Can't really say for sure just by comparing waist-waist swap. I'm sure people here can give advice knowing the full changes, but not without more information.

How'd you manage to get 2 away from cap anyway? A little bit of an unusual number for BLU. You should be setting at least DW3 anyway, so you'd normally be looking at haste capped requirement of DW+11 (for DW3) or DW+6 (for DW4). Lots of DW+5 pieces, so I'm guessing maybe you have something like DW3 and using one DW+5 piece plus maybe Eabani DW+4? If that's the case, ditch Eabani, you're better off with two DW+5 pieces with other offensive benefits besides just the DW (Adhemar body, Suppa, Carmine legs, etc.). Of course, I'm making a huge assumption here, could be a bunch of oddball ways you end up with a somewhat unusual amount of DW (say, Reisenjima dark matter augments).


Just to try to clarify. You need 6 DW with DW4 Equipped, and and 11 with DW3?

Is this with strictly Erratic Flutter? Or you including Marches as well.

Assuming most BLUs use DW3 once they get Adhemar Body(HQ) and use the DW Earring from Azi, and NQ Adhemar users use Suppi DW(Since I know people usually frown at being @DW Cap.)

Thank you for any extra clarification past this.
 Bahamut.Baozzer
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By Bahamut.Baozzer 2016-04-01 05:58:13
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Even if you don't have adhemar body you shouldn't be using 6DW, you can make a great set using 4DW. I don't remember the values you need equipment wise but if you sneak into the nin forum it has them listed out
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By Sylph.Oraen 2016-04-01 06:17:53
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Nightfyre's DW and Delay discussion:
Capped gear haste is 256/1024 (25%).

Capped magic haste is 448/1024 (43.75%).

Erratic Flutter is 307/1024 (29.98%).

Capped gear+magic haste is 704/1024 (68.75%).

Capped gear haste + Erratic Flutter is 563/1024 (54.98%).

Total delay reduction = (1-haste)*(1-DW)

You can rearrange this equation to isolate DW: 1-(total/(1-haste))

Plug in 0.2 as your total delay reduction, use whatever quantity of haste you have, and solve.

Capped gear+magic: 1-(0.2/(1-0.6875))=0.36

Capped gear+EF: 1-(0.2/(1-0.5498))=0.5558

DW3 is 25% DW, so assuming 1200 JP you're looking at 11 DW to cap with capped magic haste and ~30 DW with just Erratic Flutter. Best to err slightly low, rather than high, in order to avoid losing too much TP/hit.

Floppyseconds' DW and Delay discussion:
Dat Delay 'N ***

My DW and Delay discussion:
Let's talk about Dual Wield for a little bit. When it comes to Dual Wield, a lot of people believe that the more the merrier and you should shove it into everywhere it can fit. In some situations, that's actually quite true, but in many, it's completely wrong. Keep in mind that Dual Wield lowers your TP/hit. We are only able to hit 80% delay reduction, and Dual Wield plays a factor in calculating delay. However, as soon as you hit that delay reduction cap, you can't attack any faster. Yet, if you have more DW than is necessary to hit that cap, you continue to lose TP/hit without gaining any attack speed. That's why it is incredibly important to understand Dual Wield calculations.

So, let's actually calculate our delay.
In order to properly calculate delay, you'll need to know the values of your outside haste sources.

Magic Haste - Caps at 43.75%
Types of Magic Haste - Victory March (~9-17%), Advancing March (~7-14%), Refueling (10%), Haste 1 (15%), Haste 2(30%), Embrava (up to 25%), Indi/Geo Haste(28%+), Mighty Guard (15%)
Job Ability Haste - Caps at 25%
Types of Job Ability Haste - Haste Samba (5% from sub, 10% from merited Haste Samba from a main DNC), Hasso (10%), Desperate Blows (25% with 5/5 merits)
Gear Haste - Caps at 25% (256/1024 to be precise)
Delay Calculation Formula
So, now that we know the types and values of haste in the game, let's figure out our delay.

Let's look at a situation in which we have zero magical haste, capped gear haste, and Dual Wield 5 trait without any DW on gear.

256/1024 + 35% Dual Wield. Those are our values right now.
With our Dual Wield value, we subtract the % of dual wield from 1. This looks like (1-.35), which leaves us with .65.
For our gear haste, we take the value we have and subtract it from 1024. This looks like 1024-256, which gives us 768.
We then take those two values and multiply them together. This looks like 768 x .65, which gives us 499.2. However, because of SE's flooring during calculations, this is floored to 499.
Then divide this new value by 1024. So, 499/1024 = 0.487, or 48.7% delay remaining, with a delay reduction of 51.3%. This means that, in order to cap delay reduction, we need to reduce an additional 28.7%.

Let’s try a new example. This time, we have Erratic Flutter (Haste 2, or 30% magical haste), capped gear haste, Dual Wield 5 and 10% additional DW from gear.
Now we have 256/1024 + 300/1024 +45% DW.
(1-.45) = .55
1024 – 256 – 300 = 468
468 x .55 = 257.4 (Floors to 257)
257/1024 = .251, or 25.1% delay remaining, with 74.9% delay reduction.
When it comes to delay reduction, you want to get as close to capping as you can without going over and without sacrificing large amounts of beneficial stats.

Use literally any of these, or the in-depth discussions on BGwiki, to determine your current haste values and corresponding amount of DW necessary to hit delay reduction cap.
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By KnifeKatRengar 2016-04-04 05:33:54
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Sylph.Oraen said: »
They need to be in your midcast (the gear you have equipped when the effect actually happens.) Take your AF2 feet example. When you actually complete your cast of the spell, that's when they need to be equipped. After the spell has COMPLETED, gear does not matter.

As for the bonuses being worthwhile, it depends on the gear. Assimilator's legs? Hell no. Hashishin feet? Hell yes. Weigh the lost stats against the bonus provided by the item.
I know this was far back and I forgot to ask.

Could you describe in detail why each piece is better than the other? I am not very good with math, and while I don't condone the "Just take their word and take it as that", I'd much rather actually learn /why/ each piece is better, instead.

I feel I can be a better player, if I understand my swaps, rather than just doing as someone tells me to. And I know from your prior posts that you seem very well versed in explaining things n detail, so I'd like that if possible. Please & thank you


Primarily Focused on the following items(and whatever else ones enhance this effect, too.)

Hashishin Kavuk +1 (AF3 head) Chain Affinity
Hashishin Basmak +1(AF3 Feet) Burst Affinity
Hashishin Tayt +1 (AF3 Legs) - Wanted to address Efflux, too.

Since BLU-*** set seemed to be garbage-worthy, I'd like to address if the other pieces besides the Feet you had mentioned prior, would be viable, as well.

Mainly how you determine the bonus vs the stats you're missing by not using other pieces.

I think I missed some things, but I am trying to decide what I should just throw into the porter slip, and what things I absolutely have to have to be optimal.
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By Shiva.Francisco 2016-04-04 08:52:45
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Dagmaar said: »
I just realized that blue mage can wear the count's garb. this looks like a better body than the teodor coat.

Yeah, I kept the feet thanks to the TH augment. I am working on getting the Amalric feet next. It's getting better little by little!

iLv119 Empyrean Feet are also a very nice piece for MAB.
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By Caitsith.Mahayaya 2016-04-04 09:45:43
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Rooks said: »
Fenrir.Mewgoat said: »
really old news, but i was wondering if anyone could tell me the duration of saline coat, reactor cool and plasma charge with no other modifiers on them?

https://www.bg-wiki.com/bg/Saline_Coat - 60s
https://www.bg-wiki.com/bg/Reactor_Cool - 120s
https://www.bg-wiki.com/bg/Plasma_Charge - 50-60s

Yeah, these were all changed with an update to old BLU magic. Zephyr Mantle casting time was reduced along with all of these getting duration boosts.
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By Asura.Azagarth 2016-04-04 16:41:11
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I had a guy tell me I have to get adhemar head, while its nice I don't see why? can someone point it out to me lol? What makes it BiS like I keep getting told?

ItemSet 342918

That's my current set and the herc helm I got has 10 acc 4 TA. I plan to, once getting my afterglow done, going for 25+ acc with 4 TA.

Also I know my tp set needs suppa lol... Im working through ZM atm.... fing hate quicksand caves though.
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By Leviathan.Stamos 2016-04-04 16:46:09
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+4 triple attack, +6 crit hit dmg, and +36 attack. With +12 str/dex augments and 20 attack. For 56 attack
 
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