BLU spell accuracy

Solitia

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Anyone know anything to improve the accuracy of BLU magical abilities? (Not physical spells such as Bludgeon.) Specifically Geist Wall? I don't know whether I'm getting flat-out resisted a lot of the time, or if there's a trick to it, like with Chaotic Eye.
 
use a sword all of the time, and deck accuracy up. SH, snipers, anything you can wear that adds accuracy, improves the accuracy of all blue magic
 
where you find that out tymon? all the evidence I can find points to acc gear and weapon skill affecting only physical blue magic.

I would suspect that int/mnd and +magic acc being best for magical blue magic.
 
Galaika said:
where you find that out tymon? all the evidence I can find points to acc gear and weapon skill affecting only physical blue magic.

I would suspect that int/mnd and +magic acc being best for magical blue magic.

Magic Acc+ might apply, but INT and MND are only damage modifiers as far as I know.
 
INT mainly effects dmg, but also effects specific magics, such as elemental magic, which in turn helps lower resist. I have yet to see much of a difference soloing EM-T mobs with INT+, i have only partied on BLU once so far though.
 
TP it meant to help so get a low sword delay, pimp out ACC with snips SH PCA/PCC and then OHAT at 70 (unless af head is good) and then work out how to magi cacc from skill and + mag cc armour
 
Negorissimo said:
Cast all your magic at 300% TP, it works for me.

You will see the difference.

TP only affects spells when you use Chain Affinity.

I do the exact same damage from spells with both 0%TP and 300% TP. But when I use Chain Affinity I notice a huge difference. Although my normal accuracy is 92% against VT/IT anyway, so I guess I would't notice a difference.
 
as far as it goes, mag acc would seem to be the main factor for magical blue magic.. (how redundant to say the whole term) but think of it as normal abilities. EX: Cursed Sphere (says its AOE water damage) is like Waterga. So if you stack INT, more than likely it increases sticking power. I have yet to have a resist on an AOE/fan shaped spell, but that is just me. More than likely, on AOE spells itd say "so-and-so evades" if it was something like Grand slam (which is physical) and just wont do much damage if it was a magic spell. EX: "Suragata casts Cursed Sphere. The Goblin Smithy takes 2 points of damage."

So all-in-all, INT would probably affect it more in the long run because you hardly get any Magic Accuracy+ at lower levels. You'd be better off with more INT gear.

In physical spells, think of it as normal attacks, just dex, acc, and str for corresponding results.
 
Physical BLU spells to me seem to behave like MP induced WS'es. Boosting STR and ATK seem to incease the dmg output of these considerably which helps me conserve some of my BLU's lackluster MP. Magical BLU spells function like normal magic from what I can tell so you can most likely boost their effectiveness the same way a BLM boosts their black magic spells. Which leads to the idea a BLU at high lvls is going to need to carry 2 sets of equip. 1 for melee and physical BLU spells and the other for magical BLU spells. On a side note since someone mentioned elemental staves. I'd probably get these for a BLU to use in HNM fights etc where you probably won't be meleeing any TP. In an xp pt its still worth considering since you wont have any TP after using chain affinity for a SC anyway as you goto MB with burst affinity.
 
BloodDragoon said:
Physical BLU spells to me seem to behave like MP induced WS'es. Boosting STR and ATK seem to incease the dmg output of these considerably which helps me conserve some of my BLU's lackluster MP.
Attack has no affect on physical spells since attack is based on your weapon and base STR. Increasing STR also increases ATK somewhat, but a raise in atk and a raise in physical magic doesn't necessarily mean ATK is a factor. Your sword as a blu adds to attack because of your sword skill, and because none of the physical magic is affected by having a higher sword skill, atk is useless when raising damage. All we know is that STR raises damage, DEX and ACC raises overall damage output over time. But for "magical" magic, int, mag acc, and blue magic skill+ would be the only factors for offensive spells, unless raising a stat attributed to the certain element has an effect on those element spells... but we dont know that for sure.

EX: bomb toss is fire based and adds STR, so one would assume raising a fire stat would raise its damage. This would probably one of the only instances that STR affects magical damage. Cursed sphere, poison breath, and other water based spells add MND, which we all know comes in the color blue, which corresponds with the water element. So with this in mind, stacking MND may increase water damage for blue mage if you believe so. None of these theories have been proven, but INT mag acc and blue magic skill is KNOWN to be the main factor in magical blue magic as it would seem now.
 
There are tests out there showing magic accuracy (at least for enfeebles) dramatically increased by upping your CHR. Early tests, but some things were sticking over 40% better.

Silence for instance will not harm a mob.

(Chaotic Eye) CHR gear on:
Ancient Bat - 41/50
Seeker Bats - 45/50
Worms in K-Tunnel - 47/50
Goblin Gambler - 42/50
Goblin Reaper - 43/50

(Chaotic Eye) INT gear on:
Ancient Bat - 15/50
Seeker Bats - 21/50
Worms in K-Tunnel - 25/50
Goblin Gambler - 12/50
Goblin Reaper - 8/50

I just used random mobs, but that is the numbers I pulled. I tried with other spells too, and the numbers were close to the same.

(Chaotic Eye) MND gear on:
Ancient Bat - 20/50
Seeker Bats - 21/50
Worms in K-Tunnel - 17/50
Goblin Gambler - 16/50
Goblin Reaper - 12/50
 
That's a very good test Cubswoo, thanks ^^ I've looked everywhere for a test involving blue magic enfeebles, as Chaotic Eye is very unreliable for the most part on IT mobs.
 
CubsWoo said:
There are tests out there showing magic accuracy (at least for enfeebles) dramatically increased by upping your CHR. Early tests, but some things were sticking over 40% better.
What bonus stats does Chaotic Eye add?
 
Interesting post relating to chaotic eye. Have any chr tests been done relatingto other enfeeble or enfeeble-like spells?

And if so, I'm curious if different rules apply to damage/enfeeble moves, such as sprout smack, battle dance, or spinsand.
 
One thing i have noticed is MND has a greater effect on healing Blue Magic then even WHM's cures. A difference of 6 MND increased the potentcy of Pollen by 5 HP at lvl 24. As far as INT goes, I noticed more of a difference on BLM dmg then BLU dmg, and we still dont know, from what I've seen, that it effects it at all.
 
Ewok said:
One thing i have noticed is MND has a greater effect on healing Blue Magic then even WHM's cures. A difference of 6 MND increased the potentcy of Pollen by 5 HP at lvl 24. As far as INT goes, I noticed more of a difference on BLM dmg then BLU dmg, and we still dont know, from what I've seen, that it effects it at all.

I've noticed the same thing with pollen in regards to how appearent a few mnd+ can be.
 
Any of you PLD's subbed BLU to it and hit Cocoon yet? I did it on my RDM and went from ~300DEF to 460DEF. Some of you guys get up over 1000DEF so I'd like to see that.
 
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