COR help

Bustaballs

Artifact Armor
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Bustaballs
I just got COR and I'm trying it out. I'm wondering what's the best thing to do in different situations when rolling while I'm in a party.

Should I ever try for perfect?
If I hit unlucky number should I roll again?

I'm thinking about taking it way up there so I wanted more info on it. I don't understand the quick draw thing that well but I have plenty of time to learn.
 
Personally, I think you should play it safe with COR rolls. If you hit a 6 on your first roll, you should not roll again. However, when it comes to rolling an unlucky number, I would roll again, because you cant get much worse then hitting that number for that roll.
 
if you get a 6, I would roll again, it is only a 1/6 chance of bust.
 
Bustaballs said:
I just got COR and I'm trying it out. I'm wondering what's the best thing to do in different situations when rolling while I'm in a party.

Should I ever try for perfect?
If I hit unlucky number should I roll again?

I'm thinking about taking it way up there so I wanted more info on it. I don't understand the quick draw thing that well but I have plenty of time to learn.

Here is what I do..

When I roll a lucky I don't roll anymore. I roll one a 6 but never higher. If you land on a unlucky that is past 6 just grin and bear it. If you land on a unlucky below 6 you should just keep rolling. You shouldn't gamble when your buff is absoulutely needed, such as long drawn out fights, HNMs, important missions, ect.

Quick Draw enhances the next enfeeble of the element you shot. Example :

Light Shot + Dia = Super Dia !
Ice Shot + Paralyze = Super Paralyze !

But it dosn't lower resist rates, just makes them last a big longer and makes the enfeeble more potent
 
Last edited:
Moriki said:
if you get a 6, I would roll again, it is only a 1/6 chance of bust.
1/6 chance of bust, 1/6 chance of unlucky roll, 1/3 chance of the double up not being worth it.
 
Galaika said:
1/6 chance of bust, 1/6 chance of unlucky roll, 1/3 chance of the double up not being worth it.

1/2. 1/6 bust, 1/6 unlucky, 1/6 11. hay thar 3/6ths. Which leaves another 3/6ths.
 
In real life.. yes all those logical statistics make sense... But this is FFXI and SE we're talking about... the chances of you rolling a 6 or the 'unlucky' number are WAY greater than what they are in real life. IMO... six is the worst number you can get your total up to.
 
Do COR get partys pretty easy? Also how is their melee and ranged abilities? Are they decent DD?
 
Skaw said:
1/2. 1/6 bust, 1/6 unlucky, 1/6 11. hay thar 3/6ths. Which leaves another 3/6ths.

11 is good, not bad.
 
The other day i partied with a COR (he was the best corsair I have ever seen btw) with my 56 rdm. He said he sometimes busts on purpose when he gets unlucky rolls- I don't know how good of a strategy that is.

Also, Random Deal is a friggin sweet ability when you get it. Try to use it when you see the RDM Convert.
 
The intenional bust is used so that you can replace the roll quickly without any negative affects to the party. ~45 seconds without a roll as opposed to the 2-3 mins it would take to wipe the roll to be able to re-roll it.
 
I would say (without experience; this is speaking academically) that if you haven't busted yet, you should feel free to take some risks. Even though a Bust blocks you from getting two rolls yourself, the party can still get both. If you do have a Bust on, though, by all means play it as safe as you can - two busts means exp leech.
 
Bustaballs said:
Do COR get partys pretty easy? Also how is their melee and ranged abilities? Are they decent DD?

COR is basically like brd, except that while brds can be backup healers- cors can be backup DD. Haven't actually seen any parse action on these, but I do recall seeing cors do WS and take away a good chunk of the mobs HP. They also have some cool moves later on like Random Deal. The only downside I see to them as opposed to bard is the abscence of sleep moves.

edit: oh yeah, cors can be backup healers too btw with /whm.
 
Oh, speaking of COR DD - it's decent, but nothing spectacular. COR cannot stand on its own as a DD job.

The main problem is that COR cannot equip the most damaging guns (the delay of Hexagun is very nice for DoT, though, from what I've seen from parses), nor Silver Bullets (these alone account for some 30 base damage compared to the best bullets which are COR equippable). On top of this, COR is missing a huge amount of "inherent" accuracy compared to RNG.

COR DD really isn't that bad though considering it's a Bard in disguise! What damage they can add combined with the damage from Quick Draw easily makes up for the lack of "Guaranteed" stat bonuses from bard and puts COR into a great position in any party.

Oh, and Prot, they're missing Dispel too, which kinda sucks.
 
Skaw said:
1/2. 1/6 bust, 1/6 unlucky, 1/6 11. hay thar 3/6ths. Which leaves another 3/6ths.

11 is good dumbass, so its 2/6ths which is 1/3 like i said, dont try to be clever when youre not.
 
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