Kind of a funny observation on my fellow BLMs

Passions said:
Elemental magic skill reducises the resist rate and allowes for peak damage of your spell. Ever casted on a too weak bitch outside of jeuno for 1400 then went xping and only did 1000? Take that into consideration .

I did not directly say it adds damage like MAB gear, but I sure as hell know that lacking the top of the line gear I was surpasing or staying damn close to those in it.


As for the inv but, don't forget pan is 75blm and rdm on the same character /shock and passions is 75nin and 62thf.

And seriously, lose the fireworks you never use if you got that big of a gear problem you can't full support you jobs with 60inv80mog house and however much mog safe let alone moglocker that for a few hunderd xp you can get 40 spaces for over a month.


Yeah uzor lets stick a slow stronger on somethat is literally dieing in about 30 seconds while your mnk makes you spam cure 4 on his ass cause of aoes.


Turbon > o hat? Most ws used are multi-hit ws which means your gonna hit more strikes. But I guess all those parsers lie don't they. Let alone your getting in more hits then you are whiffing away whith all haste gear on, while your at it why don't you wear courage rings usable since 14-75.


If you don't care enough about the job to properly equip yourself when playing it, you probably half assed it in the first place with the same excuess.

Take that gear from your 37 sub job you "might' use again to a mule because you can't sit there and honestly say you got over 140 pieces of ra/ex gear for the 1 or 2 75 jobs you may have. If you do, get storage space in your mog. But hell I got plenty of room to hold my gear for 2 75jobs and lvl cap stuff but oh right I'm spoiled cause I put more effort into which character can lvl which job. Or is it my 9 mules that hold all the gear for my sub jobs and meds I use ocasionally that bug you?


Is there really 140 pieces of gear for 1 job in this whole game ra/ex that a lvl 75 would consider even situational?

While your at it why don't you just sell all your gear and play naked and don't buy all those situational spells like barspells.

Maybe sell those fancy rings for one nice set of balence rings, look were saving inv space already woot.
this why i prefer enfeb magic over strait int mind. This why I use chasuble over errant when nuking consitance. you might be out nuking me by 10-20 misely points but you resist 1 time though number go down drain. Plus lest armor = more space I dont like being 55/60 when im going out to exp haveing to recycle my inintory after every 4-5 fights because it full of crystals. I prefer to be strait balanced of mp int mnd enf magic and good amount of matk.
 
Last edited:
Ok I have followed this thread and I have learned some things, being that im a melee I dont really go in depth to how to maximize spells and such.

Passions
You said this "Elemental magic skill reducises the resist rate and allowes for peak damage of your spell. " I dont know if this is just semantics, but correct me if im wrong. Peak dmg for you spell will happen when you have a unresisted, MAB and INT stacked nuke not a elemental skill stacked nuke.(on a per nuke basis)

Second question. I always associated INT vs. MND when a nuke is calculated, not INT vs. INT. Just curious if I read that correctly that the calculation does involve INT><INT?
 
Its int vs int echdog. Lower the int with burn and you'll do more damage.

And yes elemental magic playes a big role in how close to that peak your gonna hit.

Well put it this way....

Magic attack bonus is like str to a melee, it sets how high that nuke is gonna jump.

Elemental magic is like att, it sets up your base line of attack.

Which is why when your fighting mobs that are it++ at 75 and they aren't weak to the specific spell your casting someone with my elemental magic skill will out perform you.
 
Hamlett said:
For a fully merited blm the idea of casting anything besides Blizzard or Thunder is just silly, unless they're aiming for some odd MB or fighting a monster that is resistant to one or both of said spells.
Or perhaps gravity/soloing marids on firesday using a karin obi and sorcerer's tonban and getting great damage since there's a good chance of your blizzard4 getting gimped. There's a reason I sunk two merits on fire potency. Leaves yourself open for a lot more solo opportunities.

Hell, I did a 1500+ accidental fire mb in limbus just the other day on firesday. Not a huge omgwtf number, but it was nice none-the-less. God it's nice to have obis and af2.

People who wear the same gear always are just gimps. Period. If you can't figure out how to arrange your macros so that you can edit in the situational pieces when they're needed, then you should probably sit down with a piece of paper and figure it out (not you hamlett XD).
 
Last edited:
Passions said:
Its int vs int echdog. Lower the int with burn and you'll do more damage.

And yes elemental magic playes a big role in how close to that peak your gonna hit.

Well put it this way....

Magic attack bonus is like str to a melee, it sets how high that nuke is gonna jump.

Elemental magic is like att, it sets up your base line of attack.

Which is why when your fighting mobs that are it++ at 75 and they aren't weak to the specific spell your casting someone with my elemental magic skill will out perform you.
Code:
Terminologies  
=============  
Elemental spell damage (ESD)  
INT Difference Factor (IDF)  
Spell Damage Factor (SDF)  
Spell Damage Bonus (SDB)  
Elemental Staff Bonus (ESB)  
Spell Damage Constant (SDC)  
Magic Attack Bonus (MAB)  
 
Main Formulas  
=============  
ESD = [ (IDF * SDF) + SDC ] * MAB  
 
IDF = (Caster INT - Enemy INT)  
 
SDF = SDB * ESB  
 
 
INT Difference Factor (IDF) Explained  
=====================================  
 
It is possible that enemy INT is higher than caster INT, in that case the resultant value will be negative from the subtraction. 
 
If the difference between enemy and caster INT exceeds Preliminary Threshold Value (PTV), then the damage growth rate will decreate. (i.e. the following formula will be used for IDF instead) 
 
IDF = [ (Caster INT - Enemy INT) + PTV ] / 2  
 
For I series spells, here are their PTV values:  
Spell PTV  
===============  
Earth I 21  
Water I 30  
Air I 41  
Fire I 51  
Blizz I 62  
Thunder I 79  
 
3. If the INT difference exceeds the Ultimate Threshold Value (UTV), then the IDF value will be capped and the following formula applies: 
 
IDF = (UTV + PTV) / 2  
 
For I series spells, here are their UTV values: (-- indicates not tested yet)  
Spell UTV  
===============  
Earth I 53  
Water I --  
Air I --  
Fire I --  
Blizz I --  
Thunder I --  
 
Spell Damage Factor (SDF) Explained  
===================================  
 
SDF = SDB * ESB  
 
ESB = 1.0 for no elemental staffs equipped (or not for the right spell)  
1.1 for Normal Quality elemental staffs (matches with spell)  
1.15 for High Quality elemental staffs (matches with spell)  
 
Spell SDB  
===============  
I Series 1.0  
II Series 1.0  
III Series 1.5  
III(ga) 1.5  
IV Series 2.0  
Ancient 2.0  
 
Magic Attack Bonus (MAB) Explained  
==================================  
 
MAB Table  
=========  
Level Job MAB  
10 BLM 1.2  
30 BLM 1.24  
50 BLM 1.28  
70 BLM 1.32  
20 RDM 1.2  
40 RDM 1.24  
 
Moldavite Earring (+0.05 to MAB)  
Zenith Glove (+0.05 to MAB)  
 
Spell Damage Constant (SDC) Explained  
=====================================  
 
Spell Earth Water Wind Fire Blizz Thunder  
I 5 11 20 30 41 55  
II 78 90 108 128 150 173  
III 210 236 265 295 320 345  
IV 381 410 440 472 506 541  
III(ga) -- -- -- -- 642 697  
Ancient 577 630 552 657 526 603
 
 
Elemental Day Effect on Damage  
==============================  
 
If day is the same as spell element:  
ESD = ESD * 1.1 (i.e. Fire Day casting Fire Spell)  
 
If day is the opposite of spell element:  
ESD = ESD * 0.9 (i.e. Fire Day casting Blizz Spell)  
 
 
How to verify this formula  
==========================  
 
Go to just outside of bastok, use burn to lower those newbie bees so their INT becomes 1.  
 
Without equipping any weapons, Level 75 BLM with INT 129, wearing Moldavite Earring, casting Thunder IV.  
 
Since,  
 
ESD = [ (IDF * SDF) + SDC ] * MAB  
 
IDF = (Enemy INT - Caster INT)  
 
SDF = SDB * ESB  
 
Therefore,  
 
IDF = 129 - 1 = 128  
 
SDF = 2 * 1 = 2.0  
 
ESD = [ (128 * 2) + 541 ] * 1.37 = 1091.89 (drop decimals) = 1091
That is the damage formula, elemental magic has nothing to do with raising the damage other then lowering resist rates.

Let's say you're casting a spell for 100 damage. If it goes unresisted, it will ro 100 damage, that is the cap. It will never go past that unless;

a) you lower mob INT
b) you raise your own INT

Now, you can also get resisted. So you have a chance that the spell will do either 50% of the max damage, or 25% of the max damage, and those are the most common ones in exp parties. Versus stronger mobs (eg. earth elemental casting thunder) you can also see stronger resists, where the spell only do about 10% of the damage you would normally do. You can also get a complete resist (Resist! Xxx resists Thunder IV) if the mob uses a special ability (Magic Shield, as an example).
 
MAB and INT work to increase the max damage of a spell. Elemental Magic skill works to lessen resists. It's not like attack where there is base damage level and it works to increase it. If you mainly stick with a mob's weakness(es), you will avoid a majority of resists and the necessity for large amounts of +elemental skill gear (this only applies to exp mobs, gods/HNMs will require more elemental skill). You will still get resisted while using a mob's weakness(es), but it's usually in the amount of 1/2 max damage. Non-weakness spells usually get resisted more often and are in the amount of max damage times 1/2, 1/4, 1/8, etc.

INT vs INT. Your INT is used to calculate max damage on a mob and so is the mob's INT. So if you increase your INT or decrease the mob's INT (burn), the amount of damage you inflict via your nukes will increase.

INT vs MND. There really isn't a direct calculation that has a relationship between my INT and the mob's MND that I know of. There is a relationship between my nukes and the mobs mind. The amount of MND serves to resist spell damage and enfeebles. If I reduce a mob's MND(shock), it will help land enfeebles that are constantly resisted and nukes that won't hit for full damage. This isn't normally a huge problem for exp mobs, but might be more helpful on gods/HNMs. I believe adding INT does help reduce resists, but the effect is negligeable especially when compared to just adding elemental skill.
 
There we go. Thanks Uzor, thats what I was fishing for. I can talk in numbers.

Btw Passions STR being the cap for dmg is a dated theory. There are since other equations that show STR really doesnt affect dmg on meleeing all that much except the .5attk you get from each one. STR is really only useful when using a WS that has a STR modifier or unless you can somehow get more ATTK from your STR pieces then any attk pieces.
 
There is a STR dependence (or rather, on the difference between your str and target vit) on the damage bonus you get on weapons, which in turn is dependent on weapon rank (which is floor(dmg rating / 9)). However, the effect of that is not as big as we'd like it to be.

So, the little known fact is that str has a bigger effect on high dmg weapons (that is, mostly 2-handed weapons). Unfortunely, it's not effective enough to overturn the broken advantage of dual wielding....
 
metachronism said:
There is a STR dependence (or rather, on the difference between your str and target vit) on the damage bonus you get on weapons, which in turn is dependent on weapon rank (which is floor(dmg rating / 9)). However, the effect of that is not as big as we'd like it to be.

So, the little known fact is that str has a bigger effect on high dmg weapons (that is, mostly 2-handed weapons). Unfortunely, it's not effective enough to overturn the broken advantage of dual wielding....

Well, that and the fact that after 50 base damage on weapons its like running in to a wall <.<;
 
Lavi said:
People equip dynamis gear right after getting it to show off even though it really is junk. People want to see the gear being used, otherwise they see it as being wasted. It may only be for a moment or two, but they do do it.

As far as the space requirements, I have none. At any given time, I have a max of 9 (usually 5-6) spaces free in my gobbie bag while my MH, storage and mog locker are all full. I don't use a large amount of gear swaps (in fact, at the moment, I use little to no gear swaps) and I only have gear for WHM, BLM, WAR, and pieces of THF and NIN. It is mostly full of crafting items and assorted junk, but it's all usefull items. That being said, there just isn't enough space for me to store multiple sets of gear for all situations. I'll keep mostly the EX items because it would be a waste and an insult to toss them even if they aren't as good as their purchaseable counterparts. If I had the option to store a large portion of gear sets which I believe nothing 60+ is not NPC storeable, I wouldn't have a problem keeping all the gear, but I prefer the convenience of less gear even if not the best possible gear choice.

Edit in: Why is this just directed at BLMs?
It's called, make a mule.
 
Rappa said:
Mannequins, Armoires, etc.


You're restricted in exactly how much you can put up. I'm 74/74 Storage when I'm on a job other than MNK or BST. Yes. Storage. 80/80 Safe, and 50/50 Locker when not on either of those two jobs. The NPC storage system is pretty useless except for storing AF armor. The only time you'll be using a complete set of a type of armor is basically pre20 and post70, before and after you can even store the gear. Not only that, there's the unstorable HQs, which is a really retarded exclusion.
 
Skaw said:
You're restricted in exactly how much you can put up. I'm 74/74 Storage when I'm on a job other than MNK or BST. Yes. Storage. 80/80 Safe, and 50/50 Locker when not on either of those two jobs. The NPC storage system is pretty useless except for storing AF armor. The only time you'll be using a complete set of a type of armor is basically pre20 and post70, before and after you can even store the gear. Not only that, there's the unstorable HQs, which is a really retarded exclusion.

I agree. Not being able to store HQ versions of sets of gear is just supporting gimpage and rather annoying. But still, between storage, safe, locker, and MH if you don't have enough room for only your rare/ex stuff (excluding the rest because you can mule it despite how tedious the process is) then you've got too much rare/ex shit so drop some.
 
That's the point though. There are a lot of things that are EX and extremely exceptional pieces of equipment which shouldn't be thrown away. Space is limited and even if you get more, someone will ALWAYS find a way to fill that space with other gear. If I decided to pimp out one job with all the gear I wanted, situational and all purpose, I probably couldn't fit it all in my gobbie bag. That's one job. Most people play 3+ jobs and some play every job. Most people have multiple 75 jobs now and they get sky gear, dynamis gear, AF, and AF+1 none of which can be stored (AF can but if you use 1 piece, you have to unstore all pieces). There are people who collect even gear (I do, never know when a yukata will come in handy >.>). People collect coffer/chest keys for future use. Etc. When it comes down to the choice of saving myself from spending 10-15 mins muling everytime I want to play a job other than WHM or getting a couple of pieces of gear that are negliably better, I'll take the 10-15 mins.
 
Some of the rare/ex stuff that I have in storage is things that I don't use all the often, but I would be unable to get another one if for some reason I needed it. I'm a packrat, but I generally don't like throwing out things that I know I might need later on. Although, I have full gear sets for 4 different jobs on my main character, and I only have about 35 storage slots available; and I still have about 5-15 free inventory space at any time.
 
I'm the same way. I store almost everything I get. I have a senj and a pair of destroyers and the jobs are 37 and 18 respectively. I have a crapton of rare/ex gear but I can still manage my inv just fine. I have gear for several jobs I level off and on, and if I don't plan to level/play something in a few days I ship it all to my mule until I need it again. The r/e stuff I'll rarely or almost never use is in storage.
 
I agree with the idea that space is more important than a marginally better situational piece of gear. Do you craft? You want that space. Do you level other jobs, or collect unwanted coffer keys? You'll still want that space. And what about the fun stuff (like yukatas) that you occasionally want to look sexy in? <3 that space.

My RDM gear alone takes up almost my entire gobby bag. I rarely get kindred's seals or other nice items because there's no space even after i sort... And we all know how much we love our KS. More space could have benefitted me already, just there.

And what about when you want to level other jobs than your main job? to be good at your job, you want all that reasonably good swap gear too... and that takes space.

Things I don't plan on using a long time (i.e. RDM AF boots) I put in storage. It's not like I enjoy farming up nice items twice, and it's still accessible. Gear for CoP jobs I stick in storage too. It's kind of nice to have when it's needed.

I hate muling gear in a rush... and as such i only use my mules as selling mules. But... they can only help so much, even if i did use them for gear.

As a RDM, i know that situational gear only helps so much, and I can sympathize with the fact that not everyone wants to be so uber that other things suffer as a result.

I'm done rambling ^^;
 
Well, I have lvl capped gear for every lvl cap possible. I mean, if youre doing a missin, quest, BCNM, ENM or w/e you don't *NEED* the best gear available to you, you jsut need *SOMETHING* that's not horribly outdated.

Easy solution: buy entire storable non-H.Q sets and store them. When you need to do the lvl cap, take it out of storage and play away.

I have RDM, BLM and WHM all at 75, and still have room to lvl BLU, which I'm lvling atm. It really isn't that hard to find spaces you can have your armour in. Besides, you can always store the AF's you're currently not using, and as BLU, I'm at around 45/60 in my inventory.

And I have ALOT of situational gear for all of my jobs, although three of them share quite a few.
 
Last edited:
Back
Top