![]() Solstice is already set with +15 seconds of duration & conserve MP +6. Gada can get 11% duration (which can translate into maybe 25 seconds of duration currently including gifts, legs & feet) or conserve MP +7 (maybe higher still). I'd personally forget about the MP & get the highest duration. *Can downgrade ring to NQ with Cape augment of geo skill +2 or better.įor Geo- spells can do it without even touching neck, back, & waist. * medium's sabots can get up to Conserve MP +7. **With Lifestream cape no augments, can downgrade a ring to NQ. With geo skill +2 augment or better on the cape can downgrade both to NQ. * merlinic crackows can get up to +12 (8 aug). Not sure I am in agreement on the Geo Galero+3, any testing vs ea hat+1? * lifestream cape with at least geo skill +1 can allow a ring to be downgraded to NQ. Yay, necro response since I forgot to check back in! lolĪs long as you actually take full advantage of Cardinal Chant, AF+3 hat wins by a landslide. ![]() Properly positioned, T5 MB does 30%~40% more damage w/ AF+3 compared to Ea+1 in my experience, all else being equal. Same buffs, same debuffs, same mob type/level, same gear other than the spiffy hat. ^^ I'm not good at reversing the math myself, so can't actually prove it, but I'm personally convinced that MBD from CC is at least MBDII, if not an actual entirely separate mod. (Which seems quite possible, but again, I don't have a clue on how to actually back out the magic damage formula to figure out what the grand total MBD value would have to be.)Įven though there is a big potential advantage to abusing CC, it's not always something that can be relied on depending mostly on content type. Anything with a highly mobile target, or cramped zone layout, or lack of available time for setting up, or even refusal of group members to accommodate your positioning requirements. ![]() there's a mountain of things that can possibly get in your way and turn AF+3 hat into a massive damage loss. If not player.indi and autoindi ~= 'None' then If and not areas.Cities:contains(world.area) then If I know in advance that I will not be able to count on relative positioning, then I use Ea+1. ('/ma "Indi-'.autoindi.'" ')Įlseif autoentrust ~= 'None' and _ability_recasts() wait 1.1 input /ma "Indi-'.autoentrust.'" '.autoentrustee) If :contains('Resistant') and sets.ResistantMagicBurst then If spell.skill = 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' and spell.english ~= 'Impact' then ('/ma "Geo-'.autogeo.'" ')Ī quick sure-fire way to make it work is select a spell that you know you would almost always entrust like indi-str or something along those lines.įunction job_post_midcast(spell, spellMap, eventArgs) ('/ja "Full Circle" ')Įlseif not pet.isvalid and autogeo ~= 'None' and (_mob_by_target('bt') or geo_buffs:contains(autogeo)) then If pet.distance:sqrt() > 50 then -If pet is greater than detectable. ![]()
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