|
Anything You Can Do, I Can Do Better!: RDM Guide
By Argisto 2025-02-22 20:07:20
There was a bug report that was somewhat recently moved to "Working as Intended."
Basically, the issue was that Quick Draw was not enhancing the effects of the second tier of applicable Enfeebling Magic. Test steps in the bug report used Paralyze II, Blind II, and Slow II (no effect on Slow II already confirmed in the Quick Draw Talk Page) for verification. These results and the transfer of this bug report to its current status directly contradict the wording of this dev post.
Seemingly, Quick Draw has no effect on any of the tier II versions of the Enfeebling Magic outlined in said dev post (Blind, Paralyze, and Slow). Only the first tier is affected.
Edit: Clarify which spells are affected.
サーバ: Asura
Game: FFXI
Posts: 60
By Asura.Ayahuasca 2025-02-23 03:24:37
Using Bolelabunga and Bunzi's Sabots (R30) and the rest durration gear, I got 24 and 33.
*If you augment Telchine Armor Set Head, Body, Hands, and Legs with +3 each you would get an additional 13 and 14 "I think"(I am not sure where the +10% from Bolelabunga works in to the formula) so that would put you at 37 and 47.
I do not have those 4 pieces with Regen Potency so those are hypothetical, but should be pretty close. I might revisit this later today though, I am kind of curious what the duration would be at with full potency.
Thanks for the response, i have the telchine set with +3 potency but i'd think indeed for duration to be better in those slots (as +3 potency < +10% duration i guess), but i'm curious as well to see numbers and don't have access yet to r30/25 bunzi feet! For science it'd be interesting to know. 37 and 47/tik regen is not bad at all for RDM! Not sure if /SCH light arts would add extra potency or if that only works with SCH main job
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10,345
By Asura.Sechs 2025-02-23 04:47:08
SCH main only.
/SCH grants you Regen3 though, once your ML is high enough.
Necro Bump Detected!
[49 days between previous and next post]
By Sylvebits 2025-04-13 00:32:53
Are Acuity belt, meta ring, and aurist cape +1 @ R15 largely replaced by like.. null belt, null shawl, and a stikini ring?
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3,128
By Carbuncle.Maletaru 2025-04-13 01:27:23
Depends, depends, and depends. But no, on the whole they're not replaced
By K123 2025-04-13 06:24:24
Depends on the enfeeble and if you want duration or accuracy, etc.
By Argisto 2025-04-13 06:36:40
Are Acuity belt, meta ring, and aurist cape +1 @ R15 largely replaced by like.. null belt, null shawl, and a stikini ring?
This is not a question with a simple answer. These comparisons are highly dependent on the dSTAT differential between you/your target, your equipment overall and the use case. Let's take a look at total magic accuracy in each case.
=====================
Aurist's Cape +1 R15
+33 INT/MND
+33 Magic Accuracy
Total potential magic accuracy after dSTAT correction: +59 for both INT/MND based spells
Null Shawl
+50 Magic Accuracy
The back comparison is only going to come into play when you don't need the Enfeebling Magic Effect+ from Sucellos's Cape (spells like Silence, Sleep, Bind, Impact, etc). Aurist's Cape +1 will come out ahead when your dSTAT is -36 to +3, ties when dSTAT is -38~37 and +4~5, then begins to lose ground when your dSTAT is outside of those ranges. With the advent of master levels, there are few encounters where a RDM will be in the negative dSTAT range. When dSTAT falls in the ranges above, the increase in magic accuracy gained by using the Unity cape over the Null Shawl is +1~9.
=====================
Acuity Belt +1 R15
+23 INT (assuming first place unity)
+15 Magic Accuracy
Total potential magic accuracy after dSTAT correction: +36 for INT based spells
Null Belt
+30 Magic Accuracy
The waist comparison is for spells where you won't be using Obstinate Sash (Dispel, anything else that isn't Enfeebling Magic). Acuity Belt +1 will come out ahead when dSTAT is -24 to +1, ties when dSTAT is -26~25 and +2~3, then loses ground outside of those ranges. Null Belt has the advantage of applying all of its magic accuracy to both INT and MND based spells while Acuity Belt +1 is limited to INT based spells. Null Belt also has the advantage of not having it's performance tied to Unity rankings as well as having some defensive bonuses. Even if you make the change to Null Belt, the Unity belt is still the best free nuke/magic burst piece if outside of Orpheus's Sash range and not using Hachirin-no-Obi.
=====================
Metamorph Ring +1 R15 (assuming first place unity)
+16 INT/MND
+15 Magic Accuracy
Total potential magic accuracy after dSTAT correction: +31 for INT and MND based spells
Stikini Ring +1
+8 MND
+11 Magic Accuracy
+8 to all magic skills
Total potential magic accuracy after dSTAT correction: +27 for MND based spells
This is a somewhat odd comparison. Yes, both rings can be used for magic accuracy for MND based spells (and with similar performance), but they have somewhat differing applications. Metamorph Ring +1 is used to boost stats for potency (Paralyze, Slow, etc.) and act as a magic accuracy piece for INT based spells. It's only real drawback is it's performance is tied to unity rankings. Stikini Rings are great for Distract/Frazzle potency and being general magic accuracy rings.
One last thing to note is combining all this Unity gear into one set can devalue the INT/MND stats on them in terms of magic accuracy due to the scaling of the magic accuracy gained via dSTAT correction. Each piece should be evaluated as part of an equipment set as a whole for your intended purposes.
Edit: Some wording clarification
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10,345
By Asura.Sechs 2025-04-13 07:13:26
I think, like Argisto accurately analyzed in detail, it depends on the kind of spell we're talking about.
That put aside, assuming debuffs, for the majority of them you're going to use Obstinate Sash, not Acuity, I would say?
By Lili 2025-04-13 07:48:51
That put aside, assuming debuffs, for the majority of them you're going to use Obstinate Sash, not Acuity, I would say?
The vast majority yes, but there's plenty of stuff where duration+ doesn't really matter for some reason. Dispel and Impact are the big two that come to mind, but I'm sure there's more.
By Dodik 2025-04-13 08:08:30
Any data, or even guesses, if int/mnd play a part in impact resist accuracy? As in the duration tiers depending on magic accuracy.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10,345
By Asura.Sechs 2025-04-13 09:02:22
That put aside, assuming debuffs, for the majority of them you're going to use Obstinate Sash, not Acuity, I would say?
The vast majority yes, but there's plenty of stuff where duration+ doesn't really matter for some reason. Dispel and Impact are the big two that come to mind, but I'm sure there's more. Absolutely, there's more.
But for everything that's categorized as Enfeebling Magic, Obstinate Sash also provides ~30 Macc
Acuity can provide a nice chunk of overall macc as well, if the spell you're using relies on dINT and you're in one of those spots where INT converts well into macc.
Granted that also assumes you reach rank1 in Unity and I'm afraid a lot of us don't bother with that anymore and simply keep the Unity from which they need the Unity Leader Trust.
My point is: if you want to save inventory space putting away acuity, it should probably be Obstinate you use as a pretty good overall compromise for enfeebling magic in the waist slot, rather than Null belt.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3,128
By Carbuncle.Maletaru 2025-04-13 09:27:20
Acuity is also a really nice nuking belt (if you don't have weather/aren't in range for osash).
There's really no saving inventory space unless you want to be gimped on one or more spells.
I appreciate the community effort to give a much more in-depth answer to this question, I just feel like extremely low-effort questions with no research or details provided deserve low-effort responses. If you want high quality answers to your questions, write a better question.
[+]
By Sylvebits 2025-04-13 09:56:56
Thanks everyone for all the information! I’ve been working on gearing RDM for use, and I don’t like half-***ing a job so I appreciate all of this.
It’s been a little confusing trying to make sets with all these complexities heh. Is it my understanding that and correct me if I’m wrong, i can boil it down to:
- A “potency set” that wants you to stack INT/MND/enfeebling effect as priority with MACC.
- A duration set that focuses on duration+ and macc
- A stacked MACC variant of potency sets to land against resistance/for spells where potency isn’t changed. Would that include Chironic for the immunobreak or is that a separate set entirely, or just a toggle in?
- And in all sets, including as much enfeebling skill
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10,345
By Asura.Sechs 2025-04-13 10:17:19
Sylve, simplifying sets for RDM can be a mess. I mean I've done it, but you need to accept compromises.
There's so many exceptions, really.
An oversimplification would be something like this:
Potency set:
In this set you stack all the "Enf Potency" stat you can, all the Enf Duration you can, fill the rest with your best options providing Macc or dStat, also Enf Skill as that converts into Macc (and for some spells it also gives potency, see Frazzle/Distract3 and Poison2 for instance)
No Potency:
You use this set for spells that are not affected by "Enf Potency" stat. Can pick other options for those slots, tipically stuff that will grant you more overall macc.
I also have a small variation focusing on duration for some spells. This set is very niche and is used only in conjunction with Stymie.
Furthermore I have custom sets (slight variations of the above ones) for Frazzle3, Distract3 and Impact.
As for your question on Chironic Slippers: Personally I use them as mandatory for every enf spell that can generate an Immunobreak. Not all enf spells can do that and, for those spells, you can freely swap the leg slot for something else (Empy+3?), unless your Chironic aug have literally insane Macc and, as such, might end up being the BiS option for you regardless of the immunobreak stat.
Bahamut.Zedoma
サーバ: Bahamut
Game: FFXI
Posts: 65
By Bahamut.Zedoma 2025-04-13 11:00:39
Absolutely, there's more.
But for everything that's categorized as Enfeebling Magic, Obstinate Sash also provides ~30 Macc
Is this something that has been tested and proven that enfeebling magic skill is 1:1 to magic accuracy? My max accuracy set was the only place where I made changes to use null shawl/belt with the loop only for Frazzle2.
Phoenix.Michelob
サーバ: Phoenix
Game: FFXI
Posts: 81
By Phoenix.Michelob 2025-04-13 11:46:47
Thanks everyone for all the information! I’ve been working on gearing RDM for use, and I don’t like half-***ing a job so I appreciate all of this.
It’s been a little confusing trying to make sets with all these complexities heh. Is it my understanding that and correct me if I’m wrong, i can boil it down to:
- A “potency set” that wants you to stack INT/MND/enfeebling effect as priority with MACC.
- A duration set that focuses on duration+ and macc
- A stacked MACC variant of potency sets to land against resistance/for spells where potency isn’t changed. Would that include Chironic for the immunobreak or is that a separate set entirely, or just a toggle in?
- And in all sets, including as much enfeebling skill
I use the following sets and it seems to suit me well:
-Max MAcc set for spells that I need to land quickly and am willing to sacrifice duration (Silence, Sleeps, Break, Dispel, sometimes I map Bind here, Frazzle I/II)
sets.midcast.Enfeebling.macc = {
left_ring={name="Stikini Ring +1", bag="wardrobe1"},
main="Bunzi's Rod",
sub="Ammurapi Shield",
range="Ullr",
head=RELIC.Head,
body=AF.Body,
hands=EMPY.Hands,
legs={ name="Chironic Hose", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','Mag. Acc.+12','"Mag.Atk.Bns."+10',}},
feet=RELIC.Feet,
neck="Null Loop",
waist="Obstinate Sash",
left_ear="Regal Earring",
right_ear=EMPY.Ear,
back="Aurist's Cape +1",
right_ring="Metamorph Ring +1",
}
-MND + Enfeebling Potency set for Slows and Paralyzes
--Type B-potency from: Mnd & "Enfeeb Potency" gear
sets.midcast.Enfeebling.mndpot = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Regal Gem",
head=RELIC.Head,
body=EMPY.Body,
hands=EMPY.Hands,
legs=EMPY.Legs,
feet=RELIC.Feet,
neck={ name="Dls. Torque +2", augments={'Path: A',}},
waist="Luminary Sash",
left_ear="Regal Earring",
right_ear="Snotra Earring",
left_ring={name="Stikini Ring +1", bag="wardrobe1"},
right_ring="Metamorph Ring +1",
back=RDMCape.POT,
}
-INT + Enfeebling Potency set for Blinds
sets.midcast.Enfeebling.intpot = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Regal Gem",
head=RELIC.Head,
body=EMPY.Body,
hands=EMPY.Hands,
legs=EMPY.Legs,
feet=RELIC.Feet,
neck={ name="Dls. Torque +2", augments={'Path: A',}},
waist="Acuity Belt +1",
left_ear="Regal Earring",
right_ear="Snotra Earring",
left_ring={name="Stikini Ring +1", bag="wardrobe1"},
right_ring="Metamorph Ring +1",
back=RDMCape.POT,
}
-Enfeebling Skill + Enfeebling Potency set for Poisons
sets.midcast.Enfeebling.skillpot = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Regal Gem",
head=RELIC.Head,
body=EMPY.Body,
hands=EMPY.Hands,
legs={ name="Chironic Hose", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','Mag. Acc.+12','"Mag.Atk.Bns."+10',}},
feet=RELIC.Feet,
neck={ name="Dls. Torque +2", augments={'Path: A',}},
waist="Obstinate Sash",
left_ear="Vor Earring",
right_ear="Snotra Earring",
left_ring={name="Stikini Ring +1", bag="wardrobe1"},
right_ring="Kishar Ring",
back=RDMCape.POT,
}
-Enfeebling Skill + MND + Enfeebling Potency set for Frazzle III and all Distracts
sets.midcast.Enfeebling.skillmndpot = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Regal Gem",
head=RELIC.Head,
body=EMPY.Body,
hands=EMPY.Hands,
legs={ name="Chironic Hose", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','Mag. Acc.+12','"Mag.Atk.Bns."+10',}},
feet=RELIC.Feet,
neck={ name="Dls. Torque +2", augments={'Path: A',}},
waist="Obstinate Sash",
left_ear="Vor Earring",
right_ear="Snotra Earring",
left_ring={name="Stikini Ring +1", bag="wardrobe1"},
right_ring="Kishar Ring",
back=RDMCape.POT,
}
-Enfeebling Potency set for all Dia, Bio, and Gravity spells and sometimes I map Bind here as well
sets.midcast.Enfeebling.potency = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
range="Regal Gem",
head=RELIC.Head,
body=EMPY.Body,
hands="Regal Cuffs",
legs=EMPY.Legs,
feet=RELIC.Feet,
neck={ name="Dls. Torque +2", augments={'Path: A',}},
waist="Obstinate Sash",
left_ear="Snotra Earring",
right_ear=EMPY.Ear,
left_ring={name="Stikini Ring +1", bag="wardrobe1"},
right_ring="Kishar Ring",
back=RDMCape.POT,
}
Edit: Added sets as they currently sit but I do swap pieces in these sets depending on the content that I am running, obviously. My Murgleis is not yet finished with afterglow but that will go in my Max MAcc set once I finish it.
RDMCape.POT = { name="Sucellos's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','MND+10','Haste+10','Phys. dmg. taken-10%',}}
I plan to make a cape for INT potency as well but it is low priority for me. I use haste for the recast timers.
EMPY.Ear = { name="Leth. Earring +2", augments={'System: 1 ID: 1676 Val: 0','Accuracy+16','Mag. Acc.+16','"Dbl.Atk."+6','STR+7 DEX+7',}}
By Galkapryme 2025-04-20 14:20:24
Thanks everyone for all the information! I’ve been working on gearing RDM for use, and I don’t like half-***ing a job so I appreciate all of this.
It’s been a little confusing trying to make sets with all these complexities heh. Is it my understanding that and correct me if I’m wrong, i can boil it down to:
- A “potency set” that wants you to stack INT/MND/enfeebling effect as priority with MACC.
- A duration set that focuses on duration+ and macc
- A stacked MACC variant of potency sets to land against resistance/for spells where potency isn’t changed. Would that include Chironic for the immunobreak or is that a separate set entirely, or just a toggle in?
- And in all sets, including as much enfeebling skill
I'm in the same boat trying to make sure my RDM is on point. Part of me wants to assume that if I'm in a situation where I NEED Max Acc, dINT likely isn't going to be < 10 (i.e., 1 for 1 INT to M.Acc). I'm also never in a first place Unity. But those are assumptions.
My gearset is based on Selendrile's, and his usually included normal, Acc, and FullAcc. I just removed the Acc and have Normal and FullAcc (melee, ranged, magic, and WS sets).
|
|