Quetzalcoatl.Waffless said:
»Quetzalcoatl.Waffless said:
»I thought CHR was 2:1, not 1:1?
Nope.
Guess I have a use for Kumbira cape now then.
Not entirely accurate. For most endgame targets, your assumption is correct, however that shouldn't influence the entirety of a debuff set. For example, let's say the target is Tojil. Tojil's CHR can be assumed to be 200.
Also let's assume we're using a Wind instrument.
As pointed out earlier...
Cerberus.Spirachub said:
»From BGWiki
Quote:
+1 Stat = +1 Magic Accuracy until dSTAT > 10~15 at which point 1 Stat = 0.5 Magic Accuracy
Which means our CHR is equivalent to Magic Accuracy bonuses(CHR+1 = Magic Accuracy +1) until our CHR reaches 210~215. If you made two sets that show which gives the most amount of Magic Accuracy for songs assuming CHR's magic acc ratio is 1:1, and another that shows CHR's magic acc ratio is 2:1, (aside from random augments for a sec) it would look like this:
CHR+184 on the left, CHR+199 on the right, before factoring in base CHR. The only thing that may be hard to come by is Carbuncle Ring +1s.
Now yes, these have identical best-in-slot pieces besides the cape, which, let's think about for a sec, assuming 1:1, the Kumbira Cape provides a magic accuracy bonus of +24, and Rhapsode's Cape is +21. Now let's factor in random augments(aside from the elusive Alloy Torque...)Rhapsode's Cape can receive an augment from Incursion of Magic Accuracy+1~6. Which means with an augment of +3 Magic Accuracy, Rhapsode's cape matches Kumbira Cape when assuming 1:1, and beats it with a +4~6 augment.
And then of course, any CHR augment on Lehbrailg +2
Back to Tojil, if you're using the set with CHR+184, then adding base CHR (my base CHR is 91 w/o merits on Tarutaru BRD/WHM) for a total of +275, it exceeds the point at which CHR becomes 0.5 (or, 2:1 magic accuracy) by 60~65. Which means, even if you are to assume a target's dCHR is high enough to start out at CHR 1:1, even using a set optimal for assuming CHR 2:1, you will likely exceed the target's dCHR with the CHR already provided in that set by a large margin in probably almost anything except probably high level Incursion and possibly some VD High-tier mission fights. Similar to how you don't naturally cap Scherzo potency, but with Skill already provided in your buffing sets, you will already have capped it without making a Skill set just for it.
On the topic of Stringed debuff sets though, which has been discussed and could be slightly more relevant on this than a Wind instrument perspective:
still minimal differences in these two most optimal sets, just the neck pieces really, and the set that assumes 2:1 also could use an augmented Rhapsode's Cape with Magic Acc+4~6. As said earlier in the post though, the left set will still be most optimal for pretty much anything outside of Incursion and some VD fights, in which the right set(more like Back and Neck piece in the right set..) will be best.
So while these points are not applicable for the common debuff set right now (ie Wind instrument) as both sets have identical best-in-slot pieces, this is something to keep in mind for the future if different equipment comes out that's more relevant to this topic.