Looking at the Odyssey Ammo piece it looks like it is now the BIS Ammo piece. +1 BPD +5 Avatar Stats -2 Delay. Current best set is +2 Delay over cap so that cancels out the loss leaving just the increase over the SU3 Ammo piece.
I do note it doesn't indicate Racc on the augment, but I some how expect it is hidden like some other pet augments have been in the past...and even if it isn't...does anyone really care that much?
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[36 days between previous and next post]
But for Ward Durations all you need is as much Skill you can fit.
For 1, 2, and 3 minute base duration BPWards, every 1 Skill over 300 grants an additional second of duration.
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[46 days between previous and next post]
I can't seem to figure out how to get BP II-15 with the BPII-5 in Coiste Bodhar. (As it stands in the OP, 680 skill, and BPII-15, with -7 Sancus Satchet is the way to go).
So, has anyone figured out how to take advantage of the new SMN ammo and which pieces allows for the missing BPII-2 can be recovered? (I can't find it) :/
I'd just use Kyrene's earring or even Esper's earring instead, wont be as good on single hit or magical blood pacts (will be a moot difference) but they arent used much anyways.
BP delay I - 15s
BP delay II - 5 (epitaph) + 3 (conveyance) = 8s
BP delay III - covers another 10s (with 1200 JP gift)
I + II + III caps at -30s
for the record
I caps at 15,
II caps at 15
III is 10, so the cap is technically -40 seconds. that being said, no one has yet to break the skill cap to get the full benefit of the last 10 seconds from job points so the understood BP recast delay is 21 seconds or 23 when buffing (summon, BP ward, Release)
That's not exactly correct. The overall cap on BP recast is -30. Any recast beyond 30 total (including those from gifts) is pointless. So a master SMN only needs -20 total from gear.
The remaining (up to 9 seconds) comes from Avatar's Favor and that's where summoning skill comes into play.
Edit: Think of MDT with Aegis. The cap on MDT is -50% and the cap on MDT2 is -50%. However, the overall cap is not -100%, it's -87.5%.
Thus if you have MDT-50% from gear/Shell, and Lv99 Aegis for MDT2-50%, your total isn't going to be 100%, it's capped at 87.5%. That's why people say you can leave Aegis at Lv90 if you want, because it still gives MDT2-40% which is enough to hit the overall cap of 87.5%.
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[81 days between previous and next post]
Macc Gear for Shock Squall, skill in those slots you cant get Pet: Macc.
Now Im not sure what's the conversion rate for Skill > Macc is, so use Pet: Macc before Skill if the value is equal or close?
Now Im not sure what's the conversion rate for Skill > Macc is, so use Pet: Macc before Skill if the value is equal or close?
We're not sure the conversion rate, but it's a safe assumption that it converts in the same way that other magic skills convert to magic accuracy.
e.g. there's some ranges that it's a 1:1, there's some where it's 1:0.5, there's some where it's 1:0.8, and some where it's 1:0.9.
Where those ranges are and which potency it is is completely arbitrary, same as with physical skills into accuracy and attack.
But a good rule of thumb is to just use 1:0.9, it averages out and when you use it for physical skills you get within the checkparam by 1~3; so it's fairly accurate.
Though now, unless they do the empy sets radically different than the artifact and relic sets (e.g. more than +2 skill per quality increase; so +4 more summoning skill in the +3), you're not gonna find any sort of skill equaling the +50 hard Macc you get from stuff nowadays.
With the exception of something like lamassu mitts +1, which you get both 22 skill (~19 Macc) and 66 hard Macc... and +30 INT/MND, which we also assume derives into their Macc. (and Cait Sith gets even more from the Lv+1)
So the empyrean horn in +3 form will likely also be BiS for Macc when that actually happens..... assuming it also gets the standard +40~50 Macc for avatars, of course.
I'm not aware of any conclusive tests done, but the early speculation when it was first announced that summoning skill would add physical & magical accuracy to blood pacts, was that it appeared to give roughly 1 physical accuracy per 3 summoning skill. It was rather underwhelming, but again, not conclusively tested and this was a long time ago.
The take-away from that is that I'd be careful assuming it's the same 1:0.9 conversion that other jobs get. It may be much worse. I tend to favor magic accuracy heavily for that reason.
The 1:0.9 only works for 99+, lower tiers are gonna be different.
When they first did that, it was the 75era, and if you recall, testing back then showed elemental magic skill being a 1:1, which we definitely can see now at 99 that is not the case.
So any conversion tests at 75 are going to be different skill conversions than the tiers we are operating at now.
That being said, yeah. Always favor the hard magic accuracy, same for acc&atk. Skill is always going to convert down. At least at 99+ anyways. (Pretty much the only time skill > hard increase is with shield skill, but that's mainly because block+ is coded dumb.)
I've noticed, and forgive me as there are probably more, there are a lot of Avatar + All Attr gear such as the Lamassu's Mitts +1 Upgraded. I would think all +Lvl +Attr gear would be good for survivability as a solo'er. What are some of the opinions of this gear on here and the effect of that on these sets? Thank you.
Pieces of equipment I can think of:
Shomonjijoe +1 (+10 Attr)
Lamassu's Mitts +1 (+30 Attr)
Assid Pant's + 1 (+20 Attr)
Summoner Collar +2 (+25 Attr)
Avatars have pretty low defense to begin with but I think you'll find the effect of something like ~20 VIT or INT is still going to be minimal compared to stats like Pet:DT.
Personally, I find it's pretty challenging to make a set that caps avatar PDT while still having enough perp down & refresh to keep my MP up, leaving no real space to work in pet attr stats on top of that.
Apogee pieces are both path D, Telchine has Pet: MEva+20 Regen+3 DT-4%. Total is PDT-32% which is enough to hit the 87.5% cap when combined with Stout Servant and avatar's native -50%.
Pet PDT gear and Stout Servant effects are multiplicative with avatars native -50% PDT (-32% only gives -16% PDT)
Also there is still this weird glitch with Pet: MEVA+ giving a negative MEVA on avatars.
0 Pet MEVA
119 Pet MEVA from Helios/Telchine
Speaking of bugs, if Wind's Blessing is used with +128 or more Pet MND equipment the phalanx effect will absorb nearly nothing.
I remember we discussed that bug Papesse and it seemed like it had been fixed based on my experiences with Garuda on Yakshi resisting Breakga reliably.
I wonder if it's something that only affects damage and not ailments, or if it's actually been fixed? Have you tested it recently?
I didn't know that about the native PDT-50% thing... that's disappointing... I'd assumed it was additive since it's additive with Ducal Guard. (Or maybe Ducal was just straight up broken for avatars.) Might be time to swap my cape to Pet:PDT then instead of Pet:DT...
Just a few days ago, I even made a Pet MEVA set for testing purposes, it's still present.
I found this bug completely by chance when I was doing Omen bosses. Avatars have a decent chance at resisting Caturae attacks with BoG/EA Geo-Vex but I noticed they were taking more damage in Pet DT set and Ifrit was getting destroyed by Ou fire spells.
as a new summoner do u guys recommend getting voodoo dalmatica? It seems like bp delay II is the hardest to cap as a fresh 99 with no jp ? Just doing this for veng 15 runs, they need cait sith and a few buffs just to hit the 94% threshold.
as a new summoner do u guys recommend getting voodoo dalmatica? It seems like bp delay II is the hardest to cap as a fresh 99 with no jp ? Just doing this for veng 15 runs, they need cait sith and a few buffs just to hit the 94% threshold.
I actually argue that SMN's can use two of those bodies. One for an idle set on path D and one for a nuke set (path A or C). Doing path C is less MAB than A, but it adds attack and can be used in a FC set.
as a new summoner do u guys recommend getting voodoo dalmatica? It seems like bp delay II is the hardest to cap as a fresh 99 with no jp ? Just doing this for veng 15 runs, they need cait sith and a few buffs just to hit the 94% threshold.
Honestly if you are only gonna be using cait sith for mewing you dont even need a capped delay set on account of mewing being nerfed. You have to wait 30-40 seconds anyways for it to recharge potency or it's not even worth using.
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[44 days between previous and next post]
hmmm. was just tweaking some sets, I thought I remember seeing like 12-13 minute haste2 from garuda, 728 skill getting just over 10min. Is this right or something in my gs not working right.