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#1 Jul 19 2007 at 6:38 AM Rating: Decent
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I know this is probably a stupid question, but I asked my LS this question and got mixed answers.

Which is the best Staff for Stoneskin?

Water Staff (+4 Mind)
OR
Earth Staff

I didn't think that the Earth Staff actually gave a 10% boost to stoneskin... but the mages were the one that said it, so I figured I would come here and hope for a clear-cut answer.

Thanks
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#2 Jul 19 2007 at 6:55 AM Rating: Good
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Between those two, the Water staff. If you're carrying a wand, that'll be even better to use.

The only things that affect Stoneskin are Enhancing skill, MND, and the Stone Gorget (adds a flat +30, including over cap). Per-point, the most effective modifier for it is MND.

You can use the handy calculator here http://nullvector.com/enhancing.php (or there are others) to see.

Earth staff has no direct effect on Stoneskin at all.

That being said...

-At 75- it's not hard at all to cap out Stoneskin for RDM. With no +Enhancing, it takes 95MND. That's not too hard to get really, figure what, around 20-30 MND for most? When full-on stat builds are +60-70 or more, that's really not a lot.

So in that respect, you can easily get the needed MND to cap SS out from other slots, and macro in the Earth staff with the assumption that it will help if you're casting Stoneskin when being attacked. There are some people who do macro an Earth staff in for that reason.
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#3 Jul 19 2007 at 7:45 AM Rating: Decent
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Thank you for your response, I thought thats the way it worked.

Edited, Jul 19th 2007 10:46am by Thps
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#5 Jul 24 2007 at 8:44 AM Rating: Decent
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sfgman wrote:
Stoneskin is only based on MND and enhancing skill. Each point of MND adds 1pt of dmg to your stoneskin so MND is the most important factor. Stoneskin will cap at 350 dmg. I can't recall the formula stoneskin, but I do remember that each MND adds 1pt if that helps.


Depending on your MND and skill level, it adds up to 3 HP per point of MND.

X = ([Enhancing Magic Skill] / 3) + MND

F is the the amount of damage reduced.
F = X (if X < 80)
F = X * 2 - 60 (if 80 <= X <= 130)
F = X * 3 - 190 (if X > 130)

Caps at 350 damage. Stone Gorget as Isiolia said, adds 30 and breaks this cap, raising it to 380.

(Taken from FFXIclopedia.org's Stoneskin page)
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#6 Jul 24 2007 at 8:53 AM Rating: Decent
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The other day I saw a RDM swapping elemental staffs for all his enhancing spells. Light staff for regen, earth staff for stoneskin, water staff for barfira, etc. I'm not sure where this got started, I haven't actually heard the rumor that elemental staves affect enhancing spells and such, but it seems like I see it more often now. Elemental staves do not affect any spell that is PC targeted (outside of PvP of course). I think of them as inbound spells. Examples: regen, stoneskin, barfira, refresh, blink, phalanx, protect, minuet, madrigal, ballad, shock spikes, etc. Only raw stats and/or skill, if at all, affect these stats (some of these spells have their effects set in stone such as protect). Elemental staves only affect spells targeted at foes, or outbound spells.

** Please post any exceptions to this, I attempted to make a very broad blanket statement. I usually fail at this.

Edited, Jul 24th 2007 12:54pm by AmbroseHades
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#7 Jul 24 2007 at 9:06 AM Rating: Good
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The FAQ is pretty clear on this, there's no need to re-invent the wheel. Besides the listed benefits, elemental staves increase the accuracy of co-aligned, offensive spells (anything that does direct damage also gets a damage bonus).

Offensive is not the same thing as PC-targetted, or other-targetted, or whatever else you want to use. You can cast enhancing spells on mobs, that doesn't mean that elemental staves suddenly apply where they didn't before. It is, very simply, offensive spells, aka the kind of stuff that can be fully or partially resisted without outside help. It makes sense when you think about it, since anything with procs 100% of the time will clearly gain no benefit from an accuracy improvement.
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#8 Jul 24 2007 at 9:37 AM Rating: Decent
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Why am I re-inventing the wheel? By posting relevant information in a thread and not linking the sticky instead? Or by wording it differently? I don't like the term offensive being paired with the elemental staves since a) cure spells are not offensive when used on players and b)you can't use the contrapositive. I would love to be able to preach "Elemental staves affect x spells" and "If it's not a x spell, elemental staves will not affect it." One coin two sides ya?

I call it inbound because it is a spell that you can't cast on a monster and outbound are spells that you can cast on a monster. This covers enhancing magic, healing magic, elemental magic, dark magic, divine magic, and enfeebling magic.


I don't think there are any enhancing spells you can cast at a mob, healing spells yes.

EDIT: changed wording



Edited, Jul 24th 2007 1:45pm by AmbroseHades
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#9 Jul 24 2007 at 9:47 AM Rating: Decent
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IDC what anyone says, i will always equip my wind staff for sneak/invis LOL
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#10 Jul 24 2007 at 10:31 AM Rating: Decent
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Earth Staff.

Max Stoneskin elsewhere (easy for rdm).

edit:
Water Staff is inventory +1 (opinion)

Edited, Jul 24th 2007 2:34pm by Shirakx
#11 Jul 24 2007 at 11:27 AM Rating: Decent
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Earth Staff is only useful for Stoneskin in the sense that it reduces damage you take, which might help you cast Stoneskin without an interruption. For instance, if you have an existing Stoneskin and you're casting a new one, the staff may mean the difference between you taking the next hit for 0 and you getting Stoneskin broken by the mob plus damage, which can interrupt you.

In terms of actual Stoneskin power though, the best thing to equip is +MND wand (and shield). However, if you're already high level, you probably can get enough MND to get the 350 HP without having to go out and buy new equipment just for Stoneskin.

Quote:
IDC what anyone says, i will always equip my wind staff for sneak/invis LOL


It is placebo and doesn't do anything (due to Sneak/Invis being buffs and not offensive spells), but feel free to keep doing it, it isn't like it's harming anyone.

Now if you want something that actually helps the spells, get a Skulker's Cape.



As a semi-related note, many people are surprised to find out that the Dark Staff doesn't actually reduce your Cure potency in most cases. If used as an offensive spell against undead though, it DOES reduce the damage done. Coincidence?

Edited, Jul 24th 2007 3:27pm by Fynlar
#12 Jul 24 2007 at 12:28 PM Rating: Good
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AmbroseHades wrote:
Why am I re-inventing the wheel?

Good question...
AmbroseHades wrote:
I don't like the term offensive being paired with the elemental staves since a) cure spells are not offensive when used on players

Notice that +10% Cure potency is inherent to the Light staff and has nothing to do with the element of the spell. See Fynlar's comment re: offensive Cures, which Light/Apollo's DOES impact.
AmbroseHades wrote:
b)you can't use the contrapositive.

So what? We didn't design the system, we just have to live with it. Yell at SE.
AmbroseHades wrote:
I call it inbound because it is a spell that you can't cast on a monster and outbound are spells that you can cast on a monster. This covers enhancing magic, healing magic, elemental magic, dark magic, divine magic, and enfeebling magic.

Call it whatever you want, I just raised the point that you're not saying anything new, just re-wording what's already there. Also, you're forced to define your terms, since they are not obvious.
AmbroseHades wrote:
I don't think there are any enhancing spells you can cast at a mob, healing spells yes.

You used to be able to cast certain enhancing spells on mobs, although I haven't tried this since 2004, since it's somewhat retarded.
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#13 Jul 24 2007 at 1:33 PM Rating: Decent
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Quote:
Notice that +10% Cure potency is inherent to the Light staff and has nothing to do with the element of the spell. See Fynlar's comment re: offensive Cures, which Light/Apollo's DOES impact.


Yep; just to clarify what you're saying here to others, it means when Cure is used as a nuke against undead, it will do more damage with an Apollo's Staff than a Light Staff, despite the "Cure potency +10%" on both staves. Reason for this is veiled but yet quite simple. When Cure is used as a nuke, the Cure potency mod is NOT in effect, but the staff's hidden effect on offensive spells is. The spell basically becomes an entirely different spell.

The "Cure potency +%" mod is not only NOT a hidden effect, it only applies when it's used to actually heal something. The reason the game has to actually come out and say "Cure potency +10%" is because SE wanted the staff to be able to enhance Cures, but the hidden effect on the staff doesn't typically enhance Cures (because they are not offensive spells).

This has nothing to do with the topic really, but I do think it's neat that using an Earth Staff for the staff WSs Rock/Earth Crusher will actually enhance its damage. (I mean, it makes sense that it does, I still just think it's neat. Terra's Staff would undoubtedly do more, but I didn't have that kind of money back then.) Back in my WHM days, I used to get a big kick out of training weak stuff with my Earth Staff on (as in, really weak stuff, stuff that would be REALLY SUPER DUPER weak to my RDM), gradually building up to 300 TP just from being hit for single digits, and unload the boosted Earth Crusher on all those mobs. Inefficient I know, but I didn't care because I think Earth Crusher looks badass.
#14 Jul 25 2007 at 2:48 AM Rating: Decent
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Earth Staff for Stoneskin is just to get some equip time for the Earth Staff, which might be handy if you take a stray hit while wearing it. Some players equip Earth Staff for Sneak/Invis/Protect/Shell/Refresh/Regen/Stoneskin/Blink/enspells/spikes just to get that equip time for the Earth staff, where it could conceivably reduce damage you take should you get a stray hit while still wearing it.
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