Talk:A Scholar's Continuing Education

From FFXI Wiki

Could you specify why we'd want the various reforged AF, at least a little blurb for them? --Silentsteel (talk) 11:42, 5 May 2017 (EDT)


Could someone or maybe even myself change the Klimaform damage information? Did some testing on Wild Rarabs when I saw this because in all my year's I've never seen anyone say anything about Klimaform increasing damage, just MACC, and so I tried without my boots (beacause I know Empy Boots cause Klimaform to give a damage increase), tried without gear/storm/klimaform, Damage was 192 on Fire consistantly, added Firestorm, damage was still consistantly 192, added Klimaform, and while I did have two spikes to 210 in 30 casts, majority of them were still 192. Lokixero (talk) 00:51, 29 November 2017 (EST)

Go for it, I will let Silver know. Thanks --Spicyryan (talk) 07:41, 29 November 2017

I could have been a dumb and wrote 15% damage increase for Klimaform when I meant it was a 15% damage increase when wearing empy boots. The testing you did needs to be redone imo as the weather and elemental proccing system in FFXI is stupid and makes no sense. Storms proc spells/abilities with associated elements, but Helices are an automatic proc regardless of weather and storms used for some reason, the elemental damage from the empyrean weapons is another weather damage increase proccing calculation different from this one for example. Also a question I have regarding the different elemental proccing systems is: if helices are an automatic proc on weather without storms or klimaform, and klimaform increases damage of associated elemental spells, alongside the obi, how do storms/klimaform interact with helices? Does klimaform add 15% damage with empy to helices or is it just 15 MACC? Does the obi help at all or no? --Silversean (talk) 10:41, 29 November 2017 (EST)

The Obi will not help with Helices since it just counts as a 100% proc rate for weather/day, however storm spells can help if you are using Tier 2s or the current weather is not the same element. Say you're casting Pyrohelix II in non-fire weather or with one fire weather, a Storm II would make it so you get the two weather proc, which is a 25% damage increase rather than the single proc which is 10% or no proc which is no increase. Idk what you mean "Regardless of weather" on Helices when they are super dependant on weather. And the elemental/weather proccing system in this game makes plenty of sense :o don't know what that has to do with my testing, as it comes pretty close to falling within the assumed weather proc parameters. As a note though, I'm unsure if the empy boots increase helix damage but I would assume so since it's elemental damage effected by weather, I can test a bit later if needed. --Lokixero (talk) 13:32, 29 November 2017 (EST)


Oh yeah, you're right, I was thinking of something else. I took a break from the game due to getting a new job and forgot everything lol. --Silversean (talk) 12:48, 12 January 2018 (EST)

Such delay. Much wow. --Spicyryan (talk) 14:27, 12 January 2018 (EST)

/console input /ws "Myrkr" <me>

Does anyone know if SE fixed this at some point cause it's giving me the must be in battle error. Karumac (talk) 00:27, 20 April 2018 (EDT)

Still works for me. --Silversean (talk) 09:38, 20 April 2018 (EDT)

I figured it out and if you wanna add a note in the guide for this, a gearswap lua needs to be loaded, because this is somehow a gearswap function that lets you break the WS and combat rule. Karumac (talk) 10:50, 20 April 2018 (EDT)

Light arts sets

"Again, find whatever suits you. Aim for a mixture of Enhancing Skill+ and Enhancing Duration+. Keep Arabatel Bracers for Perpetuance." this text exists erroneously in the blurbs for cure and fast cast sets.

there should also be a note about quick magic 10% cap in the fast cast set.

ideally, you should achieve 50% cure potency without main, back, waist to allow for weather equipment.

"enhancing magic" should be entirely enhancing magic duration, with additional gear on a per-spell basis as follows:

  • regen can (should) have its own set
  • phalanx, bar-status, bar-element, embrava require some skill gear to hit the 500 skill cap after gifts and merits
    • for example: kirin's pole (augmented), fulcio grip, savant's treatise, incanter's torque, augmenting earring, andoaa earring, perimede cape, olympus sash
  • stoneskin caps naturally, but you can use stoneskin augmenting gear: stone gorget/nodens gorget, earthcry earring, siegel sash, haven hose/shedir seraweels
  • aquaveil can be augmented with vadose rod, chironic hat/almaric coif/almaric coif +1, regal cuffs, emphatikos rope, shedir seraweels
  • protect/shell can be augmented, on self only, with either (not both) sheltered ring or brachyura ring
  • refresh can be augmented on all casts with almaric coif/almaric coif +1, and on self-casts with inspirited boots, gishdubar sash, grapevine cape
  • storm, adloqium, animus, haste, flurry have no augmenting gear and require no skill

--Vm0d (talk) 12:39, 9 June 2018 (EDT)