
But RUN/SAM would survive the same move in exactly the same hybrid set. From my experience sometimes strong physical TP move could kill RUN/DRK using lionheart in hybrid if last resort is up. SAM is stronger than /DRK if attack is capped, and it has a bit more surviability. One thing I really really disagree with the video is saying /DRK only. Check out the new 1-119 guide on BG Wiki. Coming from FFXIV? Check out our FFXIV->FFXI page. The Community Project has been delivered! Community resources

It is in the process with recent feedback ofc. TL:DR This guide should sum all other guides up in 1 in hopes less website browsing to do. I'm not sure about the Community guide on BG, I believe that was Spicy doing his usual guides on the jobs he plays, which you can't complain, still really helpful. Then I noticed Prothescar's guide was 3+ years outdated and decided we should try get updated sets. I made my rune fencer guide on BG as an extension of Ruaumoko's guide, but didn't want his guide to be rendered useless so I kept it exclusively with some content, but not others. Or go the other way, and really make this the definitive RUN guide, bringing in all the info from those other guides, streamlining/repackaging it, adding to it etc (huge task) It almost makes more sense to either push the brevity thing further and make it into a sort of "quick-reference" guide. My only issue is, aside from gearsets and some nifty pro-tips, what's here that isn't in the 3+ other guides(which, lets be honest, have a ton of overlap already) that I've made use of? Don't get me wrong, I appreciate your efforts, and it's not like I'm out there contributing anything, so who am i to talk. I don't like the "voice" of the guide it feels choppy and unfocused. I don't love the formatting issues and general subpar grammar/sentence structure. IMO that's the kind of thing that a lot of job guides tend to miss - what do you actually DO, on a second-to-second/minute-to-minute basis, on X job, in a group setting? I like these because they are practical in nature, and clearly come from experience rather than theorycraft. There are a lot of good little one-off tips scattered around.

lol.ītw, 224 MP every 60 seconds is 3.73 MP per second, or 11.2 Refresh per tick. And now your value of 203 seems too low and I again dunno how you're getting that. And you can get a lot closer to 240 than I thought, but it still doesn't seem to be within reach.

This matches the in game results I was getting for 472 skill and master RUN.

The formula on the page does not include them. results seemed really whacked so I locked in pulse gear, and made sure I had no refresh+ and tried again.Īt this point I checked the wiki page again and realized that I hadn't accounted for job points. I made a little function to report changes in my MP and test. Couldn't see a way to get from my set to that number.) so I went to verify the in game amount of MP I was getting. Your pulse number seemed very odd to me,(seemed too high for the divine gear the RUN can get. On a different note, it looks like I need to check my math too. Having a 57% resist rate on NMs on top of gear sounds FAR too broken, so I think it's only right to assume it's halved.I believe it is a reasonable assumption, but I think it should either be verified before adding it to a resource like a guide, or noted that it is assumed based on other testing. So I don't think there has been testing directly on Pflug, but it is completely reasonable to assume it imo. I have tried looking as much as I can and I believe it was an assumption I found based on resist rates from gear. I would note that there are exceptions, for example while gear resist+ is nerfed on NMs, food based resist+ is not. Was this ever verified? It's reasonable to assume, based on the resist gear testing, but I can't recall ever seeing any specific testing to confirm that Pflug works the same way in regards to NMs.
