Summoner Trials

What does the element affinity mean? How is it activated? —The preceding unsigned comment was added by Rocelyn (talkcontribs).

First thing that comes to mind is that the avatar has to match the element, ie. Fire Affinity is activated with Ifrit summoned. That's just a guess though, would need someone to confirm it. --Setesh of Fenrir t/c 01:04, March 27, 2010 (UTC)

Element Affinity

Confirmed that (element) affinity+1 is a 10% damage boost to the corresponding element. (Light Affinity+1 adds 10% damage to light damage) --Zatias 02:02, April 2, 2010 (UTC)

Here is something I've been wondering. If Magic Damage +1 is equal to 10% damage (matching element to affinity of course), then what does that make the Magic Accuracy on the Teiwaz's, or in general even? Is it possible that Magic Accuracy is really 1 = 10? I'm curious because I'm trying to find a means to justify the impact for having, say, the +3 Magic Accuracy +1 Magic Damage, over, say, the +1/3 Magic Accuracy/Damage respectively. And since it seems iffy (if the above was true, then the Teiwaz with +12 Magic Accuracy would be akin to +120) could it be safe to say that the impact of Magic Accuracy, per point, is greater then led to believe? Again, looking for ways to justify going +12 Magic Accuracy, or the above 3/1 statement (again, M.Acc/DMG respectively). Seems sort of odd that you would get a staff with 19/29 less accuracy (assuming the NQ/HQ elemental stave acccuracy is true), but twice the damage of the HQ. To make a note: I was talking about these staves to a JP using the Teiwaz with Lightning Affinity. Aside from his spells doing amazing damage, he mentioned that it had the same accuracy as the NQ elemental staves (of matching element of course). How he would know, I have no clue, but that's what I was led to believe through the conversation we had in Auto-Translation (up in the air as that can get). I was asking because, as a SCH, not a BLM, I have much more concern on the accuracy of my spells rather then how high my numbers can get. --Blurryhunter 18:41, April 16, 2010 (UTC)
The general belief is that the stat for Elemental Affinity: Magic Accuracy is completely separate from straight up vanilla Magic Accuracy. The Elemental Affinity: M.Acc stat is almost certainly the hidden effect on elemental staves that gives them their accuracy bump. NQ staves, and the damage-focus Teiwaz, give +1 for 20% (roughly equivalent to +20 m.acc); HQ staves give +2 for 30% (+30 m.acc), and it's highly likely that the Teiwaz that gives Elemental Affinity: M.Acc +3 will give 40% (+40 m.acc), seeing as how the 10-15-20 pattern holds for damage as well (making them far superior to HQ staves for accuracy and equivalent to NQ staves for nuking damage).
The Dark-based Teiwaz that gives vanilla m.acc +12 will be junk. The staves in the first slot of each element in the list are melee damage focus staves (thus the +20 dmg as opposed to the +4) that confer small bonuses to the stats associated with their element (Dark = mp and m.acc, fire = atk, thunder = accuracy, etc.) --Magicide Asura 17:13, April 17, 2010 (UTC)
Okay. That makes nice, clear sense. Now for the purposes of helping me, and anyone else debating on these staves, the only question I'd have left is this. With Elemental Affinity the focus, would Magic Accuracy/Damage +1/3 be better for someone lacking Elemental Skill (SCH for example) through sheer weight in damage (as in more damage overriding any potential resists since resisted damage would be higher then normal anyway) or would Magic Accuracy/Damage +3/1 be better through the sheer lack of potential resists regardless of reduced damage compared to the +1/3 staves? For the record, I am currently using only the NQ elemental staves.--Blurryhunter 05:19, April 18, 2010 (UTC)
Meh, as with everything else in the game, it depends. Generally speaking, on weaker mobs where resists shouldn't be a problem (puddings, for example), the accuracy staff may be overkill and the damage staff will be the most efficient way to maximize damage. On HNM's and magic-resistant mobs in general the accuracy staff will be very nice
Also, there were some errors in my original reply that I've corrected. Assuming your hit rate is >50%, 1 m.acc = 1% hit rate, NQ staves provide +20% and HQ staves provide +30%. Presumably the +3 M.Acc staff will provide +40%.--Magicide Asura 12:06, April 18, 2010 (UTC)

6 (or 8) Teiwaz?

Because they're EX but not Rare does that mean we can have multiples? AND with +3 Magic Damage, does that mean these are actually BETTER for damage than HQ elemental staves? AND if you DID have 6 (or 8) how would you macro these.. they all have the same name. =p Dustyn of Lakshmi 22:53, April 4, 2010 (UTC)

It is possible that +3 magic damage is a 20~30% damage boost, which would make them better than HQ elemental staves by far. Yes you can have multiples, but macroing them in would be a problem. I think SE made it this way because of how powerful the staves are. There's always switching them in manually, I suppose :P --Zatias 18:01, April 5, 2010 (UTC)

In my above where I mentioned a discussion with a JP BLM using a Lightning Affinity Teiwaz, I tried to ask the question of macros (just to be clear, though I'm positive the answer is pretty plain as day with the names being identical) and they pretty much told me they were only going to use the Lightning one. Auto-translation isn't exactly known for getting across one's whole point, but that's what I gleened from it.--Blurryhunter 05:19, April 18, 2010 (UTC)

+3 damage element affinity

Just completed the +3 damage ice affinity Teiwaz, but doing some testing naked, Pashhow Marshlands, no weather, TW mobs, i noticed a 19~20% damage increase, i was a bit dissappointed, seeing the previous stage with +1 affinity was 10%, any thoughts about this, heard they lowered the gun damage by mistake, maybe its the same with this staves?, any thoughts?, at this point havent rlly done any other research, just posting what i have atm. Ruber, Quetzalcoatl, April 16, 2010.

Disappointed at a 20% damage increase?! NQ staves give +1 to the affinity damage for their element (10%) and HQ staves give +2 (15%). A staff that gives a 20% damage bump makes it by far the best nuking staff in the game for pure damage and makes for the single most meaningful upgrade a BLM can make to increase their nuking damage. --Magicide Asura 16:16, April 17, 2010 (UTC)

Yeah, im a career BLM, and i consider my gear pretty good, i mean the 20% sounds awesome, but at what cost, i've been testing more in events, ISNM, sea gods, NMs and reg mobs, reg mobs had np landing insane dmg like ussual, but there's some mobs that resist a lot (ie JoL), idk if 3-4% dmg increase are worth the -15 skill im losing from the Aquilo's, and not to mention the extra magic accuracy. Maybe the other elements would be better. Anyway as a main/fellow BLM id highly suggest unlock other element DMG+ Teiwaz instead of ice. Wish everyone happy ToMing. Ruber, Quetzalcoatl April 18, 2010.

Does this replace HQ Elem Staffs?

Two concerns... First is it doesn't appear that possessing multiples of this as would be required by a blm or smn would be feasible due impart to the lack of decernability between the items in macros? is there a name change once it recieves X property that isn't being shown in the current images? Secondly does any one have a direct by direct comparision of dmg output btw one of the +3 MA staffs and an HQ of equal element? Milotheshort 19:07, May 13, 2010 (UTC)

There's a rare/ex tag on these so you can't possess multiples. In your terms, they would technically "replace" only one of your elements. Considering the already existing trends, I see lots of BLM's choosing lightning weather which imo balances out well (rare/ex for damage, HQ Ice for acc). Refer to the above discussions for damage comparisons. --Coronawolf 02:33, May 15, 2010 (UTC)

  • Edit: Just saw that it isn't Rare. This IS confusing. Maybe you can only quest one? I'm not too familiar with this.

The Teiwaz is Ex but not Rare, meaning that you can have more than one but can't trade them, sell them, or anything like that. You can upgrade multiple staves to your heart's content - though you can't have more than one staff on the same Trial as another in your inventory at any given time (this is, I think, largely to prevent something like a Ninja from upgrading two katanas at once). However, as noted, since they all have the same name, the only way to swap between them intelligently is to use the Equipment interface in the game directly - macros won't cut it.

One way around this, for those considering upgrading multiple staves, is to create multiple macro sets, and pick one role in which you're going to use your Teiwaz at any given time. For instance, if you're expecting to be nuking, put your Lightning Damage Teiwaz in your inventory and any others in your satchel, and swap to a macro set that swaps your Teiwaz in for thunder-based nukes. When in a healing role, have your 15% cure potency staff in your inventory and swap it in for cures, etc. This means you're only getting the use of one at a time, but still is a viable (if imperfect) solution to the problem of multiple staves of the same name with very different purposes. --Magicide Asura 23:12, May 16, 2010 (UTC)

With the last update this is fixed, now all the end trial items have different names. The only time you'd have a problem is if you carried 2 surya's staves, for instance, one for cure potency, and one for light affinity: -5 perpetuation cost. Since perpetuation for all avatars goes up +2 at level 80, you will need these to be equivalent to HQ staves at level 75 for perpetuation. --20:08, June 28, 2010 (UTC)

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