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Re: Weapon Level Ups - Final Fantasy XI - somepage.com
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[quote][i]Quote from: Sheeny[/i] It's not that High Defense necessarily means "you can skill here!" It's just a good indication that your current skill sucks SO bad that even the defense of this incredibly weak mob is a match for your stats (which are gimped with your low skill.) But a melee job with a ton of acc/str can still get low evasion/defense on mobs they can skill off of, due to their overall stats being so high to compensate for low skill. Here's what I always do to level my skills: I've got 75BST. I wanna level dagger up just for fun. Currently at 176 Dagger. Go to Skill Limits down under the Spell Search on the left. Punch in that I'm looking up Dagger, Beastmaster, 75. Ok, I max dagger at 230. I adjust level to 55. At 55, my cap would be 166. At 57, my cap would be 175. At 58, my cap would be 180. Found it! Level 58+ mobs will provide me with skillups for this weapon with my job's C+ rating. Once I hit 180 Dagger I'll have to fight 59+ mobs, etc. Note that +skills don't change anything. If I had +20 dagger skill from merits, weapon/armor bonuses, whatever, I could *still* skillup on the same level mobs. While you could just go to level 75 mobs and take all the guesswork out of it, the lower level mobs are easier to hit and will make for a more productive skillup session. Misses don't give skillups so I prefer to speed things up by whacking the lowest possible mobs that can provide skill. Damage doesn't matter however, as even a 0 damage hit can give you skillups. So it's all about the accuracy.[/quote]
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