Bio2 @ 220skill does 7dmg/tick
Bio2 @ 276 skill does 8dmg/tick
Bio3 @ 220 skill does 8dmg/tick
Paralyze II: 39mp, each upgrades makes it easier to land ‘~” and increase its potency. HQ staff only helps landing it, It does not affect the Proc rate. Also like Para 1 it seems to be solely based on luck with Proc rate and some even say that para 1's proc rate kicks in more. I'm still testing this.
Slow II: 45mp, each upgardes makes it easier to land, and makes it even SLOWER.
•Slow1: Caps 30% slowness
•Slow2 (1): 34% slow
•Slow2 (2): 37% slow
•Slow2 (3): 39% slow <-- estimate, can be slower.
•Elegy: Constant 48% Slow.
We all know Elegy is very slow, but if you fully upgrade a Slow2, added with Elegy, you are nearly slowing the enemy 90%, with a 2.4sec delay / attack from most mobs, you are slowing enemy’s attack by (2.4 x 48%+39%) = 4.48sec,
Blind II: I don’t know MP cost, 9% evasion naturally, 11% with blind1, 12% evasion with blind2 1 upgrade. To me it isn’t worth it. There are a few reasons
•Slower Attack over time = Null 1 attack. If its 10% slower, so that means the monster now hit 9 times instead of 10 times, basically means it nulls a hit.
•Paralyze an attack also nulls the attack, but then it can null both magic or JA’s
•Blind II not only does not null the attack, but its very evasion dependent. It would only help to evade more, but if the blindness % (hense the evasion increase due to Blind II does not outweight the Proc rate of Paralyze II or significantly better than Slow II.
Phalanx II is a different one. Its like Warp 2, you are now able to cast on party members. But here’s the deal, with 1 upgrade you start with a 16 damage potency (that’s lower than normal phalanx). Each upgrade makes it last longer, and increase damage reflection by 3. A fully upgrade is only 22 damage reduction. My phalanx with enhancing gear, is 23 potency. So if you really need it for HNM or Salvage, this would be a worthwhile upgrade. Then again I just bring a Sch/rdm for Phalanx AoE.
So personally, I think Slow 2 is more a constant debuff, the moment you cast it, the effect is on, its effectiveness is guaranteed. Paralyze “needs to kick in” but at least it can null attacks, but Blind doesn’t offer nulling attack so…
Proc: How many times it will kick in, a 100% Proc rate for 10 sec means during that 10 seconds, anything that the monster does for the next 10 second will get paralyze, Proc rate is basically (# of paralyzed attack / total attack).
HQ staves: After numerous testing, we’ve concluded that… HQ staves > enfeebling dagger helps with landing enfeebling spells. This is a fact. (at least to me)
The determinants for “duration” are from enfeebling skills, HQ staves, and MND. We know that HQ staves > enfeebling, and the number on the graph totally reflects that relationship, so at least to me, this is not complete ***.
Well rather you believe it or not, I’m goin summarize overall order of importance: MND > Enfeebling Skills > HQ Staves. MND plays a major role in the calculation of Proc rate AND duration, no doubt. Enfeebling is second because… it plays both a major role in both Proc rate and Duration… whereas HQ staves only helps on landing, doesn’t do anything about Proc rate.
So I guess if you are having trouble landing, you are better off with HQ staves.
I've taken a look at Avesta’s Merit Evaluation basically, he shares the same view as I do, Slow II ftw, Blind II is too evasion dependent, as I suspected, Avesta alos upgraded Bio III, she grades Paralyze II as C+.
Avesta’s RDM Merit Setup
*2006 9/7
HP +8
INT +5
+8 (Enfeebling)
+8 (Sword)
+4 (Dagger)
+4 (Enemy Crit Rate Lower)
+4 (Spell Interruption)
(RDM Tier I)
+5 (Convert Timer)
+5 (Ice Accuracy)
(RDM Tier II))
+5 (Slow II)
+5 (Bio III)