+ Reply to Thread
Page 14 of 31 FirstFirst ... 4 12 13 14 15 16 24 ... LastLast
Results 261 to 280 of 603
  1. #261

    Default

    Part IV of Testing
    Critical Damage Bonus (+Crit Potency)

    http://kanican.livejournal.com/56489.html

    Sorry you'll need to click the link to get the charts and graphs


    - Done in collaboration with Seiken Valk
    - Credit also given to Miko Neversleeps for Rampage testing and Anzu Mazaki and Katsu Kobashi for gear sets


    ****

    Copy/Paste Summary of Conclusions


    (1) The critical bonus is a straight percentage increase in damage / HP cured. This percentage increase is only affected by "Crit Potency" enhancements, "Crit Resilience" enhancements, and dLVL.

    The critical bonus effect follows the same rules regardless of the kind of critical you are attempting to land - whether it is a physical attack, magic attack, or cure spell. Critical resilience is assumed to be the same as negative critical potency; however, this was never formally tested here.

    (2) There is a cap on the critical bonus percentage increase at 175%. There is a floor at 115%.

    To clarify, there will be a formula presented further down in the conclusions which may predict a critical bonus percentage of greater than 175% or less than 115%. The game will simply cap you at one of these 2 values. The calculated bonus is still important, however, because the + critical potency effects are applied prior to application of the cap and floor.

    (3) + Crit Potency enhancement increases the the critical bonus by a fixed increase in %. This fixed bonus decreases as dLVL increases. The enhancement is applied after the bonus floor and cap.

    The key here is that the enhancement is applied prior to application of the cap and floor. This means that say you have 108% critical bonus at +0 potency. This is floored to 115%. Now let's say you add a certain amount of potency that brings your critical bonus to 114%. This value is still floored again at 115%, meaning your potency increase actually changed nothing. This is an extremely important concept at higher dLVLs.

    (4) The baseline critical bonus (the critical bonus at +0 potency) is affected only by dLVL.

    The effect of dLVL on the baseline critical bonus can be summarized graphically by the graph below...

    image host


    (5) The table below summarizes the baseline critical damage bonus and the amount of critical bonus added per point in + critical potency for each dLVL (range -30 to +10).

    image host

    Blue means that the 175% cap will affect the calculated value. Red means that the 115% floor will affect the calculated value. The "Bonus to Potency Ratio" is the amount of critical bonus % you add per point in potency. "Wasted Potency" refers to the amount of + crit potency enhancement one would require to see any difference.

    (6) For cure criticals, dLVL is calculated by [Target Rank] - [Caster Rank]. This means that for most endgame situations, the only relevant dLVL is 0 (rank 50s curing other rank 50s).

    image host


    (7) To attempt to better answer the question "how good is Might materia?", the following graph illustrates the overall % increase in damage when you critical hit at varying potency increases.

    image host


    (8) The Rampage status gives 50% of the critical damage dealt back to HP. This HP return is capped at 20% of your maximum HP. This means if your max HP is 4,000 the most you can get back is 800.

    (9) The Thundaga combo bonus grants a rough +175 magic critical potency and allows the critical to break and exceed the 175% critical damage bonus cap.


    This is the same effect as adding +175 magic critical potency from say Sagacious Might. It also allows the spell to potentially break the 175% cap. This was only small test, however, so this value may vary with other variables such as the caster's level.

  2. #262
    Hydra
    Join Date
    Mar 2011
    Posts
    128
    FFXI Server
    Bahamut

    Default

    Wonderful summary of critical potency, but as you already stated without understanding crit rate and the increase from the gear that has it listed its impossible to gain much from it. Except the info on thundaga, that part is VERY interesting to me and makes me wonder what kind of power I could get from a well timed Excruciate + thundaga.

    Edit: considering the steep cost on thundaga its probably best left to non NM r58 type fights as even with 275-300 potency increase its still only 20~25% more dmg on something at Ifrits lvl.

  3. #263
    Hydra
    Join Date
    Dec 2005
    Posts
    146
    FFXI Server
    Bahamut

    Default

    Awesome work! I still dont think crit attack is worth it due to the infrequency of crit attacks. Sure you can nice big numbers to screenshot and put in forum signatures, but I have a hard time believing that it drastically improves DPS. I suppose its better than nothing . . .

  4. #264

    Default

    Quote Originally Posted by Sigmakan View Post
    Awesome work! I still dont think crit attack is worth it due to the infrequency of crit attacks. Sure you can nice big numbers to screenshot and put in forum signatures, but I have a hard time believing that it drastically improves DPS. I suppose its better than nothing . . .
    Well, for melees (aside from ARC), the only materia that you can put on your Body armor that can improve DPS is Critical Attack Power. So it's more due to a lack of choice than that of one.

  5. #265

    Default

    Early testing for crit rate is it caps at 20%, don't know if there's a floor. R50 vs. R50 rate is about 7.5%. There's a small test in part I regarding crit rate on cure on CNJ vs. THM (which has the +10 rate trait).

  6. #266

    Default

    Quote Originally Posted by Kaeko View Post
    Early testing for crit rate is it caps at 20%, don't know if there's a floor. R50 vs. R50 rate is about 7.5%. There's a small test in part I regarding crit rate on cure on CNJ vs. THM (which has the +10 rate trait).
    Speaking of Critical Hit rates, the only stat to influence them are weapons/armor with 'Crit Rate' on them, right?

    It was widely suspected DEX influences rates, but I seem to remember it wasn't included when the devs posted what stats do.

  7. #267

    Default

    It wasn't stated. Not sure if I should test that. I'm still thinking of the best testing procedure for this b/c there is so little crit+ gear. I was thinking of using a low base damage weapon then AFK swing at low end mobs that can't kill me. But if we ignore crit+ % on weapon, the only 2 items that do this would be plundered bandana (+5) and sipahi hands (+15). Hopefully 1.21 has more crit gear available.

  8. #268

    Default

    For what it's worth this is from my post 1.20 ACC/DEX tests that I put up, not nearly as thorough as your tests but it's a snapshot.

    Spoiler: show


    No appreciable difference in crit rate with 35 DEX. Target was R54 doblyns.

  9. #269
    Starcade
    Join Date
    Oct 2011
    Posts
    7
    FFXI Server
    Alexander

    Default

    [dev1316] The method in which player attributes are calculated into weaponskill attack power has been changed, resulting in an increase in the maximum amount an attribute can affect damage.
    Oh boy.

  10. #270
    F5 Like A Boss.
    Join Date
    Sep 2005
    Posts
    7,114
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Bleeding Hollow

    Default

    Here lemme throw a wrench in your already established formula.

  11. #271
    D. Ring
    Join Date
    Jun 2007
    Posts
    4,754
    FFXI Server
    Valefor

    Default

    I'm starting to feel like the icon for this thread should just be a rage face since everything time people spend time testing something it changes again.

  12. #272

    Default

    Eh, at least it's just the weaponskills. The basic seem to remain the same.

    Edit: Nevermind. orz

    An issue wherein the effect of Chameleon was not working as intended.
    An issue wherein casting the spells Cure and Cura on targets with full HP would incur enmity.

  13. #273
    F5 Like A Boss.
    Join Date
    Sep 2005
    Posts
    7,114
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Bleeding Hollow

    Default

    You guys know that those bugs are bugs that they found and fixed while testing the latest patch? Some of the things on the list would not have been possible for non-devs to exploit.

  14. #274

    Default

    TBH, I would not be surprised if it was Kaeko's testing (or rather, the conclusions) that actually prompted the changes.

    1.20 has been out for months, but enmity problems aren't fixed until the patch immediately following a huge discovery on enmity mechanics? Someone get me my tinfoil hat.

  15. #275
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    13,201
    FFXI Server
    Bahamut
    WoW Realm
    Quel'Thalas

    Default

    Uhh.. idk where I'm supposed to put random testing I've done, but I was bored and realized Presence of Mind worked with Holy so I thought I'd see if MP affects DMG.

    Survey says, it doesn't. At least vs Lv1 mobs. Admittedly, I haven't been keeping up w/ the testing methods used for XIV, I guess I should test it vs Lv50+ later, but I'm pretty lazy.

    Lv1
    Spoiler: show

    FULL MP:
    Spoiler: show
    You are no longer under the effect of Presence of Mind.
    Your Holy hits the corroded coblyn for 5290 points of damage.
    Your Holy hits the corroded coblyn for 5238 points of damage.

    You are no longer under the effect of Presence of Mind.
    Your Holy hits the corroded coblyn for 4937 points of damage.

    Your Cleric Stance grants you the effect of Cleric Stance.
    You are no longer under the effect of Presence of Mind.
    Critical! Your Holy hits the corroded coblyn for 9999 points of damage.


    ~300MP
    Spoiler: show
    Your Holy hits the corroded coblyn for 5023 points of damage.

    Critical! Your Holy hits the corroded coblyn for 8947 points of damage.
    Your Holy hits the corroded coblyn for 5082 points of damage.
    Your Holy hits the corroded coblyn for 5073 points of damage.

    Your Cleric Stance grants you the effect of Cleric Stance.
    Your Holy hits the corroded coblyn for 5971 points of damage.



    Lv50 (these are all cleric stance, and i am not doing them w/o cuz i think it's easy/obvious to see that it affects Holy)
    Spoiler: show

    Full MP
    Spoiler: show
    You are no longer under the effect of Presence of Mind.
    Your Holy hits the Zahar'ak drubber for 868 points of damage.
    Your Holy inflicts the Zahar'ak drubber with the effect of Bind.


    ~580 MP
    Spoiler: show
    You use Blissful Mind. You recover 553 MP.
    Your Blissful Mind removes your Fully Blissful Mind effect.
    Your Holy hits the Zahar'ak drubber for 891 points of damage.
    The Zahar'ak drubber is no longer bound.
    Your Holy inflicts the Zahar'ak drubber with the effect of Bind.



    MP might affect Radius idk idc if I'm not busy later and someone else hasn't done testing maybe I will? LAZY

  16. #276
    But I don't want my title changed
    Join Date
    Nov 2008
    Posts
    5,207

    Default

    Don't know if anybody tested regen with/without boots yet, so I went ahead and did a short test to figure out a little bit.

    Spoiler: show

    Start without boots, total HP 2442, HP went from
    799
    935
    1071
    1207
    1343
    1479
    1615
    1751
    1887
    2023
    2159
    2295
    2431
    2442

    For a total of 136hp/tic

    With boots, again total HP 2442, HP went from
    520
    690
    860
    1030
    1200
    1370
    1540
    1710
    1880
    2050
    2220
    2390
    2442

    For a total of 170hp/tic, which is a 25% bonus.

    Also did a quick test to see if hp recovered from regen is based on max HP

    Without boots, total HP 2641, HP went from
    1449
    1585
    1721
    1857
    1993
    2129
    2265
    2401
    2537
    2641

    136hp/tic, so HP recovered is not decided by players total HP.


    Conclusion: Regen is 136hp/tic without boots, with boots it increases 25% to 170hp/tic. This is not changed by players max HP.

    (Sorry for sloppy format, I'll clean it up a little later)

  17. #277
    New Merits
    Join Date
    Sep 2010
    Posts
    211
    FFXI Server
    Cerberus
    WoW Realm
    Spirestone

    Default

    I guess next to test for Regen is if healing magic potency affects it, as well as MND. Also 136 per tic, dang that's ridiculous amounts of HP healed. I knew it healed a lot, but not to this extent!

  18. #278
    But I don't want my title changed
    Join Date
    Nov 2008
    Posts
    5,207

    Default

    Quote Originally Posted by jwang View Post
    I guess next to test for Regen is if healing magic potency affects it, as well as MND. Also 136 per tic, dang that's ridiculous amounts of HP healed. I knew it healed a lot, but not to this extent!
    I'll test this later tonight, LS events started so my tests were cut short.

  19. #279
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    13,201
    FFXI Server
    Bahamut
    WoW Realm
    Quel'Thalas

    Default

    I saw a post on Lodestone saying that Regen is affected by Enhancing Magic. The poster (and my own personal tests) corroborate +25% Regen potency '~'

    The poster's formula is something like 1 Enhancing = 0.75 hp/tic; but I'm not interested in seeing if that's true atm>_>

    http://forum.square-enix.com/ffxiv/t...-Magic-Potency

  20. #280
    But I don't want my title changed
    Join Date
    Nov 2008
    Posts
    5,207

    Default

    Quote Originally Posted by Rocl View Post
    I saw a post on Lodestone saying that Regen is affected by Enhancing Magic. The poster (and my own personal tests) corroborate +25% Regen potency '~'

    The poster's formula is something like 1 Enhancing = 0.75 hp/tic; but I'm not interested in seeing if that's true atm>_>

    http://forum.square-enix.com/ffxiv/t...-Magic-Potency
    Oh very nice! thank you for posting this