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  1. #321
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    Sylph

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    Haha love the Alfalfa cowlick.

  2. #322
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    Caitsith

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    Added your new tests to the OP Kaeko. And thanks Enygma, it's my lucky Lalafell hair tuft. *__*/ Very stylish in Eorzea.

  3. #323

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    Anyone provide a quick translation of Hal Walker's enmity tests here?

    http://lodestone.finalfantasyxiv.com...entry?e=339300

    Looks to be testing WAR hate abilities but I'd just rather get a formal translation.

  4. #324

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    Quote Originally Posted by Kaeko View Post
    Anyone provide a quick translation of Hal Walker's enmity tests here?

    http://lodestone.finalfantasyxiv.com...entry?e=339300

    Looks to be testing WAR hate abilities but I'd just rather get a formal translation.
    Quickly:

    - No difference in enmity generated from Provoke and Flash (from 1.20).

    - Sentinel's enmity bonus seems to be broken for abilities, but works fine for damage.

    - Antagonize's enmity bonus is x1.5 (works for both abilities and damage dealt). x1.65 when AF is worn. Unknown if it stacks with Sentinel (the tester didn't test this because it looked like Sentinel was completely broken, but he later figured out Sentinel still works with damage dealt.)

    - Vengeance's redirection damage does not generate enmity.

    - Collusion transfers enmity generated by a WS or a spell 100% to the WAR

    - Skull Sunder's enmity bonus generated from a combo was reduced to x1.75 of damage dealt (previously x2.5 in 1.20). This bonus is on top of enmity generated from damage dealt from Skull Sunder (ex: you do 300 damage with Skull Sunder in a combo, it generates a bonus of 525 enmity, thus generating a total of 825 enmity).

  5. #325

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    Thanks for the quick response! Antagonize is looking really good.

    I'd be curious to see if you used Collusion with Antagonize up on a BLM, that then used Sentinel > Thundara, would you get the enmity bonus from the BLM's sentinel as well as the antagonize bonus?

  6. #326
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    I wish my BLM had sentinel . . .

    I'm sure this has been figured out before, but what % of max hate do the enmity bar colors correspond to?

  7. #327

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    Quote Originally Posted by Sigmakan View Post
    I wish my BLM had sentinel . . .

    I'm sure this has been figured out before, but what % of max hate do the enmity bar colors correspond to?
    I think you're looking for this?

    Quote Originally Posted by Stanislaw View Post
    Enmity Bar Colors
    Green - 0%~
    Yellow - 50%~
    Red - 80%~
    Flashing Red - 100%

  8. #328

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    Quote Originally Posted by Kaeko View Post
    I can see the 'use' of this in say a dual tank situation where maybe 2 PLDs cure each other for max Holy Succor effect and use each other as cover targets? Probably not useful in any content for 1.21 but something to think about.
    Tiamat v2.0 inc

  9. #329

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    New Hal Walker enmity post.

    http://lodestone.finalfantasyxiv.com...entry?e=342483

    Officially lighting the Stan signal /

  10. #330

    Default Crit Rate Testing

    Physical and Magic Critical Hit Rate Testing

    Summary:

    (1) No increase in critical rate from attacking from a particular direction (rear, front, etc.)

    (2) Critical Rates for magic and physical damage follow similar formulas

    (3) It takes roughly +30 "crit rate" to increase your actual crit % by +1% on R45. This return may vary with dLVL, but would likely only decrease with increasing dLVL.

    (4) There is a cap on Crit Rate % at 20%. We did not assess for a Crit Rate % floor.

    (5) Crit Rate for R45 was roughly 11.2%. ~6% for an R55 mob (limited trials).


    Did not assess for crit rate on special attacks such as Steel Cyclone.


    **********

    Seiken's post on Lodestone official forums...

    Haven't posted the crit data so Mocassin's would keep selling >.>

    But Crit Rate is extremely disappointing. Got a baseline of 6000 hits to get 11.17% on R45 Coblyns using a weathered gladius. Adding 72 Crit Rate increased the % to 13.5% (3000 trials). So my guess is somewhere around 30 Crit Rate adds 1% Crit. And if Crit Rate follows every other stat trend, there will be diminishing returns for higher level mobs.

    Sorry for the bad news,

    Seiken~
    To expand on what we did. We started by having us both on GLA using R1 Weather Gladius for the low base damage. Seiken would pull and attack from the front then I would attack from the back. We then gathered 3,000 attacks each for a total of 6,000 trials between us. We did the attack from the front/back thing to assess for a change in critical rate; however, the numbers came back almost identical:

    Seiken: (Front) 343/3026 [11.33%]
    Kaeko: (Rear) 332/3001 [11.05%]
    Collective: 675/6027 [11.20%]
    Based on this initial data set, we decided that attacking from different directions did not alter the critical hit rate. I then took one of my MATK data sets using R45 Dapper Cadavers in Copperbell Mines to compare physical and magic critical rate for the same dLVL mob.

    R45 Dapper Cadaver: (Fire/CNJ) 112/974 [11.50%]
    R45 Quartz Doblyn: (Physical) 675/6027 [11.20%]
    Based on this comparison, we felt comfortable in saying that magic and physical crit rates follow a similar / same formula. This seemed likely as we had already verified that critical damage followed the same formulas for magic and physical critical damage bonuses.

    Finally, we assessed for the strength of "+ critical rate" by using the same R45 Quartz Doblyns only adding "+62 critical rate"...

    R45 Quartz Doblyn: (Physical)
    Control (+0): 675/6027 [11.20%]
    Addition (+62): 406/3015 [13.47%]
    We chose to forgo more precise statistical measures like confidence intervals etc. at this point because by just eyeballing this result, we already knew critical rate + gear was extremely lackluster. This comes out to about 2.27% increase for +62, or about 0.036% per point (takes roughly +30 crit to add +1%). This was only tested on R45s, but the rate of return would likely be harsher for higher dLVLs if it varied with dLVL. Very sad outcome.

    Finally, I would like to add that there appears to be a cap on crit rate at 20% just based on my MATK testing on R1 coblyns. I would also note that through parsing 300+ R55 Feretrar solos on CNJ, the crit rate for R55 is about 6% (53/894).

    Sorry for the bad news

    Lastly, special thanks as always to Tachikoma for the wonderful parser.

  11. #331
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    Caitsith

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    Thanks for the hard work but ouch that is disappointing. I like my Explorer Choker and Belt. @.@"

  12. #332

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    Quote Originally Posted by Kaeko View Post
    New Hal Walker enmity post.

    http://lodestone.finalfantasyxiv.com...entry?e=342483

    Officially lighting the Stan signal /
    Again, quickly:

    - Freeze generates 0 enmity from damage, and lowers your enmity on the target mob by 720.

    - Chameleon's enmity decrease has been altered to 840, and it does not dissipate even when engaged against multiple mobs now.

    - Cure enmity remains unchanged at 1 cure = 0.6 enmity. Will still dissipate against multiple mobs.


    Also, he made another post before that, so I will do a quick translation of that too.

    - Enmity gear/potions remained unchanged at 1 stat increase = 0.1% enmity increase. Likewise, Maddening Potion (NQ) increases enmity by 10%.

    - Spirits Within's enmity bonus generated from a combo is x1.5 of damage dealt. This bonus is on top of enmity generated from damage dealt from Spirits Within (ex: you do 300 damage with Spirits Within in a combo, it generates a bonus of 450 enmity, thus generating a total of 750 enmity).

    - Flat Blade's enmity bonus generated from a combo has been greatly increased to x4.5 of damage dealt (previously x2.0 in 1.20). This bonus is on top of enmity generated from damage dealt from Flat Blade (ex: you do 300 damage with Flat Blade in a combo, it generates a bonus of 1350 enmity, thus generating a total of 1650 enmity).

    - Invincible, when activated, generates 1140 enmity. Will dissipate against multiple mobs.


    I think people are underestimating how much enmity a PLD can generate now.

  13. #333

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    Thanks Stan,

    Regarding Flat Blade's 4.5x bonus, I read that on eLeMeN, the enmity modifier was based on the MND stat.

    http://www5.plala.or.jp/SQR/ff14/cla...Gladiator.html

    I wonder if he accounted for this. Or if MND is even a modifier. I could not find where SE stated this.

    EDIT:
    The PLD modifiers seems really high. The flat blade one especially. I'll talk to Seiken about doing stat caps STR/MND for gladiator.

  14. #334

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    Quote Originally Posted by Kaeko View Post
    I wonder if he accounted for this. Or if MND is even a modifier. I could not find where SE stated this.
    It was on the patch 1.21 notes.

    Flat Blade
    ・Combo bonus now affected by player MND rating.
    ・Enmity incurred by combo bonus increased.

  15. #335

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    So.....enmity+/- gear is useless, crit rate gear is useless, crit potency is only useful on trash and requires a pretty focused gear set, and even then your crit rate is so low you'd need to hedge everything on excruciate, which you either need to stand around waiting for or risk wasting on a weak spell, neither quality being very conducive to quickly wasting trash mobs.

    I'm glad this simplifies my gear choices a bit and frees up some inventory, but damn.

    It's also more than a bit foreboding that they might not be done re-hauling the stat system.

  16. #336

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    Quote Originally Posted by Niiro View Post
    So.....enmity+/- gear is useless, crit rate gear is useless, crit potency is only useful on trash and requires a pretty focused gear set, and even then your crit rate is so low you'd need to hedge everything on excruciate, which you either need to stand around waiting for or risk wasting on a weak spell, neither quality being very conducive to quickly wasting trash mobs.

    I'm glad this simplifies my gear choices a bit and frees up some inventory, but damn.

    It's also more than a bit foreboding that they might not be done re-hauling the stat system.
    I agree, from most of the testing I've seen, dLVL plays such a huge role in EVERYTHING that most stats give such negligible returns against bosses that the differences between fully geared people and people with no gear are way too small.

    Honestly though, I really hope they DO continue with heavy tweaks to the stat system until all the stats actually make a substantial difference.

  17. #337

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    Quote Originally Posted by Niiro View Post
    So.....enmity+/- gear is useless
    I missed these tests. Link?

  18. #338

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    The latter half of Stan's last post up there. The testing is in JP but he's given us the finer points.

    Granted most of us can't read it and it's a lot to ask for him to translate the whole thing but I'd assume if he found any serious error with the testing methodology he'd mention something.

  19. #339
    the whitest knight u' know
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    Basically, divide all your enmity+ bonuses by 10 and that's what you're actually getting as a +% enmity increase ... which is incredibly weak in comparison to the enmity incurred by abilities/damage/etc.

  20. #340
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    Quote Originally Posted by Kaeko View Post
    Sorry for the bad news
    Nah man, this is good news. This means I can put +10ACC on my feet without the anxiety of "losin' critz."