Wait, why only on melee? Enlight's accuracy bonus applies to weaponskills, too.
Wait, why only on melee? Enlight's accuracy bonus applies to weaponskills, too.
Since when? I mean, I'd love it if that were the case, but I've never seen any reason to believe it did. Admittedly... I think my assumption that it doesn't is pretty damn old, and based on the fact that en-dmg didn't proc on ws, so why would the acc.
If you can point me at any kinda decent testing on it I'd be thrilled. Mostly cause that would mean I won't have to test it. <,<;
Checkparam looks directly at your stats, and acts as the bare minimum for attacks that are calculated off of them. Basically, while you can have things that apply, but don't show up in /checkparam (like Weaponskill Accuracy), the opposite doesn't occur. Enlight directly affects your accuracy stat; it's not linked to the endamage other than determining how much accuracy you get. If checkparam says you got +100 accuracy from something, then your accuracy stat itself was increased by 100.
I haven't specifically tested Enlight, no, but I have tested Endark, whose attack bonus definitely applies to weaponskills. It was a long time ago though, so I don't have the figures anymore.
That's a logical argument. Which I tentatively accept. And the Endark precedent helps. And that testing must have sucked... <,<;
I think I'll still want to do a small test myself, then I can shake off a long held preconception.
Completely anecdotal but I've done lowman stuff a lot with my pld being the main dmg and having uncapped acc even with unlight and cdc wasn't any bit noticeably less accurate than my melee swings in the same gear set. If my melee acc sucked so did cdc. If melee was around 80%+ cdc was ok. Not exactly conclusive but the loss of 50 or so acc should be noticeable.
The Endark testing wasn't that bad, really. If you picked a weapon that has really low skill back when it came out, a good endark could easily increase your attack by like 33%. That's really easy to tell when using single hit WSs in a consistent situation if you know the Weaponskill damage formula.
Enlight II testing shouldn't take more than 5-10 WSs, either. Find a mob that you have exactly or almost exactly floored accuracy on without Enlight II, then use Vorpal Blade or something on it several times with a fresh Enlight II up. Going from 20% to 75% hit rate on secondary hits should be extremely easy to tell.
This is a test for Enlight II's ACC bonus to see if the ACC applies to WS.
Requiescat on a 124 Serac rabbit. Enlight II down/up.
I'm a little dissatisfied by the sample size, but eh.Code:Base TP dmg 112 293 138 654 138 866 138 889 125 613 151 1113 125 470 125 582 avg TP avg dmg 131.5 685 Enlight up TP dmg 164 1155 138 497 125 600 138 753 138 1137 164 492 138 619 138 945 151 500 125 778 138 1215 164 1440 avg tp avg dmg 143 844
I'm kinda thinking I was a ways below ACC floor pre-Enlight II. Doesn't feel like it improved quite enough. But there was a noticeable gain from having enlight up. So good enough till I feel like doing more.
Hurray for ridiculous TP and WS acc. <,<
Does enlight's added damage proc on multihit ws? If so, thats like an extra 500 damage to requiescat lol.
IIRC bloody bolts used to proc on WS, but ranged WSs are kind of weird anyway.
Could have sworn enspells could proc on weapon skills as shown by a small amount of damage to Invincible'd mobs. Other additional effects from mainhand weapon proc on weapon skills as do ammo(stun, sleep, blind).Enspell does not add to WS damage, regardless of # of hits.
edit- just double checked and you're right. damn that sucks. Would have been cool to see the enlight from those ilvl holy bolts added on barrage. Also would have served to make en-damage more worthwhile for RDM and RUN.
Fun fact: Endark II cannot be overwritten by Auspice.
was there ever any conclusiv tests done on magic critical hit rate?
I went to test some gear combos with a total of +37 magic criticial hit rate on it. i know this is a very very very small sample (its not even a sample) but out of 40 casts only 5 proced as critical hit rate whereas i was expecting to at least hit 8-12 crit hits, did anyone ever run some tests if magical crit hit rate caps very early on?
EDIT: proceeded to nuke some more. I need to find a way to accumulate data precisely, atm i am expecting every 3. cast to be a magic criticial hit, but after 80 more nukes its more like every 5. nuke seems to crit only. i should be able to bump up my rate to 47% crit hit rate with maniacus sash (if i still have it on my mule). 27% from helios augments and +20 from choleric ring and maniacus sash, I am getting the slight feelign that m.crit hit rate caps at 25% or 20% :/
IIRC when I did magic critical hit rate testing in Abyssea I didn't see any evidence of a cap, but I wasn't able to stack a bunch of gear for it. You could continue your testing in Abyssea using Atma of the Smouldering/Azure Sky.
Magic Critical Hit Damage definitely caps at +30 (+40 MAB per critical).
i dont doubt the magic ciritical hit damage cap test at all. but the crit rate seems way off, i could bump my gear up to 50% m.crit hate rate and then add on top atma of the smoldering sky and atma of the azure sky (tough both values unknown). theoreticly with perfect augments on helios gear and choleric earring + maniacus sash you can hit 60% m.crit hit rate. I need to go dig out my maniacus sash on my mule and maybe and on top of it a nefarious collar. if anything a bump over 50% m.crit hit rate should be quiet noticable if there is no cap.
But then there is another question that maybe magic spells have a crit hate cap on themselfs depending on which tier you use. i was only useing tier 1 spells so higher tier spells might maybe have a higher cap on crit hit rate hmmm
I don't know what I did the magic crit hit damage testing with, but I think I had Choleric + Maniacus + 2 Atmas. I don't have any preconceived notion about how high my magic crit rate should have been, but it was high enough that I could test the damage boosts without any issue.
Hmmm yeah sounds like there is something up 20% seems rather low cap given how much gear and such there is for it. Maybe tier related like suggested (it's clearly not applied evenly to all magic dmg since doesn't work on ws) or maybe helios is bugged and no one noticed because lolmagic crit rate.
Does recast- stuff go beyond the 'cap' you can hit from haste/FC?
Any info on the potency of the new Threnodies? I'll test some stuff out next time I get a chance if not.
Edit: Nvm, found it in the middle of some thread. -160 base, and another 5 for every +1 song.