85% crit, used 99 Conq for Berserk then swapped to Ukon:
Spoiler: show
Unfortunately(for me QQ), the crit boost does not persist when you take off Conq.
85% crit, used 99 Conq for Berserk then swapped to Ukon:
Spoiler: show
Unfortunately(for me QQ), the crit boost does not persist when you take off Conq.
Did a test with Box Step + Violent Flourish using brew on a LV30 DNC/BLM. None of the flourishes resisted, but I only did as many as the duration of the brew would allow (Btw, each box granted 2 Finishing Moves, so there's a glitch). Has there been any tests to see if attributes affect the magic accuracy of flourishes?
Edit: No glitch btw, I don't play DNC apparently.
Was browsing BGwiki and noticed some missing values for gear I happened to have. Thought I'd do some quick tests.
-Undead Killer - Caballero Gauntlets-
PLD99/WAR49
PLD Undead killer being 10% at 99, this puts the gauntlets at +5%Code:Melee Damage Taken Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit% Martel 558 100.00 % 2104/2254 0/42 0.23 17 0/51 4.00 0.81 % Defenses Passive Defenses Player Evasion Evasion % Parry Parry % Counter Counter % Intimidate Intimidate % Martel 1614 43.41 % 0 0.00 % 0 0.00 % 640 14.69 %
-Dragon Killer-
Bahamut's Mask
Bahamut's Mask = +1% Dragon Killer.Code:Melee Damage Taken Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit% Martel 3067 98.46 % 3052/2535 0/40 0.89 37 0/44 10.35 1.21 % Defenses Passive Defenses Player Evasion Evasion % Parry Parry % Counter Counter % Intimidate Intimidate % Martel 2489 44.90 % 0 0.00 % 0 0.00 % 46 0.82 %
Hrotti
Hrotti = +2% Dragon KillerCode:Melee Damage Taken Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit% Martel 1306 100.00 % 2917/2624 0/18 0.44 31 0/26 1.42 1.06 % Defenses Passive Defenses Player Evasion Evasion % Parry Parry % Counter Counter % Intimidate Intimidate % Martel 2517 46.32 % 0 0.00 % 0 0.00 % 107 1.93 %
I was wearing Magma Gauntlets for the duration of the Dragon killer tests, so I may as well use that data to get a spikes Proc rate!
498/5969=0.0834 Call it 8% spikes proc rate.Code:Melee Damage Taken Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit% Martel 3067 98.46 % 3052/2535 0/40 0.89 37 0/44 10.35 1.21 % Other Magical Damage (Additional Effects and Spikes) Player M.AE Dmg # M.AE M.AE Avg R.AE Dmg # R.AE R.AE Avg Spk.Dmg # Spike Spk.Avg Martel 0 0 0.00 0 0 0.00 5067 234 21.65 And Melee Damage Taken Player Melee Dmg Melee % Hit/Miss M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit% Martel 1306 100.00 % 2917/2624 0/18 0.44 31 0/26 1.42 1.06 % Other Magical Damage (Additional Effects and Spikes) Player M.AE Dmg # M.AE M.AE Avg R.AE Dmg # R.AE R.AE Avg Spk.Dmg # Spike Spk.Avg Martel 0 0 0.00 0 0 0.00 6331 264 23.98
Not sure if this is the appropriate place to put this. Did some crude testing on Magian add effect weapons since I couldn't find any info on it. Done in Ballista.
Sekka +3, Weakens Attack +15
Attack 452 => 384 (-15%)
1/23
1/1
1/6
Arisui, Weakens Attack +16
Attack 452 => 381 (-15.7%)
1/12
1/9
1/9
1/12
1/9
Arisui, Weakens Defense +16
Defense 551 => 464 (-15.7%)
1/14
The testing is very limited but I think it's pretty strongly leaning towards:
-10% proc rate
-Listed stat is potency and not proc rate
-Last 30 seconds each
-Basically like any other add effect from weapons. Different add effects stack, but will not overwrite (refresh) itself. I could not get the Arisui to overwrite the Sekka+3's effect.
Proc rate has been shown to depend on weapon delay in the past.
JPwiki says Killer traits upgrade at level 86 for SAM/DRG/PLD/DRK. 8% for the first tier, 2% for the second tier. Guess that's verification enough? People thought it was 90/91 or something but I guess this is more or less confirmation?
有志の検証の結果、キラー1段階で8%
Also, looking at FFXIDB it appears that the starting jobs have a higher seal drop rate than other jobs off NMs in Abyssea, but otherwise the drop rate distribution is pretty flat.
I finally got bored enough to re-test Coruscanti since they fixed it.
1.) It no longer forces the effect on all later attacks in a multi-attack round.
2.) 574 normal hits, 49 anomalous hits = ~8.5% proc rate.
Murasamemaru's non-ele damage seems to work like twilight scythe for melee attacks.
SE: DRKs get Twilight Scythe, MNK's can formless strikes, THFs have TH, WAR can Tomahawk (does Tomahawk adjust its pdt btw?), Sword users can merit Requiscat, but Sam doesnt have a non-elemental weapon type yet, we should give them one. But, because our baby needs to stand out, it'll work for melee AND ws, instead of 1 or the other! SAMURAI POWAAAAA
tomahawk is just for special ones like -slashing and such
Yeah... I jumped the gun. Outside of BRII Murasamemaru is acting normally(non-ele damage only working on WS)
Spoiler: show
That orthrus doesn't seem to have PDT, or it doesn't stay on at least. My BST friend did a 4k ruinator at low HP.
Spoiler: show
Magic Attack Bonus +5
Fea's Slops are 5% fast cast.
Heavenward Howl converts a percentage of damage dealt into HP or MP depending on the Moon phase.
Endrain
First Quarter Moon : 5%
Waxing Gibbous : 8%
Waxing Gibbous : 12%
Full Moon : 15%
Waning Gibbous : 12%
Waning Gibbous : 8%
Enaspir
Last Quarter Moon : 1%
Waning Crescent : 2%
Waning Crescent : 4%
New Moon : 5%
Waxing Crescent : 4%
Waxing Crescent : 2%
Unlike Samba or Blood Weapon the amount drained causes additional damage.
Usukane +1 set scales with each piece you add to it. Body + Feet add 3%~ haste from the set bonus.
Testing:
Spoiler: show
Never fuckin' heard of this: http://www.playonline.com/ff11us/gui...ary/index.html