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Thread: Ruin II Damage     submit to reddit submit to twitter

  1. #1
    An exploitable mess of a card game
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    Ruin II Damage

    Benefits:
    1. Unaspected Damage
    2. Instant cast (See Tools and limitations to understand why this is a benefit)
    3. SCH can use this (See tools and limitations)

    Tools and Limitations
    1. FFXIVAPP's Parser

    There didn't seem to be an option to filter by spell, so *any* damage would appear within the results. To avoid this, you have to spam Ruin II and avoid other spells. Due to this limitation, SCH helped make casts consistent (Pixie cures) and instant casts supported the avoidance of TP moves. In short, if you use the parser, expect to do controlled tests instead of "on the fly" parses.

    The other issue seemed to be the lack of a save button? Keeping this parser up in case there is one, but the save button said chat onry, so whether this saves parses is questionable atm.

    Tests:
    Stats


    Ruin spam against these enemies
    LV1 Striking Soldier (The ones outside the minicity by Western Thanalan)
    LV10 Peiste
    LV36 Onary Karakul
    LV38 Red Horn Ogre
    LV39 Taurus

    Results:
    May adjust the link since the folders are temporary (Hadn't decided the format compared to the XI folder)
    https://www.dropbox.com/sh/fjx49zv3m...amage/Stat%201

    Striking: The striking soldier
    Parser Stat 1/2: Parser data for the rest of mobs

    For every mob except Taurus, the range was 57 to 63 DMG with an average of roughly 60 damage.

    For Taurus, the range was 55 to 60 DMG.

    Analysis/Opinions:
    Since the range stayed the same until the mob exceeded cast level, this seems to indicate that dSTAT and stat comparisons (ex: Magic Defense) don't affect Ruin II's damage.

    Since the range changed when the mob exceeded caster level, this seems to indicate that dLV affects damage.

    Since the average appeared to hover at 60 damage and the range is from 57 to 60 damage, the range appears to be 0.95/1.05 the average damage in this case. We'll need more samples to determine if this is universally true, but the simplified mechanics suggest this is the case. Furthermore, damage range seems much more tame than XI's range, so there's that as well.

  2. #2
    An exploitable mess of a card game
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    Non-documented note: If you change INT or Magic Damage values (Weapons), then the damage range changes, so they obviously affect the spell still.

  3. #3
    THOU THOU THOU THOU THOU THOU THOU THOU
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    So from this, I take it that you were using Ruin II to figure out what influences spell damage?

  4. #4
    An exploitable mess of a card game
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    This was tested to confirm a suspicion about ruin's damage (Noticed the lack of variance between mobs). Next test would aim for seeing whether that 0.95/1.05 multiplier rule works for other damage ranges.

  5. #5
    An exploitable mess of a card game
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    https://www.dropbox.com/sh/fjx49zv3m...Spell%20Damage

    Added three more stat samples for LV50. Seems the 0.95/1.05 randomizer works still. The 1.5x DMG critical hit works as well. Any base damage equations are problematic due to limited gil (new character), many tied stats (Determination and INT), and a limited array of abilities to manipulate stats. Currently using a broken book under the assumption that tanks the mDMG bonus to zero or one and can hopefully estimate the book's effect from there.