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  1. #1
    Hydra
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    Armageddon/Wildfire/Aftermath testing

    I'm going to be fairly busy all weekend and possibly the coming week as well, but I'm trying to get as much testing as I can get in. For the time being this is what I have:

    -Armageddon's ideal range (strikes true pummeling <t> for xxx points of damage) is 5. I'm pretty sure all the guns I used before had an ideal range of 8, but armageddon is definately 5, which is conveniently in melee range of some larger enemies.

    -Wildfire is not as zomgpwn as I had hoped it would be. It does around 1,250 damage with my current setup to level 0 enemies, but doesn't seem to go down very much for higher level enemies (I was doing 1,113 and 1,115 to max level froggies in aby-theine).

    -Wildfire has a max range of around 17'. Anything larger than that will take your TP and not give you aftermath.

    -Wildfire's damage is not affected by the range it is used from, how much TP you have when you use it, or the bullets you use for it, so stock up on cheapies.

    -Wildfire deals "true" elemental damage unlike Hot Shot. That means it cannot be evaded, it gives amber light in abyssea, and it will ignore invincible. I have not yet tested if magic shields block it. I have not been resisted yet, but won't say it can't be resisted until I've done about 10,000 more. However, enemies with fire damage reduction (such as fire elementals) still take only about 5% damage from it.

    -Wildfire's TP mod is some sort of enmity reduction which appears to only affect the enmity generated by wildfire itself. For the damage it does, it already seems to build ludicrously low amounts of enmity even at 100 TP, but at 300 TP, the enmity is nearly non-existant. In one instance, a PUP engaged and did one round of attacks on a frog, and I fired a 1115 damage wildfire with 280 TP, and the frog stayed on the PUP.

    -Aftermath has 3 levels depending on how much TP you have when you use wildfire. Aftermath 1 is 100-199 TP and lasts 30 seconds, aftermath 2 is 200-299 TP and lasts 60 seconds, aftermath 3 is 300 TP and lasts 90 seconds.

    -The aftermath effect is "Occ. deals double damage" which appears to affect only regular ranged attacks, not melee attacks, not quickdraws, and not even weaponskills. The proc rate also seems relatively low, but my sample size is very small and purely observational at this point. I suspect the proc rate might be affected by the level of the aftermath.


    Next I hope to doublecheck the info on its mods and SC attributes, though I'll have to recruit Kirschy's help for that since I don't know the first thing about testing WS mods...

    So far my thoughts are that it's a solid, all-around gun that will fit my playstyle pretty well (am melee COR). I get a reasonably powerful WS that I'll never take hate with no matter how much I spam it, and I don't have to spend a fortune on oberon bullets. It's high base damage means my normal attacks, QD, and slugs all do fairly well. I would really like it if it had a higher delay so I could get more TP return off my WSs though...

    Is there anything else I should be adding to my list of things to test?

  2. #2
    Banned.

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    So Annihilators still the best for pure RNG?

  3. #3
    Hydra
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    Quote Originally Posted by Lovex View Post
    So Annihilators still the best for pure RNG?
    Annihilator is most likely better, yes. RNG has access to much better r.att, STR, r.acc, and bullets so they would be losing out by using an elemental WS. Though from what I hear, Gandiva ain't so bad if you don't mind taking hate.

  4. #4
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

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    just fyi, larger mobs will have a different sweet spot, to accomodate for their larger model size, similarly to how you can cast from a greater distance on large mobs.

  5. #5
    King of the Jews
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    Could you post your wildfire setup for me? I'm just curious as to what you're using. This is going to be my predicted Wildfire setup once i get my laser cannon http://www.ffxiah.com/item-sets/189153

  6. #6
    BG Content
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    Lakshmi
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    Also, your ~1200 in Abyssea was without Atma of the Smoldering Skies, right? I assume so, as it almost matches your L0 test. The Atma should bump your Wildfires up to around 1600.

    It would be interesting to test the hate generated by this. You could do it vs. low level Fire Elementals, if you can happen to catch one up.

  7. #7
    Hydra
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    Quote Originally Posted by Aurara View Post
    Could you post your wildfire setup for me? I'm just curious as to what you're using. This is going to be my predicted Wildfire setup once i get my laser cannon http://www.ffxiah.com/item-sets/189153
    Currently using Corsair's tricorne +1 (4agi), soil gorget, novio+moldavite (which I forgot to get out of storage for the testing), Denali jacket (10agi), skadi bazubands (5 agi), blobnag ring (6 agi), balrahn's ring (4m.acc), forban cape, aquiline belt, denali kecks (3agi, 3mab, 3m.acc), and navarch bottes+1.

    One thing I noticed while testing is that hope torque actually seems to be better for wildfire than soil gorget and I think I remember seeing a higher AGI neck than hope torque somewhere... I'm personally mostly screwed on using uggah pendant because of my MP merits and the frequency I wind up using SMN roll. One quick change I recommend to your setup if you can get it is ocelot gloves which have 8 AGI, though they also have +3 enmity on them.

  8. #8
    Melee Summoner
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    Shiva

    Quote Originally Posted by Yinnyth View Post
    I think I remember seeing a higher AGI neck than hope torque somewhere...
    Arctier's Torque +6 agi off Pantagruel in La Theine.

  9. #9
    I enjoy tapping my sisters fine ass
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  10. #10
    Hydra
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    Gathered some data points with Kirschy, she's still crunching the numbers to see if she can tell exactly how wildfire damage is calculated. It seems similar to the formula for Leaden Salute, but something is off still. Additional stuff I tested while goofing around:

    -MAB works as expected; novio earring multiplies base damage by 1.07
    -AF1 hat does not alter the damage in any way besides the 4 AGI it has.

  11. #11
    Banned.

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    I was reading on ffxiah about somebody who had it and they said that AGI is point for point better than MAB for wildfire.
    http://www.ffxiah.com/members/item-sets?id=188906
    This is the set I plan on using whenever I get wildfire for my COR.

  12. #12
    King of the Jews
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    Quote Originally Posted by Colenzo View Post
    I was reading on ffxiah about somebody who had it and they said that AGI is point for point better than MAB for wildfire.
    http://www.ffxiah.com/members/item-sets?id=188906
    This is the set I plan on using whenever I get wildfire for my COR.
    If this is the case, im going to change around a few things.

  13. #13
    Banned.

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    http://www.ffxiah.com/item-sets/188906
    There, fixed your link.

  14. #14
    xXNyteFyreXx420Sharingan
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    Fenrir

    Why Fire Grip over Reaver Grip +1?

  15. #15
    Puppetmaster
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    This sounds very unimpressive compared to other emps

  16. #16
    Hydra
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    Quote Originally Posted by Colenzo View Post
    I was reading on ffxiah about somebody who had it and they said that AGI is point for point better than MAB for wildfire.
    http://www.ffxiah.com/members/item-sets?id=188906
    This is the set I plan on using whenever I get wildfire for my COR.
    Haven't finished figuring out the full equation, but it's my opinion right now that point for point, MAB wins. Assuming a base damage of 1000 on your wildfire, 1 mab will add 10 damage. Doing incremental testing of AGI has shown increases of 2 damage per AGI at some of the increments, and increases of 7 or 8 at other increments. It appears to have an ftp of 5.0, with 60% AGI mod (as previous testing by other people has shown as well), but there's also something that appears to be 2.2*(playerAGI-(some attribute of the enemy))+everything else. And even then there's still 51 damage unaccounted for.

    But long story short, it appears right now that 1 agi = ~5-6 damage. So unless your wildfires are doing less than 500 damage, go with MAB... which is unfortunately why my first few WFs sucked so bad (I forgot my earrings <_>).

  17. #17
    Salvage Bans
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    Ada Rusheart
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    For proccing Uggy, try a pair of physical earrings, I think that's what Callisto used to use to activate it on COR. Just pop 'em on and off before your WS.

  18. #18
    TSwiftie
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    Nailed down the exact mods with Yin. Was my fault it took so long, I wasn't used to WS calculations that involved a second term. Also the ftp is 5.5, not 5.0.

    [floor(5.5 * (Lv + 2 + floor(@ * floor(AGI * .6))))] + [2 * (Your AGI-Enemy INT)]

    @ is currently .85, but might change next update~ Also since part of the damage is unrelated to fTP, and the fact fTP is so high, gorget is mostly useless for the WS. Big thanks to Yin for WSing mobs for over an hour so we could figure it out~

    EDIT: On the discussion of AGI vs MAB, here is an estimated calculation for damage. It's not 100% accurate, but you can plug in the numbers to give you an estimate on damage and figure out which is better:

    (478.5 + 4.8*AGI - 2*Enemy's INT)*MAB

  19. #19
    New Spam Forum
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    Just as a note, this has some truly high damage applications not for a single weaponskill, but that rangers and corsairs and sit there, /sam; and proceed to spam this without fear of hate. A five hit build or even a four hit build, given access to the amount of sTP both jobs have (rangers in gear and corsair's with sam roll) make this a good alternative where slug shot is not.

    /two cents

    Edit: Also Kirschy, any chance of the fire/vulcan's modifying this in any way shape or form? If so, could explain the fTP 5.5 instead of 5.0. Trueflight and Leaden Salute have been modified using the correlated staves if I'm not mistaken, so precedence is there.

  20. #20
    TSwiftie
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    Quote Originally Posted by heartslaught View Post
    Just as a note, this has some truly high damage applications not for a single weaponskill, but that rangers and corsairs and sit there, /sam; and proceed to spam this without fear of hate. A five hit build or even a four hit build, given access to the amount of sTP both jobs have (rangers in gear and corsair's with sam roll) make this a good alternative where slug shot is not.

    /two cents

    Edit: Also Kirschy, any chance of the fire/vulcan's modifying this in any way shape or form? If so, could explain the fTP 5.5 instead of 5.0. Trueflight and Leaden Salute have been modified using the correlated staves if I'm not mistaken, so precedence is there.
    Fire Affinity staves will affect the WS, but they weren't used for testing. Using a Vulcan's Staff will add a separate 1.15 term~

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