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  1. #1
    Fake Numbers
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    Absorb-ACC & Absorb-TP weirdness (and some Dark Seal, too)

    I realize that this may be common knowledge by now that I haven't heard due to my antisocial nature, but the BG wiki and otherwiki entries for both Absorb-ACC and Absorb-TP made me sad. Since they were lacking the information I wanted to know, as a reference I wanted to figure out these two spells, no matter how useful it may or may not be. Unfortunately my first search for any pre-existing Absorb-TP research made me miss this thread here:

    http://www.bluegartr.com/forum/ffxi-...tp-absorb.html

    And it wasn't until I tried looking for data on Absorb-ACC that I ran across it (go figure). The only reason I posted was something really strange that came up while I was confirming the information in that thread, so I had a few questions for anyone who has done testing of their own.

    Absorb-TP
    - The maximum TP this spell can take from the target is 50% of current TP, and yes this TP is actually taken from the mob. Fractions are rounded up.*
    - The higher the TP of the target, the higher the variation in TP values actually absorbed. This could possibly indicate a higher resist rate at higher TP values attempted, but I believe the spell functions more closely to Drain which is also unpredictable.

    Absorb-ACC
    - functions exactly like the original Absorb spells, with a +18 accuracy cap and 90-second base duration (10 seconds extended with every piece of equipment containing "Enhances effect of Absorb spells")
    - overwrites the effects of Blade: Kamu

    Ok my Absorb-TP data may be pretty obvious and you may be thinking, "What's the point of this?", but since I was testing to see if the TP reported was actually taken from the mob, I found myself a pet sapling in Batallia downs, used Phalanx and Stoneskin, and casted Dia (making sure I had no Subtle Blow gear on) to feed it 10 TP. I continued this for a few other levels of TP by casting Dia for 1 damage or more until I reached the desired number. Here is my data (I used Dark Seal a few times, the numbers where this is used are marked):

    Cases with 291 Dark Magic skill using standard DD haste equipment:
    (Case 1) Target Mob: 10% TP (1 cast of Dia)
    Absorb-TP : 5 > 2 > 2 > 2 > 1 > 1 > 1 > 1 > 0
    Total TP stolen: 15%

    (Case 2) Target Mob: 10% TP (1 cast of Dia)
    Absorb-TP: 5 > (Dark Seal)3 > 2 > 1 > 1 > 1 > 1 > 1 > 0
    Total TP stolen: 15%

    (Case 3) Target Mob: 100% TP (10 casts of Dia)
    Absorb-TP: (Dark Seal)40 > 28 > 16 > 8 > 4 > 3 > 1 > 1 > 1 > 1 > 1 > 1 > 0
    Total TP Stolen: 105%

    (Case 4) Target Mob: 130% TP (13 casts of Dia)
    Absorb-TP: (Dark Seal)47 > 37 > 20 > 13 > 6 > 5 > 3 > 2 > 1 > 1 > 1 > 1 > 1 > 0
    Total TP Stolen: 138%

    (Case 5) Target Mob: 130% TP (13 casts of Dia)
    Absorb-TP: 55 > 30 > 22 > 13 > 5 > 4 > 3 > 1 > 1 > 1 > 1 > 1 > 1 > 0
    Total TP Stolen: 138%

    Cases with Dark Staff, Dark Grip, and 321 Dark Magic skill
    (Case 6) Target Mob: 20% TP (2 casts of Dia)
    Absorb-TP: (Dark Seal)9 > 6 > 3 > 2 > 2 > 1 > 1 > 1 > 1
    Total TP Stolen: 26%

    (Case 7) Target Mob: 300% TP (30 casts of Dia, Earth Elemental mob to keep TP)
    Absorb-TP: 69 > 73 > 49 > 43 > 32 > 18 > 10 > 5 > 3 > 2 > 1 > 1 > 1 > 1 > 0
    Total TP Stolen: 309%

    Which leads me to my * above. Even trying to write out the predicted or ideal TP values of the mobs after each Absorb-TP with fractions, you can absorb more TP than the mob was given. Though it is nothing more than trivia, it does make me wonder if there's a slight reduction in the TP the caster gains and the TP lost by the mob for whatever reason, or if there's some other game mechanic going on I don't know about. I was very careful with Store TP/Subtle Blow gear to avoid any unforeseen adjustments to values.

    Absorb-ACC was tested using pure accuracy gear swaps and /check; it was a pretty basic test but I could not find any post anywhere that covered it, so I apologize in advance if I am stepping on anyone's toes there.

    One final comment, Dark Seal is just horrible, if there is any complaint I have about DRK, it is this JA. It is just amazingly bad, Elemental Seal does a better job at what it's supposed to do, and Dark Seal only works on one magic type. I realize it does let you land spells on HNM that normally would bounce off, but it's still not even close to full power like ES normally offers. Would it be so broken to let us use one Absorb/Drain/Aspir at full power on an HNM every 5-15 minutes?

  2. #2
    RIDE ARMOR
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    Quetzalcoatl

    Quote Originally Posted by astrael View Post
    Absorb-ACC
    - functions exactly like the original Absorb spells, with a +18 accuracy cap and 90-second base duration (10 seconds extended with every piece of equipment containing "Enhances effect of Absorb spells")
    - overwrites the effects of Blade: Kamu
    Sorry for the necro but I really am curious. Does the Absorb-ACC degrade over time like other Absorb-Spells or does the +18 accuracy last for the duration of the spell?

  3. #3
    TSwiftie
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    Fenrir

    Quote Originally Posted by Tomasello View Post
    Sorry for the necro but I really am curious. Does the Absorb-ACC degrade over time like other Absorb-Spells or does the +18 accuracy last for the duration of the spell?
    degrades

  4. #4
    CDF
    CDF is offline
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    Interesting results for Absorb-TP.

    On Absorb-TP:

    If Absorb-TP takes a proportion of a mob's total TP, and that proportion is random, it would make sense that the variability of Absorb-TP return increases as the mob's total TP increases. This doesn't necessarily mean it has a higher resist rate though. See: Drain, Aspir.

    On Dark Seal:

    Due to the inherent variability of Drain, Aspir, and Absorbs (where applicable) that has nothing to do with resists, you cannot conclude that the effect of Dark Seal is weaker than that of Elemental Seal.

  5. #5
    RIDE ARMOR
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    Quote Originally Posted by Kirschy View Post
    degrades
    Confirmed with testing?

    Not that I don't believe you since you seem to be right about EVERYTHING lol but I had modestly high hopes that it didn't. ><

  6. #6
    D. Ring
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    Phoenix

    Random fucking question thread would like a word with you. Massive necros are cool too.

  7. #7
    TSwiftie
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    Quote Originally Posted by Tomasello View Post
    Confirmed with testing?

    Not that I don't believe you since you seem to be right about EVERYTHING lol but I had modestly high hopes that it didn't. ><
    When I was testing Abs-Acc /w Liberator, I had to know all the right eq swaps before hand, because there was only a small window to test the initial accuracy absorb enhancement. Unless it's changed in the last year, I can confirm it works that way~

  8. #8
    RIDE ARMOR
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    Quote Originally Posted by Kirschy View Post
    When I was testing Abs-Acc /w Liberator, I had to know all the right eq swaps before hand, because there was only a small window to test the initial accuracy absorb enhancement. Unless it's changed in the last year, I can confirm it works that way~
    Really appreciate the quick response. Thank You!

  9. #9
    RIDE ARMOR
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    For what it's worth, Nether Void gives a +10 boost to all the Absorb-Spells I could test. (STR, DEX, VIT etc.) I'm assuming since Absorb-ACC seems to work the same way as the other absorbs that Nether Void > Absorb-ACC is a +28 boost total.

  10. #10
    D. Ring
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    Quote Originally Posted by Tomasello View Post
    For what it's worth, Nether Void gives a +10 boost to all the Absorb-Spells I could test. (STR, DEX, VIT etc.) I'm assuming since Absorb-ACC seems to work the same way as the other absorbs that Nether Void > Absorb-ACC is a +28 boost total.
    doesn't Lib add+10 to all absorb as well? (been awhile since i last looked and Kri is queen of the drks so they'll correct me if i'm wrong) so couldn't you get +38 of a stat?

  11. #11
    TSwiftie
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    Fenrir

    Last I tested, Nethervoid added 50% rounded down. Regular absorbs went from 18->27. Using Liberator makes it go from 21->31.

  12. #12
    RIDE ARMOR
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    Just retested all the absorbs...

    With 280 Dark Skill, Level 80 DRK, naked I'm getting +19 to all the Absorbs (that's not a typo) and +28 when boosted with Nether Void.

    I can provide screen shots if nessasary.

  13. #13
    TSwiftie
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    Fenrir

    Quote Originally Posted by Tomasello View Post
    Just retested all the absorbs...

    With 280 Dark Skill, Level 80 DRK, naked I'm getting +19 to all the Absorbs (that's not a typo) and +28 when boosted with Nether Void.

    I can provide screen shots if nessasary.
    Just tested this myself, and you're right, it's +19 now. Something changed since the last update. I'll play around later when I have the time, thanks for pointing this out!

  14. #14
    TSwiftie
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    Fenrir

    Messed around and a bit, and it appears that the absorbed amount is equivalent to your main job level.

    @80 - +19
    @75-79 - +18
    @70-74 - +17
    @65-69 - +16

    I tried varying amount of skill @ 80 and 75, but was unable to change the amount absorbed except through level sync. (Note: 310 Dark skill @ 80 absorbed 19, and 312 Dark skill @ 75 absorbed 18, so I'm sure it's not dark skill related.)

    Tried this on DRK + BLM/DRK with similar results~

  15. #15
    Melee Summoner
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    That's interesting Kirschy.

    I just wish SE would also eliminate the decaying effect on the absorb spells though.

    And take away the 50% penalty to dark magic spell's recast and cast time, (leave it just for ninjutsu maybe <.<)while casting with hasso and seigan on...but maybe that's just me.

    Thanks for your testing and contribution as usual though!

  16. #16
    RIDE ARMOR
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    Something to consider....

    Diabolic Eye is 20 acc for 3 out of 5 mins.

    So if you need something to fill that 2 min gap you could Neither Void > Absorb-Acc for +28 Acc (with 3 pieces of black gear that will push the 90 secs to 2 mins unresisted) and even with degradation you should spend the bulk of that time in the over 20 Acc range. Neither void is also a 5 min recast.

    Basically this would allow you to have a virtually continuous 20 Acc.

    Food for thought.

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