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  1. #41
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    Quote Originally Posted by kanitta View Post
    Yes, these values are from naked with tool only.

    I put formula into excel and it works well at r22 tool according to limited data I had, just r32 values are way off.

    Update: at r31 tool stat are 47 42 37
    Guess I'll need more data...

  2. #42
    Smells like Onions
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    Warning: The equations provided below are almost definitely wrong, but they're a pretty good estimate.

    I was crunching the hell out of the rank penalty a while back. I could never get a perfect equation for everything and gave up, but that was mostly because it was pointless to figure out the exact values when the rules were pretty clear:

    1) Wear favored equipment
    2) See 1)
    3) There is a 6*** level penalty for wearing equipment with optimal rank above yours.

    ***This is one of the parts that I couldn't figure out completely. It seems to be 5 levels for items below 10 and 6 for items above 10, but that's just weird.

    Let me explain what I mean by level penalty.

    Every equipment type has a different base value(like for the leg slot: slops, kecks, and tights all have different base values for def, mdef, eva...), and for stat bonuses even armor of the same type has different base values (like hempen tabard, cotton tabard have different base values for +str, +vit)

    Once you have this base value, you can figure out the variable value by simple subtraction. After this, you just take the base value and add a fraction of the variable value based on rank.

    Equation is basically:

    Variable_Mod = (Your_Rank - 6***)/(Optimal_Level - 1)
    Variable_Mod cannot go below 0, and turns to 1 when you hit optimal level.

    Stat_Value = Ceiling( Base_Value + Variable_Value * Variable_Mod )

    Let's take the Rank 32 hammer provided above as an example.

    The three stats are 55, 49, 43, and base values are 9, 8, 7. So the variable stats are 46, 41, 36.

    Let's calculate Craftsmanship for rank 29.
    Variable_Mod = (29-6)/(31) = 23/31
    Stat_Value = Ceiling( 9 + 46 * 23/31 ) = ceil(43.12) = 44

    For rank 30:
    VM = (30-6)/31 = 24/31
    Stat = Ceil( 9 + 46 * 24/31 ) = ceil(44.61) = 45

    And Rank 31:
    Vm = (31-6)/31 = 25/31
    Stat = Ceil( 9 + 46 * 25/31) = ceil (46.09) = 47

    Again, while this equation is almost definitely wrong, it will work for every stat the same way, including evasion and raw stat bonuses like HP or str.

    Also, I think the bonuses from HQ synths are calculated outside of the penalty, and are a simple 5,10,15% increase(rounded up) for the stats next to the stars(as well as durability), but I have only been able to obtain a single HQ item so I don't know for sure.

  3. #43
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    Quote Originally Posted by Saraya View Post
    Warning: The equations provided below are almost definitely wrong, but they're a pretty good estimate.
    ...
    Yup, realized that a while ago. Hence said "need more data". It seems that SE tweaked the numbers to so that at the middle rank between the 2 equipment (only if they are consecutive in the same series), you'll get the roughly the same stats as the lower grade gear if you wear the higher grade one.

    As such the scaling formula will change from equipment to equipment. My formula will therefore only work on...lolz...Cotton Slops.

    E.g. Lets say B and A differs 10 levels in optimal rank. B will get the same (or slightly above...) stats as A, 6 levels from A. (Rounded up)

  4. #44
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    Anyone with lvl 9, 10 or 11 weaver?
    If you have, can you record the durability gained and the exp you gained from synthing Hempen Yarn at those levels?

    Just got some new data:
    Hempen Yarn
    1000@1, 950@2, 700@7 (so it still follows the -50 exp per level increase)
    100@16 (if it is perfectly linear, it would have been 250 here)
    50@17 (so it is still a -50 exp drop per level, but there is a drop of 150 exp somewhere.)

    Could be a 150 exp drop at 10 levels above recipe level or a flat exp drop across every 10 levels...

    Add: Got some extra data from Quicksilver: 650@12, 400@16 and 300@17 alchemy.
    I don't have any records of any recipe that gives 250 exp, so I shall assume that doesn't exist either for now. I have data that gives 50, 100, 150, 500 and 550 exp though.

    Tentatively, base exp is:

    Craft = Recipe Rank = 1000 exp
    For all recipe rank > craft rank, +50 exp per level.
    Up till 10 lvls below recipe rank, -50 exp per level.
    -11 to -13, -100 exp per level
    -14 to -16, -50 exp per level
    -16 to -21, -10 exp per level

    Code:
    -21	-20	-19	-18	-17	-16	-15	-14	-13	-12	-11		
    0	10	20	30	40	50	100	150	200	300	400	
    
    -10	-9	-8	-7	-6	-5	-4	-3	-2	-1
    500	550	600	650	700	750	800	850	900	950	
    
    0	1	2	3	4	5	6	7	8	9	10
    1000	1050	1100	1150	1200	1250	1300	1350	1400	1450	1500
    Add: Got 200 from Quicksilver @18 and 150 @19. [Verified]

  5. #45
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    Bumping old thread to update with Feb 2 update changes.

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