5/5 Empathy, Wyrm Greaves+2 made Haste last for 4min and 10-13sec(hard to check without timestamp) on my Wyvern. ~+25% duration.
400 : Low
399 : Neutral
I take this to mean it has 320 defense
Box Step level 1
382 : Low
381 : Neutral
I take this to mean it now has 305 defense
Box Step level 1
373 : Low
372 : Neutral
I take this to mean it now has 298 defense
It looks pretty impressively like Terpsichore doesn't affect Box Step potency.
I never considered that a likely hypothesys to begin with, thanks for testing Byrth.
Lasting time of the debuff maybe? Try different combinations like with only multiple lv1 debuffs present on a target or with single/multiple lv5 ones.
Can't think of any other hypothesys other than something like: targets affected with Terpsi steps (any) also give the user (or anybody hitting the target?) something else, like... uhm, some silly bonus, +da? +crit? Can't think of anything even remotely coherent.
All that's left to demystify for DRG is Strafe effect. I didn't see it increase breath damage, add any debuffs or increased nuke damage to the opposing element. Need someone to test in brenner if it reduced elemental resistences.
So just logged on to test server during the downtime. I didn't know that the moogles gave you mythic and relic 95 wepons. Is that new?
Can someone test the BST +2 head, specifically augments killer effects. Does that boost damage based on killer effects like af3+2 body? Also does it stack with the af3+2 body? Also if you have killer instinct I would like to see testing on that also.
Also I would like to see some testing on BST Hands the augments beast affinity, and the augments call beast.
Lastly the MNK feet, increase counter attack, enhance counterstance, and enhance Mantra.
I have to afk now and likely won't be back until morning. I have myself set up in sea to try and figure out Saber Dance and Closed Position's enhancements. Mostly just making this post so that I know where I've updated the wiki until.
PS. I skipped Ophannus' DRG testing! Someone add it!
Chivalry testing:
5/5: 100 mnd, 60 TP; Expected: 120 MP; Actual: 150 MP. 30 more than expected
5/5: 100 mnd, 175 TP; Expected 350 MP; Actual: 437 MP. 87 more than expected.
So Pld Relic Gloves +2 change the equation from:
(TP * 0.5) + ((TP * 0.015) * MND) = MP restored
to
TP + ((TP * 0.015) * MND) = MP restored
Valor Breeches +2 only add :10 to invincible; increasing duration to :40. May or may not be due to it having a shorter duration? Not sure. gonna test some of the other 2 hour pieces to see if a pattern emerges. Testing outside my MH, so no, no idea if it also happens to grant magic immunity
Testing with Nirvana in Abyssea - La Thiene on Veld Clionids, no atmas:
Claw damage (no AF3 used, AM3 on): 835, 624, 479, 704, 1006, 674, 631, 387, 354, 788, 1179
So it looks like AM3 can proc on Physical Blood Pacts
Edit: That said, I'm not seeing much of an increase on Predator Claws, mobs might be dying too fast :/
So looks like Wyrm Armet changes the Healing Breath coefficient from 66% to 95%.
FLOOR(0.1757*(Drachen Brais Bonus + Wyvern XP Bonus + 1)*(Helm Bonus + Wyvern TP Bonus + Deep Breathing Bonus + 1)*(Wyv. HP + Wyv +HP gear)+42)
Wyrm Armet NQ: FLOOR(0.1757*(1.66*1350)+42)= 435
Wyrm Armet NQ:FLOOR(0.1757*(1.95*1350)+42)= 504 Which matches my findings, and Wyvern HP at 99 is approximately 1350.
It increases elemental breath from 11%(NQ) to 15%(+2 Armet)
The deep breathing part gets confusing because i dont think the coefficient was ever found.
Pretty freaking ridiculous if SE wasn't kidding about giving DRG Healing Breath IV since HB III with all these pieces is equivalent to Cure 5/Cure6(with DB) for 5 MP or every 60 seconds with the JA "Restoring Breath" for hateless cures. (poor RDMs still don't have Cure 5 though but SE has np with giving DRG a stronger cure)
For duration based 2hrs it seems like:
If your 2hr lasted 60 seconds, it now lasts 80 seconds(+20 more)
If your 2hr lasted 45 seconds, it now lasts 60 seconds(+15 more)
If your 2hr lasted 30 seconds, it now lasts 40 seconds(+10 more)
2hrs to be tested: Benediction/Mijin Gakure/Eagle Eye Shot/Wild Card/Meikyo Shisui(duration is almost unimportant for this one)
Soulvoice duration with Relic+2 pants; 3:30
No increase in duration for Meikyo Shisui, 30 seconds with or without the boots.
in 123 pages, im sure it's been answered, but bst feet > bst feet +1 > bst feet +2. Can i get the cliff notes on how much each increases reward?
thanks
well, none of the other relic armor changes it's "enhances "JA/JT" effect" between NQ and +1, as far as I'm aware/can remember, so 20%, 20%, then w/e the +2 are (probably 25% or 30%, I'll check in a few minutes, if someone hasn't already)
Looks that way, astral flow gets 30 seconds, too.
So:
2 Hour buffs:
Non Instant 2hours, except Meikyo Shisui:
If Base duration = 30 seconds, then Relic+2 increases it to 40 seconds
If Base duration = 45 seconds, then Relic+2 increases it to 60 seconds
If Base duration = 60 seconds, then Relic+2 increases it to 80 seconds (1 min -> 1:20)
If Base duration = 180 seconds, then Relic+2 increases it to 210 seconds (3 min -> 3:30)
Checked benediction on the off chance they added mp restoration to it, but no dice. Popped a poison potion too, cleared it like normal, but didn't do anything like a sacrosanctity resistance buff. Not sure what else they could have done to it...
Astral Flow was a 30s bonus as well, posted it on the Relic+2 thread.
Knowing SE's trend with loving SAM, I bet they got like TP Bonus/Save TP/Conserve TP on their 2hr with the Relic+2 on. -_-
Someone should test the Relic+2 enhancement of Eagle Eye Shot and see if they increased the damage multiplier, gave it a 'Critical hit' effect, removed level difference penalties, added a WSC, gave it an unlimited shot effect or made it 100% accurate(similar to Jumps while under Spirit Surge) or some other kind of debuff.
Mijin Gakure is going to be difficult to test since the damage varies so wildly even with consistent HP and multiple trials on the same mob. If it doesn't increase damage cap based on HP it must either be more accurate, higher chance for higher damage(rather than a weaker one),makes it AoE, requires less HP to get full damage, give RR effect, not kill you but leave you at low HP like Final Sting/Self Destruct...etc