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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #3741
    Can you spare some gil?
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    Inb4 3 rifts, with a chance of fighting rook/pawn/knight/bishop/queen/king or crystal dragon, depending on if the moon aligns with the sun, Venus and Mercury while Jupiter and Saturn go fuck themselves., and you hit enter at the right time and get warped into kirins room.

  2. #3742
    I enjoy tapping my sisters fine ass
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    Are slots reserved for people under the effects of charm ?

  3. #3743
    Salvage Bans
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    Sylph

    Quote Originally Posted by jimbobsonofgod View Post
    Are slots reserved for people under the effects of charm ?
    That would imply a hard cap per zone on the number of players charmable wouldn't it?
    Test in undead besieged?

  4. #3744
    Melee Summoner
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    Fenrir

    Quote Originally Posted by Taim Meich View Post
    Has anyone checked the influence of healing skill in cures, and what can be expected from SCH and RDM cures now with the changes?
    Been doing the testing on the official forum. We've got a formula down and have been working on soft caps for cure1-4.

    Power=skill+MND/2 + VIT/4

    All values truncated.

    On a side note, our napkin math says that in terms of HP/MP efficiency the order is now : 3 > 1 > 4 > 2 > 5 > 6

  5. #3745
    Theory Fighter
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    Quote Originally Posted by Aleste View Post
    On a side note, our napkin math says that in terms of HP/MP efficiency the order is now : 3 > 1 > 4 > 2 > 5 > 6
    That's pretty messed up, haha. On the other hand, maybe it will compensate for Cure V's small enmity generation.

  6. #3746
    Ridill
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    Quote Originally Posted by pancakesandsex View Post
    That would imply a hard cap per zone on the number of players charmable wouldn't it?
    Test in undead besieged?
    Are there slots reserved for pets, fellows, portafurnaces, magian logs, etc.?

    Or does the game dynamically create new mob IDs for all these? And if you dismiss a pet and summon a new one, does it take an old slot or does the game create yet a new ID for it?

  7. #3747
    Very Sexy Nerd
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    Carbuncle

    Quote Originally Posted by Kaisha View Post
    I'm just curious why the knight and rooks do not follow the 3-groups setup (other than the 6 sets of chess pieces, 2 for each dragon spawn?) that the rest of the mob list has for the 3-rifts-per-zone thing they have going.

    Makes me wonder if they're just normal wandering mobs in the zone.
    My dat mines might look awkward because they're designed to be grabbing new mobs in an update, not an entire zone. This is the current setup of the zone

    Spoiler: show
    00000000|none
    010DE001|CDragon1
    010DE002|TEST1
    010DE003|TEST2
    010DE004|TEST3
    010DE005|CDragon2
    010DE006|TEST1
    010DE007|TEST2
    010DE008|TEST3
    010DE009|CDragon3
    010DE00A|TEST1
    010DE00B|TEST2
    010DE00C|TEST3
    010DE00D|PAWN1
    010DE00E|BISHOP1
    010DE00F|KNIGHT1
    010DE010|ROOK1
    010DE011|KING1
    010DE012|QUEEN1
    010DE013|PAWN2
    010DE014|BISHOP2
    010DE015|KNIGHT2
    010DE016|ROOK2
    010DE017|KING2
    010DE018|QUEEN2
    010DE019|PAWN3
    010DE01A|BISHOP3
    010DE01B|KNIGHT3
    010DE01C|ROOK3
    010DE01D|KING3
    010DE01E|QUEEN3
    010DE01F|PAWN4
    010DE020|BISHOP4
    010DE021|KNIGHT4
    010DE022|ROOK4
    010DE023|KING4
    010DE024|QUEEN4
    010DE025|PAWN5
    010DE026|BISHOP5
    010DE027|KNIGHT5
    010DE028|ROOK5
    010DE029|KING5
    010DE02A|QUEEN5
    010DE02B|PAWN6
    010DE02C|BISHOP6
    010DE02D|KNIGHT6
    010DE02E|ROOK6
    010DE02F|KING6
    010DE030|QUEEN6
    010DE036|Crystal_000
    010DE037|Crystal_001
    010DE038|Crystal_01
    010DE039|Crystal_02
    010DE03A|Crystal_03
    010DE03B|Crystal_04
    010DE03C|Crystal_05
    010DE03D|Crystal_06
    010DE03E|Crystal_07
    010DE03F|Crystal_08
    010DE040|Crystal_09
    010DE041|Crystal_100
    010DE042|Crystal_200
    010DE043|
    010DE044|
    010DE045|
    010DE046|
    010DE047|
    010DE048|
    010DE049|
    010DE04A|
    010DE04B|
    010DE04C|
    010DE04D|
    010DE04E|
    010DE04F|
    010DE050|
    010DE051|
    010DE052|
    010DE053|
    010DE054|
    010DE055|
    010DE056|
    010DE057|
    010DE058|Grumblix
    010DE059|Goblin Footprint
    010DE05A|???
    010DE05B|
    010DE05C|Glimmering Trove
    010DE05D|Glimmering Trove
    010DE05E|Glimmering Trove
    010DE05F|Glimmering Trove
    010DE060|Glimmering Trove
    010DE061|Regal Pawprints
    010DE062|Planar Rift

  8. #3748
    Resident Moogle
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    Quote Originally Posted by pancakesandsex View Post
    That would imply a hard cap per zone on the number of players charmable wouldn't it?
    Test in undead besieged?
    Have a bunch of BRDs at Colibri camp sing Virelai.

  9. #3749
    RIDE ARMOR
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    Quote Originally Posted by Septimus View Post
    There are 16 Guild Ranks in the game. Amateur, Recruit, Initiate, Novice, Apprentice, Journeyman, Craftsman, Artisan, Adept, Veteran, Expert, Authority, Luminary, Master, Grandmaster, and Legend. If it stays true to the current pattern, crafts would go up 160. It does seem odd that it would go to 160 instead of 150. Maybe Legend would be at 150 and you have to do something special for it it, like get all GP items/key items/other stuff or something along those lines.
    Unfortunately I don't have 100k GP on the test server for Smithing, but after I checked on the KI to break the level cap, I spoke to Beaudrinc to see if I could get any recipes. Interestingly, he listed the ranks as: Artisan > Adept > Veteran > Legend. Not sure if "110" will permanently be considered Legend when this goes live, but that's how it's currently set up. If so, that may be insight that they plan to keep the base skill cap @ 110.

    And the prick didn't give me any recipes since I hadn't received the KI yet :/

  10. #3750
    Melee Summoner
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    Fenrir

    Through collaboration, we've pretty much nailed the test servers cure formula.



    page breaking graph
    Spoiler: show




    Multiple internet cookies for motenten math skills.

  11. #3751
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    Really? Something seems a little off there. Did they change the caps and constants too?

    Before: 3*MND + VIT + 3*Skill/5
    Now: MND/2 + VIT/4 + Skill
    Difference: 2.5*MND + 3/4*VIT - 2/5*Skill

    2.5*100 + .75*80 - .4*500 = 110, indicating that the power was higher before than it is now for a pretty realistic WHM99 setup. I know that HP healed went up, so what else changed?

  12. #3752
    Melee Summoner
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    Quite alot, me and mot are just confirming the lower bounds atm on all spells, then that'll be finalised. We've a google doc running with test values and whatnot if you'd like to examine in detail.

    Viewers can edit for the meantime (because mot and eco don't want to sign into google docs, but still wish to continue editing)... but if it starts getting vandalized by anons I'll change that.

    https://docs.google.com/spreadsheet/...3ctMWEzemcxeWc

  13. #3753
    Black Belt
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    Thrall

    I never knew VIT was in the formula for cure's, is this new or am I missing something?

  14. #3754
    Melee Summoner
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    Seems our predicted softcaps (at the extreme lower bounds) is off a little, working on correcting it. We're pretty content with the cure1-4 rates/caps, cure5/6 are being a little difficult at the lower bounds to test adequately.

    EDIT:// @above the old formula used to be:

    http://members.shaw.ca/pizza_steve/cure/Cure_Final.png

  15. #3755
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    Quote Originally Posted by Koyangi View Post
    I never knew VIT was in the formula for cure's, is this new or am I missing something?
    Not new, just relatively unimportant since it's much more beneficial to stack cure potency to cap, then MND (and I'm pretty sure you can get more MND than VIT in all slots where you aren't equipping cure potency to hit the cap).

  16. #3756
    Nidhogg
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    Yeah I think under the previous paradigm it was something like: 1 MND is the equivalent of 5 VIT or 10 Healing skill or something.

  17. #3757
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    Look at the above equation and it would tell you, 1 MND is as good as 3 VIT in the old equation, and healing power is nigh-irrelevant for C1-4 because almost any job with access hits the second cap on Power at the moment (iirc).

    Thanks for the update, Aleste.

  18. #3758
    CoP Dynamis
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    Okies, took me a bit to copy myself to Test Server with a 100k GP character, but here goes:
    Register to see the NSFW content
    tl;dr
    Buy KI for 100k and guildmaster asks you for a signed guild test item. Getting KI alone doesn't unlock 110 cap. I'm going to sleep now, but I'll get ingredients on real server tomorrow and copy myself over to trade that GP item and will report back.

  19. #3759
    Melee Summoner
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    Finalized all cure caps/ratios and formula. Assuming SE don't up and ninja change it, it's good to go.

    Spoiler: show

    You can pull the softcaps/ratios off the 'formula numbers' sheet...
    https://docs.google.com/spreadsheet/...3ctMWEzemcxeWc




    It's late and I'm tired, so I'll leave plotting hp/mp efficiency till tomorrow.

  20. #3760
    Relic Horn
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    Sylph

    I've been wondering, but with the new emphasis on healing skill, will jobs with only subbed healing skill (/whm, or especially /sch without light arts) actually have their Cures weakened?

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