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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #3761
    Chram
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    Fenrir

    Some efficiency charts for the above cure changes.

    Without light arts:



    With light arts:



    With light arts and whm af3 pants (assuming no over-curing):




    Analysis:

    Whm is going to generally be around 500-ish power. Using Light Arts and AF3 pants, Cure V would run a little over 8 HP/MP. Cures 3 and 4 would be up around 11.

    Rdm or Sch using Light Arts and Cures 3/4, and assuming somewhere near 500 power, would be hitting 7 HP/MP (or 10-ish for sch with Rapture).

    Cures 3 and 4 are clearly the efficiency spells. Cure 5 is acceptable with AF3 pants, and trades efficiency for low enmity. Cure 6 kinda sucks no matter what.

  2. #3762
    Chram
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    Fenrir

    Also, yes Byrth -- lots of changes in the scaling and caps. Old formulas had 3 tiers for all Cure spells. New formulas have 4 tiers for cures III and IV, 5 tiers for cures I, II and VI, and 6 tiers for cure V.


    Also, should note that the old formulas use (effectively) Power/2 to calculate amount cured (where Power = 3*(mnd + skill/5) + vit), for the equivalent portion of the equations where we simply use Power now, if you're trying to do any comparison of the raw power values. Old cap was 1240 (which becomes 620 when plugged into the equation), new cap is 700 for all but Cure 1, which caps at 600. Not that that's terribly meaningful for comparison.

  3. #3763
    Relic Weapons
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    Since what they actually did is changing the power formula (according to our own model anyway), does it mean BLU cures (Magic Fruit, Plenilune Embrace) also well affected by this?
    If so, then they would be less effective than it used to be... Unless blue magic skill also count as healing magic skill in new formula.

  4. #3764
    Ridill
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    Gilgamesh
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    Bahamut

    Quote Originally Posted by Zirael View Post
    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.
    Thanks for checking this!

  5. #3765
    Fishing Guru
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    Quote Originally Posted by Zirael View Post
    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.
    Thank you for your efforts here. I look forward to seeing if turning in that signed item is the cap breaker. It would make sense, no different than any other rank break that you need to turn in a requested item, this time it is signed for 100+.

    Also is meteor on the test server yet, and if so is it actually non-elemental dmg?

  6. #3766
    Chram
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    Fenrir

    Quote Originally Posted by VZX01 View Post
    Since what they actually did is changing the power formula (according to our own model anyway), does it mean BLU cures (Magic Fruit, Plenilune Embrace) also well affected by this?
    If so, then they would be less effective than it used to be... Unless blue magic skill also count as healing magic skill in new formula.
    From what I remember of the dev notes, blu magic isn't affected by the new formulas at all. Someone else would need to check on that.

  7. #3767
    Chram
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    Fenrir

    Also, quick comparison of base amount cured with Cure V and Cure VI, since it was noted that the max caps had been reduced.

    Assuming:
    439 skill (Light Arts, otherwise uncapped) with 35 in gear (body/hands/ring)
    125-128-131 mnd (taru/hume/elvaan) with +35 in gear (head/hands/rings/ammo/feet/waist)
    83-86-89 vit (taru/hume/elvaan) with Sirona's ring

    Code:
    Old Power    Cure V    Cure VI
    Taru: 719    717 HP     929 HP
    Hume: 731    720 HP     935 HP
    Elvn: 743    722 HP     943 HP
    
    New Power
    Taru: 521    726 HP     902 HP
    Hume: 524    727 HP     904 HP
    Elvn: 526    727 HP     905 HP
    Cure V ends up being a smidge ahead with a typical gear set, so the reduction in the cap doesn't mean much; it's right in line with where it's always been.

    Cure VI ends up being 3%-4% behind, which is enough that, combined with the very high MP cost, warrants a bit of concern.

  8. #3768
    Cerberus
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    Brynhildr
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    Bismarck

    Camate or someone posted that blue magic would not be affected by this.

  9. #3769
    A gigantic waste of space
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    Maurauc Baelfyr
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    Valefor

    As far as I can tell, Meteor isn't affected by Pluto's. Using the extremely scientific method of without on a Gambler(1481) and with on a Mugger(1494(Extra 2INT)), doesn't seem to work.
    The worst bit of testing this spell is going to be the damn recast. I know it'll be once every 10 mins on the real server, but 2:30 recast on the test is ridiculous.

    101 INT/MAB6 gave 851 against a Shaman. 144INT/MAB6 + 62 in gear gave 1481 on a Gambler. Will update with more.

    1481 on a Tiny Mandy with 144/6+62, 851 with 101/MAB6. 102INT pushed it to 854. Tested Pluto's on Mandies, got 857, which seems to just be the +2INT push.

  10. #3770
    Very Sexy Nerd
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    Carbuncle

    Don't have an account anymore, slowly updating through check files.

  11. #3771
    New Spam Forum
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    Titan
    WoW Realm
    Bonechewer

    Quote Originally Posted by Maurauc View Post
    As far as I can tell, Meteor isn't affected by Pluto's. Using the extremely scientific method of without on a Gambler(1481) and with on a Mugger(1494(Extra 2INT)), doesn't seem to work.
    The worst bit of testing this spell is going to be the damn recast. I know it'll be once every 10 mins on the real server, but 2:30 recast on the test is ridiculous.

    101 INT/MAB6 gave 851 against a Shaman. 144INT/MAB6 + 62 in gear gave 1481 on a Gambler. Will update with more.

    1481 on a Tiny Mandy with 144/6+62, 851 with 101/MAB6. 102INT pushed it to 854. Tested Pluto's on Mandies, got 857, which seems to just be the +2INT push.
    If you can cast on stuff near a zone line, zoning resets your spell timers I believe.

  12. #3772
    First invited, last in the zone.
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    Lakshmi

    Quote Originally Posted by Maurauc View Post
    As far as I can tell, Meteor isn't affected by Pluto's. Using the extremely scientific method of without on a Gambler(1481) and with on a Mugger(1494(Extra 2INT)), doesn't seem to work.
    The worst bit of testing this spell is going to be the damn recast. I know it'll be once every 10 mins on the real server, but 2:30 recast on the test is ridiculous.

    101 INT/MAB6 gave 851 against a Shaman. 144INT/MAB6 + 62 in gear gave 1481 on a Gambler. Will update with more.

    1481 on a Tiny Mandy with 144/6+62, 851 with 101/MAB6. 102INT pushed it to 854. Tested Pluto's on Mandies, got 857, which seems to just be the +2INT push.
    Out of curiosity, what's a Thundaja do to the same mobs in the exact same gear? (Including Pluto's staff). Just interested in the base damage.

    Quote Originally Posted by GeneyusTitan View Post
    If you can cast on stuff near a zone line, zoning resets your spell timers I believe.
    It does, yeah.

  13. #3773
    Very Sexy Nerd
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    Carbuncle

    http://juliandev.com/ffxi/TEST2012-03-09/

    edit: weapon and armor available in html format again. Seems like they added jobs to most of the "."'s from last week, and also added icons. Icon update is global, so last week's .html versions should also have their icons updated.

    enjoy

  14. #3774
    Very Sexy Nerd
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    Carbuncle

    Hey guys... I found a rock.



    1/279/114

  15. #3775
    Banned.

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    9

    are you a wizard

  16. #3776
    Resident Moogle
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    Asura

    I found a big slab of nothing too.


    [EDIT] Zone looks like it's an a riverne fashion with 3 arenas, which are the series of the big construction of floating islands around a crystal pictured here.

    Not found me a 'lobby' yet.

  17. #3777
    Very Sexy Nerd
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    Carbuncle

    No, I'm just a very sexy nerd.

  18. #3778
    BG Content
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    Lakshmi
    Blog Entries
    1

    Three players, Byrth (Nearly-naked BLM), Yugl (BrewBLM w/Laev), and MysteryBLM (Laev, Beyond/Ultimate/MM)

    ??? first, ??? second, Yugl third
    80907
    Player 1: 1000 MAB, 999 INT
    Player 2: 40 MAB, 106 INT
    Player 3: 101+90, 100 MAB, at least 80 MAB from Atma
    Target: 107 INT


    Yugl first, MysteryBLM second, Byrth third
    43231
    Player 1: 1000 MAB, 999 INT
    Player 2: 40 MAB, 106 INT
    Player 3: 101+90, 100 MAB, at least 80 MAB from Atma
    Target: 108 INT


    Yugl first, Byrth second, MysteryBLM third
    55647
    Player 1: 1000 MAB, 999 INT
    Player 2: 40 MAB, 106 INT
    Player 3: 101+90, 100 MAB, at least 80 MAB from Atma
    Target: 107 INT


    Yugl first, MysteryBLM second, Byrth third
    43551
    Player 1: 1000 MAB, 999 INT
    Player 2: 40 MAB, 106 INT
    Player 3: 101+90, 100 MAB, at least 80 MAB from Atma
    Target: 105 INT


    Spell damage appears to be consistent but strongly dependent on casting order. I would guess it is adding the relevant stats from each of the casting players in some ratio determined by their order or lag the between themselves and the final caster. By the way, this final caster is referred to as a "leader," which doesn't make much sense but what can do you?

    Random facts:
    * If the spell hits multiple targets, it does the same damage to all of them even if they have different INTs.
    * Spell does depend on INT
    * Spell has constant damage from a single player to a single target
    * Not to sound like a superficial little girl here, the animation is pretty freaking cool. You shoot a ball of light up into the sky, each making the emblem in the sky get more complex, and the final caster's ball causes the meteor to fall.

  19. #3779
    New Spam Forum
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    Quetzalcoatl

    Were jobs listed on the armor sets mined last week? Wasn't expecting that red armor set to be MNK/SAM/NIN/PUP. Fine by me though.

    Black Armor
    Lv 99 WAR PLD DRK BST DRG

    Red Armor.
    Lv 99 MNK SAM NIN PUP

    Blue Armor
    Lv 99 MNK THF RNG NIN BLU COR DNC

    Purple Armor
    Lv 99 BLM RDM SMN BLU SCH

    Green Armor
    Lv 99 WHM RDM BRD SCH

  20. #3780
    Very Sexy Nerd
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    Carbuncle

    No. Last week's mines are still there, just go up to the ffxi folder and browse to the one you want.

    Zone reminds me a lot of ff5's final area in the rift



    hope they have similar teleporting things to go through the different islands >.>

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