Here are a few quick numbers that I tested this morning: More testing willbe done, to get exact numbers for tiers, so please note, these are preliminary numbers:
For the following, every 5 points added, will increase 1 of:
INT = Attack Magic Potency
MND = Healing Magic Potency and Magic Acc
PIE = Enfeeb and Magic Evasion
VIT = Enhancing Magic
So for those, 5 INT = 1 extra Attack Magic Potency
STR and DEX had no change on the General Attributes, but one would think 5 STR = 1 Attack and 5 DEX = 1 Acc.
Now for every 5 Points removed, you will lose 2 points for the 1st 5, then 1 extra for 5 more removed, so if you remove 5 INT, you will lose 2 Attack Magic Potency and if you remove 15 INT, you lose 4 Attack Magic Potency.
The following were done as level 50 jobs, to see what bonuses they abilities give, if you use an spell/ability as a job that is not your main, take these numbers and multiple by .8. If you equip the job trait of the ability/spell you are using, then take the number and multiply by .9. Also if you are doing a DoT or Enhancing Spell, those spells only work at 80% of their full capacity and length, so that means if you are a THM and casting a CON DoT, the DoT damage is only 80% compaired to what a CON would cast it for and it also only lasts 80% as long, so let the proper jobs, do thier job(90% if you equip that jobs triat). I only listed the abilities/spells that we can now see what they do. I did not list anything like Invigorate 2, because it was easy to see it gives 150/135/120 TP per tick(LNC job/Any job with LNC trait/Any job).
MRD
Defender: +53 all Elemental Resists, +78 Def, -53 Attack, -36 Attack Magic Pot.
Defender 2: +71 all Elemental Resists, +105 Def, -53 Attack, -36 Attack Magic Pot.
GLD
Tempered Will: +346 Magic Evasion
Still Provision 2: +81 Acc, -82 Evasion
Rampart 2: +154 all Elemental Resists, +214 Def
Now for the Mages:
CON
Protect/Protect2 and Shell/Shell2 are tiered of how much they give:
Shell 2:
380-384 Enhancing: +60 all Elemental Resists
385-389 Enhancing: +61
390-394 Enhancing: +62
So save to say, so far, every 5 Enhancing Magic will increase 1 Ele Resist.
Protect 2:
380-384 Enhancing: +81 Def
385-389 Enhancing: +82
390-394 Enhancing: +83
Stoneskin 2: Still Testing this one, to see how much it gives, at base 385 Enhancing, then going to work from there.
Cure3/Sac3: Played around with these, but the amount cured was fluctuating to find tiers. I did try to see if the regen effect changed on Healing Magic and Enhancing Magic, but it stayed at 55 per tick everytime. The only clear thing was MND did boost cures at about 1 MND = 1 HP, but once again, every cure amount was different, sometimes by 35, not including a Crit Cure.
Currently working on DoT damage for both CON and THM, since it changed a little from 1.18 to 1.19. Poison2 still has the highest DoT damage and Dia2/Bio2/Burn2/Shock2/ect. still have the same DoT damage and amount of time that stays on mob(as long as is is not a partial resist and based on equipment).
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