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Thread: Stats and how they work.     submit to reddit submit to twitter

  1. #361
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    Quote Originally Posted by jwang View Post
    With the magic damage reflect on Enhanced Vengeance, does this apply to all magic damage (such as Incinerate, Vulcan Burst, Eruption, etc.) or is it spell specific?
    It doesn't seem to reflect Ifrit's non-physical attacks. I guess they're not considered magic.

  2. #362
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    Quote Originally Posted by Frein View Post
    It doesn't seem to reflect Ifrit's non-physical attacks. I guess they're not considered magic.
    It probably only works for "Magic Spells" rather than "Magic Abilities/Weaponskills."

  3. #363
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    That's most likely the case, as Ifrit's attacks are also unaffected by Decoy (not ranged and not actual magic spells).

  4. #364
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    Has there been any testing on Holy modifiers? Is it mnd + matk? thanks in advance

  5. #365
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    Quote Originally Posted by sackings View Post
    Has there been any testing on Holy modifiers? Is it mnd + matk? thanks in advance
    I would think that if you're gearing for Holy, you're using your WHM wrong, but I suppose people might be curious just to know. No tests performed that I've seen.

  6. #366
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    Holy is actually a fairly effective spell when used correctly. I don't see the need for buffing it beyond how it is right out of the box, but hey, never hurts.

    For myself, my WHM build is HP first, Healing Magic Potency second. Everything else is w/e.

  7. #367
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    Effective, yes, but would you ever gear for it?

  8. #368
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    Quote Originally Posted by Raldo View Post
    Effective, yes, but would you ever gear for it?
    Why not? Something fun to do if you're on whm all the time and have gil to spend.

  9. #369
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    5 geared holys kills 3 purgatory knights in darkhold. Useful if you're 5 chesting low-man. No gear cleric stance holy does about 1,200; well geared holy does about 1,750. To answer your question though, INT and MND are both modifiers. MATK is by far the best modifier for Holy though. MATK > INT > MND. Not saying you fight Ifrit in MATK gear or anything but it does have some use.

  10. #370
    Justin Bieber
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    Quote Originally Posted by Raldo View Post
    Effective, yes, but would you ever gear for it?
    I do use nuking gear in raids on WHM, Ifrit's Cane/INT legs/accs/hats. Very helpful on thrash mobs if you are proactive in nukings. On AV i just fulltime nuking gear Coincounter/Misser and nukes away.

  11. #371
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    Has the enmity bonus on Raging Strike ever been tested?

    Also is there an up to date enmity table? The old one in Kaeko's blog is still there but it's all messed up and shrunk, can't even read it.

  12. #372
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    Quote Originally Posted by Niiro View Post
    Has the enmity bonus on Raging Strike ever been tested?

    Also is there an up to date enmity table? The old one in Kaeko's blog is still there but it's all messed up and shrunk, can't even read it.
    Couple parts are outdated and it does not include job skills.

    http://imgbox.com/aah99mme

  13. #373
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    I've been wondering about crafting stats for a while now so I did a pretty basic test, unfortunately given that all SE has told us about craft vs mcraft is that some synths use one and some the other. I'll let the numbers take it from here.
    Code:
    R50 GSM Weathered chaser hammer 
    recipe Spinel R40 (wind shardx3,raw spinelx1)
    Standard Synthesis, white orb only, Preserve used
    5x synthesis per set
    
    base  ( cr9  mcr8  con7  dex211 )
    S- 14,13,15,14,13,15,13,13,14,13,14,13,14,14,12**,14,14,13,13,15,14,13,13,14,15,15
    N- 11,11,11,11,11,11,12,12,11,11
    F- 4,6,6,6,4,6,4*
    
    *Last action of botched synth
    **100% progress but botched synth due to low durability
    
    
    craft  ( cr63  mcr8  con24  dex217 )
    S- 19,16,19,21,20,19,18,20,16,17,17,17,19,17,19,19,17,16,20,15,17,17
    N- 13,15,15,15,15,15,14
    F- 6,7,7,9
    
    
    mcraft  ( cr9  mcr63  con25  dex211 )
    S- 19,17,19,21,20,20,17,20,17,17,17,17,19,19,16,21,15,20,19
    N- 16,14,16,13,16,14,13,17,14
    F- 8,7,9,9,7,7
    Not a terribly extensive test (there's no crafting parser I'm aware of so I had to record this all manually) but it's clear enough that what SE told us isn't true.

    The numbers from the craft and mcraft sets both show a clear and very similar effect. I don't know what to make of it but I don't intend to do any more testing like this without a more efficient method.

  14. #374
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    This is the most up to date testing I've seen on crafting. It has more to do with basic stats though.

    http://lodestone.finalfantasyxiv.com...entry?e=345779

    Probably worthy of a translation from Stan or someone else if they are free

  15. #375
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    Quote Originally Posted by Niiro View Post
    I've been wondering about crafting stats for a while now so I did a pretty basic test, unfortunately given that all SE has told us about craft vs mcraft is that some synths use one and some the other. I'll let the numbers take it from here.
    Code:
    R50 GSM Weathered chaser hammer 
    recipe Spinel R40 (wind shardx3,raw spinelx1)
    Standard Synthesis, white orb only, Preserve used
    5x synthesis per set
    
    base  ( cr9  mcr8  con7  dex211 )
    S- 14,13,15,14,13,15,13,13,14,13,14,13,14,14,12**,14,14,13,13,15,14,13,13,14,15,15
    N- 11,11,11,11,11,11,12,12,11,11
    F- 4,6,6,6,4,6,4*
    
    *Last action of botched synth
    **100% progress but botched synth due to low durability
    
    
    craft  ( cr63  mcr8  con24  dex217 )
    S- 19,16,19,21,20,19,18,20,16,17,17,17,19,17,19,19,17,16,20,15,17,17
    N- 13,15,15,15,15,15,14
    F- 6,7,7,9
    
    
    mcraft  ( cr9  mcr63  con25  dex211 )
    S- 19,17,19,21,20,20,17,20,17,17,17,17,19,19,16,21,15,20,19
    N- 16,14,16,13,16,14,13,17,14
    F- 8,7,9,9,7,7
    Not a terribly extensive test (there's no crafting parser I'm aware of so I had to record this all manually) but it's clear enough that what SE told us isn't true.

    The numbers from the craft and mcraft sets both show a clear and very similar effect. I don't know what to make of it but I don't intend to do any more testing like this without a more efficient method.
    My theory was main influence and sub influence, with caps in each. My problem is I am never going to carry unique sets for both craft/m.craft just to help with synths. I just don't see it making a big enough difference. Right now I would wait for the crafting revamp anyway as they are going to redo and remove many of the un-needed abilities.

    A few pieces that I consider worth experimenting with: cobalt set, felt cav hat, wool tights, lightning brands, felt trousers.

    I don't like how the color of the orb affects success (from a parser standpoint) so I never bothered adding craft support to the parser. If crafting gets streamlined I might look into it again.

    You could probably make a generalization that if choosing between 2 pieces of gear for a slot go with the one that has the most combined (craft+m.craft).

  16. #376
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    Edit: I'm wrong, keep reading.

    original
    Spoiler: show
    Since I just dug it up for the crafting thread...
    A. Among recipes in the game, there are those for which the rate of progress and chance of success are increased by higher Craftsmanship, and those for which they are determined by Magic Craftsmanship. Control helps to reduce the occurrence of aetherial sparking (see below), and exerts its influence over both types of recipes just mentioned.

    All recipes, however, have set attribute requirements. Attempting a recipe with attributes below those required will result in lessened progress and quality, even for successful actions.
    Bolded for emphasis. Due to that, I'm inclined to believe Tachikoma's main/sub influence for craft/m.craft.

  17. #377
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    I'd agree but SE certainly did a complete shit job conveying that (posted in the craft thread a few mins ago).

    The first statement is false and the second is completely misleading as "Attributes" most often refers to base stats (STR/DEX/ect).

  18. #378
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    Ah, I just realized that my bolded statement is completely irrelevant. It says that the "attributes" (whatever they may be) only affect progress and quality, not success rates. Success rates are only determined by that single stat. So running a parser test on success rates would be a valid test to see which craft stat a synth favors.

  19. #379
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    I would theorize that had I continued my above testing the difference between the craft and mcraft sets would have become more pronounced, lending credence to the theory that all crafts are effected by both stats but with more weight attributed to one or the other.

    But something else to take away from this: look at the ratios of success, neutral, and failed results across all 3 sets. Notice how they're roughly in proportion.

    S- 60% N- 23% F- 16% naked
    S- 66% N- 21% F- 12% craft
    S- 55% N- 26% F- 17% mcraft

    They clearly effect progress made but I would go so far as to say that craft/mcraft have no effect on the actual success/neutral/failure rates of Standard synthesis and it's simply determined by dLvl (and probably orb color, but my test was done with white orbs only).

    I wouldn't presume Rapid and Careful follow the same rules but I don't very much feel like doing this again. I also made no record of quality gains.

    Quote Originally Posted by tachikoma View Post
    I don't like how the color of the orb affects success (from a parser standpoint) so I never bothered adding craft support to the parser. If crafting gets streamlined I might look into it again.
    I appreciate your parser immensely and I don't know how difficult it is to engineer but if possible a simple record of the log information would be immensely helpful for testing. Orb color is obviously a factor it wouldn't be able to recognize but assuming the user maintained that condition manually (as I did) just having an automatic way to record and summarize the info displayed in the log would go a long way.

  20. #380
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    The official quote from above indicates otherwise, but who knows what got lost in translation and/or mucked with after it was posted.

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