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

  1. #461
    Yoshi P
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    Do we know how DEX correlates with ACC yet? Is it 2:3, ACC:DEX similar to strength, or has anyone tested extensively enough to know?

  2. #462
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    Going off memory you're right. DEX:ACC is 3:2

  3. #463
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    Afaik I'm the only person that's posted dex/acc tests in this thread so I'd like to know where you got that from.

    My tests showed no such correlation.

  4. #464
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    Well I did warn I was going off memory. It looks like all your tests were before 1.21 when they adjusted accuracy (remember full party giving 100% accuracy)

    Patch 1.20 notes:

    • ≪Parameters and Their Effects≫

      Strength
      • Attack Power
      • Damage dealt by puglist, gladiator, marauder, and lancer arms

      Vitality
      • Damage taken
      • Enhancement Magic Potency
      • Maximum HP
      • Damage dealt by marauder arms

      Dexterity
      • Accuracy
      • Block Rate
      • Parry
      • Damage dealt by archer arms

      ...


    As far as the 3:2 ratio don't recall where or even if I ever saw. Maybe it's just been assumed since SE confirmed DEX does give you accuracy and people assume it works like STR:ATK and VIT:DEF.

    In my feeble mind it makes sense that the physical stats share 3:2 ratio like the magical stats seem to share 4:1 ratio.

  5. #465
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    It's certainly not overly presumptuous (my post 1.20 testing doesn't rule it out) I just didn't want people stating it as fact without a more up to date test.

    I recently made some DEX gloves for BRD so I might go out and confirm it myself sometime but my tests have never been as thorough or conclusive as Kaeko's.

  6. #466
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    I have a couple of questions that probably don't have answers or I'm going to make myself look dumb asking; regardless...

    1) Do we know what Cure/Cura/Curaga's base min/max is so that it's possible to determine what your new min/max will be when factoring in MND and Healing Potency gear?

    2)We know that Crit Hit Rate works in a +1=.16% added to your rate. Do we know how Crit Damage works?

  7. #467
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    Quote Originally Posted by TacoTaru View Post
    2)We know that Crit Hit Rate works in a +1=.16% added to your rate. Do we know how Crit Damage works?
    Is this value pre- or post- crit "adjustment"? I thought all the crit testing was done before they adjusted it and I haven't seen any since.

    When was it adjusted, you ask?
    One of the 1.22a hotfixes
    The algorithm for calculating the following parameters has been revised:
    Critical Hit Rating / Critical Hit Attack Power / Magic Critical Hit Rating
    * Players will find the impact of these parameters more pronounced when facing higher-level enemies.
    As far as crit damage goes, my complete uneducated guess is that it's a flat "+attack" bonus that's only active on critical hits, but idk.

  8. #468
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    I was basing the crit values off Niiro's post.
    http://www.bluegartr.com/threads/107...=1#post5226674

  9. #469
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    Ah, cools. I must've missed that.

  10. #470
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    Quote Originally Posted by TacoTaru View Post
    I have a couple of questions that probably don't have answers or I'm going to make myself look dumb asking; regardless...

    1) Do we know what Cure/Cura/Curaga's base min/max is so that it's possible to determine what your new min/max will be when factoring in MND and Healing Potency gear?

    2)We know that Crit Hit Rate works in a +1=.16% added to your rate. Do we know how Crit Damage works?
    Kaeko did thorough cure tests a while back, idk if it will answer your particular min/max question question but it's linked in the OP.

    As far as crit damage, aside from Kaeko's old crit testing (also in OP) I don't know of any done since the change.

  11. #471
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    Nevermind, I'm retarded.

    Despite being the one that posted about the hotfix, I didn't actually read it and see that they did actually change how crit potency worked.

    Delete post, etc.

  12. #472
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    Holy shit wrong thread and I can just open doors.

  13. #473
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    No where else to really post this, but I'm fairly certain that Steel Cyclone is limited to hitting 8 monsters at once. Not really an unprecedented number for SE, in XI you could only gain XP for 8 mobs killed in a single action. If this is old, sorry!

  14. #474
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    Quote Originally Posted by Churchill View Post
    No where else to really post this, but I'm fairly certain that Steel Cyclone is limited to hitting 8 monsters at once. Not really an unprecedented number for SE, in XI you could only gain XP for 8 mobs killed in a single action. If this is old, sorry!
    It's really old. The limitation is for all skills (flash, firaga, sacred prism spells, etc) and technically the same as the full party size, because before they reduced it to 8 it was 15 (the old Sacrifice 3 / Siphon MP spam)

  15. #475
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    Is there any sense of just how important (how much gain) getting to stat cap is?

    Not to make this about me, but on MNK I'm sitting at 330 STR and 308 INT. I'm trying to debate the worth of doing a triple meld hands vs what it would cost.

  16. #476
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    I don't think it's worth it, but I dunno how high your STR is at on gloves. If it's around +35~ I'd say you were fine and I wouldn't go higher.

    Those are good numbers though, so I think you're fine. Apart from triple melds, the only other way to reach stat caps is with darklight.

  17. #477
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    Hello all. First post, and it's going to be big. Feel free to critque, I need someone to bounce this info off of and hopefully make it better.

    Some of this is review, but I'm doing that so you can see where my maths come into play.

    I am using data obtained almost exclusively from Seiken, Kaeko, and Silvano. There is some intersects in their data that I don't think anyone has pointed out yet.

    The most important being this, which pretty much rules all of my math going forward:

    Assuming AA dmg capped which is a safe assumption:
    +.80-.90 WS dmg > +.67-.70 WS dmg > +.35-.38 WS dmg
    Primary > Secondary > Attack Power (henceforth AP)

    That's pre-cap. Post-cap according to Kaeko/Seiken's data AP basically rules all (and STR due to it's AP 3:2 conversion); we know that thanks to them. Post cap it's something like
    +.23 dmg > +0 dmg > +.35 dmg
    AP from STR > Secondary > AP

    I think I did that fraction right, if not it doesn't matter really.


    That's not including the benefits of AP as a source of raising AA damage, which is generally ~30% of your damage, so AP could be weighted slightly heavier.

    Weapons:
    wDPS (stat on weapon) determines WS damage.
    Damage determines AA damage.

    From Silvano:
    1 base weapon damage ~ 2.225 damage increase to Auto-Attack and abilities like Jump
    .01 weaponDPS ~ .21 damage increase to Weapon Skills. (or 1 wDSP = 21 dmg on WS for those of you who don't like maths).
    1 attack power ~ .38 damage increase overall.

    This is consistent with Seiken's numbers.

    Looking at Silvano's numbers the .21 seems a bit heavy, I'm more inclined to believe it's closer to .18 based on my limited testing, but since he's provided parses we'll go with the .21 for now.

    References:
    http://forum.square-enix.com/ffxiv/t...-Testing/page2

    http://prestigexiv.guildwork.com/for...5cb248b5000525


    Using all of the above as a basis, I've made a weapon comparision excel sheet. Which has some pretty interesting data. There's some hair on this, so I'm hoping someone can help me clean it up a bit. To see the math on it you'll need to unhide the protected sheet. I get the feeling I'm weighing AP just a tad too high, in how I create the item weights. This is a comparision and gives item's a "weight" it does not result in final DPS, it should just give you a pretty good value of what the weapon's actual worth is.

    https://docs.google.com/spreadsheet/...SQ1hHUEE#gid=3

    You'll have to hand-key in the stats for each weapon you want to see.

    You can also drop in primary and secondary stats onto weapons. This allows you to see what melded weapons would look like in comparision (hint: they're horrible).

    You can change your average crit-rate (only affects Crit AP calcs).

    The most questionable calculations are probably +Crit Rate and +Crit AP. I didn't toy with them a whole lot and I'm sure they could be drastically improved. Since they effect so few weapons at cap I didn't see it as game-breaking before letting others see the sheet.

    Accuracy value is calculated as a function of AP as an opportunity cost. I've allowed the user to also determine their own values for accuracy as a function of AP. Opportunity cost defined as: The accuracy on both Mog and Garuda allow you to equip a little over 1 extra rings (Electrum+1 value is 18 acc). Moogle/Garuda have 30/20 acc respectively. So that's 1.67 rings for Mog and 1.11 for Garuda. The highest AP available through rings is via the +18 str rings, yielding aprox 12 AP (every 2 STR is 3 AP). I realize there are +15 AP rings as well, but I felt that simply gave too much value to Acc, and they're unique if I recall correctly.

    I'm fairly certain this is pretty reasonably accurate based on what we know - at least for the true melee classes. BRD/ARC is probably a bit different I didn't really want to get too heavily into that.

    Original Threads for personal/linkshell use:
    http://raspberryheaven.enjin.com/for...h-axe-this-one

    http://raspberryheaven.enjin.com/for...-worth-no-stop

  18. #478
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    Using everything from my previous post as a basis... I also made a "which item for the highest enmity" sheet. This might not have a whole lot of value, but it may to someone out there. I was inspired to make this after someone above said "so +enmity is worthless." I wondered if it really was. Turns out it's really not.

    Known:
    +1 enmity = +0.01% enmity

    This I did almost exclusively for WAR since PLD generates so much enmity based off of abilities. For PLD it's really not a competition at all.

    On this sheet I'm strictly comparing the enmity generated off of a single weapon skill as a sample of enmity gains. I am fully away that this does NOT include gains from abilities, or AA damage. It also does not consider AP's gains in AA damage. This is simply a snap-shot so you can have a good idea how one piece of gear compares threat wise to another - nothing more.

    This should go without saying but, +Enmity will scale better the more damage you are already doing. That's also a known because it's a percentage rather than linear damage gains.

    This assumes you're under stat-cap, which most tanks absolutely will be in current gear.

    We can use the stat values above, along with your average damage produced by your core weapon skill, to get a good idea of how strong or weak enmity is vs STR/VIT/AP.

    The results are pretty much 1 enmity > 1 STR/AP even when you don't consider AA and enmity producing abilities. Play with the sheet to see it in action. Obviously the value of enmity changes as your damage does. Bigger the WS the more important +enmity is.

    In terms of pure threat. +Enmity is king, and it gets significantly better the higher your DPS is. There is an intersect at some point where you can lose enmity to increase DPS because your other enmity gets better because of your increased dps - mathing that out isn't something I plan to do, but it can be figured out by someone smarter than me.


    Google Docs:
    https://docs.google.com/spreadsheet/...ZQWpKUnc#gid=2


    Original Thread for personal/linkshell use:
    http://raspberryheaven.enjin.com/for...d-maths/page/1

  19. #479
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    I'm can't exactly figure out what to put for your stat categories, but if people bless off on the accuracy of what you have then good work.

    It could easily be changed into something like this which Motenten maintains for FFXI.

  20. #480
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    Quote Originally Posted by Churchill View Post
    I'm can't exactly figure out what to put for your stat categories, but if people bless off on the accuracy of what you have then good work.
    What are you missing? On the enmity item comparison it's the stats of the 2 items and your average weapon skill damage. It's a snapshot mostly.

    On the Weapon Comparison it's simply entering the weapons stats. The other fields don't need to be changed unless your an advanced user and have parse the data yourself. They're generally accepted fields based on testing from Silvano, Seikin, Kaeko, etc.

    I've cleaned up the sheets a bit to try to make it more clear. Would appreciate feedback.

    Thanks.

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