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

  1. #561
    D. Ring
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    Grey Jorildyn
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    Stats and how they work.

    Sounds about right, but maybe a bit more str just to be sure.

  2. #562
    RIDE ARMOR
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    Quote Originally Posted by Grey Jorildyn View Post
    Sounds about right, but maybe a bit more str just to be sure.
    Thank you, will aim for 345 STR and 310 VIT!^^

  3. #563
    Bagel
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    Quote Originally Posted by Churchill View Post
    I might also be doubling attacks up, I don't know if BG parser counts MNK rounds as two attacks or one, so that TP gained could be even less.
    Interestingly, MNK gets full TP for a round as long as one fist hits per round.

  4. #564
    Yoshi P
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    Fitz Everleigh
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    Has anyone nailed down the main/secondary DPS stat caps for Garuda and Relic weapons? I know it's not universal for all weapons, but I was having a debate with my friend over them the other day and I then I couldn't find anything that really nailed down what they were to confirm who was right.

  5. #565
    Ridill
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    We should really refer to DPS ratings when talking about caps rather than garuda/ifrit/relic/etc.

    If we did that we might be able to nail down a semi-reliable formula assuming the caps scale universally across different types of weapons (ie. a 40 DPS sword would have the same caps as a 40 DPS axe).

    Also, was it ever figured out if ARC weapons are so often referred to as having lower caps because the original cap tests were done with Ifrit's bow (which has abnormally low DPS) or if their caps are lower in general due to some other deliberate function.

  6. #566
    Banned.

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    I think it's safe to assume it was the fact that they were 3dps points lower than their Ifrit counterparts. (Moogle and Giantsgall being higher)

  7. #567
    D. Ring
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    Moogle bow is only a negligible amount higher than Ifrit. Giantsgall is higher, though still lower than the other melee classes' Ifrit weapons.

  8. #568
    Banned.

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    Moogle bow is the only moogle weapon with a higher dps than its counterpart though

  9. #569
    Salvage Bans
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    Stanislaw Ziolkowski
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    Reposting this from the random questions thread since I think it's relevant:

    Quote Originally Posted by Stanislaw View Post
    Might be a silly question, but is Crit Hit Rate/Magic Crit Rate still capped at 20% post 1.22a hotfix?

    I was looking into Magic Crit Rate gear for my BLM when this issue came up. According to my calculations, with the introduction of Militia mage gear, one can get up to 214 Magic Crit Rate if you go all out on that stat. According to this post (albeit it's for physical rates and not magical), each Crit Rate stat increases your critical hit rate by 0.16%, and thus if the cap is truly at 20% (assuming there is no dLV factors in calculating crit rates) you max out after 125, which means upping it further would be pointless.

    Anyone willing to test it out? If the cap has been lifted/increased, having a BLM that can dish out crit hits 1 in 3 spells is pretty damn attractive.

  10. #570
    Cerberus
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    I'll drag a couple of friends out tonight for some more testing on that, but...

    A DRG friend and I went out for some crit rate testing about a month ago, target was Lv.50 wolves at Turning leaf, her crit rate gear was:

    Mogfork +15
    Moccasins +30
    Belt +12
    Choker +15
    Double-meld pant +18

    After 200 attacks she ended up at 30% crit rate on my parse, no weaponskills used so that they didn't skew the rate. (>_> ) ...I guess we could go for a bigger sample size... yay hours at Turning Leaf!

  11. #571
    Ridill
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    I have some broken weapons and 102 crit at my disposal so I'll give this a test later, 200 is a bit small for a sample size nvm DRG's crit trait may also skew things.

    edit (hopefully making the promise here will get me to stop procrastinating on things I've been meaning to test -_-)

  12. #572
    Ridill
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    Teisha Linne
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    You guys still wanna bother with all that stuff, when the games goes down soon and 2.0 will once again change everything around? ^^; Props to you

  13. #573
    Cerberus
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    Quote Originally Posted by Gokulo View Post
    You guys still wanna bother with all that stuff, when the games goes down soon and 2.0 will once again change everything around? ^^; Props to you
    Point taken. Perhaps it would be a waste of time. x_X;; Ugh... but I am so curious now.

  14. #574
    the whitest knight u' know
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    These are the reasons I'm not dumping assloads of gil into melds... (not to mention they've already talked about dumbing down the effects of attributes from gear).

  15. #575
    Ridill
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    Quote Originally Posted by Gokulo View Post
    You guys still wanna bother with all that stuff, when the games goes down soon and 2.0 will once again change everything around? ^^; Props to you
    That's one of the reasons I never got around to looking at the crit atk changes, much more time intensive.

  16. #576
    Ridill
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    New crit cap is certainly higher than it used to be, need to do a bit more testing on different level mobs to get a better idea.

  17. #577
    Wild Card
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    Quote Originally Posted by Gokulo View Post
    You guys still wanna bother with all that stuff, when the games goes down soon and 2.0 will once again change everything around? ^^; Props to you
    Probably why I've stopped trying to improve my gear and focused harder on getting my crafts to 50. That and building a nest egg for future purchases.

  18. #578
    Melee Summoner
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    Quote Originally Posted by TacoTaru View Post
    Has anyone nailed down the main/secondary DPS stat caps for Garuda and Relic weapons? I know it's not universal for all weapons, but I was having a debate with my friend over them the other day and I then I couldn't find anything that really nailed down what they were to confirm who was right.
    The short answer is No. We can make SOME assumptions based on what we know, but that's about it.

    I'm more inclined to believe that stat caps change by weapon type and not just wDPS. I tried pretty darn hard to nail down at least a model that could be close for stat-caps in general, and I couldn't do it. Now that could easily be a limitation of my own mathematical aptitude and the small sample size of what few stat caps we know... but everything I did lead me to believe there wasn't a calculation or even a logarithmic curve that fit across all weapon types (even excluding bows). I hammered out a half-assed logarithmic curve on the wDPS sheet I made, but it's still largely a lot of conjecture and not that good for determining caps. I even have some small reason to believe that stat caps are a hidden attribute that's potential ranges are determined by wDPS and weapon type but then actually attached manually - but that is pretty much just wild assumption I came up with to hide my own inability to nail down a better model. Without some nice sets of data (across multiple weapons) on stat testing it's going to be impossible to figure out. Between GW2 and waiting for ARR I doubt I'll even think of it in passing.

  19. #579
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    Quote Originally Posted by Eagleheart View Post
    I'll drag a couple of friends out tonight for some more testing on that, but...

    A DRG friend and I went out for some crit rate testing about a month ago, target was Lv.50 wolves at Turning leaf, her crit rate gear was:

    Mogfork +15
    Moccasins +30
    Belt +12
    Choker +15
    Double-meld pant +18

    After 200 attacks she ended up at 30% crit rate on my parse, no weaponskills used so that they didn't skew the rate. (>_> ) ...I guess we could go for a bigger sample size... yay hours at Turning Leaf!
    I'm pretty sure there was some previous testing that indicated dLVL played a pretty significant role in crit rate. Or did I make that up?

  20. #580
    Ridill
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    Kaeko's tests showed a massive influence of dLvl, the crit tests I did after the changes were only on 1 level of mob but I'm doing ones on various levels atm, should have some answers later today.

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