Mostly for THM. I noticed when I used Thunder (Since I didn't want to risk aggro on a Treant/Spriggan) my resistance was much higher than I wanted it to be.
Mostly for THM. I noticed when I used Thunder (Since I didn't want to risk aggro on a Treant/Spriggan) my resistance was much higher than I wanted it to be.
I really like the enfeebles right now actually. Before the land rate capped at 75%, but now they can land at significantly higher rate. For instance, I've found that Blizzara's bind effect hits nearly 100% of the time when we use it on caravan quests. Also, Gravity attached to blizzard is great b/c of low recast. An odd system but its workable. I just wished MACC was the stat tied to it.
I heard that MND is now weaker for heals than it was before, and right after I got my mnd+36 wand.
Haven't had time to test it yet, hope it's still the same it was before. @.@
Although my Con now has 452 Healing Potency and my heals have been awesome so far, can't complain.
Did more accuracy/dex tests. Wasn't willing to subject myself to the same amount of torture as last time so the testing is less thorough, but the data is enough to draw some relevant conclusions.
1.19 tests for reference:
Spoiler: show
I'm not going to lay them all out in fancy color and detail like last time because it was just tedious, here's the new 1.20 tests.
Target was lvl 54 Sphene Doblyn for all, all attacks from the front, only abilities used were misc defensive stuff.
Spoiler: show
1st is control (~500 hits, ACC is 1 higher than it should be because I actually don't own a headpiece with no DEX/ACC on it, cobalt celata was the best I could do)
2nd is DEX+35 (900+ hits) +~5% hit rate
3rd is ACC+34 (900+ hits) +~8.5% hit rate
Tentative Conclusions V2
-DEX is still inferior to ACC unless a cap is found
-DEX still doesn't effect crit rate
-SE lied to us about DEX effecting block rate (not shown but it was 35% for both the DEX and ACC tests)
While data is always appreciated, there's still no reason to give a shit about acc. It's 100% with full party buff.
Were you in Natalan? The mobs there are more evasive than other beastmen and some can use evasion boost or w/e iirc.
Does STR affect ARC damage at all anymore? Reading the "Parameters and Their Effects" section of the 1.20 notes, I can't really decide. Perhaps indirectly via attack power going up?
It hasn't affected ARC since 1.19 afaik. Someone found out DEX was the main mod and all tests past that point showed STR having little gains while DEX was pulling ahead quite a bit.
http://forum.square-enix.com/ffxiv/threads/32606
≪Parameters and Their Effects≫
Strength
* Attack Power
* Damage dealt by puglist, gladiator, marauder, and lancer arms
They're either being ambiguous or are mistaken about their own mechanics (wouldn't be the first time).
Adding STR doesn't increase the attack stat just as before, and I'm not about to take their word on it.
For ARCs, adding STR seems to do the same as adding ATK point-for-point, which makes it terrible but not a complete waste. I need to do further testing to corroborate this though.
Few things regarding PGL,
Elemental potency materia now lists "Pugilist Arms" as a compatible item; this is for all elements, not just fire and earth. However, these materia are rare and expensive. If someone happens to have fire/earth potency on feet (also compatible) or can afford to meld one to a weapon, this should be tested with enhanced fists.
Since INT can be melded onto headgear, it could be preferable to stack INT on the head instead of equipping crown (assuming INT is as valuable as STR). A little testing reveals INT increases damage for physical attacks and enhanced fist attacks.
So I tested INT vs. STR further:
Base equips:
Ifrit Claws (+30 ATK)
Dated tarred velveteen longsash (no combat stats)
Cobalt-plated jackboots (DEX and ACC)
Poacher's hat (ACC)
Base stats:
STR 246
INT 242
Target:
Lv. 50 Drubbers outside Zahar'ak gate.
Base Trial--Using base equips/base stats
502 hits (non-crit): mindmg 79, maxdmg 99, [avgdmg not recorded]
STR Trial 1--Using base equips + STR rings (STR 267, INT 242)
508 hits (non-crit): minddmg 84, maxdmg 104, avgdmg 95.59
STR Trial 2--Identical to STR Trial 1
501 hits (non-crit): mindmg 83, maxdmg 104, avgdmg 95.66
INT Trial 1--Using base equips + INT rings (STR 246, INT263)
500 hits (non-crit): mindmg 81, maxdmg 102, avgdmg 93.62
INT Trial 2--Using base equips + INT rings + Woolen Briault (STR 246, INT 267)
502 hits (non-crit): mindmg 82, maxdmg 103, avgdmg 93.94
Unfortunately, I couldn't get total damage since BG Parse doesn't distinguish total auto-attack damage from total crit damage--it's all added together, even though normal and crit damage averages are recorded separately.
The increase in min/max damage from baseline shows INT is useful for increasing damage, but is not equally effective as STR. The second INT trial was intended to compare stat values at 267 since rings alone only took INT up to 263 while STR increases to 267. What's puzzling is how 4 more INT increases min/max damage by 1 and average damage by 0.32, but STR tests (+21 STR) show 1 point higher min/max than the second INT trial (+25INT) and a 1.72 increase in average damage. Why is that?
I suspect STR does raise ATK and it simply isn't updated on the equipment screen in the same way DEX or PT bonus doesn't visibly increase ACC values. This would account for a significantly increased average damage despite a modest increase in min/max compared to the INT trials. Alternatively, it's possible STR is calculated in some fancy way that doubles its effectiveness as a DD stat ("increases [job]'s arms damage" on top of some other combat calculation dependent on STR).
But more to the point: does PGL benefit from INT over STR?
Not in the same slot where STR and INT are equal, or INT isn't significantly higher. As a rule, STR should always be preferred.
A more particular question is whether one should meld INT into a hat or wear crown for +10 STR and INT. And if melding, how much INT does it take to outparse the crown?
Future tests:
+10 INT, +10 STR above baseline to simulate crown
INT and STR effects on enhanced fists