I scrolled through but didn't see it, and there isn't really a good place to ask.
Have all enfeebles (para / slow / blind / etc) been changed to MND or INT or still vary?
I scrolled through but didn't see it, and there isn't really a good place to ask.
Have all enfeebles (para / slow / blind / etc) been changed to MND or INT or still vary?
I believe for the most part, white magic enfeebles are MND, and black magic enfeebles are INT. There's an outlier or two though, such as Distract being MND based.
I believe (although I could be wrong):
Paralyze/Slow/Distract/Addle: MND
Blind/Frazzle/Gravity/Bind: INT
I want to say any spell that doesn't have its potency affected by the relevant stat still has its accuracy increased by that stat.
All black magic enfeebles are INT based for both potency and magic accuracy, except for Frazzle and Distract, which are MND based for potency.
All white magic enfeebles are MND based for both potency and magic accuracy.
I couldn't find any detailed formula for calculating Enlight II acc, so I used Martel's test as base to find exact skill value for the different tiers.
Seems there's a change in the formula after 500.Code:skill base Final ACC+ Difference 419 128 238 95 420 128 240 97 434 128 243 100 14 447 142 259 102 13 460 139 259 105 13 474 153 275 107 14 487 175 300 110 13 500 175 302 112 13 520 675 805 115 20
Looks like Drain II and III can't drain more than the gap between your current HP and 9999
Lower your hp for casting then put the normal hp gear back on and profit?
They can, but the displayed drain limit is 9999. I've done tons of 9999 displayed drains on Volatile Matamata that actually do much more actual damage.
My initial testing seems to confirm that Amalric Hands +MBdamage seems to be in the same category as Mujin band and thus cap breaking. Overcapped MB damage with an old Helios Body and compared Amalric hands minus Barakole Earring and Tathlum vs 34MAB +9INT Helios hands with Earring and Tathlum. Amalric hands were still beating them out.
This would make things pretty awkward now for SCH MB sets. Basically now you should use a Helios Head with +10Magic Burst damage bonus and a Twilight Cape instead of Seshaw. However when Ebullence is up Seshaw and Arbatel bonnet +1 might stil be better.
Someone else to run some tests be great. Seems to have conflicting results for now:
http://www.ffxiah.com/forum/topic/47...sting/#2966135
What's the deal with them recently mentioning that Blind potency is based on caster's MND vs target's INT? Typical screw-up or did they actually change it?
http://www.bluegartr.com/threads/112...=1#post6503005
http://www.bluegartr.com/threads/112...=1#post6504743
Since I've done testing on Ceizak Mandragora's earlier in this thread, I decided to use them again for a quick test. I made some assumptions going into the test such as being able to use Geomancer's cardinal chant to cap gear MBBonus. Standing East should give a bonus of 22% for single target nukes which I had previously tested personally to count as a part of the gear cap.
NonMB'd Fire I damage from the east was 404. MB'd was 1729. In my earlier post I found the MB multiplier to be 2.85 for fire.
Capped INT Fire I Base value = 175
Passive MAB (Trait/JP/Gifts): 24+15+6+9+12 = 66
Gear MAB: 8+35+11 = 54
Total MAB: 120
Mdmg: 3+3+3 = 9
NonMB:
(175 + 9) * (1 + 1.2) = 184 * 2.2 = 404
MB:
184 * 2.85 = 524
524 * 1.5 = 786
786 * 2.2 = 1729
Since the math works with 1.5 for the MBBonus, it would seem that I did go over the 45% limit one would assume from capping the gear total + mujin band.
Thanks a lot ! Knew I wasn't going crazy. Well then...Since the math works with 1.5 for the MBBonus, it would seem that I did go over the 45% limit one would assume from capping the gear total + mujin band.
Proposed SCH SC build for this patch:
Akademos +10
Helios Band +10
Mizukage +10
Static Earring +5
Locus Ring +5
Mujin Band +5 (capbreaking)
Amalric Hands +5 (capbreaking)
= 50
Leaving back free for Twilight or Bookworm cape.
However when Ebullience is used things get a little strange and I have no solution mathed out for that yet.
Absorb duration: 90 + Dark Magic Skill/5
Dark Magic Skill gives no bonus to duration when /drk.
Gear that enhances absorb duration still works the same as before.
Which enhancing skill affected spells cap over 500 total skill?
I can think of Temper, Phalanx and... maybe Embrava?
I don't remember Tests about Embrava tiers above 500 skill. Maybe the haste part of it may cap at 500 indeed, but the refresh/regen parts might have additional tiers?
Are there any other spells capping above 500 that I forgot?
i thought phalanx was confirmed to cap at 500 and embrava too
i know temper and temper II do not cap at 500 but the rest all do. since when did phalanx not have a cap on 500?
embrava was stated to cap at 500 from the dev team when they nerfed it. They explicitly stated it caps out at 500 with the following bonuses: blablabla
Phalanx was suspected to cap at 500 but I don't remember to see any test showing it really caps at 500.
Back when the last test was done only RDM could easily break 500 skill and it was like ~530? Now with new gear and gifts you can easily get way above 500, how can we be sure there are no new tiers unless someone tested it?
Embrava kinda is on the same boat, back when the last detailed test (that I read, at least) was performed Embrava still had Regain in place of Refresh, and it was hard to break 500 skill for SCH, the max you could get back then was like 511 I think?
I don't remember SE saying Embrava caps at 500 but of course it could be me forgetting about it.
Still, any other spell affected by Enhancing Magic that doesn't cap at 500 or even before?
Kinda lame that majority of enhancing magic isn't affected by Enhancing Skill...
Enspells and Temper II are affected by Enhancing skill above 500 (enspells used to be capped at 500, though).
Only Temper II? No Temper 1?
So basically what you're saying is that any job except RDM shouldn't bother with adding more Enhancing Skill and can replace those slots with FC, CosnerveMP or whatever else gear?
I was under the impression that despite SE's notes Embrava was never tested (Regen and MP might still scale above 500) and the testing on Phalanx are very old and it's unclear wether or not it scales past 500.
If you guys say it doesn't then it will be good news for me, I'm always starving for more inventory space :D
You could test regen/haste over 500 for embrava, but iirc the regain(now refresh) was 1 per 100 skill. So unless you can hit 600 skill now, you'll never know.