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  1. #201
    Ridill
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    Sath Fenrir
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    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?

  2. #202
    A gigantic waste of space
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    Maurauc Baelfyr
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    Hyperion
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    Quote Originally Posted by SathFenrir View Post
    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.

  3. #203
    Relic Horn
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    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.

  4. #204
    Melee Summoner
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    Quote Originally Posted by Martel View Post
    Since I haven't seen anything detailed even this late after update, and I finally got enough JP for it.. A bit on Enlight II.
    Code:
    skill base  Final ACC+
    425   748   845   97
    430   748   845   97
    435   748   848   100
    440   748   848   100
    445   748   848   100
    450   748   850   102
    455   748   850   102
    460   748   853   105
    465   748   853   105
    470   748   853   105
    475   748   855   107
    480   748   855   107
    485   748   855   107
    490   748   858   110
    495   748   858   110
    500   748   860   112
    505   748   860   112
    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.

    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
    Seems there's a change in the formula after 500.

  5. #205
    Relic Horn
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    Looks like Drain II and III can't drain more than the gap between your current HP and 9999

  6. #206
    Ridill
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    Bahamut

    Lower your hp for casting then put the normal hp gear back on and profit?

  7. #207
    Relic Horn
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    Sylph

    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.

  8. #208
    Relic Horn
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    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

  9. #209
    Relic Weapons
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    Quote Originally Posted by Fwahm View Post
    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.
    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

  10. #210
    Ridill
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    Quote Originally Posted by Lyramion View Post
    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
    Is it possible they actually modified the cap itself?

  11. #211
    Relic Shield
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    Quote Originally Posted by Lyramion View Post
    My initial testing seems to confirm that Amalric Hands +MBdamage seems to be in the same category as Mujin band and thus cap breaking.
    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.

  12. #212
    Relic Horn
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    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...

    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.

  13. #213
    E. Body
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    Quote Originally Posted by Lyramion View Post
    Thanks a lot ! Knew I wasn't going crazy. Well then...

    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.
    Plugging that into the DMG Calc, I still have Seshaw/Barkarole/Friomisi winning by ~100 dmg on Stone 1, and ~500 on Thunder 5, over Twilight/Friomisi/Static.

  14. #214
    Relic Horn
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    Sylph

    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.

  15. #215
    Campaign
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    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?

  16. #216
    Old Odin
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    Quote Originally Posted by Sechs View Post
    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

  17. #217
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    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...

  18. #218
    Relic Horn
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    Enspells and Temper II are affected by Enhancing skill above 500 (enspells used to be capped at 500, though).

  19. #219
    Campaign
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    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

  20. #220
    Old Merits
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    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.

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