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  1. #261
    Sea Torques
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    Helix II base damage and dINT cap

    Summary:
    • Helix merits do affect helix II spell damage in the same way they affected helix I damage. 5/5 corresponds to 10% increase in total damage
    • The max base damage (where the dINT contribution to damage is capped) is 225
    • Base damage ("V") appears to be 75 (dINT = 0)
    • M (the modifier for dINT) is 2 between dINT = 0 and dINT = 50, and M = 1 after dINT = 50 and probably up to dINT = 100 if the max base damage caps at 225. M can be considered 0 after dINT = 100 (dINT does not contribute to damage after dINT = 100).
    • Dark Arts adds 24 base damage to Helix II spells, as it does to Helix I spells

    SCH99/RDM49

    Given 427 MAB and 259 magic damage (also 340 INT) on Tiny Mandragora (INT 6), I observed the following damage with 5/5 Helix group 1 merits and no other bonuses (like Dark Arts or weather) or penalties (weather):

    Geohelix: 2549
    Geohelix II: 2805

    Since helix I base damage caps at 181 (dINT 234 or greater), the observed value matches the calculated value:

    181+259 = 440

    440*(1+4.27) = 2318.8 => 2318 (floored to nearest integer)

    2318*1.1 = 2549.8 => 2549 (floored to nearest integer)

    Based on the above, helix II base damage probably caps at 225. 2805/1.1/5.27 - 259 = 224.8

    Removing all merits, I get 2318 Geohelix and 2550 Geohelix II. Calculating Geohelix II damage with 0/5 helix merits, (225+539)*(1+4.27) = 2550.68

    Stripping away INT and all MAB and magic damage from equipment leaves 114 INT and 60 MAB (0 magic damage). I got 188 Geohelix and 360 Geohelix II. For helix I, the calculated damage matches:

    (103+(114-6-78)*.5)*1.6 = 188.8 => 188 rounded down.

    However, Geohelix II base damage still appears to be capped at 225... (225)*1.6 = 360. So the dINT contribution to damage stops at dINT 108 or below.

    ...

    Moving on... it is known that level 124 Metalcruncher Worms have 292 INT. Given this and 389 MAB and 239 magic damage and dINT = 0, I get 1290 Pyrohelix and 1535 Pyrohelix II.

    Pyrohelix total damage calculation: (25+239)*(1+3.89) = 1290.96 => 1290 (still have 0/5 helix merits), so this corroborates dINT = 0 as expected.

    Pyrohelix II base damage calculation: 1535/(1+3.89) - 239 = 74.9. So the base damage of helix II seems to be 75 (dINT = 0).

    From 75 at dINT = 0 to 225 at "capped" dINT (108 or below), the dINT contribution thus must be capped at 150.

    ...

    Moving on... it is known that level 126 Metalcruncher Worms have 312 INT. Given this and 415 MAB and 259 magic damage and dINT = 20 (INT 332), I get 1565 Pyrohelix and 1926 Pyrohelix II.

    Pyrohelix total damage calculation: (25+1*20+259)*(1+4.15) = 1565.6 => 1565. This confirms dINT = 20 is correct.

    Pyrohelix II M calculation: (75+M*20+259)*(1+4.15) = 1926 (after rounding). Assuming that M is indeed constant between dINT = 0 and dINT = 20, solving for M, M = (1926/(1+4.15)-259-75)/20 = 1.999, so M appears to be 2 from dINT = 0 to dINT = 20 at least.

    M can't possibly be 2 from dINT = 0 to dINT = 100 (75+200 = 275, which exceeds the cap of 225).. this could be explored later. I noticed that for this post on FFXIAH (http://www.ffxiah.com/forum/topic/47...amage/#2951613), if you select an inflection point of dINT = 50 and M = 1 after dINT 50, I can calculate 261 damage with 0/5 merits)... (75+100+1*(88-50))*1.23 = 261.99 => 261... I can look into this on Ebony Puddings (89 INT) at a later time

    Finally, under Dark Arts, I get 1689 Pyrohelix and 2049 Pyrohelix II, same level 126 Metalcruncher Worm (312 INT), same 415 MAB and 259 magic damage and dINT = 20 (INT 332). We know Dark Arts adds 24 base damage to Helix I.

    Pyrohelix total damage calculation: (25+24+1*20+259)*(1+4.15) = 1689.2 => 1689. This confirms that Dark Arts does still add 24 base damage.

    Pyrohelix II total damage calculation: (75+24+2*20+259)*(1+4.15) = 2049.7 => 2049 (after rounding). This confirms that Dark Arts adds 24 base damage also to helix II spells.


    Edit: checking the range of M for helix II

    Level 75 Ebony Puddings in Mount Zhayolm have 89 INT. They also take 25% more damage from magic damage. Given this and 60 MAB, 0 magic damage and dINT = 25 (INT 114), I get 100 Anemohelix and 250 Anemohelix II

    Anemohelix damage calculation: ((25+114-89)*1.6)*1.25 = 100

    Anemohelix damage calculation: (((75+2*(114-89))*1.6)*1.25 = 250, so M = 2 from dINT = 0 to dINT = 25 at least

    Adding INT+25 and MAB+48... 195 for helix and 455 for helix II

    Anemohelix damage calculation: ((25+114+25-89)*2.08)*1.25 = 195

    Anemohelix damage calculation: (((75+2*(114-89))*2.08)*1.25 = 455, so M = 2 from dINT = 0 to dINT = 50 at least.

    Adding INT+28 and MAB+48... 202 for helix and 462 for helix II

    Anemohelix damage calculation: ((25+114+28-89)*2.08) = 162.24 => 162. 162*1.25 = 202

    Now I suspect after dINT = 50, M = 1. If this is true, then after dINT = 50, damage is calculated as follows:

    (175+1*(114+28-89-50))*2.08 = 370.24 => 370. 370*1.25 = 462.5 => 462

    Then extrapolating linearly to dINT = 100 (in this example, 114+75-89 = 100), helix base damage would cap at 225 (175+1*(114+75-89-50)) when dINT = 100.

  2. #262
    BG Content
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    Lakshmi
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    I added them to bgwiki (apparently we didn't have Helix II pages). My current assumption is that the multiplier drops from 2 to 1 at dINT=50, which means you'd hit the 225 cap at dINT=100, but it has verification tags on it.


    Edit: I see your edits and will remove the verification tags.

  3. #263
    Ridill
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    Bahamut

    Quote Originally Posted by Lyramion View Post
    Got JP blog testing the effects of positive and negative dINT it looks like:

    http://blog.livedoor.jp/luteff11/


    From what I understand:

    Code:
    INT1=魔命1 (INT差-10~+10間)
    
    INT2=魔命1 (INT差-11~-30、+11~+30間)
    
    INT4=魔命1 (INT差-31~-70、+31~+70間)

    +/- 10 INT >>> 1 INT = 1 MACC
    +/- 11 INT to 30 INT >>> 2 INT = 1 MACC
    +/- 31 INT >>> 4 INT = 1 MACC
    So was thinking macc and just how much you can gain from dint again and decided to look back on this. And from what I could gather the last part is a bit inaccurate. It's not +/- 31 int it's +/- 31-70 int. It later seems to state int has no effect after that and the graph shows it levels off at 70 dint. Basically going from -infinity to +infinity dint is a totally of only 60 macc difference. Interesting to note that on some of these nms/mobs with super high int your int might not make a lick of difference as far as macc goes

  4. #264
    BG Content
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    Lakshmi
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    Did some very informal testing about the magic damage reduction while soloing Salvage on GEO/RDM:

    7064 vs. Dvergr in SSR II gave -30% damage
    1840 vs. Bloodthirsty Dweorg in SSR II gave -10% damage
    2771 vs. Dvergr in SSR II gave -30% damage (1939)

    So either the resist stuff is tied to HP% reduction or the limits have never been adjusted since they were set to prevent people from -aga III'ing their way to DM wins.

  5. #265
    Ridill
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    Which magic damage reduction are you referring to?

  6. #266
    BG Content
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    The one that happens when you nuke twice in a row (within 5-6 seconds)

  7. #267
    Ridill
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    Ah. iirc didn't the original note back in the day say something about it being based on dmg? Could swear we looked it up to say something like that and there was speculation it might be best for schs to gimp their skillchain spells

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