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  1. #21
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    Can make the formula you proposed a little cleaner by using the endpoint of the previous line as the start point of this one.

    i.e. Max Potency = 5/8*(Dark Magic Skill - 300) + 320

    Works for all three of those data points, at least.

  2. #22
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    All of the points may be a few off. After ~50 Drains I was still missing 20% of the range yesterday, and I got my extremes on the first three casts. Drain sucks to test.

    I'll switch the formula to what you proposed, which is also 0.625*(Dark Magic Skill) + 132.5. Many formulas would work right now, even ones that overestimate the potency. I consider 320/300 to be our only fixed point.

  3. #23
    An exploitable mess of a card game
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    Looks like BC may have 4 resist states (No land, 1/3, 2/3, and full duration): http://forum.square-enix.com/ffxi/th...l=1#post387183

    I put way too much effort into meeting demands, so I may as well archive that shit here when we get around to noting that type of stuff. No comments about the official forums though. This section is for mechanics.

  4. #24
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    With the introduction of a new Hymnus-enhancing instrument (Mass Chalemie), even though it's not known where it was coming from, I was updating the Hymnus page on BG Wiki and noticed there was no information on how the effect improves with enhancement levels. There's some information on the Angel Lyre page on how it worked at level 75. I assume it has an impact on duration also. Can anyone confirm the impact of, say, Angel Lyre on song duration and/or HP/EXP recovery after death?

    http://bg-wiki.com/bg/Goddess%27s_Hymnus

  5. #25
    CoP Dynamis
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    Quote Originally Posted by Slycer View Post
    With the introduction of a new Hymnus-enhancing instrument (Mass Chalemie), even though it's not known where it was coming from, I was updating the Hymnus page on BG Wiki and noticed there was no information on how the effect improves with enhancement levels. There's some information on the Angel Lyre page on how it worked at level 75. I assume it has an impact on duration also. Can anyone confirm the impact of, say, Angel Lyre on song duration and/or HP/EXP recovery after death?

    http://bg-wiki.com/bg/Goddess%27s_Hymnus
    I guess the easiest would be loading various levels of GHorn (+2 +3 +4) on test server and getting yourself killed by something. I haven't updated test server for awhile, so just tossing an idea.

  6. #26
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    Tested +0, +3, and +4. The only thing that improves is the duration. Apparently all levels of Hymnus are equivalent to Reraise III (90% EXP restored, 50% weakened HP restored).

  7. #27
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    Spirits Within doesn't seem to resist (Tested using LV55 SAM at Abyssea with just Regain Atma against Apkallu, LV75 COR with LV55PLD against Ig Alima, and LV75 COR with LV55PLD skills against Abunubu). Considering Meteor's non-resist nature, I'm considering the possibility that non-elemental attacks do not resist. That would explain why SDT is embedded within Resist and the previously mentioned experiences.

    https://www.dropbox.com/sh/fjx49zv3m...e%20Unresisted

    Shares data from Ig Alima BDT post (Monster Traits Thread).

  8. #28
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    I see Byrth or anyone else didn't post it, so figure I'd throw it up - we were chatting on BG chat the other day and I suggested that I thought Manifestation of spells led to multiple target damage reduction like -ga or -ja spells do normally. No one had heard of it, but I was fairly confident it was the case based on my unusually low damage Kaustras on large numbers of monsters in Salvage. Anyway, Cairthenn and Yugl tested it out with Bio II and we determined that Manifestation does indeed cause multiple target damage reduction, and it works the same way as it would for -ga and -ja spells (minimum damage multiplier of 0.4 when spread out on 10 or more monsters).

    Another thing Yugl tested was how it worked with Drain (and presumably Aspir). Perhaps interestingly, Manifestationed Drain does NOT seem to be penalized by multiple target damage reduction (I assume the same would be the case for Aspir as well).

  9. #29
    Ridill
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    Oh didn't know that wasn't know. To add I've done the same thing with kaustra. While I only did 1-3 the numbers matched up

  10. #30
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    Seems like this thread is the best place to put this. Can add Exuviation (from Wamouras) to the list of things that can remove Kaustra. The Kaustra effect gets cleared and they get healed from it just like any other debuff.

  11. #31
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    Same with Ixion's healing move.

  12. #32
    Claustrum. Really?
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    Don't know if it was known or not but we inadvertedly stumbled into it when messing around this morning. It's not really a big deal or anything but...

    If Dia II has been light shotted, Bio II no longer overwrites it.

    I assume the same applies for each tier. Unfortunately I was COR/RDM so couldn't test if Dia 2 + 2x Light Shot stopped Bio III overwriting.

  13. #33
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    I'm pretty positive that I've figured out how the range on string instruments work (Motenten helped!). Some of this stuff is already known-- but yeah. ' ~ `

    Due to earlier testing I confirmed that only string skill affects the distance of stringed instruments.

    I speculated that tiers rise in percentages due to a rise in 15% skill only lead to an increment of one yalm. From this speculation we tested a handful of songs with varying levels. For testing purposes we predicted song tiers between our skills and this theory held for every song tested. String skill under 250 needs to be confirmed, as we did not have access to it during our testing.

    My proposed theory is: There are ten tiers starting from 9.9 through 19.9 for buffs (see note), each tier being +1 yalm. To determine the skill required to break a tier you need to know the capped string skill of the song's level. To break tier one for that song you need 10% more skill than the capped skill. For tier ten you'll require double the skill. ex. Dark Carol II 99: 373*1.1 = 410.3 - Requires 411 to break tier one, and 746 for tier ten. It appears that the skill required to break tiers doesn't floor, needs further testing, as this was only noted for one instance.

    Horde lullaby/2 appears to works in a similar way. I only managed to test Horde Lullaby II as Horde Lullaby was too low. Horde Lullaby testing needs to be done to confirm Horde Lullaby II. Assuming Horde Lullaby works the same way as buffs, the base distance is 3.9, and is capped at 7.9. There are presumably four tiers, +1 yalm each tier. Instead of every 10%, it's now for every 25%. ex. Horde Lullaby II is level 92 (324 skill). 405 skill for tier one (4.9 range), and 486 for tier two. At this point in time, tier two is not reachable. Horde Lullaby II was tested at 405 and 404 stringed skill. 405 breaks the tier, as predicted, and 404 doesn't.

    Note: It appears that sometimes whole values will work for distance, I'm not sure as to why this is, but I'm assuming it has to do with the server being more sensitive with yalms (idk!).

    Edit: #2 I just got done testing 70 string skill, and it works as predicted.
    Sword Madrigal: Level 11 - 33 capped skill - 33*2 = (66)T10 19.9 yalms 70/33 = 2.12 = 2
    Army's Paeon II: Level 15 - 44 capped skill - 44*1.5 = (66)T5 14.9 yalms 70/44 = 1.59 = 1.5
    Knight's Minne II: Level 21 - 61 capped skill - 61*1.1 = (67.1 or 68?)T1 10.9 yalms 70/61 = 1.14 = 1.1

  14. #34
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    New dINT50 values.

    Tier IV Spells
    Stone IV: 650
    Water IV: 675
    Aero IV: 700
    Fire IV: 730
    Blizzard IV: 755
    Thunder IV: 780

  15. #35
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    Tier V Spells
    Stone V: 950
    Water V: 980
    Aero V: 1010
    Fire V: 1040
    Blizzard V: 1070
    Thunder V: 1100

    Edit: VU table has the correct V/Multiplier/dINT50/Multiplier/dINT100 values atm. The multiplier after dINT100 is questionable for non-Earth elements.

    https://www.dropbox.com/sh/fjx49zv3m...mental%20Magic

  16. #36
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    Some Taxamchi testing since I found magic dmg+ seems to get limited on some spells.

    Testing dINT100 first as Tarutaru BLM99/RDM49 with 100MAB total (including trait, merits where applicable and taxamachi). Used 106INT vs Tiny Mandragoras and Bumblebees in West Sarutabaruta:

    Code:
    Spell 			ΔINT100-199							
    			D100 	M		Expected (no dmg+)		Actual (w/ dmg+)		Difference/2
    Stone 			160 	0		320				400				40
    Water 			165 	0		330				412				41
    Aero	 		170 	0		340				424				42
    Fire 			175 	0		350				436				43
    Blizzard 		180 	0		360				450				45
    Thunder 		185 	0		370				462				46
    Stone II 		350 	1		700				874				87
    Water II 		355 	1		710				886				88
    Aero II 		360 	1		720				900				90
    Fire II 		365 	1		730				912				91
    Blizzard II 		370 	1		740				924				92
    Thunder II 		375 	1		750				936				93
    Stone III 		550 	2		1100				1298				99
    Water III 		560 	1.95		1120				1318				99
    Aero III 		570 	1.9		1140				1338				99
    Fire III 		580 	1.85		1160				1358				99
    Blizzard III 		590 	1.8		1180				1378				99
    Thunder III 		600 	1.75		1200				1398				99
    Stone IV 		850 	3		1700				1898				99
    Water IV 		870 	2.95		1740				
    Aero IV 		890 	2.9		1780				
    Fire IV 		915 	2.85		1830				2028				99
    Blizzard IV 		935 	2.8		1870				2068				99
    Thunder IV 		955 	2.75		1910				2108				99
    Stone V 		1200 	4		2400				2598				99
    Water V 		1217 	3.95		2434				
    Aero V 			1235 	3.9		2470				
    Fire V 			1252 	3.85		2504				2702				99
    Blizzard V 		1270 	3.8		2540				2738				99
    Thunder V 		1287 	3.75		2574				2772				99
    Stonega 		310 	1		620				774				77
    Waterga 		315 	1		630				786				78
    Aeroga 			320 	1		640				800				80
    Firaga 			325 	1		650				812				81
    Blizzaga 		350 	1		700				874				87
    Thundaga 		375 	1		750				936				93
    Stonega II 		600 	2		1200				1398				99
    Waterga II 		610 	1.95		1220				1418				99
    Aeroga II 		620 	1.9		1240				1438				99
    Firaga II 		630 	1.85		1260				1458				99
    Blizzaga II 		640 	1.8		1280				1478				99
    Thundaga II 		650 	1.75		1300				1498				99
    Stonega III 		950 	3		1900				2098				99
    Waterga III 		970 	2.95		1940				
    Aeroga III 		990 	2.9		1980				
    Firaga III 		1015 	2.85		2030				2228				99
    Blizzaga III 		1035 	2.8		2070				2268				99
    Thundaga III 		1055 	2.75		2110				2308				99
    Stoneja 		1300 	4		2600				2798				99
    Waterja 		1317 	3.95		2634				
    Aeroja 			1335 	3.9		2670				
    Firaja 			1352 	3.85		2704				2902				99
    Blizzaja 		1370 	3.8		2740				2938				99
    Thundaja 		1387 	3.75		2774				2972				99
    Quake			900 	2		1800				
    Flood			900 	2		1800				
    Tornado			900 	2		1800				
    Flare			900 	2		1800				1998				99
    Freeze			900 	2		1800				1998				99
    Burst			900 	2		1800				1998				99
    Quake II		1000 	2		2000				
    Flood II		1000 	2		2000				
    Tornado II		1000 	2		2000				
    Flare II		1000 	2		2000				2198				99
    Freeze II		1000 	2		2000				2198				99
    Burst II		1000 	2		2000				2198				99
    Comet 			1387 	3.5 		2774				2972				99
    Values taken from https://www.bg-wiki.com/bg/Version_U...807/08/2013%29


    Gear setup:
    Spoiler: show

    Tarutaru BLM99/RDM49 with 101 base INT. 40 Base MAB. 5/5 Merits on Thunder and Ice.
    Taxamchi (5 INT, 12 MAB)
    Twilight Coat (MAB+15)
    Eddy Necklace (MAB+11)
    Novio Earring (MAB+7)
    Moldavite Earring (MAB+5)
    Strendu Ring (MAB+4)
    Othila Sash (MAB+6)

    Removed Othila Sash and Strendu Ring for Blizzard/Thunder spells.


    Testing a few other dINTs with Stone II under the same conditions as above:
    Stone II dINT101 = 876
    Stone II dINT104 = 884
    Stone II dINT105 = 886

    The ones left blank did not seem worth testing until more magic dmg+ is available to me as I was already getting results of magic dmg+99. If I find time, I will try to test other dINTs.

    Edit:
    The pattern that I currently see is that Dmg+ is limited to floor(D100 / 4)

  17. #37
    Ridill
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    Hmmm your other stone II tests seem to suggest that the pattern isn't based on the D100 values. After 100 the M multiplier is 1 so with +100 mab each int should gain you 2 dmg. The first +1 int does but then you gain 8 dmg off of 3int.

    It probably just worked out that way on the others because they were at D100. I propose that it is simply floor (D/4). Though might need more testing to see that.

  18. #38
    Chram
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    dasva's assessment seems correct. Updated the spreadsheet with that formula; can use it to compare test samples.

  19. #39
    Chram
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    Test magic damage.


    Sch/whm (0 MAB in traits)

    Target: mandy/bee outside Windurst (6 Int).
    Spellcast unloaded.


    Setup:

    1) Reverify that dInt over 100 does not affect tier 1 nukes.

    Code:
                Expected      Observed @ dInt 100     Observed @ dInt 125
    Stone:         160                 160                     160
    Thunder:       185                 185                     185
    So changes in gear Int shouldn't affect damage once past dInt 100. The only factors should be MAB and Magic Damage.

    All tests will be at dInt 100+


    2) Lehbrailg (augmented)
    MAB: 63
    Magic Damage: +65

    Expected damage without M.Dmg:
    Stone: 160 * 1.63 = 260
    Thunder: 185 * 1.63 = 301

    Expected damage with M.Dmg that caps at base damage / 4 (as was the case before Aug 6 patch):
    Stone: (160 + 40) * 1.63 = 326
    Thunder: (185 + 46) * 1.63 = 376

    Expected damage with uncapped M.Dmg:
    Stone: (160 + 65) * 1.63 = 366
    Thunder: (185 + 65) * 1.63 = 407

    Observed:
    Stone: 366
    Thunder: 407

    Conclusion: Magic damage is uncapped, at least to +65


    2) Soothsayer (unaugmented)
    MAB: 19
    Magic Damage: +151

    Expected damage without M.Dmg:
    Stone: 160 * 1.19 = 190
    Thunder: 185 * 1.19 = 220

    Expected damage with M.Dmg that caps at base damage / 4 (as was the case before Aug 6 patch):
    Stone: (160 + 40) * 1.19 = 238
    Thunder: (185 + 46) * 1.19 = 274

    Expected damage with uncapped M.Dmg:
    Stone: (160 + 151) * 1.19 = 370
    Thunder: (185 + 151) * 1.19 = 399

    Observed:
    Stone: 370
    Thunder: 399

    Conclusion: Magic damage is uncapped, at least to +151


    Overall conclusion: There is no longer a cap on Magic Damage.

  20. #40
    Chram
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    Helix Damage

    Tons of messy samples, most of which I won't copy here, but here's some key points:

    Helix damage at dInt 0, no Arts: 27

    Helix base damage increases by 11 points per 10 points of Int. The discontinuities occur on values evenly divisible by 11, whether or not Dark Arts is active.

    EG: Jumps at 31->33 (no Arts), 53->55 (Dark Arts), 97->99 (Dark Arts)

    Reverse-calculating it, that means Helixes have 0 damage at dInt = -25.

    I'll consider an hdInt term as dInt plus this additional offset, as it's what gets used when multiplying my the scaling effect.

    Through lots of manual testing, I'd come to the conclusion that base damage for Helixes under Dark Arts with dInt 0 was 53.9. (It was because of this odd number that I went back to get the no-Arts base damage value.) It turns out that this fits in perfectly with the dInt scaling, with the proviso that Dark Arts adds an effective 24 Int to the dInt value.



    Testing to see if there's a cap on Helix base damage:
    Spoiler: show

    All testing as sch/whm (no MAB except last value)

    Abyssea Grauberg
    Pugil with verified Int of 64

    Check helix (no Arts) at:

    dInt 75: 110
    dInt 85: 116
    dInt 89: 118
    dInt 100: 125
    dInt 105: 127
    dInt 110: 130
    dInt 115: 133
    dInt 116: 134
    dInt 120: 136
    dInt 125: 138
    dInt 145: 149
    dInt 150: 152
    dInt 152: 154
    dInt 200: 180
    dInt 208: 184

    With Dark Arts:
    dInt 51 DA: 110 -- Supports DA as (dInt + 24), where dInt of 75 = 110 base damage, based on 1.1 * (75+25) = 1.1 * 100
    dInt 75 DA: 136
    dInt 85 DA: 143
    dInt 100 DA: 151
    dInt 101 DA: 151
    dInt 103 DA: 152
    dInt 200 DA: 206
    dInt 208 DA: 211
    dInt 228 DA: 222


    dInt 262 DA, +151 damage, 54 MAB: 602
    Component from Int: 240


    So if there's a cap on base damage, it's well past 250 dInt. For now, am assuming there is no cap.

    Lots of point testing to find the scaling ranges. For non-Dark Arts helixes, the ranges and scales appear to be:

    M for dInt < 75 = 11/10
    M for dInt < 100 = 6/10
    M for dInt > 100 = 11/20 (one half the rate of <75)

    Note that M is multiplied by hdInt (dInt+25), not dInt itself.


    For Dark Arts helixes, the ranges and scales appear to be:

    M for dInt < 75 = 11/10
    M for dInt > 75 = 11/20

    In this case, hdInt = dInt + 25 + 24 (Dark Arts)

    Note that these formulas produce values that are sometimes off by 1 point (Light Arts results are much closer to perfect than Dark Arts). An alternative version that uses the same three groupings as the Light Arts values also comes close, but also has more instances of being off by 1 point.



    Additional data table:

    Spoiler: show

    Lvl 102 Bonaria (Mandy in Sih Gates) == 96 Int (tested via T1 nukes)

    No Ionis; no MAB gear; sch/whm, Dark Arts

    Helix

    dInt 00 == 53
    dInt 10 == 64
    dInt 20 == 75
    dInt 30 == 86
    dInt 40 == 97
    dInt 50 == 108
    dInt 60 == 119
    dInt 65 == 125
    dInt 70 == 130
    dInt 75 == 136
    dInt 80 == 140
    dInt 85 == 143
    dInt 87 == 144
    dInt 90 == 146
    dInt 95 == 148
    dInt 99 == 150
    dInt 100 == 151



    Will work on getting this into the magic damage spreadsheet.

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