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.
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.
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.
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.
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
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).
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).
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).
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
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.
Same with Ixion's healing move.
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.
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
New dINT50 values.
Tier IV Spells
Stone IV: 650
Water IV: 675
Aero IV: 700
Fire IV: 730
Blizzard IV: 755
Thunder IV: 780
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
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:
Values taken from https://www.bg-wiki.com/bg/Version_U...807/08/2013%29Code: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
Gear setup:
Spoiler: show
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)
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.
dasva's assessment seems correct. Updated the spreadsheet with that formula; can use it to compare test samples.
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.
So changes in gear Int shouldn't affect damage once past dInt 100. The only factors should be MAB and Magic Damage.Code:Expected Observed @ dInt 100 Observed @ dInt 125 Stone: 160 160 160 Thunder: 185 185 185
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.
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
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
Will work on getting this into the magic damage spreadsheet.