Item Search
     
BG-Wiki Search
+ Reply to Thread
Page 14 of 15 FirstFirst ... 4 12 13 14 15 LastLast
Results 261 to 280 of 294
  1. #261
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    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
    Join Date
    Jul 2007
    Posts
    21,104
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    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
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    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
    Join Date
    Jul 2007
    Posts
    21,104
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    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
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    Bahamut

    Which magic damage reduction are you referring to?

  6. #266
    BG Content
    Join Date
    Jul 2007
    Posts
    21,104
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    The one that happens when you nuke twice in a row (within 5-6 seconds)

  7. #267
    Ridill
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    Bahamut

    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

  8. #268
    Ridill
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    Bahamut

    So don't think anyone has confirmed all the values particularly the inbetween ones for geo spells that SE gave us so decided to go out and test fade. Got a sch/blm with 124 int, no mdb, no mdt to get nuked by some 99 worms in abyssea ul which have +40 mab and 124. So no dint. So full dmg spells should be stone IV-533, quake -807, stonega III -607

    Geo was using dunna and had 821 combined skill so based on the formula assuming fully linear progression fade should be -38.6833 mab

    No fade quake - 807. Checks out. With fade quake - 588. 577* 1.02 = 588.54 so worm was down to +2 mab so fade gave expected 38 and no for certain it rounds down

  9. #269
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    How do -Aja spells compare to the monster only Ga IV and Ga V spells in terms of damage?

  10. #270
    Ridill
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    Bahamut

    Not sure ga 4/5 was ever really mapped since players didn't get them but ja like other nukes are exactly the same as players were pre buff

  11. #271
    Old Merits
    Join Date
    Nov 2015
    Posts
    1,181
    BG Level
    6
    FFXI Server
    Asura
    WoW Realm
    Cho'gall

    Fun GEO fact: "Indicolure spell duration" from augments is a separate multiplicative term like Enhancing Magic.

    Baseline: Master GEO (+40sec) = 3min40sec
    * with Solstice (+15) and Azimuth Gaiters +1 (+20) = 4min15sec
    * with Solstice (+15) and Azimuth Gaiters +1 (+20) and Nantosuelta's Cape (+20) = 4min35sec
    * with only Lifestream Cape (aug +18) = ~4min25sec
    * with Solstice (+15) and Azimuth Gaiters +1 (+20) and Lifestream Cape (aug +18) = ~5min2sec

    Numbers may be off by up to +/-4sec due to testing by in-game buff timer and estimating start time from the timestamp of when I started casting. It's pretty clear though that Lifestream Cape's augment is definitely not additive like the rest.

    This should mean that the current maximum duration (JP 20/20 (+40), Azimuth Gaiters+1 (+20), Bagua Pants+3 (+21), and a Lifestream w/ +20) for a GEO using Idris is ~5min13sec (increase of +32sec over Nanto,) and the same GEO using Solstice instead would be ~5min31sec (increase of +35sec over Nanto.)

    * Lifestream > Nanto always, as long as it has at least Indi+12 on the augment.
    * Lifestream = Nanto if you have Indi+20 from other gear/JP, and only Indi+10 on the augment.

  12. #272
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    Aspir Abs. Amount 5/5 merits with Archmage's Sabots +1 "Increases Aspir absorption amount" augment

    Presumably 5/5 merits in Aspir Abs. Amount ("Increase the amount of MP absorbed by Aspir by 4%" for each level) is actually 20% at 5/5 but it doesn't necessarily follow that it's the same thing as "Enhances effect of 'Drain' and 'Aspir'" (but just for Aspir spells) but I wanted to get an idea of the effect of the relic feet augment "Increases Aspir absorption amount" at 5/5 (I only have Archmage's Sabots +1 at this time)

    Conditions
    • 500 dark magic skill (417 base at level 99; all dark magic skill JP gifts [+36] and magic skill merits [+16] with Casso Sash [+5], Perimede Cape [+7] and Archmage's Gloves +1 [+19] only)
    • 5/5 merits for Aspir Abs. Amount (nominal +4% increase per level)
    • Went to S Gustaberg [S] and tested on Stone Eaters taking care not to cap MP with Aspir casts
    • Also used Archmage's Sabots +1 with the "Increases Aspir absorption amount" augment
    • 30 casts of Aspir, Aspir II, Aspir III each


    At 500 dark magic skill, the expected range of Aspir without merits is 100-200 MP, Aspir II 150-300 MP, Aspir III 200-400 MP (corroborated by previous tests).

    With a nominal 20% increase, the ranges shift to 120-240 for Aspir, 180-360 for Aspir II, and 240-480 for Aspir III. This assumption allowed me to exclude obvious resists.

    For Aspir I (n=30), max 256, min 131, mean 192.8
    For Aspir II (n=30), max 379, min 206, mean 292.166
    For Aspir III (n=30), max 512, min 269, mean 377.710

    Assuming a "round" value like an additional +2% increase for each merit level, we might expect a total +30% increase to MP drained with 5/5 merits + the feet, but it seems more like 28% (?) if the maximums observed are the actual max possible. 256/200 = 1.28 for Aspir I, 379/300 = 1.266 for Aspir II, 512/400 = 1.28 for Aspir III.

    Also augment effects have never changed with ilevel upgrades so it's probably the same with +2 and +3

    (Note that the rest of the untestable or difficult-to-test augments were printed in a JP magazine and discussed in 2012)

    By analogy one might expect the other augments to provide a smaller bonus for each merit level relative to the original merit bonus... perhaps SE will just tell us in the future what those are and confirm the Aspir one

    Raw data Aspir I
    Spoiler: show
    228
    234
    229
    256
    199
    238
    159
    135
    175
    165
    214
    138
    211
    133
    215
    250
    135
    250
    246
    188
    232
    200
    192
    131
    131
    147

    139

    141
    239
    234

    Raw data Aspir II
    Spoiler: show
    254
    370
    278
    330
    291
    306
    370
    353
    290
    379

    360
    206
    358
    264
    253
    325
    272
    269

    238
    377
    208
    267
    378
    206
    292
    287

    213
    215
    323
    233

    Raw data Aspir III
    Spoiler: show

    482
    428

    269
    331
    281
    297
    380
    493
    313

    512
    384
    370
    508
    359
    380
    381
    352
    445
    440
    395
    497
    331
    405
    310
    395
    297
    300
    352
    306
    443
    273

  13. #273
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    Effect of "Increases Ancient Magic damage and magic burst damage" augment on BLM relic head

    "Ancient Magic MAB" merit is confirmed to be MAB+15 at 5/5 and the augment adds +2 MAB for each level, with MAB+25 at 5/5 (so it's not a % increase but just Magic Atk. Bonus like with group 1 merits)


    Magic Atk. Bonus +100 (MAB+90 base, MAB+10 from Archmage's Petasos)
    Magic Damage +43 (20/20 Magic Damage JP category, +23 from JP gifts)
    INT+133 (+17 from Archmage's Petasos)

    Tiny Mandragora has 6 INT

    Below are observed results with expected values

    5/5 merits and no Archmage's Petasos:
    2179 [1000+(116-6-100)*2+43]*[1+(90+15)/100] (floor to nearest integer)

    Everything else with Archamge's Petasos:
    5/5 merits: 2468 [1000+(133-6-100)*2+43]*[1+(100+25)/100]
    4/5 merits: 2413 [1000+(133-6-100)*2+43]*[1+(100+20)/100]
    3/5 merits: 2358 [1000+(133-6-100)*2+43]*[1+(100+15)/100]
    2/5 merits: 2303 [1000+(133-6-100)*2+43]*[1+(100+10)/100]
    1/5 merits: 2248 [1000+(133-6-100)*2+43]*[1+(100+5)/100]
    0/5 merits: 2194 [1000+(133-6-100)*2+43]*[1+100/100]

    I didn't check magic burst damage but one might infer that magic burst damage follows the same trend so MBB+25% with the augment + 5/5 merits (probably MBB II or at least not MBB I)

    As a refresher on the old AM merits, each additional AM II merit after the first added +3% MBB (max +12% at 5/5) and the "Increases Ancient Magic II damage" augment was +3% for each level. I don't recall if anyone actually checked what that was, but actual +3% increase in damage (as a separate multiplier) is better than MAB+3...

  14. #274
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    "Enh. Ninj. Mag. Acc/Cast Time Reduc." aug on NIN relic feet with Ninjutsu Mag. Atk Bonus 5/5 merits

    The above augment description (I used Mochizuki kyahan +1) is not correct and inconsistent with the July 2019 update notes (the remapping said Ninjutsu: San Cast Time Reduction → Ninjutsu Magic Accuracy / Ninjutsu Magic Attack Bonus). It appears to be MAB+10 at 5/5 group 2 merits in Ninjutsu Mag. Atk Bonus, which appears to be actually MAB+4 for each level.

    Magic Atk. Bonus +28 (only from gifts)
    Magic Damage +40 (20/20 Magic Damage category, +23 from JP gifts)
    INT+104
    469 Ninjutsu skill

    Tiny Mandragora has 6 INT

    The problem here is that the observed values deviate from the https://www.bg-wiki.com/bg/Category:Ninjutsu page on the wiki (could have to do with V or the M values or even the ninjutsu skill-based damage multiplier if magic damage+40 is applied in the usual manner). And actually I forgot to check the relic augment at all levels (just checked at 5/5...)

    Katon line of spells during Icesday only, nothing else equipped:

    0/5
    Ichi 271
    Ni 560
    San 808

    1/5 (1.32/1.28 = 1.03125)
    Ichi 279
    Ni 578
    San 834

    2/5 (1.36/1.28 = 1.0625)
    Ichi 288
    Ni 595
    San 859

    3/5 (1.40/1.28 = 1.09375)
    Ichi 296
    Ni 613
    San 884

    4/5 (1.44/1.28 = 1.125)
    Ichi 305
    Ni 630
    San 910

    5/5 (1.48/1.28 = 1.15625)
    Ichi 313
    Ni 648
    San 935

    5/5 + feet (1.58/1.28 = 1.234375)
    Ichi 334
    Ni 692
    San 1044 (just wanted to point out here that kyahan +1 has ninjutsu skill +19 so this apparently is a confounder wrt to San dmg increase but skill+19 didn't appear to affect Ichi or Ni)



    As a refresher on previous group 2 merits and relic augments, each level of San increased "magic attack by 5 and magic accuracy by 5" and the relic head augment "Adds "Increases elem. ninjutsu III damage" added 5% damage for San spells per merit level so 25% at 5/5, which Byrth confirmed when the relic augment effects were revealed in 2012. So a maxed out San spell with the relic head would get the 25 MAB from group 2 merits as well as another 25% from the relic head augment. That seems rather generous (I never paid close attention to ninjutsu damage) and if it wasn't ninja-adjusted (or it wasn't like say the augment added another +5 MAB per level so max MAB+50 at 5/5) it makes the update a clear downgrade to max San damage.

  15. #275
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    http://www.playonline.com/ff11us/pol...ews25677.shtml

    The following issues were addressed.

    - "Ninjutsu Magic Accuracy" and "Ninjutsu Magic Attack Bonus" are not working correctly on these following equipment.
    Kog. Kyahan +2, Mochizuki Kyahan, Mochi. Kyahan +1, Mochi. Kyahan +2, Mochi. Kyahan +3
    My previous post does not apply anymore except for the Ninjutsu Mag. Atk Bonus category still providing MAB+20 @ 5/5, but it seems whatever the augment does, it is not the usual MAB term and it also applies to Ichi and Ni unlike the former augment on Koga +2/Mochizuki Hatsuburi (NQ/+1/+2/+3). Also @ 5/5 it is also slightly higher than 25% as reported in the past after controlling for the merit MAB bonus. San increase is higher than for Ni and Ichi because of the ninjutsu skill, probably.

    Tested on Tiny Mandragora (INT=6)

    Naked (MAB+20 from 5/5 MAB category 2 merits, MAB+28 from job gifts, mDmg+40 INT 104 as above): Ichi 313, Ni 648, San 935
    Naked + Mochizuki Kyahan +1 with 5/5 MAB category 2 merits (MAB+20): Ichi 458 (458/313 = 1.463), Ni 946 (946/648 = 1.459), San 1428 (1428/935 = 1.52)

    For comparison, I also have a Herculean Boots with INT+1, total MAB+45: Ichi 409, Ni 849, San 1223

    One reason I don't think it's the typical MAB term is that the % increase does not decrease with increasing MAB (just playing around with this can hit 10k on Tiny Mandragora with San spells, no weather; I was actually getting higher % damage relative to my augmented Herculean Boots compared to the above naked situation, 1.247x vs 1.167x). Perhaps there is some interaction with the ninjutsu skill component of elemental ninjutsu damage and not merely a separate multiplier

    One could conclude the previous bonus was just shifted to the feet (~5% increase per level for all elemental ninjutsu tiers, Ichi Ni and San) but with an additional still unknown accuracy component

  16. #276
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    Enhances "Innin" effect augment (Mochizuki Hatsuburi +3) on MB damage

    level 130 Apex bats in Dho Gates using Huton: San (150% or 1.5 magic burst damage factor) and 2-step SC only (Fragmentation):

    Also have 33 magic burst damage (8% Ochu, 13% Samnuha Coat, 5% herc augment, 7% job trait)

    no Innin free nuke 6140
    Innin free nuke 7920


    no Innin MB 23274
    Innin MB 31157 (right after Innin activation)

    23274/6140 = 3.79, which is consistent with (1.35+1.5)(1.33) = 3.7905 so nothing unexpected

    For the Innin case 31157/7920 = 3.9339, which is consistent with (1.35+1.5)(1.33+0.05) = 3.933 (the 0.05 term is from 5/5 Innin merits where each level provides 1% MB bonus, as expected)

    So the proposed Innin augment (which by the way is not listed in the English dats) doesn't increase damage or may not exist.


    I haven't ruled out wearing it prior to Innin activation and wearing it full time though. (However Yonin HP effect has no position requirement and you can equip it after Yonin activation)

  17. #277
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    Impact and Burn INT down together

    As expected Impact from Twilight Cloak (probably from Fenrir BP too) and Burn stack and they are independent effects. INT down of Impact is based on original INT, not the modified INT after Burn.

    This is "known" already. Just confirming on a high-INT mob with known INT (Metalcruncher Worm lv124 => INT 292)

    • 388 INT
    • 415 MAB (various sources including 40 from job trait and 50 from gifts)
    • 346 magic damage (232+20+23+38+20+13) (Lathi, gifts, Spaekona's Coat, ambuscade cape, Merlinic Shalwar)
    • 5/5 elemental debuff merits only so expected -23 INT
    • Used Impact from Twilight Cloak (not Fenrir)


    I made sure to clear Stoneskin from worms and not use Orpheus's Sash. Also used Fire IV on Windsday. https://www.bg-wiki.com/bg/Magic_Damage has the V and M values

    Base case:
    6416 => dINT 96 (388-292 = 96)

    floor(5.15*floor(730+3.7*(96-50)+346)) = 6416

    Impact:
    7282 => dINT 154 (388-234 = 154) => 234/292 = 0.8013 (approx 20% INT down which is known for Twilight Cloak)


    floor(5.15*floor(915+2.85*(154-100)+346)) = 7282

    Burn + Impact:
    7622 => dINT 177 (INT 211)

    floor(5.15*floor(915+2.85*(177-100)+346)) = 7622



    Reversing the order of Burn and Impact didn't change anything. Also wiki.ffo.jp says the INT down of Impact can be resisted but I cast with Twilight Cloak 3 times and still got the same INT down (duration definitely reduced, which is consistent with resist on duration) so maybe I got unlucky. Might try again later.

    Burn and Impact stack.

  18. #278
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    So, I went out and did some testing on Drain II and Drain III. I tested on Plateau Hares in Abyssea La-Thiene, with 0 Drain/Aspir Potency, 0 Dark Affinity, and on days other than Darksday/Lightsday. The results are sorted from highest to lowest with the bracket for easier reading.

    Drain II, 460 Dark Magic Skill
    616
    611
    605
    604
    603
    601
    592
    587
    565
    563
    563
    557
    551
    548
    543
    541
    540
    532
    523
    516
    507
    502
    501
    491
    481
    460
    443
    435
    434
    430

    Drain II, 520 Dark Magic Skill
    684
    679
    678
    677
    673
    672
    668
    663
    663
    657
    652
    645
    616
    606
    596
    594
    593
    583
    570
    560
    540
    532
    524
    511
    505
    501
    500
    498
    493
    491

    Drain III, 460 Dark Magic Skill
    843
    835
    828
    819
    813
    805
    799
    796
    778
    778
    767
    762
    751
    728
    726
    723
    719
    707
    701
    693
    690
    684
    678
    677
    669
    657
    656
    651
    647
    646

    Drain III, 520 Dark Magic Skill
    935
    928
    925
    924
    918
    908
    885
    882
    881
    875
    874
    868
    868
    850
    842
    820
    816
    811
    793
    775
    766
    757
    755
    754
    753
    752
    738
    734
    732
    708

    From these results I can make the following conclusions:

    At Dark Magic Skill levels relevant to knowing Drain II and Drain III, the base potencies are (plus or minus a couple points due to small test samples):

    Drain II: Dark Magic Skill + 165
    Drain III: Dark Magic Skill * 3/2 + 105

    It is likely that they have different formulas at much lower Dark Magic Skill values (like with Drain's formula), but as I have no way of testing it (and it's not useful information since Dark Knights should always have high enough Dark Magic Skill for it to not matter), they are not relevant to this test.

    Drain II has a random variance between the base value and ~70% of the base value (might be 2/3s, more testing samples would be needed).

    Drain III has a random variance between the base value and 75% of the base value.

  19. #279
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    Just as an addendum, I wanted to see if INT affected magic accuracy for Dark Magic. Under the assumption that INT likely affects all of them the same, I used Bio II for testing. I tested on level 123 Quarreling Hippogryphs, and made sure my magic accuracy and magic accuracy skill stats were exactly the same for each test, with values adjusted so that the baseline test had low, but not floored hit rates.

    100 INT (247 samples)
    1/8 Resist: 75 (30.364%)
    1/4 Resist: 37 (14.980%)
    1/2 Resist: 52 (21.053%)
    No Resist: 83 (33.603%)

    155 INT (277 samples)
    1/8 Resist: 80 (28.881%)
    1/4 Resist: 44 (15.884%)
    1/2 Resist: 78 (28.158%)
    No Resist: 75 (27.076%)

    221 INT (246 samples)
    1/8 Resist: 58 (23.577%)
    1/4 Resist: 40 (16.260%)
    1/2 Resist: 52 (21.138%)
    No Resist: 96 (39.024&%)

    It does look like there is a minor difference between the resist rates in the three samples. However, the sample sizes are on the low side, and one would expect a huge 121 INT swing to have a FAR larger effect on resist rates if INT affected Dark Magic magic accuracy, based on dINT values for black magic and dMND values for white magic.

    My tentative conclusion is that INT doesn't affect the magic accuracy of Dark Magic.

  20. #280
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    INT Testing, Part 2

    266 INT (337 samples)
    1/8 Resist: 24 (7.122%)
    1/4 Resist: 40 (11.869%)
    1/2 Resist: 77 (22.849%)
    No Resist: 196 (58.160%)

    321 INT (315 samples)
    1/8 Resist: 4 (1.270%)
    1/4 Resist: 16 (5.079%)
    1/2 Resist: 57 (18.095%)
    No Resist: 238 (75.556%)

    So, it seems that INT does affect the magic accuracy of Dark Magic (or at least Bio, but I'm willing to assume it follows for the others as well). It seems that the previous samples were encountering a dINT floor due to my INT being too low.

Similar Threads

  1. Random Facts Thread: Abilities
    By Yugl in forum FFXI: Advanced Math
    Replies: 201
    Last Post: 2024-01-14, 15:22
  2. Random Facts Thread: Traits and Stats (Player and Monster)
    By Yugl in forum FFXI: Advanced Math
    Replies: 502
    Last Post: 2023-09-07, 20:41
  3. Random Facts Thread: Other
    By Yugl in forum FFXI: Advanced Math
    Replies: 490
    Last Post: 2022-07-06, 17:54
  4. Random Facts Thread
    By Yugl in forum FFXI: Advanced Math
    Replies: 157
    Last Post: 2011-12-08, 18:49