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  1. #41
    Chram
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    Fenrir

    In putting in the spreadsheet, I realized the formula I used above for Dark Arts only worked because of some overlap in how it was written in my testing tables. For final implementation it was easier to consider it to have the same three tiers as Light Arts:

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

    Where the value that is multiplied by M, hdInt, would be:

    M for hdInt < 100 = 11/10
    M for hdInt < 125 = 6/10
    M for hdInt > 125 = 11/20 (one half the rate of <75)

    And having Dark Arts add an extra 24 base damage to hdInt for the <100 segment (but without actually affecting the dInt offsets).

  2. #42
    Chram
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    Fenrir

    Testing white magic nukes to get formulas to add to spreadsheet.


    dMnd 100
    Expect level 1 mandy/bee mobs in starter areas should have 6 or 7 mnd. If the formulas are the same for white magic nukes, I should see an increase from dMnd 99 to dMnd 100 simply due to the final rounding of an even multiplier.

    I'd predict the mnk mandies to have 7 mnd, and the war bees to have 6 mnd. As such, setting up 106 mnd and seeing if there's a difference in damage done. No Afflatus was used.

    414 Divine Magic skill
    Whm/Sch (no MAB)


    Banish @106 mnd --
    Mandy: 64
    Bee: 64

    Same damage, so they do not have the expected difference in mnd. Repeated with 107 mnd to see if I was off by 1.

    Banish @107 mnd --
    Mandy: 64
    Bee: 64

    No increase. Considering that T1 nukes have lower dInt caps than higher tiers I might be hitting a cap, so tried again with Banish II.

    Banish II @106 mnd --
    Mandy: 184
    Bee: 185

    Here we do in fact see the difference in damage. Proceeding from here on the assumption of 7 mnd on mandys, 6 mnd on bees.

    Collected damage values for the remaining white magic nukes using Mnd=106 (dMnd 99 on Mandy, dMnd 100 on Bee).

    Code:
            Banish   Banish II    Banish III     Holy    Holy II
    Bee         64      185            348        225        450
    Mandy       64      184            346        224        448
    Banish III seemed slightly odd, as I would have expected it to land on 350 at dMnd 100 instead of 348, but dMnd 101 yielded 349 and dMnd 102 yielded 351, so it inherently doesn't land on an even value.

    Next I wanted to test at dMnd=50. This was a bit trickier since Banish II is level 30, meaning I'm restricted to lvl 60+ jobs if I try to sub whm. However 61 drk/30 whm worked fine with a base mnd of 43.

    Code:
                    Banish  Banish II
    56 Mnd  Bee     51      148
            Mandy   51      147
                            
                    Banish  Banish II
    46 Mnd  Bee     46      125
                            
                    Banish  Banish II
    37 Mnd  Mandy   41      115
    Preliminarily, it looks like an M of 0.5 for Banish for dMnd 30 to 50, and an M of 1.0 for Banish II from 30 to 100.

    Targetted a crow in Saruta[S]. With 56 mnd, damage was 123, implying dMnd of 38. Removing 13 mnd from gear, damage was 110, in line with expectations, and down to a dMnd of 25.

    Targetted a raflessia. With 56 mnd, damage was 106 (dMnd = 21). With 38 mnd, damage was 88 (dMnd = 3). Sufficient to establish M=1.0 for 0 to 100, and a V of 85.


    Next, testing various points of dMnd.
    Code:
    dMnd        Banish   Banish II    Banish III     Holy    Holy II    Banishga    Banishga II
    70                                                                      108
    80                                                                      113
    90                                                                      118
    100             64      185          348          225        450        123         280
    110                     195
    120             64      201          378          245        490        133         300
    130                                                                     138         310
    137                                                                     141
    138                                                                     142
    140                                                                     142         316
    150             64      216          423          275        550        142         321
    160                                               282                   142         326
    170                                               287                   142         331
    180             64      231          468          292        610

    Analysis:

    Banish:
    V of 14
    M of 1.0 from 0 to 25
    M of 0.5 from 25 to 75
    M of 0 over 75

    Banish II:
    V of 85
    M of 1.0 from 0 to 110
    M of 0.6 from 110 to 120
    M of 0.5 over 120

    Banish III:
    V of 198
    M of 1.5 at all levels

    Holy:
    V of 125
    M of 1.0 from 0 to 150
    M of 0.7 from 150 to 160
    M of 0.5 over 160

    Holy II:
    V of 250
    M of 2.0 at all levels

    Banishga:
    V of 50
    M of 1.0 from 0 to 46
    M of 0.5 from 46 to 138
    M of 0 over 138

    Banishga II:
    V of 180
    M of 1.0 from 0 to 130
    M of 0.6 from 130 to 140
    M of 0.5 over 140



    Pretty much everything is solidified except the low end of Banish and Banishga. Working on mandies in Ceizak to finalize those.

    Lvl 100 Mandy in Ceizak: 110 Mnd

    Banishga:
    M of 1.0 from 0 to 46
    @0 = 50
    @10 = 60
    @20 = 70
    @30 = 80
    @40 = 90
    @45 = 95
    @46 = 96
    @47 = 96
    @50 = 98


    Banish:
    M of 1.0 from 0 to 25
    @0 = 14
    @10 = 24
    @20 = 34
    @25 = 39
    @30 = 41
    @40 = 46
    @50 = 51
    @74 = 63
    @75 = 64 == cap


    Updated above summaries with the conclusions.


    All white magic nukes available to players should now be fully accounted for.

  3. #43
    Sea Torques
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    Kaustra and Magic Damage attribute (on test server):

    Summary: Kaustra's base damage is unaffected by Magic Damage (at least for high values of dINT) but is still modified by Magic Attack Bonus in the usual manner.

    dINT 200:

    Predicted base damage: floor(floor(0.067*99,.1)*floor(37+0.67*200,1),1) = 1128
    Observed same as predicted

    Same damage (1128) with M.Dmg +35 (from Buremte Hat). Magic Damage doesn't seem to affect base damage.
    With Voay Staff (60 MAB, 86 M.Dmg) predicted damage (without considering Magic Damage) is floor(1128*1.6,1) = 1804
    Observed same as predicted

    dINT 120:

    Base damage: floor(floor(0.067*99,.1)*floor(37+0.67*120,1),1) = 772 (confirmed)
    Observed same as predicted

    Same damage With Buremte Hat (Magic Damage doesn't affect base damage)
    With Voay Staff, observed damage is same as predicted (1235) without considering Magic Damage

    Water used as controls (e.g., 457 damage given M.Dmg 121, 60 MAB for both dINT 200 and dINT 100. This confirms total base damage is still uncapped).

  4. #44
    Sea Torques
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    Helix spell damage

    • M appears to be ~0.55 (or 55 base damage per 100 additional INT) at least beyond dINT 100
    • Additional INT beyond dINT 200 still increases damage (at least up to 210). I don't have enough INT gear without MAB to check further.
    • I will try to check damage values down to dINT 80 later (will have to get on the test server though b/c I don't want to remove INT merits on my "real" character).
    • UPDATE: I forgot about Helix merits so M is probably 0.5 (.55/1.1 = .5). I'll redo all this later to confirm


    dINT dmg
    210 185
    200 180
    170 163
    160 158
    150 152
    140 147
    130 141
    120 136
    110 130
    100 125
    95 122

    Targeted Tiny Mandragoras (INT 6). SCH99/BST1 (101 base INT with merits; 0 MAB). No arts either

  5. #45
    Ridill
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    Bahamut

    Could try abyssea. I did some testing awhile back to find int values a couple of mobs. Specifically EM bluffalo had 68 int and the uleg worms have 124. So can get a good 120 from atmas and 60-70 from cruor buffs.

  6. #46
    Sea Torques
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    Klimaform magic accuracy. This is mainly exploratory as I wanted a sense of the effect size, not to obtain a precise value.

    SCH/BLM, 114 INT, 420 elemental magic skill (Dark Arts active), used Thunder Magian accuracy staff (affinity+6) to make sure "magic hit rate" above 50%. Rairin Obi when Klimaform + Thunderstorm active.

    Thunder I, Arboreal Bastions in Yorcia Weald, no weather (supervised data collection to ensure this), neutral day (Iceday)

    Raw data upon request.

    Code:
    Arboreal Bastion #1
    
    Thunder/Klimaform
    Full: 96/134 (.716418)
     1/2: 32/134
     1/4:  5/134
     1/8:  1/134
    
    Thunder/no Klimaform/no weather
    Full: 100/150 (.666666)
     1/2:  31/150
     1/4:  11/150
     1/8:   8/150
    95% CI for difference in full damage rate (-.05755791, .15706040).

    Code:
    Arboreal Bastion #2
    
    Thunder/Klimaform
    Full: 178/227 (.784141)
     1/2: 39/227
     1/4:  8/227
     1/8:  2/227
    
    Thunder/no Klimaform/no weather
    Full: 136/229 (.593886)
     1/2:  60/229
     1/4:  19/229
     1/8:  14/229
    95% CI for difference in full damage rate (.1071265, .2733826). (I also checked goodness of fit to the known multinomial model for resists for all the count data. Nothing unusual)

    If you pool the above results the overall 95% CI is (.08240814, .22587096). This compares to adjusted 95% CI (.08811906, .2258532) if you control statistically for a (potential) difference in meva between Arboreal Bastions (ran GLM in R):

    Code:
    Call:
    glm(formula = h ~ m + k, family = binomial(link = "identity"), 
        data = junk)
    
    Deviance Residuals: 
        Min       1Q   Median       3Q      Max  
    -1.7141  -1.3777   0.7233   0.9896   1.0346  
    
    Coefficients:
                Estimate Std. Error z value Pr(>|z|)    
    (Intercept)  0.58556    0.03726  15.717  < 2e-16 ***
    m            0.02730    0.03672   0.744    0.457    
    k            0.15699    0.03514   4.468  7.9e-06 ***
    ---
    Signif. codes:  0 ‘***’ 0.001 ‘**’ 0.01 ‘*’ 0.05 ‘.’ 0.1 ‘ ’ 1
    
    (Dispersion parameter for binomial family taken to be 1)
    
        Null deviance: 859.25  on 689  degrees of freedom
    Residual deviance: 839.66  on 687  degrees of freedom
    AIC: 845.66
    
    Number of Fisher Scoring iterations: 4
    So the point estimate of Klimaform magic accuracy (with weather) is close to +15 but cannot rule out +10 or +20 taking the data as a whole. Probably +15 if you want to cherry pick (I don't mind)

    Also Klimaform overwrites Focalization status but Focalization does not overwrite Klimaform. This doesn't necessarily mean 1/5 Focalization has a lower magic accuracy bonus than Klimaform, but it makes me wonder, given that 5/5 Focalization gives an additional +20 magic accuracy, whether greater magic accuracy buffs necessarily overwrite lower magic accuracy buffs (unless overwriting doesn't mean anything). I will do 5/5 Focalization and look into this (edit: Klimaform still overwrites 5/5 Focalization without weather active)

    And as I recall Ascetic's Tonic overwrites Klimaform but not vice versa but I don't remember exactly

    Obviously if weather itself provides an accuracy bonus (not sure about this?), cannot determine additional magic accuracy of Klimaform from this data alone.

  7. #47
    Relic Horn
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    Sylph

    Does anyone know if Saboteur and Enhances Enfeebling Effect gear combine multiplicatively, or additively for enfeeble potency?

  8. #48
    Sea Torques
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    Distribution of duration of paralyze, silence, blind

    Barrel-scraping here...

    TL;DR: The range of unresisted durations of Paralyze seems to be 30-120 seconds, consistent with previous results. For Blind, 90-300 seconds. A later attempt will be made to infer unresisted duration for Silence, pending more data.

    Background:
    • Range of Silence duration is thought to be 0-120 s (unresisted?)
    • Range of Paralyze duration is thought to be 30-120 or 20-120 s
    • Range of Blind duration is thought to be 80-300 s (unresisted?). Interestingly accuracy down effect is said to have an INT-MND check (max -20, min -5).
    • However, resist distributions for enfeebles generally seem to obey a three-category model because (1) outright resists are possible (not immunity) and (2) the rarity of outright resists on junk mobs. (1-.95)^2 = .0025

    Target: Bumblebee.

    Results:
    Histograms mainly for summary purposes. Shape of sample data matters little for small n. Here I am going to assume partial resists don't muddy the waters.



    For Paralyze, 30-120 s seems like a reasonable range of unresisted durations. (28, the only value under 30, can be explained as a resist.)

    I also got limited paralyze proc rate data and got 84/351 = .239 (95% CI [.1956203, .2874714]), which is consistent with the acknowledged 25% proc rate cap.

    For Silence, 0-120 s doesn't seem plausible as there are no values below 13 (probability of this occurring if 0-120 were the possible range is (108/120)^50 = .005153775) and there are no values above 106. Second longest duration is 87 seconds. 106 may be an error in data entry as I don't remember reviewing it multiple times.

    Comparing to silence durations I got during one Tojil run (16, 57, 52, 24, 41, 25, 31, 26, 17, 20, 29... obvious magic accuracy issues), where none were above 60 seconds, it's hard for me to tell how exactly these observations can be binned into resist categories. I will have to look into this later

    For Blind, 90-300 s (3-5 minutes) seems reasonable as 55, 75, and 78 s could be resists. As I recall Kurayami: Ni is 3 minutes fixed?

    Data (I sorted it as order of collection shouldn't matter):
    Spoiler: show
    Code:
    Silence	Blind	Paralyze
    13	55	28
    14	75	31
    21	78	32
    23	94	35
    27	94	37
    28	100	42
    32	100	44
    33	102	52
    34	102	52
    40	103	54
    40	108	54
    40	120	55
    42	121	58
    42	122	60
    46	123	60
    47	125	61
    51	125	61
    52	126	62
    52	126	63
    56	128	66
    57	141	66
    60	142	67
    63	143	68
    63	144	71
    64	146	73
    65	147	73
    68	150	76
    68	151	77
    69	151	81
    70	152	82
    70	155	82
    71	159	83
    72	160	87
    72	163	87
    74	168	90
    74	185	91
    75	190	93
    75	197	99
    75	203	102
    77	216	105
    77	219	111
    77	221	113
    77	229	114
    78	229	114
    81	237	115
    83	247	116
    83	251	117
    85	277	117
    87	289	120
    106	300	120

  9. #49
    Sea Torques
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    Distribution of silence and blind part 2; Jubaku: Ichi proc rate; focalization base magic accuracy

    Silence


    Range of silence seems to be 30-120 seconds (for the second set of Silence data second lowest observation was 32 (x3)), so half-resists may cut the boundaries in half (15-60 seconds). (Note: I did cast Silence on more than one mob to speed up the process, but mob type should be irrelevant here.)

    I wouldn't make any claims as to the distribution, mainly because there are so few observations above 100. If the distribution were uniform, the probability of an observation longer than 100 seconds would be 20/91 = .2198 (this is the "true probability" given 91 possible values of duration all equally probable), but from the data there are only 5 of 93 (.0537) observations longer 100 seconds (the 93 excludes everything < 30 seconds)

    Second set of Silence data:
    Spoiler: show
    12
    32
    32
    32
    35
    37
    38
    38
    41
    46
    47
    47
    47
    48
    50
    50
    51
    52
    52
    52
    53
    54
    55
    60
    67
    68
    70
    71
    72
    72
    72
    74
    74
    74
    75
    79
    79
    79
    82
    82
    83
    84
    87
    88
    96
    98
    103
    104
    108
    114


    Blind distribution reconsidered (see immediate previous post)
    Actually the duration distribution of blind doesn't seem to be uniform... there seems to be some right skew going on. If 90 and 300 are the lower and upper bounds, respectively, the corresponding median is 195. Excluding the observations below 90 s, the observed median here is 150, so ~50% observations between 90 and 150 (60-second interval) and ~50% between 150 and 300 (150-second interval).

    I don't think there's a partial resist issue (as there were no outright resists). Controlling for magic accuracy, maybe there's a 50% chance of getting a duration between 90 and 150 seconds (so 50% chance of getting a duration between 150 and 300 seconds).

    Jubaku: Ichi proc rate
    100/511 = .1957 (95% CI [.1621, 0.2328]) so 20%. I believe it is static. (Well, at least there is no evidence of 5% proc rate with 95 INT and 64 MND on the mandies in Ceizak.)

    By comparison the max Paralyze proc rate is 25% (assuming the minimum is 5%), while 1/5 Paralyze II seems to be 30% maximum (unknown minimum?) with "successive upgrades [increasing] Paralyze II effect by 1" apparently meaning +1% up to 34% at 5/5. (Some data supporting this.)

    Data (level -1 Tiny Mandragora)
    Spoiler: show
    2 13
    5 13
    1 10
    1 15
    2 15
    4 15
    3 15
    6 15
    2 15
    3 15
    2 15
    3 16
    4 14
    1 14
    4 14
    3 14
    4 15
    3 15
    6 15
    3 15
    3 15
    1 14
    1 15
    3 15
    5 15
    3 15
    3 15
    5 15
    2 15
    1 14
    3 15
    1 15
    3 15
    2 15
    2 15


    Focalization magic accuracy (1/5 merits)

    This was mainly to rule out large effects.

    73/98 with Focalization.

    Pooled data from before and from another set of data without Focalization active (78/126) to get an estimate of the baseline (314/505).

    Point estimate is then 73/98 - 314/505 = .1231 (95% CI [.0209, .2253]). I would say magic accuracy +10 (so 5/5 would be +30) but can't rule out statistically +5, +15, or +20 from this data.

    I have no problem extrapolating to Altruism as well.

    Data (73/98 focalized Thunder for full damage, 55)
    Spoiler: show
    55
    55
    55
    55
    27
    55
    55
    55
    55
    55
    55
    55
    55
    55
    55
    55
    27
    27
    6
    55
    55
    55
    55
    55
    55
    55
    55
    27
    55
    55
    55
    55
    55
    55
    55
    55
    55
    27
    27
    55
    55
    27
    55
    55
    13
    55
    27
    55
    27
    55
    55
    27
    55
    27
    55
    55
    27
    55
    55
    55
    27
    55
    55
    27
    55
    27
    55
    55
    27
    27
    55
    55
    55
    27
    55
    55
    55
    13
    55
    55
    27
    55
    55
    55
    55
    55
    55
    55
    55
    27
    55
    55
    27
    55
    55
    55
    27
    55

  10. #50
    Sea Torques
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    Quick check on Subtle Sorcery magic accuracy magnitude of effect.

    BLM/SCH (114 INT, 424 elemental magic skill, Apajamas II +70 magic accuracy assumed). Unfortunately I forgot to remove Ionis...

    Target: Arboreal Bastion (Yorcia Weald)

    Background: So when I checked Klimaform accuracy I was on SCH/BLM with 420 elemental magic skill and Apajamas II so I removed my 8/8 merits for this to get elemental skill to 424. I am off by 4 skill/macc though but doesn't matter for me since I just want to see if there's a large macc bonus.

    From focalization testing (see previous post) baseline effective magic accuracy on Arboreal Bastions is estimated to be 314/505 (.5777, .6640) so suppose (to be conservative) effective magic accuracy % on any Aboreal Bastion will be 70% at best.

    As a check on this assumption, I got 21/30 full damage with Thunder.

    With Subtle Sorcery active I had 14/14 full damage Thunder and a corresponding one-sided 95% CI is (0.8074, 1). So at least there is a non-zero magic accuracy bonus and it appears to be very large, at least better than the focalization 1/5 and Klimaform bonus.

    Further testing on my part will have me dropping effective magic accuracy below 50% (removing Apajamas II) to see if I get similar results with Subtle Sorcery.

    Part 2 - baseline shitty accuracy (no Apamajas II)

    (Same bastion as last time)

    7: 28
    30: 1
    15: 2
    60: 3

    This is consistent with bad accuracy. (If the baseline rate of full damage is 60% with Apamajas II, then taking away 70 magic accuracy would lower the rate to 60% - [10 - 60/2]% = 20%. (The term in square brackets corresponds to percentage reduction from removing Apajamas II accounting for the 50% transition.)

    With Subtle Sorcery up, got 15/15 full damage, so the magic accuracy bonus is very large. For this data, a 95% CI is (.727, 1). An approximately +75% (additive) increase in rate could correspond to 105 magic accuracy (20%+ [60/2 + 45]% = 95%). I would go with 100 magic accuracy as a working estimate for further testing (not to be done by me; I just wanted to see if this SP is actually decent)

    The marginal magic accuracy difference between 5% and 95% rate of full damage is 135. Indirect ways of showing the bonus is greater than 135 would be to reduce elemental magic skill say by -150 while still holding level fixed (possible on the test server) just in case there's still some level correction B.S..

    Recall the dev statement on Stymie (RDM SP 2 ability):

    Quote Originally Posted by Akihiko Matsui
    We've received feedback that the effect is too small for this to be a special ability, but the development team feels that it has a lot of potential, and will be implementing it with the current specifications.

    Regardless if they are boss-grade monster or not, the monsters introduced after Adoulin have been created to not have complete resistances as much as possible except those that have cumulative resistance to petrify and terror. Depending on the monster, they may have high resistances and despite using Elemental Seal spells may be resisted at a high rate; however, by using Stymie it will be possible to enfeeble these kinds of monsters, this can lend itself to opening up different strategies depending on how it is used.

    However, we feel it's problematic that "Slow" is ineffective against monsters such as Matamata and Harpeia whose regular attacks are treated as special abilities, so we will be making adjustments to the system and make it so that "Slow" becomes effective.
    This translation implies Elemental Seal has a fixed magic accuracy bonus. He didn't actually say Elemental Seal and Stymie could stack (indeed do they overwrite each other? who knows) yet Stymie may actually give more magic accuracy than Elemental Seal but on a 1-hour timer. (STILL a lame SP2 though)

  11. #51
    First invited, last in the zone.
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    Lakshmi

    Quote Originally Posted by Fwahm View Post
    Does anyone know if Saboteur and Enhances Enfeebling Effect gear combine multiplicatively, or additively for enfeeble potency?
    Enhances Enfeebling Gear stacks additively with itself, multiplicatively with Saboteur

  12. #52
    Ridill
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    Awhile back they said blm sp2 would give a macc bonus comparable to elemental seal. I can't imagine the mob that isn't immune that needs more than decent gearing and ES let alone something that needs more than basically double ES

  13. #53
    Sea Torques
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    While I'm looking for that post comparing Subtle Sorcery (SP2) to Elemental Seal, Matsui said (back in 2012, so things may have changed) that Stymie 'ignores resistance." Seems like the rationale was to make it essentially ES while ignoring resist trait effects?

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
    "Resistance" here appears to refer to resist traits (Resist Paralyze) etc, for which the check is independent of macc/meva (as I understand it), so it makes sense to ES+Paralyze some junk NM with a Resist Paralyze trait and still get a non-trivial rate of resist.

    Not sure how elemental resistance factors into things though. (Maybe this is another independent factor, like trying to cast Slow on an Earth Elemental. 100% earth resistance.)

  14. #54
    Ridill
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    It might be that and not sure if there has been much testing on that though from what I have seen that doesn't really appear to be the case. ie used to ES sleep pld mobs easily and actually had to about once a week for a year or so lol. It might also be that they don't really understand how the game works... I mean they still think being able to land a single debuff is going to be game changing enough to warrant using 1hr ability for <.<

  15. #55
    An exploitable mess of a card game
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    Quote Originally Posted by CDF View Post
    "Resistance" here appears to refer to resist traits (Resist Paralyze) etc, for which the check is independent of macc/meva (as I understand it), so it makes sense to ES+Paralyze some junk NM with a Resist Paralyze trait and still get a non-trivial rate of resist.

    Not sure how elemental resistance factors into things though. (Maybe this is another independent factor, like trying to cast Slow on an Earth Elemental. 100% earth resistance.)
    That seems to be the general idea, but I doubt they're equivalent to traits. Some mobs have resisted ES spells, but didn't display the resist!!! message. Still trying to remember which mobs in particular though. If I had to guess that effect, I would imagine that they have a straight cut to the land rate instead of just a percentage chance to resist.

  16. #56
    Sea Torques
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    Anecdotally, I remember getting ES+Paralyze outright resisted even with new gear on Uptala, which is a rare event if the unresisted land rate is 95%. Don't know if it's just because the land rate is just fixed at 5% or whatever so ES is irrelevant or there is a cut after ES (I've seen this proposed like in 2008), though. I don't think Uptala has any special traits though?

    Metalcruncher Worms in Woh Gates... these seem to be their INT unless I got the offsets wrong (calculations based on https://www.bg-wiki.com/bg/Magic_Damage). Hard to get MAB values that are multiples of 50 though to avoid rounding errors so I'll check again some other time.

    Tojil has 200 INT in spreadsheets (level 130) so not sure if these are reasonable

    Code:
    Level		INT
    112		204
    111		199
    110		194

  17. #57
    An exploitable mess of a card game
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    Utala is an undead which tend to resist ice based abilities. Still need to test this, but SP+sleep 1 landed against a dark elemental whereas elemental seal + sleep 1 did not. Not sure if I remember the normal behavior of ES + Sleep against these though. Will check with impact when SP is back up.

  18. #58
    Sea Torques
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    I was actually trying to check Subtle Sorcery + ES on an earth elemental but Slow kept getting resisted. To me this further confirms 100% earth resistance no matter how high your magic accuracy is.

    It never was a "complete resist" (immunity) though. In your case I would have expected Stymie or RDM SP2 + Sleep to land actually on a dark elemental (if I had RDM to try it out)

    Edit: I didn't realize Subtle Sorcery wasn't supposed to work with enfeebling magic. See below dev posts for background.

    So based on my earlier test on the Arboreal Bastion, Subtle Sorcery still appears to provide a large magical accuracy boost for stuff without "strong resistances," as described in the October 2012 post. This may still be limited to elemental magic, as stated in the November 2012 post. Since I didn't know about these posts until today I tried seeing if Subtle Sorcery provides a general magic accuracy boost that would apply to weapon skill additional effects (it doesn't seem to be the case)

    I would still have to check the statement about "guaranteed half-resists" for things with "strong resistances."

    October 29, 2012: http://forum.square-enix.com/ffxi/th...ilities/page70

    While this ability will not give large increases to the maximum damage dealt from a single spell, it will make it possible to increase the average damage output by gaining a magical accuracy boost that is on the same level as Elemental Seal.

    Also, this ability will benefit not only elemental magic, but enfeebling magic and dark magic as well. In terms of increasing damage, we are currently looking into making it easier to land elemental magic by removing half-resists or via other methods. (However, removing half-resists for enfeebling magic would be too much of a boon, so it will be necessary to make adjustments to limit it to elemental magic.)

    November 7, 2012: http://forum.square-enix.com/ffxi/th...l=1#post376369

    We will be limiting the effects of the new special ability to elemental magic and will be easing up on resists. For monsters that have strong resistances, a half-resist is guaranteed. If they resist yet again, it will result in a quarter resist. While the special ability is active, the resist determinant will be lowered and it will be possible to deal steady damage.

  19. #59
    Ridill
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    I've found generally that there is basically 2 kinds of immunity since they added immunobreak. There is the completely resist message and then there is the you don't get the complete resist message but you wont land a single spell no matter how low the mob is or how much macc you have unless there is an immunobreak (and possibly some kind of -meva down i haven't tested that) and previous to that update just flat out undebuffable to those spells. Perhaps stymie is sorta like an super immuno break?

  20. #60
    Flowery Twats
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    I seem to remember resisting silence on suzaku with ES at 99, though after that first pop I didn't bother waiting for ES to be up again and just cure bombed in mdt/barfira so maybe just bad luck.

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