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  1. #81
    Impossiblu
    Join Date
    Mar 2010
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    10,362
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    9
    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    Cardinal Chant tiers: 25/45/65/85

    tier data that I have access to:

    east: Magic attack bonus
    +5(8), +7(10), +10(14), 13(17)

    south: Magic accuracy
    +5(8), +7(10), +10(14), 13(17)

    west: Magic burst bonus
    +10(15), +14(19), +18(24), 22(28)

    north: Magic crit rate
    +5(8), +7(10), +9(13), 11(16)

    Parentheses = values for -ra spells

  2. #82
    Relic Shield
    Join Date
    Jun 2005
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    1,906
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    6
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    Asura

    Geomancer MDB up and MAB down

    I did this mostly for personal curiosity regarding MDB up and MAB down, but figured I might as well post:

    Tarutaru GEO99/SCH49 w/ 100INT 0MDB vs Kuftal Delver

    600 dmg Stone IV
    414 dmg Stone IV with Geo-Fend on
    Geo-Fend cast with 393 Geomancy and 388 Handbell skill

    Kuftal Delver
    875 dmg Quake
    658 dmg Stonega III
    600 dmg Stone IV
    762 dmg Quake w/ Geo-Fade
    573 dmg Stonega III w/ Geo-Fade
    523 dmg Stone IV w/ Geo-Fade
    Geo-Fade cast with 393 Geomancy and 388 Handbell skill

    Using the old magic damage formula and BLM traits, the Kuftal Delver has 124INT and 40MAB and Geo-Fend provides 45 MDB and Geo-Fade is -18MAB at that skill level.

  3. #83
    BG Content
    Join Date
    Jul 2007
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    21,104
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Technically an ability but I'm putting it here because it mostly applies to magic. It looks like SE only sends Sneak/Invisible "wears off" messages on tocks. I got this when using Spectral Jig:
    Code:
    No Gear: (North Gustaberg)
    3:19 - Used
    5:50 - First warning (10 and 20 seconds after for more warnings)
    6:19 - Wears Off - 9 seconds after last warning
    180 seconds duration
    
    Etoile +2 pants: (North Gustaberg)
    51:15 - Used
    54:50 - First warning (10 seconds and 20 seconds after for more warnings)
    55:17 - Wears off - 7 seconds after last warning
    242 second duration (+35% Duration)
    
    Maxixi +1 feet: (Palsborough)
    24:57 - Used
    28:48 - First warning (10 seconds and 20 seconds after for more warnings)
    29:09 - Wears off - 1 second after last warning)
    252 second duration (+40% Duration)
    
    Etoile +2 pants and Maxixi +1 feet: (Palsborough)
    16:26 - Used
    20:28 - First Warning (10 and 20 seconds after for more warnings)
    20:56 - Wears off - 8 seconds after last warning
    270 second duration (+50% Duration)
    
    Etoile +2 pants and Maxixi +1 feet: (Palsborough)
    30:25 - Used
    34:28 - First Warning (10 and 20 seconds after for more warnings)
    34:55 - Wears off - 8 seconds after last warning
    270 second duration (+50% Duration)
    They increased the duration of Spectral Jig to always be 3 minutes, so the No Gear test works out exactly between when it was used and when it wears off. You'll notice two things if you scan down the list though:
    1) There appears to be a +50% duration cap (wtf, SE?)
    2) The time between when you get your last warning and when it actually wears off is (as any mage could tell you) random. This is because SE seems to be sending "it's going to wear off soon" warnings on tocks. They're always 10 seconds apart and appear to be consistent within a zone.


    So yeah, any time you've gotten an "instant" wears off message -> wears off, you have SE to thank. They're too lazy to send packets when the warnings should occur and just push it into their outgoing tock packets, so you get either between 0 and 9 seconds after the last message or between 1 and 10 seconds.

  4. #84
    Blue Magic is Best Magic
    Join Date
    Jul 2007
    Posts
    8,213
    BG Level
    8

    A lot of people I talked to didn't know this but, Geo-Fury and Geo-Precision work on ranged attacks.

    Quote Originally Posted by "Leviathan.Comeatmebro" pid=2558353
    do indi-precision and indi-fury increase ranged accuracy/attack
    http://img.photobucket.com/albums/v4...l_tamer/s1.png

    Top is no buffs, GEO has 8/8 geomancy/handbell skill and used the AF bell.

  5. #85
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
    BG Level
    8
    FFXI Server
    Asura

    notes for corrections on BG wiki on geo spells:

    404 handbell 419 geomancy, combined 823:

    bg wiki states indi-fury caps at 12.5%, with my skill set i have 13.6% attack boost, potency has NOT reached cap yet, stated on BG wiki said it has reached cap.
    indi-voidance gives at 823 skill 59 evasion, as compared to 54 at 746 skill

    indi-barrier now gives 18.19% defense up, bg wiki states cap as 17%, i suspect there was some tier break on spells transitioning from 746 to 823 we werent aware of.

    what would be a good way to test debuff spells, like torpor and frailty? would also like to test the -attack one and the -accuracy debuffs, geo-wilt and geo-vex

    <3 /checkparam


    oh FFS wrong topic, can someone move this to magic/abilitys topic -_-

  6. #86
    Ridill
    Join Date
    Apr 2011
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    Bahamut

    Normally a good way to check debuffs would be to have them transferred to you... but that is kinda impossible in this case. Your options would be to use the old /check method or pvp

  7. #87
    Relic Shield
    Join Date
    Jun 2005
    Posts
    1,906
    BG Level
    6
    FFXI Server
    Asura

    I was curious about flash's blind effect so I just did a simple test with Fiv to get a general idea of its effect.

    Fiv cast flash on me with 404 divine skill. My accuracy went from 642 to 342 and rapidly increased until it wore.


    I cast flash on Fiv with 150 divine skill w/ Venabulum equipped. He reported starting at 471 acc then dropping to 164 with subsequent checkparams showing 214 > 300 > 385. Afterward, I had Fiv remove his weapon so he only had 85 accuracy. After flash, he reported it just sitting at 1 accuracy for most of the duration.

    So, it seems like Flash drops accuracy by ~300 and then the effect rapidly wears off until the status effect itself is gone.

  8. #88
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    Scholar merit - helix magic acc./atk.

    In-game description: "Increase magic accuracy by 3 and magic attack bonus by 2 for helix spells"

    Base helix damage is capped at 181 at 234 dINT

    INT 255, MAB 184, magic damage 195. SCH99/BST01

    Assuming Helix MAB +2 per merit:

    Code:
    			Predicted	Actual
    Thunder			1079		1079
    Ionohelix 5/5 merits	1105		1173
    Ionohelix 0/5 merits	1067		1067

    Assuming Helix dmg +2% per merit:

    Code:
    			Predicted	Actual
    Thunder			1079		1079
    Ionohelix 5/5 merits	1173		1173
    Ionohelix 0/5 merits	1067		1067
    Ionohelix 4/5 merits	1152		1152
    Actually helix merits appear to increase total helix damage by 2% per merit, up to 10% bonus at 5/5.

    Looking at BLM group 1 merits ("magic potency"), Thunder damage is still 277 at BLM99 (185*1.5) = 277, so the in-game description for helix merits was probably always misleading (or people already knew this and it wasn't documented in the magic damage calculations). Helix merits add +2 to a term distinct from the usual Magic Attack Bonus term.

  9. #89
    Old Odin
    Join Date
    Oct 2006
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    6,198
    BG Level
    8
    FFXI Server
    Asura

    quick question, does Zodiac Ring only effect nukes/elemental magic, or does it maybe also work on cures?

  10. #90
    Sea Torques
    Join Date
    Dec 2007
    Posts
    582
    BG Level
    5

    No on Zodiac Ring for cures. It says elemental magic and I just tested it with Cure on Lightsday (obi to guarantee day proc).

    Void Worm (Dho Gates) apparent INT values:

    Lv121: 261
    Lv122: 271
    Lv123: 281? (my dINT < 0 so I couldn't verify)

    As an aside, nuke accuracy on level 123 worms was poor on SCH/RDM (258 INT, 8/8 elemental merits, Dark Arts) with NQ Hagondes and no macc augments, and I even had a Lehbrailg +2 with macc+23 and elemental skill +7.

    16/11/8/16 (n = 51)

  11. #91
    Sea Torques
    Join Date
    Dec 2007
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    582
    BG Level
    5

    More indication that level and dINT differences can affect magic accuracy significantly. I used Fire since it seems to be a neutral element against worms

    Level 121 Void Worm: 32/38 = .842 (6 half-resist)
    Level 123 Void Worm: 21/75 = .28 (21/9/14/31 full/half/quarter/eighth damage)

    Conditions:
    Spoiler: show
    Lehbrailg +2 (aug: macc+22, ele skill+7)
    Zuuxowu Grip
    Dosis Tathlum
    Hagondes Hat (aug: MAB+18)
    Eddy Necklace
    Friomisi Earring
    Novio Earring
    Hagondes Coat (aug: MAB+19)
    Yaoyotl Gloves
    Icesoul Ring
    Diamond Ring (aug: INT+6 total)
    Toro Cape
    Cognition Belt
    Hagondes Pants (aug: MAB+20)
    Hagondes (aug: MAB+21)

    Fruit Parfait (INT+3, MAB+6)
    /RDM sub (MAB +24)
    Hailstorm (INT+12)

    Totals:
    Magic damage: 235
    Magic attack bonus: 231
    Elemental magic skill: 427
    Magic accuracy: 42
    INT: 273


    Raw data lv 121:
    Spoiler: show
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    1012
    506
    1012
    1012
    1012
    1012
    506
    1012
    1012
    1012
    1012
    1012
    506
    506
    1012
    506
    506
    1012
    1012
    1012
    1012
    1012


    Raw data lv 123:
    Spoiler: show
    936
    115
    115
    115
    936
    936
    115
    231
    115
    115
    466
    115
    115
    936
    231
    466
    231
    936
    231
    115
    466
    115
    231
    115
    231
    115
    231
    115
    231
    936
    936
    466
    936
    115
    231
    466
    936
    936
    115
    936
    231
    115
    466
    231
    466
    936
    936
    936
    466
    231
    936
    936
    115
    115
    936
    936
    115
    115
    115
    115
    466
    115
    936
    936
    115
    231
    115
    115
    115
    115
    231
    115
    115
    115
    936

  12. #92
    Impossiblu
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    Mar 2010
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    Prothescar Centursa
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    Balmung
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    Valefor

    Never saw any formal tests for it after I confirmed that Dia is affected by Light Shot, so there was never confirmation for double light shot working on Dia II to bring it to the same level as a Light Shot Dia III. Well...


    Base DEF: 430

    Dia: 408 (5%)
    1 shot: 386 (10%)
    2 shot: 364 (15%)
    3 shot: 342 (20%)

    Dia II: 386 (10%)
    1 shot: 364 (15%)
    2 shot: 342 (20%)
    3 shot: 342 (20%)

    Dia III: 364 (15%)
    1 shot: 342 (20%)
    2 shot: 342 (20%)
    3 shot: 342 (20%)


    +/- a decimal point for each value, but yeah. about 5% per shot as expected with a standard cap across all dia spells.

  13. #93
    Impossiblu
    Join Date
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    Prothescar Centursa
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    Balmung
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    Reposting here:

    Erratic Flutter is 30% Haste, 302/1024 or so.

    2:06 Klimaform Recast

    2:06 = 126 = 7560

    10800 * 0.705078125 = 7615
    7615/60 = 126

    i'll check for the exact /1024 later



    I imagine Haste II mirrors this, will need to check later

  14. #94
    Chram
    Join Date
    Sep 2007
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    Fenrir

    My testing of Haste II puts it at exactly 307/1024 haste.

    Stoneskin with 38% fast cast (19% recast) is 17 seconds (would be 16 seconds with 308/1024 haste).
    Protectra III with 32% fast cast (16% recast) is 9 seconds (would be 10 seconds with 306/1024 haste).

    307/1024 is 0.2998046875, or the closest /1024 unit to 30% haste.

    If anyone wants to double-check my numbers.

  15. #95
    Impossiblu
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    307 works, I had 302 to 307 as possible range

  16. #96
    Sea Torques
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    Leviathan

    Testing for Haste II:

    naked thf/whm casting reraise:

    Just Haste2: 42s, value is between 291-307
    Haste2 + Thaumas Coat (40/1024) + Advancing March with +1 (80/1024): 34s, value is between 307-323

    Haste II is 307/1024.

  17. #97
    Impossiblu
    Join Date
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    Quote Originally Posted by Prothescar View Post
    Erratic Flutter is 30% Haste, 302/1024 or so.

    i'll check for the exact /1024 later
    307/1024

  18. #98
    Nidhogg
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    Seraphus Highwynn
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    Gilgamesh
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    Diabolos

    Rangers that I'm casting Flurry II on in Delve2 are reporting that it's virtually as potent as Overkill's snapshot boost, RNGs are pretty op with it. Maybe there's a snapshot cap like haste cap and with gear+velocity shot+Coursers+overkill they were easily at cap with some excess but with FlurryII theyre reaching cap as well? Pretty much don't need hunter's roll and can go with courser's if you have a rdm now

  19. #99
    Ridill
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    Bahamut

    I hope there is no cap given there is a built in delay for shooting that we can't lower

  20. #100
    Nidhogg
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    Gilgamesh
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    Diabolos

    Didnt they drastically reduce that though?

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