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  1. #41
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    Yeah, it was 10% for a long time and they bumped it up to 15% back in the ToAU days during a big BP adjustment cap, so it was definitely programmed at a different time than Haste at least.

    Confirmed it, by the way.
    * SMN/BLM Firaga = 12 seconds with Hastega (15.25*(1024-153)/1024)
    * WHM/BLM Firaga = 13 seconds with Haste (15.25*(1024-150)/1024)
    Tried each nuke multiple times.

    Yet another reminder that any value which hasn't been explicitly tested in FFXI is suspect.

    * SMN/WHM Reraise = 51 seconds with Hastega (60*(1024-153)/1024) - excludes 154
    * BLU/THF Bludgeon = 9 seconds with Hastega (11.75*(1024-153)/1024) - excludes 152
    So yeah, it's 153/1024

  2. #42
    Ridill
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    So I tried some testing with pld af3 feet +1. No dmg bonus. Went to test enmity lightly. Pulled with 1 character then with another did 3 threnodys to get hate one 2nd character (300 CE). Used DE flash on 3rd character then cure 1'd till getting hate.

    First 2 characters had no enmity. 3rd the pld had +4 on initial spell then 0 for subsequent cure 1s for 0. For fun (and to see how enmity gear stacked with emblem) did 1 without af3 but same amount of emnity in gear and 1 with.

    First test with just random +4 emnity took 20 cures to get hate back so that means DE flash was worth 280. Base flash is 180 and base DE is 1.5X emnity and +4 emnity would be 1.04.

    If they were additive 180*1.54= 277.2

    If they were multiplicative 180*1.04= 187.2. 187*1.5= 280.5

    So looks like it's multiplicative.

    Did again with +1 feet taking off my other +4 emnity gear. Same spells 11 cures till I regained hate. So that means DE flash with boots is 289 enmity. So looks like 1.55X for DE with +1 boots. 1.55*187= 289.85.

    So does something but barely anything. In fact I had done some rougher tests first and couldn't see a diff lol

  3. #43
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    Are you sure it was 11 Cures and not 10?

    You said you took off the 4 Enmity, but you still used 187 Enmity as the base for your second test. If it was 180, then it would be a 1.605555... modifier, which is slightly more than +10%. We would have predicted 288 for +10%.

  4. #44
    Ridill
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    Yes I counted.

    And I took off the 4 enmity because the boots have 4 themselves . Though suppose could've made that clearer. Was the whole reason I was wearing 4 in the first test since iirc sometimes having + and - does weird stuff

  5. #45
    Nidhogg
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    95% certain you need to have them on for the cast like almost every other empyrean+2 that enhances a JA. Sabotons are good anyway for the +7 Enmity already present and the 4% haste (for flash) but MAB feet are hard to come by I think(maybe there's something new now) but as far as I know the only thing available is Templar Sabatons since it has MAB+2 and Divine SKill+5 and skill greatly affects Holy II under DE(more so than MAB of equal quantities but not sure on the formula since it probably varies depending on dMND,Skill,MAB, MDB etc)

  6. #46
    Ridill
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    According to bg wiki divine skill basically becomes like another MAB multiplier with DE if I'm reading it correctly. Only looked at a couple of skill points and didn't check how it worked with MAB but the numbers worked out for that

  7. #47
    Impossiblu
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    Not sure to what extent it's been tested but did some quick things with Restraint after the standard damage enmity thing came out on a hunch that it may be based on 240 delay as well, this is probably already known but whatever.

    -Formula appears to be Combined Delay of All Hits Landed/240 * 0.65 (Combined Delay/156), all numbers matched perfectly.
    -Effect is diminished by haste, similar to sambas. Delay is post delay reduction and haste.


    Didn't look at +2 hands or multihits yet but I suspect that +2 hands just doubles it all and it works on every hit of a multihit WS similar to overwhelm. Overall, assuming 50% haste and a 5hit, about +3% WSD average without hands or anything, 6% with. Gets worse as haste goes higher. Not sure if worth JA delay (it totally isn't).


    Wonder how many other things are based on 240 delay, guess sambas would be the only other real candidate

  8. #48
    An exploitable mess of a card game
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    https://www.dropbox.com/sh/fjx49zv3m...ster/Abilities

    Nocturnal Combustion is breath damage. Checked with the help of Dsherman using Djinn and taking advantage of their instant TP gain ability. The first image shows the DMG void of MDT and BDT. The rest explain within the image. I used shell for MDT and an atma for BDT (Alfard's atma). Idr why I needed to check this lol.

  9. #49
    Nidhogg
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    That makes sense seeing as it's an HP based attack(Dark version of Self-Destruct). I'm fairly certain Self-Destruct is a breath as well as Hypothermal Combustion(Snoll's Self Destruct). Good find though still.

  10. #50
    Relic Horn
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    The same JA buff can stack with itself, as long as they're from different players.

    A recent Legion run I was in had the Sandworm absorb everyones' buffs. Afterward, I managed to steal Berserk off of it twice with Absorb-Attri, and they indeed stacked with each other.

  11. #51
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    So, when you use Gauge the server actually sends a numerical parameter that is proportional to your CHR (and probably the monster's CHR). It shares a convenient relationship with resist rate:
    99 Taru BST/DNC vs. 101 Bonaria:
    95+0 = 57
    95+1 = 57
    95+2 = 56
    95+3 = 56
    95+4 = 55
    95+5 = 55
    95+6 = 54
    95+7 = 54
    95+8 = 53
    95+9 = 53
    95+10 = 52
    95+11 = 52
    95+12 = 51
    95+13 = 51
    95+14 = 50
    95+15 = 50
    95+16 = 49
    95+24 = 41
    95+34 = 31
    95+54 = 11
    95+55 = 10
    95+56 = 9
    95+57 = 9
    95+58 = 9
    95+59 = 9
    95+60 = 8
    95+63 = 8

  12. #52
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    Some dCHR values using these stats: http://www.bluegartr.com/threads/108...=1#post5688194

    Assuming this is the resist rate, at dCHR=0, resist rate is 23%. This value isn't dCHR because 1) We would see that here and 2) The value doesn't necessarily increase or decrease at 1:1 ratio.

    From CHR102-116, resist rate remained 1:1 (CHR:Resist rate reduction). However, at CHR117 (dCHR=15) the value remained the same as CHR115 (dCHR=114). This value didn't increase until CHR120 (dCHR=18). I didn't have much more CHR gear for BST, so I decided to try one against rabbits and received "three" as the resist rate, so I assume that three is either the cap or we need significantly more CHR to cap.

    For clarification:
    CHR116-119 (dCHR14-17): 9% resist rate

    https://dl.dropboxusercontent.com/u/...3_03.30.28.png
    https://dl.dropboxusercontent.com/u/...3_03.51.03.png
    https://dl.dropboxusercontent.com/u/...3_03.51.04.png
    https://dl.dropboxusercontent.com/u/...3_03.52.09.png
    https://dl.dropboxusercontent.com/u/...3_03.59.15.png

  13. #53
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    "3" is the minimum number that I have seen (except for uncharmable stuff, which gives 0). It appears that you need increasingly large amounts of CHR to decrease the value once you get above 10. I think that level correction also plays a role here, though, because I doubt that level 101 mandies have 147 CHR. In the past when I did some basic tests with this, I estimated that they gained 10 points per level. There should not be level correction active in Yugl's case if SE was good to their word and decreased it by 1 in the last update.

    This number is not perfectly resist rate. It might be resist rate before MAcc/Affinity gear, though. I did not note it on the previous page, but it is worth noting that Chatoyant Staff has no effect on this number (besides what you expect from its CHR). dSTAT=14 being an inflection point is similar to what pchan's tests showed (dSTAT=15) and similar to what Lodeguy's tests showed (dSTAT=10). This could be an interesting way to map STAT:MAcc changes and figure out how MAcc is actually affected by level correction.

  14. #54
    Ridill
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    Hmmm have you read the old gauge tests on allah? They were doing fairly similar stuff except they had to use break points since they only had messages and not the number

  15. #55
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    Tried the Boulders (100-102) and has 14, 21, and 26 as the values. Could have been 5 per with the a gain of 2CHR at 101, but the lizard result, taken into acoount, require a bit more complex equation such as LVBonus=Floor((dLV+1)/2)*5

  16. #56
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    ?~50 = Difficult
    50~25? = Might be able
    25~3 = Should be Able
    0 = Cannot charm

  17. #57
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  18. #58
    Relic Horn
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    I'm wondering now if Tame has a set number it subtracts, or if it goes down a certain number of levels. For example, let's say Tame brings the number down by 3. If the mob started at 31, would it go 31 > 11 > 10 > 9, or would it go 31 > 30 > 29 > 28?

  19. #59
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    Quote Originally Posted by Yugl View Post
    Is this?:
    98 - 9
    99 - 12
    100 - 15
    101 - 20

    Do we know the CHR for these level worms? .... errr... if they're worms? Was this in MMM or something?

  20. #60
    An exploitable mess of a card game
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    That image was Dhalmel/Rabbits MMM mobs.

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