Unsure if known, but an SP1 stolen by Larcency appears to be overwritten by Perfect Dodge. I'm unsure if a stolen SP1 will also overwrite Perfect Dodge.
Unsure if known, but an SP1 stolen by Larcency appears to be overwritten by Perfect Dodge. I'm unsure if a stolen SP1 will also overwrite Perfect Dodge.
Probably known but Lareceny cannot steal Nature's Meditation from Chapuli's. Since that ability doesn't give a buff according to the chatlog, it probably just adjusts their mob property/attribute for some kind of trigger that makes it take 0 dmg when charging a TP move/spell. Come to think of it that would actually make a neat enhancing buff for RDM kind of like Aquaveil, you have a 4-5k HP stoneskin that only activates while casting or using a WS but can be used tactically to avoid taking some damage.
There seem to be three main types of mob buffs.
Buffs that cannot be dispelled, and cannot be stolen (such as Magma Hoplon's Stoneskin part, and Nature's Meditation).
Buffs that can be dispelled, but cannot be stolen (such as Preying Posture).
Buffs that can be dispelled, and can be stolen (most normal mob buffs).
Larceny probably just goes by the third category, with SP1s added.
There's also ones that cannot be dispelled or are incredibly difficult but can be stolen such as buffs like say Brulo
That's just due to avatar resistances though.
Yeah, probably has a high resistance to 'Dispel' or has high dark resistance/magic evasion. Aura Steal/Larceny have a fixed chance to dispel regardless of resistance. Absorb-Attri is probably also the former in that it has to pass the magic accuracy check for the 'dispel' and whatever is dispelled gets transfered to the DRK, kind of like a psuedo Dispel II, in that with Nethervoid it can 'dispel'(remove+absorb) multiple buffs.
Yeah it's basically a flat out 0% hit rate on anything not water based. Still nice that it can get around such things
Any testing on Swordplay's accuracy bonus? I can't find info anywhere(it's not even on the JPwiki...) A lot of the new 2hrs have not been quantified like PLD's, COR's
well, its not static so its really hard to quantify no? i suspect it could be percentage based or is just an insanely huge amount, cos i've got from whiffing every hit (high evasion) -> swordplay -> and like 1 minute later i'm hitting every hit. (low evasion).
but eyeballing.. so.
Meh when I drop gear on blu make marbols in Mortimer into high evasion, sword play drops it to neutral evasion. I wonder if it's a % rather than a static amount like aggressor, would seem unlikely given that aggressor has a penalty and swordplay doesn't really?
Stymie does not bypass Resist status traits.
May have already been known, but Elemental Siphon is literally an Aspir effect on your Spirit. If you leave your spirit out long enough to run it's MP dry, it doesn't return any MP.
Ruinous Omen :
Most people tend to think this BP is too weak/random. It's in fact our most powerful magic BP if given the right conditions and it's not exactly random.
Like Zantetsuken (Vs "Impossible to Gauge" monsters), Ruinous Omen cannot kill the target, is based on the remaining ennemy's HP and has a "cap" on damage but to be able to reach the "cap" the target must have a high amount of HP (more or less 100k for a level 99).
Unlike Zantetsuken, Ruinous Omen can be resisted (1/2, 1/4 etc) and is affected by MAB/MDB/MDT/INT/BP%/Magic Burst/Day/Weather.
Diabolos can't take the hate with this BP unless the other monsters are left passive/unclaimed.
Cherufe
Ruinous Omen : 10103 (3 times)
Tidal Wave : 8636
Grand Fall (0% TP) : 5955
Grand Fall (300% TP) : 9883
Umagrhk
Ruinous Omen : 8231 (3 times)
Tidal Wave : 7009
Grand Fall (0% TP) : 4774
Grand Fall (300% TP) : 8175
Perdurable Raptor (tried on Supernal Chapuli and Nerrivik before but they have 1/2 resistance against dark element)
Ruinous Omen : 10570 (3 times)
Tidal Wave : 8940
Grand Fall (0% TP) : 5961
Grand Fall (300% TP) : 10325
Ruinous Omen could be useful against a group of enemies with over 80-100k HP each but these are rare and most of the time they have to be super tank.
Run Wild bonuses are pretty ridiculously big. 175 Accuracy and 170 Attack, probably other stats too.
Swordplay testing using /checkparam indicates that the JA grants a gradually increasing bonus to Acc/Eva. For RUN, the bonuses increase by ~6/tick up to a bonus of +60acc/+60eva. For /RUN it's 3/tick capping at 60acc/60eva. Assuming eating a crit or severe damage resets this bonus but have not checked that.
/RUN49
http://imageshack.com/a/img33/7536/qoq0.png
(Sorry I didnt show my /checkparam before using the JA, my baseline was 508acc/538eva
RUN49 Main
http://imageshack.com/a/img841/8943/3ody.png
Pretty much makes RUN the highest acc melee in the game now. Same ACC bonuses as DRG, two handed weapon, 60acc from Swordplay and A+ GS skill.
I wanted to test conspirator but was too lazy to find a mob. To clarify it gives you nothing unless you're on a mob's hate list(used in town and gave me nothing). Souleater gives 25acc if ppl didn't know, spirit surge gives 50, warmup gives +10 to acc and Eva and feather barrier is +25. In regards to acc and atk distributions between all melee jobs, most melee are even now. With the advent of ilvl gear most dd have roughly the same atk acc Unbuffed and those with buffs come on top. I'd like to see SE give more buffs to jobs lacking buffs or make traits more potent because drg and dnc traits become a drop in the bucket compared to jobs that get +25% atk boosts or 60acc boosts.
Aggressor does give -25 evasion. Tested using /checkparam.
Was testing hunter's roll with the new Lanun Tricorne because of some weird results I ended up getting, and decided to go back and test other rolls.
Better information regarding chaos roll:
No Bonus DRK Bonus (Hat Bonus)
1 64/1024 164/1024
2 80/1024 180/1024
3 96/1024 196/1024
4 256/1024 356/1024
5 112/1024 212/1024
6 128/1024 228/1024
7 160/1024 260/1024
8 32/1024 132/1024
9 176/1024 276/1024
10 192/1024 292/1024
11 320/1024 420/1024
Bust -100/1024
Hat provided the same results, adds 100/1024
Chaos Roll sub COR is half the base, and if a DRK is in the party is +52
Busts Ceiling(math), roll effects Floor(math).
Tested new Healing Breath cap with the gear released last week. Not using Deep Breathing or HP Food w/AF3 Body.
119 Weapon, Lancer Earring, Pteroslaver Armet+1, Wyvern Mail, Lancer Torque, Ostreger Mitts, Updraft Mantle, Glassblower's Belt, Vishap Brais+1, Pteroslaver Greaves+1
Wyvern Max Parameter Boost Lv5.
http://imageshack.com/a/img28/7699/w7bs.png
To be honest Deep Breathing is kinda pointless now unless you are planning on being around a lot of MNKs with crappy WHMs. With Deep Breathing, HB will heal well over 2k and is virtually overkill for solo or small 6 man groups. Maybe better off throwing that extra merit into 5/5 Empathy or a 1/5 Strafe?
For the lulz this is a Smiting Breath with the same gear+Deep Breathing 1/5.
http://imageshack.com/a/img40/4976/5b1.png
Now if Wyvern Breaths did this much ALWAYS after every WS, maybe DRG would get more love