Composure actually gives (Level/5) Accuracy, so +19 Acc at level 99.
Composure actually gives (Level/5) Accuracy, so +19 Acc at level 99.
So as you know if you call beast with an ilvl axe it effects the pets level and if you changes axes it will change back and forth. If you take it off it will go back to level 99 put one back on go back to that level. But if you use call beast without the any ilvl axe mainhanded switching to one later wont raise the pets level
I keep forgetting to post this..
Awhile back while i was doing all those enmity tests, I did a quick Divine emblem test. The enmity mod for the creed sabatons +2 on BG wiki had a info needed tag. And there's no mention of if you need Sabatons equipped on JA or cast.
So, I did a quick test. Equipped Sabatons, Used Divine Emblem, removed Sabatons. Then flashed.
The enmity value came to 288. 180*1.6=288. So, the enmity increase is confirmed to be +60%. And you only need Creed sabatons equipped for JA activation. Not that they aren't great flash feet anyway, but good to know.
They really need to raise the cap on older BST pets. AudaciousAnna's Infrasonics lasts 3 minutes (probably previously known) and is -25% evasion (not previously known).
also, funny story. the old mandragora that took 2 humus to synth and capped at like lv95 has a 20% atk and def bonus, actually has higher atk and def than the i119 AA mandy
Actually tested it awhile back. Just not sure where I put it in. Maybe the old delve stuff since was looking into it for that. Can also half duration resist but it's hard to tell since you don't see a message in the log other than the huge drop in hitrate. It also doesn't overwrite itself so you can't try to just reuse at 1.5 minute. Wouldn't land on nq delve nms though at first despite working fine on mobs right outside. Even after the first buff with the whole ilvl thing it wouldn't. But the update after that upped all pet stats it could sometimes.
I'm shit at Fast Cast testing and wiki didn't have an answer so I hope someone can make sense of this "Enhances Inspiration" testing. Also I didn't search the forums very hard :3
It's important to note that Futhark pants have 6% haste.
RUN/WHM (Reraise) 5/5 Inspiration
w/o buffs / gear = 1:00
w/ Vallation = 0:45
w/ Futhark pants only = 0:56
w/ pants + Vallation = 0:39
now for the important tests
weakened w/o buffs / gear = 2:00
weakened + vallation = 1:30
weakened + pants = 1:56
weakened + pants + vallation = 1:21
weakened + pants + vallation + rescuer = 1:19
weakened + pants + vallation + rescuer + ambition = 1:15
Type of rune has no effect on the Fast Cast effect. Number of runes has no effect on the Fast Cast effect.
Looks like 10% fast cast which coincides with the 2% i got with 1 merit. Think someone else tested it in the reforged thread. Also iirc you can take it off after activation
Was going to ask in the "Needs to be tested" thread, but seeing how we're on Run atm here, figure this should work.
Has there been any testing on the +3% Critical Parry Run gets from it's relic feet? Don't play Run, but always curious about new stats/abilities and what they may offer to other jobs, should it begin to appear on other gear.
I'm inclined to believe maybe it means you get extra TP from a successful parry(like a 2x potent Tactical Parry?) maybe "Critical Parry" is a mistranslation of Tactical Parry?
I did some testing on Aettir "Lunge +10", but I'm not quite sure what to make of the results.
I really want a better way to display data like this. Lining up columns on a forum really sucks.Code:weapon Tskill MAB Aettir1 682 0 Aettir2 682 100 Expected DMG 1Rune 511 2Rune 1363 3Rune 2556 Observed DMG Aettir1 Aettir2 1Rune 579 1152 2Rune 1499 2982 3Rune 2760 5491 %gains Aettir1 Aettir2 1Rune 0.117443869 0.112847222 2Rune 0.090727151 0.085177733 3Rune 0.073913043 0.069022036
Anyway. "Lunge+10" doesn't appear to be a %+ value. The way it degrades is weird too. But here's my best guess as to how to work this into the current formula.
Normal: ( Main-hand weapon Skill × (0.5 + Number of Runes × 0.25) )
Aettir: ( Main-hand weapon Skill × (0.6 + Number of Runes × 0.25) )
When you add 0.1 to the normal bolded value the expected and observed vaules nearly match up. It's still a tiny bit off, but I've no Idea how to get it any closer while using some thing even vaguely resembling the +10 SE showed on Aettir. interpreting it as +0.1 to the bolded value is the best I've got.
The expected values are ever so slightly higher than the observed, in most cases. They're so close I wonder if I just forgot to floor a step somewhere...Code:Expected DMG Observed DMG %gains Aettir1 Aettir2 Aettir1 Aettir2 Aettir1 Aettir2 1Rune 579 1158 579 1152 0.0 -0.005208333 2Rune 1500 3000 1499 2982 -0.000667111 -0.006036217 3Rune 2760 5520 2760 5491 0.0 -0.00528137
Also, need a name for that bolded value. It's difficult to say What exactly Attir does without a name for it. "Adds 0.1 to valueX" doesn't tell you much.
Guess I should've just posted here
Not higher at all, so I guess that's exactly what it does. SE being roundabout in their way of telling us, but I guess they couldn't really write it any other way. Not quite as good as a 10% bonus to damage but I'll take it.Changing the Base Rune Multiplier (BRM) term (there you go) to 0.6 matches perfectly with your observed values.
3 * 0.25 = .75
.75 + .6 = 1.35
682 * 1.35 = 920.7 (trunc = 920)
920 * 3 = 2760
2760 * 2 = 5520
Ok, so I know why my Aettir2(+100 MAB) values were off. I can't hit +100 mab in just gear atm, so I used /rdm. Wanted a nice easy to work with value. But I counted MAB II as +25 mab, not +24. So that set actually had 99 MAB, not 100.
Except, ugh. Still 1 point of DMG off for 3 rune Aettir2... eff it. It's probably right, I just suck at math.
Comes out 1 off no matter what way you flip it, but there may just be some minute difference in how we calculate it compared to how the server calculates it causing the discrepancy. The numbers are so very close that I don't see it being a possibility other than the conclusion you've come to.
Could try making a table... but it's kinda annoying to code one especially without a template. As far as the 1 off they might have just done something silly like instead of it being .6 it's 610/1024 (or something like that) or they used a formula that is algebraically the same as what you derived but does steps differently and with truncating gets small differences
has anyone bothered testing the cor rolls since the update? wizards roll for example? (warlock's would be hard to test) gallants and ninjas roll? (pup roll would be hard to test too)
why did SE not put out numbers for them?
from Afinia on FFXIAH forums on gallant's roll without job bonus
No.1 defense: 599 (+5%)
No.2: 606 (+6%)
No.3: 684 (+20%)
No.4: 613 (+7%)
No.5: 622 (+9%)
No.6: 631 (+10%)
No.7: 590 (+3%)
No.8: 640 (+12%)
No.9: 651 (+14%)
No.10: 662 (+16%)
No.11: 707 (+24%)
old job bonus was +10% on top of it (which prolly is the same)
Ninja's Roll is pretty underwhelming:
Base eva: 397
Bust: -10 (387)
1: +4 (401)
2: +6 (403)
3: +8 (405)
4: +25 (422)
5: +10 (407)
6: +12 (409)
7: +14 (411)
8: +2 (399)
9: +17 (414)
10: +20 (417)
11: +30 (427)
Job Bonus: +10
You forgot to post the base defense which was 573. The percentage of buff is just a rough number. For example, 573 with 4.7% increase gives 599 defense, 5% increase is just a rough number.
Copy and paste AH.com for wizard's roll test by By Asura.Galahadx:
Without job bonus:
1: +4
2: +6
3: +8
4: +10
5: +25
6: +12
7: +14
8: +17
9: +2
10: +20
11: +30
bust: -10
With job bonus:
2: +16
4: +20
8: +27
10: +30
11: +40
Edit: With 652 base defense, busting Gallant's roll gave me 575 defense. That should be around 12% decrease.
Apparently Intervene can miss: