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  1. #121
    BG Content
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    As a disclaimer, I was not intending to test this. I set out to try and finish my Research: Yorcia quest. I was feeding TP with my Caduceus (non i-Level club) trying to get those fartknocking snapweeds to stun me, and I noticed this.

    First off, Flash Nova's description is "Chance of effect varies with TP." I've long suspected that the real meaning of this is "Additional Effect: Magic Accuracy varies with TP", and posted on the official forums to that effect, but they ignored me. However, it turns out that the description actually just indicates Magic Accuracy of the WS increases in general.

    Flash Nova does 925, 461, or 113 damage against Snapweeds
    * 100 TP - 113 x15, 461 x2, 925 x1
    * 300 TP - 461 x2, 925 x8

    So there you have it, "Chance of effect varies with TP." = "Magic accuracy varies with TP."

  2. #122
    Chram
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    Varying magic accuracy does lead to a varying chance of effect (even if said chance is bounded by ~100% on low level mobs), so it's not technically incorrect.

    It's interesting that the MACC applies to the damage itself, though.

  3. #123
    Nidhogg
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    Seraphus Highwynn
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    From a few years ago:
    *The paladin ability Cover now raises enmity towards the paladin and lowers enmity towards the party member under attack.
    Has anyone tested if the person you cover needs to actually be behind you to have their enmity lowered? Or can I use Cover on a RNG 15' away and reduce their enmity? Has the enmity been quantified(modified by Cover+ gear?).

    Does shield skill/size/bash+ affect Intervene damage? Sometimes it does like 2300 other times 1700 etc

  4. #124
    Ridill
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    As far as I can tell Intervene is basically just a huge bash effect. I've always noticed higher amounts with aegis than ochain... that said I not sure I'd bother with other bash gear for it since really what's the point of maccroing gear in for a 1hr ability to add 10 dmg to a move that already does 2k lol

  5. #125
    Old Merits
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    Quote Originally Posted by Ophannus View Post
    From a few years ago:


    Has anyone tested if the person you cover needs to actually be behind you to have their enmity lowered? Or can I use Cover on a RNG 15' away and reduce their enmity? Has the enmity been quantified(modified by Cover+ gear?).


    Does shield skill/size/bash+ affect Intervene damage? Sometimes it does like 2300 other times 1700 etc
    If it works anything like the cover effect on relic body, then the coveree has to actually have hate and be targeted by the attacks for it to proc. AND, they have to be properly positioned to proc cover.

    I can't say for certain that the enmity transfer is the same, but I'd bet it is.

    EDIT: Also, based on what testing has been done, the enmity transfer appears to occur when a hit is redirected to the PLD, rather than on JA activation. iirc, dmg must be taken by the PLD also.

  6. #126
    Nidhogg
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    Damn, I thought it would have been a Collaborator effect. That would have been extremely useful for 6 man fights. 3 min ability that absorbs 25%-33% of a pt member's hate.

  7. #127
    Chram
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    Has anyone tested whether Ice Shot enhances Distract/II?

  8. #128
    Ridill
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    So in testing distract I noticed something really weird with saboteur....

    so decided to test it some more. Blind at over 60 dint was -30 acc -20 at much lower, but only -63 with enhanced saboteur which is rather weird 2.1 times as much but doesn't go with the other thought I had about base only but also doesn't go with the old thoughts of itg gimping.

    So yeah saboteur is just weird with potency debuffs... my next thought is it might apply to base and to apply to the extra dstat potency you need that much more dstat. So like 50 dmnd to cap normally but need 100 dmnd to cap with saboteur...

  9. #129
    Ridill
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    Well there goes that theory even with tons of extra mnd (123 dmnd to be exact) sab distract still just -90 eva like before so only 80% increase instead of 100%, with af3 gloves -94 which is exactly 10% of the 80% sab bonus instead of 20% kinda like nms are supposed to. Which makes the -103 I got from enhance body before actually work correctly

    Blind sab was -60 acc like you'd expect but with af3 gloves it's only -63 so again gloves only giving a 10% of the sab bonus kinda like nms are supposed to

    Tried slow, reraise recast by itself was 77 sec which fits the ~29% on bg wiki, 94 with regular sab, 96 with enhanced sab which again fits the only 10% increase of nms....

    Also enhanced slow II fully merited was just 106 which is more like just 2.0 instead of 2.1 or 2.2 but recast is weird.

    All of this making me think that the half potency I remember reading about for nms only applies to the hand bonus not the whole thing... and that distract is messed up.

  10. #130
    Ridill
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    So asylum >>> stymie. Ie Stymie debuffs with with ilvl weapon and in a bunch of random reforged af against a naked whm failed 9/9 times with asylum up if you didn't need more proof stymie sucks

    It also makes me wonder what the point of point of asylum JPs are for... to help you against magic dmg by giving so little you are still on the floor?

  11. #131
    D. Ring
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    Asylum doesn't work on various enfeebles such as all stat down, amnesia, I forget what else. Was immensely pissed when it didn't even block amnesia.

  12. #132
    Ridill
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    True but I doubt another 40 meva will help you resist those either lol

  13. #133
    HABS SUCK!!!!!
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    Did you try said debuffs with ele seal vs asylum?

  14. #134
    Ridill
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    I did not.

  15. #135
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    Lakshmi
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    Subtle Sorcery reduces nuke CE to 0 (the only thing I've tested). Elemental Seal job points work as described, but I'm not sure if they're multiplicative or additive with Enmity from equipment.

  16. #136
    Ridill
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    So went to fight some worms in ull with no mdb or mdt gear they have 40 mab. Stonega 3 did 549 so if you factor out mab/mdb it would've done 479 (479*1.4/1.22= 549).

    With fully merited 3 rune vallation it did 274.

    If it was just Mdb it would've had to be only 12 mdb (479*.55*1.4/1.34=274) which would be a really weird 4/5 mdb each merit each rune... but if you assume it's just vallation type it comes out great with 50% total for vallation

    So yep still 1/3% per merit per rune for a total of 5% with 3 runes and 5 merits guess it's time for another bug report since they haven't done anything with the one they accepted a year ago <.<

    Anyways tried against Balaur his normal breathes were dealing 840 when doing full dmg... I was getting a lot of resists even without gear but full 1/8 resist was 104 and I managed to get a 52 with 3 rune vallation. So yep to breath

    Edit: went back to try as a blu/run and first thing to note was only 10% per rune and that runes and barrier tusk are separate terms with tusk going first. Kinda sad if they were the same term blu/run would stop magic dmg (not counting resist) almost as good as run main

  17. #137
    First invited, last in the zone.
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    Quote Originally Posted by dasva View Post
    So yep still 1/3% per merit per rune for a total of 5% with 3 runes and 5 merits guess it's time for another bug report since they haven't done anything with the one they accepted a year ago <.<
    Actually... doesn't Shell (and presumably other MDT) works in 256, and 1/256 ~ 1/3%. Is it possible it's just 1/256, and that's what they mean? (It does say one "point", not one percent.)

  18. #138
    Ridill
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    I suppose shellra V gained 2/256 each merit after first and another 1/256 per merit with relic... though the help text says increases bonus magic defense by 1

    That said I'd have to go back but I don't think it quite works out math wise. 3 runes 5 merits always worked out to 50% which would be 128/256 if it was 15/256 total for merits that would make no merits 113/256 or 44.1% and I'm fairly certain before I've done it where it definitely showed it was higher than 44% most likely 45%

  19. #139
    Ridill
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    Ok so looking at this 5/5 test if it was x/256 the only one that works on that 5/5 test is 128/256

    So if it was 1/256 per merit per rune it'd definitely be 113/256 with no merits. Old tests I did I got 437 without ward. If you assume it comes after the mab/mdb term then 3 runes no merits should've given 244. If you assume it comes before then factoring out mab/mdb would be 381 with no runes. -113/256 would bring that down to 212 put mab/mdb back in and you get 243. Actually was 240

    If you use 45% you get 240 if you apply after mab/mdb and 239 if you do it before... which means I should probably retouch up the last set of calculations

    Edit: redoing the last posts calc 50% still works using it after mab/mdb but no whole number mdb value works now lol

  20. #140
    Relic Horn
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    Testing out my 8/10 Alacrity jobpoints:

    Klimaform normal: 3 min
    Klimaform with Dark Arts: 2min 42

    With Alacrity 8/10: 1 min 15
    With Alacrity 8/10, Peda Loafers +1 (3% Haste 6% FC, +16 Alacrity): 1min 12
    With Alacrity 8/10, Peda Loafers +1 (3% haste 6% FC, +16 Alacrity) and Voidstorm: 43 seconds

    25% Haste 63% FastCast: 1min 24

    With Alacrity 8/10, Peda Loafers +1, Voidstorm, 25% Haste, 63% FastCast: 24 seconds
    With Alacrity 8/10, Peda Loafers +1, Voidstorm, 40% Haste, 63% FastCast: 19 seconds
    With Alacrity 8/10, Peda Loafers +1, Voidstorm, 65% Haste, 63% FastCast: 18 seconds


    So down to 10% maximum recast reduction with arts bonus?

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