That conflicts with the testing that we have currently, unless there's a normal 25% parrying rate base.
That conflicts with the testing that we have currently, unless there's a normal 25% parrying rate base.
Could be either set, iirc our testing didn't have a confidence interval of 100%. Some of the information from the JP books has been wrong in the past, though.
What's the potency of other Resist Traits? 15% for RUN's is pretty good since it applies to all statuses in general, I'd think the specialized resistence traits would be more potent since most jobs only get 1 resist ailment trait. Then again they really did want to stress RUN's effectiveness against magic/debuffs to contrast it with NIN's evasion and PLD's physical defense so who knows.
guy it's literally right below where i wrote the values for Tenacity
Do you happen to know whether bar-status grants the same kind of resistance as the Resist X traits do, and if so, any idea on the potency, since Resist X is apparently a flat % check independent of MAcc / MEva?
It does not grant the same kind of resistance as Resist X traits do. If you cast Barsilence, you'll never see a Resist! proc.
So as we all know, skill:accuracy works like this:
1-200: 1 skill = 1 accuracy
200+: 1 skill = 0.9 accuracy
Well, so we thought. It changes again at some point. It goes:
1-200: 1 skill = 1 accuracy
201-400: 1 skill = 0.9 accuracy
401-600: 1 skill = 0.8 accuracy
601+: 1 skill = 0.9 accuracy
Unsure why it goes back to 0.9, but it does. All testing done via /checkparam.
Ok didn't mean to test this but it happened as I was swapping jobs. It looks like RNG actually has a Tier 6 of Acc bonus.
99RNG/WAR DEX 95 H2H skill 149. /checkparam says 292 acc
99WHM/WAR DEX 92 H2H skill 149. /checkparam says 218 acc.
Looks like +74 Acc from RNG JT. Please correct me if I'm wrong.
All jobs which get a trait at 10 and upgrade to II at 30 get 6 trits I believe. Pld defense bonus, drk attack bonus, blm MAB, whm mdb etc i think
So in case anyone is wondering while it can be used on jugs /checkparam does not work on charmed mobs. Real shame too could've been a great testing tool. Nor can it be used in monstrosity
So run wild seems to give a straight percentage boost to /checkparam stats of around 22%. Doesn't work out exactly everytime so probably a little more complicated calculation with some flooring but that should get you within 0-2 of the increase also neither SPs increase /checkparam stats
So some new mob physical resistances.
Yztarg - null all
Raaz - +12.5% slashing, +12.5% peircing. -12.5% blunt.
Snapweed - null slash. -25% peircing/blunt
Acuex- slashing -12.5%. peircing -12.5%. -75% blunt.
Tulfaires -50% slashing. null blunt. +50% peircing
The list of reforged AF 119 effects was posted by Byrenoth I believe, taken from a JP magazine source. The thing is, it lists Vishap Brais +1 to be a High Jump Enmity Reduction+25%. The thing is that's pretty much what Pteroslaver Brais do. I suspect the magazine is wrong, or if it's right, it's an annoying oversight on SE's part in regard to DRG(as usual). To have two pieces of JSE give the same bonus on the same slot is rather dumb. In any case the ENG translation just says High Jump +25 for AF and High Jump Enmity Reduction-25% for the relic. It could very well be the AF is Attack+25% for High Jump and Relic is the -25% Enmity but JP sources tend to be more reliable. Does anyone have a model for testing Jump attack+%? I seem to recall Martel and someone else testing Spirit/Soul Jump attack modifiers and Lancer Cuissots attack mods.
You mean this one?
Anyway. It was Byrthnoth and I that did the jump tests. Byrth defined the test conditions and mathed out the results. I gathered the data.
The jump tests utilized the 0 jump recast version of the DRG SP that was on the test server. And the SP itself had a 10 second Recast for test purposes.
This let me rapid fire spam hundreds of jumps in minimal time periods. The biggest issue tended to be getting enough mobs of the right level. lol.
Unfortunately, the SP2 on the test server is now the same as the main servers. Any jump testing is gonna suuuuuuck now.
It would probably be more time efficient to test for the enmity trait. While annoying, an enmity test wouldn't require hundreds of jumps. The only issue that occurs to me atm, is that dmg enmity is currently not well tested post update. so it'd be had to factor the dmg dealt by high jump in. But you could just make sure your jump misses. No wep+blind pot would probably do it even for a lvl 1 mob.
Once it's determined whether the enmity effect is present, then you'll know whether to look for an atk effect.
Although, I suppose since you wouldn't need to quantify an atk bonus, just see if it exists, it might not take that many jumps.
Random aside: I'm really annoyed all these atk bonuses on jumps... it's such a pointless bonus. Could we have something useful or at least interesting for once? And no, I don't mean putting +30 TP bonus on a jump then finding out it's actually +3.0 TP. -.-
We'll nq jumps are pointless for non ryu drgs since we cant oat2-3 them, it often doesn't make up for a loss of attack rounds at high haste. There's virtually no way of making jumps stronger for non ryu drgs without inadvertently making ryu even more badass. I would have liked to see a spirit/soul variant of super jump. There's a dat and animation for it already, it could be that you jump off screen as per super jump but the enemy can still hit you(you cant hit them though;is that possible to code?) and you come down and deal damage. The animation present in the dat(i have a video of it) depicts a jump, a charge of energy in the sky and then a thrown weapon on the enemy followed by a vortex of purple explosions followed by a landing dust cloud and a weapon being removed sound effect. It kinda of looks/sounds like freya's Jump from ff9. Anyway it woulda been a cold lvl 98 JA since we got nothing from the 95-99 lvl cap except a stupid crit def bonus 3 trait
IIRC, motenten mathed out the value of NQ jumps at high haste in a thread about the SP2s on the OF, way back when. I vaguely recall the conclusion being that they were still a DPS gain, if not a huge one.
NQ jumps suck about the same with Ryu, comparatively. I'd much rather proc my OA2~3 on a x2 or x3 TP return jump. The only real difference here is that Ryu still gets auto crit on NQ jumps, and a atk bonus on Jump.
As for how to buff jumps for non-Ryu DRGs, that's simple. You add double attack. It does eff all for an AM3 up Ryu DRG, but helps without AM3. Wouldn't make AM3 RYU noticeably stronger, and would help non-mythic DRGs. I suppose it would boost AM3 down Ryu, but big deal? At most I'd get AM3 back up a little sooner.
Not sure where to put it on the wiki and not super useful but the Evasion Down from a Ram's Rumble WS is -10%.
Marolith's Orogenic Storm WS applies a -30% Evasion Down
A Worm's Sandspin is -25 accuracy
Serac Rabbits (level 126) in Woh Gates have 1021 Defense, and 1032 Evasion.
At 1020 attack, they conned high defense, while at 1021 attack they conned normal defense, showing that their defense is 1021. I also adjusted my accuracy until they just barely conned low evasion, which happened at 1042 accuracy, showing that their evasion was 1032.