Item Search
     
BG-Wiki Search
+ Reply to Thread
Page 10 of 25 FirstFirst ... 8 9 10 11 12 20 ... LastLast
Results 181 to 200 of 485
  1. #181
    New Spam Forum
    Join Date
    Jun 2010
    Posts
    183
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    I actually did not as apparently the JPs tested with 95crit+kacura same as me, but also did a test with Pahluwan body. Since they had already done both 96 and 97% tests and found that it was 3%crit, I didn't bother after confirming for myself that it added atleast 3%.

    Additionally I'm dumb and posted Impetus crap in the what needs to be tested thread somehow if a mod could be as kind as to move it in here where I thought I was posting.

  2. #182

    Nope the conclusion on it averaging 8% hitrate increase is wrong. If you start at low acc you are unlikely to hit many times in a row . For instance I computed that at 50% base hitrate that would bring acc from 50% to 50.6% on average.

    For different other values you get
    Code:
    30%>30.4%
    40%>40.7%
    50%>50.6%
    60%>61.7%
    70%>74%
    80%>87%
    90%>94%
    this is assuming it caps at +100 too.

  3. #183
    New Spam Forum
    Join Date
    Jun 2010
    Posts
    183
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Yeah don't mind that, i'll edit it out. I just based those numbers on amount of attack given at capped accuracy seeing as they are both 2/hit. I stupidly didn't think too hard about the fact accuracy would be different, not to mention can't use capped accuracy as the model for something that increases accuracy.

    You got .6% @ 50% accuracy pchan, shouldn't it be .6 accuracy and thus actually .3% hit rate? Or am I still messing something up, because I get .54 accuracy @ 50% initial hit rate.

  4. #184

    If I assume that impetus lasts forever, no multiattack, the numbers above are what I get. 50.67% actually. I just did a simulation.

  5. #185
    Old Merits
    Join Date
    Sep 2010
    Posts
    1,094
    BG Level
    6
    FFXI Server
    Ragnarok

    99 Aegis/Ochain

    Since I'm finally set up on the test server, I can test these without having to pay for them <,<;;

    I've been wondering for awhile if Aegis/Ochain would get any block rate/block dmg- bonuses at 99. It seems unlikely, for aegis at least, since I tested every stage from 75~95 with no difference. But, it should be confirmed.


    99 Aegis. PLD/DNC
    IT Mourning Crawler.(assumed lvl 105)

    Block# 1557
    AVG DMG 13.05

    Nonblock# 2004
    AVG DMG 71.82

    Total Hits 3561
    Block% 43.72
    DMG%- -81.8
    Total PDT -35.7

    All values are within less than 1% of the lvl 95 test. Basically, no different from a 95 in terms of physical defenses.

    99 Ochain PLD/DNC
    IT Mourning Crawler.(assumed lvl 105)

    This test is for Block dmg- ONLY. Seeing as Ochain has capped block rate on these.
    nonblock dmg was gathered with my back to the mobs

    Block# 1736
    AVG DMG 21.88
    Nonblock# 1600
    AVG DMG 66.73

    Total Hits 3336
    Block% N/A
    DMG%- -67.2

    While that is 1.1% higher than the 90 version, in only a 3.3k hit sample that's easily within variance. And it'd be seriously pathetic if SE raised it, but only by 1%. I will do another test at some point to be certain.

    Verdict: 99 Ochain shows no notable difference in block dmg-

    Block RATE, may be another matter. But I still don't have a decent Test mob. Anyone know a mob with a really high lvl that's not too vicious?

  6. #186
    Old Merits
    Join Date
    Sep 2010
    Posts
    1,094
    BG Level
    6
    FFXI Server
    Ragnarok

    Shield AfterGlow

    Woo, more test server haxing

    Confirmed the 30 second duration on both.

    Afterglow Icon looks cool. (BGbucket <3) Too bad the effects aren't.

    Ochain
    Code:
    Martel
      Ability
        1000 Needles
    +       250:    1
    +^      464:    1
    
    Arduwyn
      Ability
        1000 Needles
    +^      500:    2
    Both 1000 needles on Martel were with afterglow up. The 250 was with 50% PDT gear on. So clearly Afterglow does not break the cap.

    500 -> 464. 7.2% reduction. Weird number. but in any case. Weak.

    Aegis
    No MDT test
    Code:
    Arduwyn
      Spells
        Quake
    +       751:    2 <- afterglow
            754:    1  <- afterglow
    +^      792:    2
            795:    1
        Stone IV
    +       526:    2
    +^      529:    2
        Stonega III
            453:    1
    +^      476:    5
            478:    2
    So, 795 -> 754, or 792 ->751. In either case it works out to 5.2% MDT. Lame.

    After discovering my mule didn't have enough MDT gear to cap i had him go get 99PLD and Aegis. Then had him trigger AG while Martel took the nukes in 50% MDT. Aegis afterglow also doesn't break cap.

    But really, it's nice that they suck. It'd be horrible if I actually needed to get afterglow. <,<

  7. #187
    Bitchfist
    The horn knows no mercy; only wrath

    Join Date
    Oct 2006
    Posts
    4,362
    BG Level
    7
    FFXIV Character
    Indalecia Salavachere
    FFXIV Server
    Midgardsormr
    FFXI Server
    Quetzalcoatl

    Not sure if it's been posted/anyone cares: In dynamis, even if your timer runs out, if you are charmed you will stay around and beat your party members' asses.

    Sath went in about 20sec before me but at the very last moment was charmed by an Orc nm in beaucedine. I was kicked out and he proceeded to chase my roomie around til HE was kicked out. Sath said it lasted exactly 3min, at which time he uncharmed then was immediately kicked out himself.

  8. #188
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Quote Originally Posted by Martel View Post
    But really, it's nice that they suck. It'd be horrible if I actually needed to get afterglow. <,<
    Based on the other afterglows, they were going to suck (like mythic weapons just add 15 attack/r.atk... sucks). That being said, they suck less than the other ones, 5% MDT/7% PDT aren't too shabby (but nothing worth writing home about either). But I guess that's made up for the fact that they'll only be active maximum 30 seconds every 2.5 minutes (assuming you merited SB down)...

  9. #189
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Re: Sheltered Ring/Brachyura Earring. Someone in my party the other day had the ring on while I casted Protectra V on them and it still only gave a 10 defense bonus (the same bonus as before the Protect-boosting update). I know they said they were going to change the effects of these items because of the boost that Protect got, but apparently they didn't. Can anyone else confirm this?

  10. #190
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    I didn't think the defense/protect tweaks had made it off the test server yet?

  11. #191
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    They were in the last version update. When it went live, I updated these pages with the correct information:

    https://www.bg-wiki.com/bg/Category:Protect_Spell
    https://www.bg-wiki.com/bg/Category:Minne

    However, I'm like 99% sure that they specifically mentioned that the effects of Brachyura/Sheltered would be buffed to be commensurate with the buffs that the protect spell got and apparently that was not the case. I will cast all five levels of protect on someone with one of those pieces of equipment later on to check. Protectra V was only enhanced by 10, so I assume the other four levels are also still the same (2/4/6/8). The enhancement effect of augmented Duckbills +2 was boosted, however, to +5 per merit level (from the previous +2).

    Also, randomly just noticed - is Minne+4 correct at 158 seconds or should that be 168? Looks like a typo.

  12. #192
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    Definitely 168 - every +1 to a song is +10% duration, ie +12secs on buffs.

  13. #193
    Sea Torques
    Join Date
    Sep 2006
    Posts
    646
    BG Level
    5

    "Increases Blood Pact damage" gear affects Zantetsuken, there was no real confirmation on this.

    Nothing :
    http://i133.photobucket.com/albums/q...sse/Zante1.jpg
    Caller's Doublet +2 (+10%) :
    http://i133.photobucket.com/albums/q...sse/Zante2.jpg
    Esper Earring / Caller's Doublet +2 / Spurrina Gages / Shedir Crackows (+21%) :
    http://i133.photobucket.com/albums/q...sse/Zante3.jpg
    MB doesn't seem to change anything :
    http://i133.photobucket.com/albums/q...sse/Zante4.jpg

  14. #194
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Confirming 2/4/6/8/10 Protect enhancement on Brachyura/Sheltered.

  15. #195
    Salvage Bans
    Join Date
    Jul 2010
    Posts
    807
    BG Level
    5
    FFXI Server
    Caitsith

    Savagery TP bonus from both merits and augment on +2 head are not cut in half.

    Tested using spirits within @300% tp with 1455 HP, on a second character who was nin/blm, for 682 damage, then again at exactly 230% tp with warcry up with 5/5 merits + mask (+70 TP) for 682 damage.

  16. #196
    Relic Shield
    Join Date
    Jun 2007
    Posts
    1,627
    BG Level
    6

    mustella gloves + feet give a super-duper-awsome critical hit rate bonus of 0%. Tested with the critical atmas methods. Goign to assume the bonus is for 5 pieces equiped, which blows. GJ SE, one less reason to do legion.

  17. #197
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,258
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Red Mage Relic Legs+2 Spike Damage Enhancement (Oh ya, we're getting borin'):

    Code:
    Relic
    	Blaze Spikes
    		MAB: 200
    			INT:250
    				50 => 60 DMG
    			INT:200
    				40 => 48 DMG
    	Ice/Shock Spikes
    		MAB: 200
    			INT:200
    				24 => 28 DMG
    Relic+2
    	Blaze Spikes
    		MAB: 200
    			INT:250
    				50 => 64 DMG
    			INT:200
    				40 => 52 DMG
    			INT:178
    				38 => 48 DMG
    	Ice/Shock Spikes
    		MAB: 200
    			INT:250
    				30 => 38 DMG
    With exception of the last value (Calculates the base damage off by 1pt), these follow:

    (Base Damage + [INT*(R/256)])

    The bold is added to the base damage when using relic legs.

    R = 6 for NQ Relic for Blaze Spikes; 3 for NQ Relic for Ice/Shock spikes
    R = 8 for Relic+2 for Blaze Spikes; 4 for NQ Relic+2 for Ice/Shock spikes

  18. #198
    Old Merits
    Join Date
    Sep 2010
    Posts
    1,094
    BG Level
    6
    FFXI Server
    Ragnarok

    Jumps and ODD

    This may have already been generally known, but I could find any references or actual tests.

    ODD effects Do NOT proc on jumps.This applies to both relic ODD and empyrean aftermath ODD.

    Target: Wild Rabbit
    Spirit/Soul jump. Wyvern present

    Gungnir99 test
    Spoiler: show

    2.5xdmg 16% proc rate.
    Code:
    Ability Damage
    Player                  Abil. Dmg  Abs'd.Dmg   Net Dmg    Abil. %  Hit/Miss    A.Acc %    A.Low/Hi    A.Avg
    Martel                      62562          0     62562   100.00 %     101/3    97.12 %     599/636   619.43
     - Soul Jump                23492          0     23492    37.55 %      38/0   100.00 %     602/636   618.21
     - Spirit Jump              39070          0     39070    62.45 %      63/3    95.45 %     599/636   620.16
    
    Martel
      Ability
        Soul Jump
            602:    1
            603:    1
            605:    1
            607:    1
            608:    1
            609:    3
            610:    1
            611:    1
            612:    2
    +       616:    4
            617:    1
            618:    2
    +^      619:    4
            620:    2
            622:    2
            623:    2
            625:    3
            628:    1
            633:    3
            634:    1
            636:    1
        Spirit Jump
            599:    1
            602:    1
            607:    3
            608:    3
    +       609:    4
            610:    3
            611:    1
            612:    1
            613:    1
    +       614:    4
            616:    3
            617:    1
            618:    2
            619:    1
            620:    2
     ^      621:    1
            622:    3
            623:    3
            624:    3
            625:    3
            627:    1
            628:    3
    +       630:    4
            631:    2
            632:    2
            633:    1
            634:    1
            635:    1
    +       636:    4


    101 jumps, no procs.

    Rhongomiant99 test
    Spoiler: show

    AM3 active for all jumps
    50% ODD rate
    Code:
    Ability Damage
    Player                  Abil. Dmg  Abs'd.Dmg   Net Dmg    Abil. %  Hit/Miss    A.Acc %    A.Low/Hi    A.Avg
    Martel                      13016          0     13016    66.55 %      21/2    91.30 %     606/636   619.81
     - Soul Jump                 4944          0      4944    37.98 %       8/0   100.00 %     607/635   618.00
     - Spirit Jump               8072          0      8072    62.02 %      13/2    86.67 %     606/636   620.92
    
    Martel
      Ability
        Soul Jump
            607:    1
            610:    1
            613:    1
    +^      614:    2
            619:    1
            632:    1
            635:    1
        Spirit Jump
            606:    1
            613:    1
    +       616:    2
            618:    1
            619:    1
    +^      620:    2
            623:    1
    +       627:    2
            631:    1
            636:    1

    Small sample size, but when checking for a 50% proc rate, it doesn't take much. 0/21.

  19. #199
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,744
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    I can confirm it also doesn't proc with DRG AF3 set effect either, tested that about a year ago. Probably a countermeasure against DRGs being useful. Can you imagine an ODD proc on a DA/TA/QA Spirit Jump? That's techncally a 2-4 hit crit with the combined damage being doubled. Shit would do like 5k. Although I wonder why they let barrage get away with it when that shit can do like 11k

  20. #200
    Old Merits
    Join Date
    Sep 2010
    Posts
    1,094
    BG Level
    6
    FFXI Server
    Ragnarok

    I was pretty sure the AF3+2 set didn't work either, but I never got a high enough sample size for it to be definitive. Thanks.

+ Reply to Thread
Page 10 of 25 FirstFirst ... 8 9 10 11 12 20 ... LastLast

Quick Reply Quick Reply

  • Decrease Size
    Increase Size
  • Remove Text Formatting
  • Insert Link Insert Image Insert Video
  • Wrap [QUOTE] tags around selected text
  • Insert NSFW Tag
  • Insert Spoiler Tag

Similar Threads

  1. Random Facts Thread: Traits and Stats (Player and Monster)
    By Yugl in forum FFXI: Mathy Parts Redux
    Replies: 498
    Last Post: 2020-09-06, 23:41
  2. Random Facts Thread: Abilities
    By Yugl in forum FFXI: Mathy Parts Redux
    Replies: 192
    Last Post: 2020-07-01, 17:11
  3. Random Facts Thread: Magic
    By Yugl in forum FFXI: Mathy Parts Redux
    Replies: 282
    Last Post: 2019-12-30, 15:57
  4. Random Facts Thread
    By Yugl in forum FFXI: Mathy Parts Redux
    Replies: 157
    Last Post: 2011-12-08, 19:49