Level 99 Empyrean and level 109 Empyrean set bonuses are equal in potency, and do not work if you mix and match between the sets.
Level 99 Empyrean and level 109 Empyrean set bonuses are equal in potency, and do not work if you mix and match between the sets.
So, I discovered earlier, that the distance addon doesn't just cut off the hundredths place like I thought it did. It actually seems to round up/down. Which explains some of the weirdness during my earlier Repulse Mantle testing.
I decided to retest a bit using player.target.distance to measure rather than the distance addon.
Results still vary slightly, but by far less than the previous test.Code:Knockback testing. Mob Attack Cape? Start End distance Reduced %reduced Hrosshvalur Ranged No 1.7117508997090 12.3081220405090 10.5963711408000 Hrosshvalur Ranged No 1.8394782802816 12.4384231608170 10.5989448805354 Hrosshvalur Ranged Yes 2.5788180257873 8.4410094697933 5.8621914440060 4.7367534365294 0.446908017 Hrosshvalur Ranged Yes 1.8259973779223 7.6926455760988 5.8666481981765 4.7322966823589 0.446487526 Hrosshvalur Ranged Yes 1.8021220017476 7.6702449022408 5.8681229004932 4.7308219800422 0.44634839 Ironclad Melee No 1.8169292394352 3.5738793383928 1.7569500989576 Ironclad Melee No 1.7194995286192 3.4763496248029 1.7568500961837 Ironclad Melee No 1.7937317265766 3.5506775760099 1.7569458494333 Ironclad Melee Yes 1.6986210615952 1.6986210615952 0.0000000000000 Ironclad ArmCanon No 1.6853236540162 7.6445684261519 5.9592447721357 Ironclad ArmCanon No 2.0156601303943 7.9826044258243 5.9669442954300 Ironclad ArmCanon Yes 1.7960255480905 4.2314149990620 2.4353894509715 3.5315548444585 0.591853161 Ironclad ArmCanon Yes 1.7960255480905 4.2221778789222 2.4261523308317 3.5330924413040 0.592875872 Matamata Melee No 2.6561577276023 4.4173966770146 1.7612389494123 Achuka Charge No 1.3757038915700 5.1225781184468 3.7468742268768 Achuka Charge No 1.6360135619107 5.3921863893051 3.7561728273944 Achuka Charge Yes 1.6053307838282 3.3648319369061 1.7595011530779 1.9873730737989 0.530408269 Achuka Charge Yes 1.5735621443684 3.3328149551404 1.7592528107720 1.9969200166224 0.531636884 Achuka Spin No 1.5573119435431 2.9637513491572 1.4064394056141 Achuka Spin No 1.6483813814130 3.0068609937248 1.3584796123118 Achuka Spin Yes 1.5573119435431 1.5573119435431 0.0000000000000
One of the things I've been trying to figure out, is how it determines what KB effect get nullified, and which are merely reduced. Clearly, it's related to the potency of the knockback, but being that Repulse is a % reduction, it shouldn't ever 0 a KB value.
So, the main thing that all the nullified knockback attacks have in common is that they're small values. Specifically, all of them are less than 1.8 yalms in potency.
Which is interesting, cause if you take 1.79 and reduce it by 45%, you get and value that is less than 1. So we now have a 0.9xx KB value. I'm wondering if there isn't some kind of flooring going on in the case of a decimal KB value. Which would be a bit odd, since 1.xx values don't seem to floor the decimal. But why else would a % reduction be reducing to 0?
My old tests had me dismissing this idea, because I sometimes got 1.8' for matamata KB, and sometimes 1.7. And a 1.8 value would still be greater than 1 after repulse. But the new tests always have nullified KB values at less than 1.8. So the idea seems viable.
The next question is how Vocane ring stacks with Repulse. And SE did state that they stack, irrc. Just, not How they stack.
Best case, they stack additively. Then we get 45%+45%=90% KB reduction. If pushing the KB value below 1 is what nullifies KB, then with Vocane and repulse any knockback effect with a potency of less then 10' would be nullified. Which is, well, most of them.
If they stack multiplicatively, then we end up with a total reduction of 69.75%, and knockback of 3.3' and below would be nullified.
But this is all purely speculative till someone tests Vocane ring+Repulse. And the <1 idea remains hypothetical till I either find some knockback that's just barely 1.8'~ or test vocane+repulse and see what range of values get nullified.
So, the enmity gear cap was raised quite awhile ago, And between crusade and recent gear additions we've got enough enmity+ that I wondered if I couldn't hit the new cap.
Well, I can. The new gear enmity+ cap is +200.
I used Flash with +140 enmity+ with sentinel up(10/10 Sentinel JP). Yielded 594 CE.
FLOOR 180*3*1.1=594 If it hadn't been capped, my flash should have yielded 673 CE. 180*3.4*1.1=673.
Okay, I've been doing some research on experience and capacity gain. Here are my results:
From level 1-50, the experience cap is 400. From level 51-60, the experience cap is 500. From level 61-99, the experience cap is 600. From ilvl 100-119, the experience cap is 1500.
Trust: Kupofried gives +20% experience gained, and +20% capacity gained.
Ionis gives +10% experience gained, and no bonus to capacity gained.
Moghancement: Bounty gives +10% experience gained, and +10% capacity gained.
"Rhapsody in White", "Rhapsody in Umber", and "Rhapsody in Azure" each give +30% experience gained, and no bonus to capacity gained.
The experience bonuses of Trust: Kupofried, Moghancement: Bounty, and the three Rhapsody key items are additive, while the experience bonuses of Ionis, Corsair's Roll, and Dedication are multiplicative. All additive bonuses are calculated before multiplicative bonuses. All bonuses, including experience chains, go above the experience cap.
All capacity point bonuses are additive with each other except for Corsair's Roll and Dedication, which are multiplicative.
Double experience and capacity campaign double the final result, but the caps for experience and capacity rings are calculated before this doubling.
You know what the ilvl dif penalty is? I've noticed it seems rather large. Like was recently leeching a mule and after it hit 99 it was still only getting about half of what my ilvl 115ish characters were getting
Did your mule put on item level gear when it hit 99? Their base exp is capped at 600 until they do.
oh doh totally misread that. Yeah that's probably it then
So not sure if it applies to everywhere but it appears like there is no xp share penalty in escha sky at least. Exactly the same in a 3 man pt as solo. cp of course still is
Are you sure you weren't hitting the EXP cap even after split because of how high level the mobs are?
I thought that was applied afterwards? If so I was getting other weird things like echad ring xp would get 40k xp and wear off then immediately without change in rolls I'd get 16k from mobs and I though that stuff was purely multiplicative...
Cap is applied after the split.
16k * 2.5 = 40k, so I don't see a problem with that, either.
Bah I was thinking 2.0 for some reason. Hmmm well then maybe that. Guess the old UFO bonus still works though since they still more than the surrounding mobs
Escha – Zi'Tah has undergone the following additions and adjustments.
Experience point acquisition while in a party has been adjusted to be the same as in Seekers of Adoulin areas. As a result, experience point gains while in a party have been increased.
June 25 patch
I'm presuming "as in SoA' areas" means the gates areas, because a long long time ago, SE changed this:
As I was trying to figure out why the fuck my mule solo was getting LESS CP per kill despite being solo with kupofried than I was in a party of 3 off the same mobs and no kupofried.
For the Nth time, they made something that could've been very straighforward and simple, into something unnecessarily convoluted and complex.
But after 13+ years I guess nobody should be surprised, no?
Lasting Emanation reduces Luopan DoT from 24 HP/tic to 17 as GEO99.
Ecliptic Attrition increases it to 30.
Moglification: Experience Boost gives +15% exp bonus. 3000 (base) + 5400 (Rhapsody KIs) + 450 (Moglification) = 8850 xp on EM mob.
Concentric Pulse is not actually physical damage like BG Wiki says. It can deal damage to all 6 Shantotto NMs and counts as magic for the purposes of reive momentum and RoE kills, which puts it in the same category of "unclassified" damage with Mijin Gakure and Quick Draw (not affected by PDT/MDT/BDT). Requiescat on the other hand, can't deal damage to any Shantotto NM, but is also considered magic for RoE/Reives.
Some other random facts:
-depending on the animation, August's auto-attacks deal slashing (dagger + axe), blunt (sword + shield), or magical/light damage (H2H or bow)
-the Selbina-Mhaura ferry route, Korroloka Tunnel, Norg, and SSG all share the same weather system
-Feather Storm is considered a ranged attack for the purposes of bypassing Perfect Dodge but is not considered ranged damage for stuff like Steely Weapon
-Denouements' additional effect seems to be H2H-type damage, as it deals reduced damage to amoebans
I don't know if anyone else has noticed this but the text on Oranyan is slightly different from other augments. It "Enhancing magic duration" not "Enhancing magic eff. duration" which appears to mean it applies multiplicative-ly with the other augments instead of additive-ly. Additionally perpetuance gloves are their own term it seems. I think I've finally figured out how the math works for these:
Say I have +40 in enhancing gear total (all telchine pieces maxed excluding hands to make it easy). If I cast a 3 min spell I'll get:
1.4*180 seconds of duration
If I use Perpetuance with this I'll just get:
2*1.4*180 seconds duration
If I use Perpetuance with the arbatel gloves + 1 (perpetuance +55) I'll get:
2.55*1.4*180 edit: moved .55 into main term
If I use Oranyan I get another 1.1x to the second term so if I repeat the above with Oranyan equipped it would be:
1.1*1.4*180
1.1*2*1.4*180
1.1*2.55*1.4*180 edit: moved .55 into main term
For anyone else who happens to care, these buffs apply in a really weird way, edit: if you forget you're swapping in pedagogy loafers.
Movement speed is strange.
* Chocobo Jig and Mazurka combine to cap at +20%, and nothing affects their potencies
* Bolter's Roll and equipment movement speed (18% Skadi's Jambeaux +1 and 12% Atma tested) are multiplicative in some way. (<6% Bolter's, Skadi is 18%; 14% Bolter's, Skadi is 20%; >24% Bolter's, Skadi is 22%; 28% Bolter's, Atma is 14%)
** Mazurka/Jig seem to be added to this term
* Cheer: Jumbotender might be a fourth term.
* All sources of movement speed combine to cap at +60% (Flee speed)
So, ignoring gravity, the formula is something like:
Movement speed = 1+MIN[ 60%, (Base + Bolter's Potency)*(Gear Potency) + MIN(20%, Mazurka + Jig) + (Jumbotender Cheer) ]