Comparing her bubbles to the bubbles of my job point-less GEO 99, Sylvie has capped natural Geomancy/Handbell skills (combined 746) and Geomancy +3.
Comparing her bubbles to the bubbles of my job point-less GEO 99, Sylvie has capped natural Geomancy/Handbell skills (combined 746) and Geomancy +3.
Instead of geomancy +3, is it possible that she has 30 extra geomancy skill as would be on her AF1 set?
No; Geomancy +3 is much, much more potent than +30 skill, to the point that for some spells 746 skill and +3 geomancy is stronger than 900 skill. In addition, her entrusted bubbles much weaker than her main bubbles.
746 skill and Geomancy +3 fits all of her values exactly.
Stoneskin-enhancing gear does not apply to others when used with Accession.
Afflatus Solace-enhancing gear, perhaps unsurprisingly, does.
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I think that's been known for a while, though whether it made it to the wiki is another story. It was on otherwiki, though.
Did this test a couple weeks ago and posted it on ffxiah, decided to cross-post it here.
I'm using Dread Spikes with Hasso up, which gives it a 270 second recast. Visible recast rounds down, so if you have, say, a 205.3 second recast, the number that will be visible first will be 205.
Dread Spikes with Hasso, with 10% from Sakpata Body/Hands/Legs: 243 seconds
102/1024 Haste = 243.1055 seconds
103/1024 Haste = 242.8418 seconds
This means that those three pieces combined give 102/1024 or less, meaning that it's impossible for the body to give 21 and the hands/legs to also give 41/1024 each, and also that the hands/legs cannot both give more than 41/1024 even if the body only gives 20/1024.
Dread Spikes with Hasso, with 6% haste from Sakpata Body/Hands: 253 seconds
60/1024 = 254.1797 seconds
61/1024 = 253.9160 seconds
This means that these two pieces combined give at least 61/1024, so either 4% gives 41/1024 and 2% gives 20/1024, or 4% gives 401/1024 and 2% gives 21/1024.
Dread Spikes with Hasso, with 4% haste and 8% fast cast from Sakpata Helm: 248 seconds
If Fast Cast has very high precision:
40/1024 = 249.0750 seconds
41/1024 = 248.8219 seconds
If Fast Cast is based on 1024ths, then 4% reduction is 40.96/1024, which either rounds up to 41 or down to 40.
If Fast Cast is based on 1024ths and 4% rounds up to 41/1024:
40/1024 = 249.0649
41/1024 = 248.8118
If Fast Cast is based on 1024ths and 4% rounds down to 40/1024:
41/1024 = 249.0649
42/1024 = 248.8115
This means Sakpata's Helm gives at least 41/1024.
If you assume that all of the Sakpata pieces that list equal amounts have equal values, this means that:
Sakpata Helm/Hands/Legs: 41/1024
Sakpata Body/Feet: 20/1024
5/5 Sakpata gives 163/1024 = 15.918% Haste
Dread Spikes with Hasso, with 102/1024 haste from Sakpata Body/Hands/Legs and 9% haste from Sailfi +1: 218 seconds
Sailfi +1 with 91/1024 Haste: 219.1113 seconds
Sailfi +1 with 92/1024 Haste: 218.8477 seconds
Sailfi +1 gives at least 92/1024 Haste.
Dread Spikes with Hasso, with 82/1024 haste from Sakpata Hands/Legs and 9% haste from Sailfi +1: 224 seconds
Sailfi +1 with 92/1024 Haste: 224.1211 seconds
Sailfi +1 with 93/1024 Haste: 223.8574 seconds
Sailfi +1 gives less than 93/1024 Haste.
Sailfi +1 gives 92/1024 = 8.984% Haste.
5/5 Sakpata & Sailfi +1 gives 255/1024 = 24.90% Haste
Exemplar point chains give +2% EP per chain level. For example, EP Chain #34 gives a 68% boost. This maxes out at chain #50 for +100% EP gain.
The time between chains before it breaks goes down to a minimum of 30 seconds at higher chains.
Because no one has done a rigorous test of Naegling's buff > attack bonus effect, I decided to go ahead and do it myself.
The targets were level 111 Ashen Tigers, which I determined to have 702 defense and 148 VIT prior to the test.
I did it on RDM/SAM, so I had no WSDMG nor attack modifiers to screw up the testing. I had 1404 attack (for a pre-buff bonus cRatio of exactly 2.0), 320 STR (which gave capped fSTR), and 304 MND. Nothing else (other than the +15% bonus to Savage Blade on Naegling) was affecting my weapon skill damage.
I gave myself 15 buffs for the test, none of which affected my attack, strength, or mind.
I did ten Savage Blades at 3000 TP, which did the following damage:
20936
15896
20194
20310
19405
20303
16106
21009
18528
16074
This leads to a seen range of 15896-21009.
Based on BG Wiki's PDIF formulas and the formula for weapon skill damage, various attack bonuses should lead to ranges of:
7.5% (0.5% per buff): 13801 - 20122
15% (1% per buff): 15174 - 21318
22.5% (1.5% per buff): 16536 - 22513
We can conclude that Naegling's attack bonus is 1% per buff, as is consistent with previous eyeballed estimates.
I tested this a while ago, but I might as well post it here for posterity, or in case someone wants to make a Master Level bg wiki page and include the information.
The formula for base EP gain from a mob is:
Mob level higher or equal: (20 + dlvl*4) * Category multiplier
Mob level lower or equal: (20 + dlvl*2) * Category multiplier
dlvl is (mob level - player level), where player level is 119 + floor(master level/5).
Category multiplier is either 1 (normal mobs), 3 (Odyssey mobs), 5 (Apex mobs), or 8 (Inner Ra'Kaznar super Apex mobs).
Sroda Ring test.
This ring's attack bonus does not appear in the menu, so it has to be found via testing.
All tests were done with Sroda Ring on, so differences were checked by summoning 5 trusts that did nothing to affect damage (specifically, Corneila, Sakura, Moogle, Star Sibyl, and Ulmia).
I was on RDM with no sources of percentage attack boosts, with everything unequipped but Sroda Ring and Gazu Bracelets +1 (to lower my attack further) and a random haste belt, giving me 135 attack.
The targets were level 27 Land Worms in Qufim. I should be capped fSTR with >100 STR and my bare hands, but I made sure to keep my STR constant anyway.
With no trusts, I did 12-20 damage per hit. With trusts, I did 19-28 damage per hit.
I then dismissed my trusts, and adjusting my gear in 10 attack increments, I matched the damage range of 19-28 at 185 attack. As a result, the ring either gives ~50 attack or ~37% attack with 5 trusts. The latter is patently ridiculous, but I did a follow-up test just to be completely thorough.
The second test was also on RDM, this time using Thibron with 744 attack. fSTR was likely uncapped, but constant during the test.
It was against level 113 Ashen Tigers, which have somewhere around 730 defense compared to my 744 attack.
Without trusts: 52-92
With trusts: 58-98
It's clearly not a ~35% attack bonus from the ring, meaning it's additive, and +10 per trust.
If you have both Reraise from an item (Scroll of Instant Reraise, Reraise Earring, etc.) and Reraise III from wearing the Twilight or Crepuscular set, and die and reraise, Reraise I takes priority, meaning you only get back 50% of lost Exp/EP despite having the armor on.
This does not apply for Reraise from a spell instead of Reraise from an item; in this case, the Reraise III takes priority.
This is not a guaranteed drop like Baobhan Sith, but it does drop.
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Background (July 2023): https://forum.square-enix.com/ffxi/t...843#post655843
Dia works: https://www.ffxiah.com/forum/topic/5...o/136/#3680360Triboulex
It is possible to decrease the damage done by Setting the Stage by repeatedly dealing light-based damage. Note that autoattack-based damage does not count towards this amount.
He will use the ability at set intervals, but once his behavior changes he will also use it at certain HP thresholds, so be conscious of when you are bringing him down below those thresholds.
Light-based damage source Count for 1st Setting the Stage Count for 2nd Setting the Stage Dia 28 34 Uriel Blade 12 10 Cure IV 15 16 Luminohelix II 1 0 Total actions 56 60 Predicted damage (if 30000 base) 2000 0 Observed damage 2174 3926
The idea is that each light-damage direct action (not enspell or helix damage-over-time; light-damage from trusts like Valaineral's Uriel Blade and Ygnas's Sacred Caper also count) takes off 500 HP off the total damage, which is 30,000 (split across the number of targets affected) for the first use of Setting the Stage for both Skomora and Triboulex.
The aforementioned "behavior change" for Triboulex doesn't apply anymore. But, doing 0 damage with Dia (one way to do it is by using Voidstorm II + Anrin Obi or Hachirin-no-Obi when casting Dia) still counts for reducing Setting the Stage damage.
In addition, 60 light-damage actions should cover 30,000 HP of Setting the Stage damage, but it seems that for Triboulex's 2nd use of Setting the Stage the max damage could be 34,000. However, it has been observed that total damage increases by 1,000 with each use of Setting the Stage: https://www.ffxiah.com/forum/topic/5...o/135/#3676787
So, there could be something else to this mechanic
On Skomora I have seen successive uses of 33,000-damage Setting the Stage (about 6 minutes apart after wiping on the first 33,000-damage instance).
Observed damage based on adding all of the damage from 7 targets (includes luopan)
For Warder of Courage, I was able to get white !!! procs with Aero III (damage range 402-810, 402 being a 1/8 resist) for Call Wyvern (SP #2), Hundred Fists (SP #4, "The Warder of Courage readies a magnificent blow!" without the actual "Hundred Fists" message), Perfect Dodge (SP #5), and Mighty Strikes (SP #6).
I did not get any white !!! proc for every other SP observed for which Aero III was used successfully (no interrupts or busy doing damage actually):
Blood Weapon (SPs #1, #11)
Soul Voice (SP #8)
Chainspell (SPs #9, #13, #18)
Meikyo Shisui (SPs #12, #16, #19)
Benediction (SPs #14, #17)
Least amount of time between SPs was 50 seconds.
I spent the last few days mucking around with various mobs, following Martel's tests from a decade ago on the effects of knockback reduction gear, since I had the max you could get currently (+6) via Vocane Ring / Dashing Subligar / Repulse Mantle.
Starting with a similar approach as Martel, I'd compared the start & end positions when getting hit by an attack, with various amounts of the knockback gear equipped. It's not 100% accurate due to elevation changes being factored in in the distance checks, but it'd account for probably a 1% change at most based on the areas I tried to test in.
KBR - Knockback reduction.
From there, I started to notice some repeat numbers between mobs that hit for different initial amounts. This led to getting some help from Randomnick to actually look into what the server is telling the client under the hood. It so happens that the most we receive for knockbacks is a value between 0-7, with 0 being none. The client takes that value and then derives the actual yalm distance to knock you from there.
After that, I was able to tie the distances I had prior to these knockback 'strength' values, and got to see from there that "Reduces distance knocked back +2" on this equipment just means subtracting 2 from the knockback strength received. The gear stacks in an additive manner, meaning if you have +6 of it on, you're ignoring every single knockback that is 6 strength or lower.
Well, I say 6 or lower, but I've yet to find an attack that actually hits for directly 6, but it was the case for attacks that landed for 2 & 4 though when equipping just +2/+4 in gear.
Lately it's just been finding various mobs to do the strength checks on for documentation sake, since it's bothered me for a long while that our wiki will note if an attack knocks you back, but not to what degree. With the information we now know, we can directly tie a value to these attacks, which I charted some of here.
(Ideally I'd have checked against every attack against +2-6 in KBR in that chart just to rule out one of them breaking the established findings, but I highly doubt that'll happen)
Things I haven't actively tested is the same attack across the same family of mobs in different level ranges, or a different breed of mob within the same family, to rule out them assigning a different knock value to it. I also don't have a large enough sample size to get a precise distance average in yalms for what each knockback amount is. Ideally it's checked on a perfectly flat plane, or some wizard grabs the values from the client directly.
In the end, the most I got out of this is that anything that hits for 5-7 knockback, gets reduced a good 75% at worst just by wearing two pieces of gear (ideally a cape + vocane ring). Anything knocking for 4 and below won't boot you noticeably out of melee range. Outside of nullifying knocks on Lilith completely with +6 in gear, where you can't use a corner of a wall, I can't think of many situations where you'd potentially want to fulltime it in your TP sets where you're actively being slapped around. Idle/Precast can at least sit comfortably in +4 of it in the offchance of an AoE knock that doesn't follow the old rules.
TL;DR - Knockback attacks are assigned a value from 0 to 7, with 0 meaning no knock. Knockback reduction gear stacks additive and subtracts from that number. The client determines the distance to send you from there. Use cases for using more than two pieces of gear are pretty limited.