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  1. #381
    Old Merits
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    Ragnarok

    Continuing from here.

    Faze is resistable. 3/4 full resists at 409 earth resistance and +326 M.eva. Pretty surprised that one landed...
    Spoiler: show



    While I was down in aldazaal, I decided to mess with Oupire.

    Eternal Damnation is resistable.
    Spoiler: show


    And Nosferatu's Kiss can miss entirely. Which is weird for a drain effect.
    Spoiler: show


  2. #382
    Melee Summoner
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    Mar 2010
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    Bismarck

    Hangaku-no-Yumi - True Shot +1

    Method: Shooting Tiny Mandragoras at Pummeling and Non Pummeling ranges

    Non-Pummeling: 1447 (10 shots)
    Square: 1447 (10 shots)
    Pummeling: 1461 (10 shots)

    True Shot +1 on Hangaku-no-Yumi is 1% damage on true shot unlike Sylvan Brague which is 2%.

    Made sure on SAM with Yoichinoyumi:

    Non-Pummeling: 1320 (10 shots)
    Pummeling: 1320 (10 shots)

  3. #383

    Dunno if this has been mentioned before, but it's not on BGWiki.

    Somehow found enough Lost Articles to bump me up to the second rank in Mummer's Coalation, and then boosted myself to Legend Rank after about 40 minutes or so with a bunch of tags I had saved up using the Boost assignment.

    On the Kimahr Drifts page it mentions that every 3 hours, the next emote is always 45 degrees clockwise. This actually applies to all 3 of the Boost assignments, and the emote is always one option down from where the previous one was. Here are the ones I actually confirm myself, but the pattern's pretty obvious:

    Foret
    0:00 SE Look Pleased
    3:00 S Cry A River
    6:00 SW Surprised
    9:00 W Rue
    12:00 NW Cheer
    15:00 N Flustered
    18:00 NE Blush
    21:00 E Rally

    Marjami
    0:00 W Rue
    3:00 NW Cheer
    18:00 S Cry A River
    21:00 SW Surprised

    Kimahr
    6:00 NE Blush
    9:00 E Rally
    12:00 SE Look Pleased

    Since it has 8 directions and 8 options, probably makes sense for it to just cycle like that over and over. Hopefully makes it easier for any folks looking to get Legend for that RUN/GEO mythic coming up.

  4. #384
    BG Content
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    Lakshmi
    Blog Entries
    1

    I'm not so sure about that. I capped out to Legend using exactly the system Kincard described (and was probably the one that added it to wiki in the first place). Keep in mind that the game uses your second to last position packet (sent about 3 times a second) when determining your current server position. So if you move and then hit enter too quickly, it'll treat you as if you're in a slightly different place. This is like when you run and stop and have to wait a little bit to cast.

  5. #385
    Melee Summoner
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    Feb 2014
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    45
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    Asura

    Friend asked me if he could use Eluder's sachet's(+2%DMG Taken -5% enemy crit) sachet and wear - 52%pdt/dt and still cap from phy dmg(he also asked for mdt but I haven't tested yet.). Looking around I couldn't find a answer pointing either way so I geared up the old PLD to go test on 1000 needles. First thing I learned was my 50 PDT wasn't giving 50% damn */256 system I forgot about. 51% did tho. Second was the 2% extra dmg was coming out to equal 1023 on 1k Needles. In the end when I equipped -54%(53% was just shy) PDT/DT and the sachet. 1k needles was back to 500 dmg. So you can at least for PhyDMG annual the affects of it.

    And sorry if this was known but I couldn't find it.

  6. #386
    Impossiblu
    Join Date
    Mar 2010
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    10,364
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    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    Not a big deal or anything, but Bolelabunga works for BLU Regeneration. 10/tic usually, +1/tic from club itself. Had 13/tic total, so 2 extra from Bolelabunga's Regen enhancement. I still have no idea how this works since that isn't 10%, but whatever.

  7. #387
    Ridill
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    Bahamut

    Did you check duration?

  8. #388
    Melee Summoner
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    Nov 2011
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    38
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    Siren

    Not sure if this is the right place for this, or if it belongs in the "What needs to be tested" thread, but I was wondering if someone could confirm a theory I had. I apologize if it has been mentioned before, but I was messing around with /checkparam and Evasion.

    Using the proposed Evasion formula on NIN ( floor(AGI / 2) + floor(((Evasion Skill-200)*0.9)+200) + (Evasion from Traits/JA/Gear) ) I always found myself being 2 or 3 off from what /checkparam showed my Evasion as.

    So I messed around a bit with job changes, when I switched to THF I had similar inaccurate results. Switched to lower leveled jobs, said formula worked fine on those. It worked fine on RNG when I switched to that however, and RNG doesn't bypass 400 evasion skill, which made me think...maybe the value of 1 Evasion skill changes for every 200 skill. To elaborate, we know it as 1 Skill = 1 Evasion when Skill<200, and 1 Skill = 0.9 Evasion when Skill>200. Now, perhaps 1 Skill = 0.8 Evasion when Skill>400? When assuming this, my numbers were on point and matched with what /checkparam was showing me.

    Proposed formula for this theory when above 400 skill: Evasion = floor(AGI / 2) + floor(((Evasion Skill - 400)*0.8)+(200*0.9)+200) + (Evasion from Gear/JA/Traits)

  9. #389
    Ridill
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    Bahamut

    So did some TC 2 testing haste amounts aren't coming out the best perhaps someone with battlemod can get a more accurate numbers but for approximations it seems to be ~8%, 18%, 28%, 42ish (probably actually the magic cap).

    Decided to test it with overdrive see if we can finally tell if it's ja or magic and it seems like they made it magic since with TC1/2 and wind maneuvers and +20 gear haste I only got ~63% haste. Which makes it basically give none if you are using TC2... oh well one maneuver for counting as 3 is nice I suppose

  10. #390
    Melee Summoner
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    Nov 2011
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    Siren

    Latent on Flock Earring is activated when there is 3 or more members in your party that are in the same area, starting at Evasion+1 and increasing for every member after that for a maximum of Evasion +4. (3 members = +1, 4 members = +2, 5 members = +3, 6 members = +4). Alliance doesn't count. Tested with /checkparam. Little disappointing, was hoping there'd be some merit in it after finally unraveling its mystery =/ I would assume Flock Ring works the same way as well.

  11. #391
    Chram
    Join Date
    Sep 2007
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    Fenrir

    Quote Originally Posted by BruHaus View Post
    Not sure if this is the right place for this, or if it belongs in the "What needs to be tested" thread, but I was wondering if someone could confirm a theory I had. I apologize if it has been mentioned before, but I was messing around with /checkparam and Evasion.

    Using the proposed Evasion formula on NIN ( floor(AGI / 2) + floor(((Evasion Skill-200)*0.9)+200) + (Evasion from Traits/JA/Gear) ) I always found myself being 2 or 3 off from what /checkparam showed my Evasion as.

    So I messed around a bit with job changes, when I switched to THF I had similar inaccurate results. Switched to lower leveled jobs, said formula worked fine on those. It worked fine on RNG when I switched to that however, and RNG doesn't bypass 400 evasion skill, which made me think...maybe the value of 1 Evasion skill changes for every 200 skill. To elaborate, we know it as 1 Skill = 1 Evasion when Skill<200, and 1 Skill = 0.9 Evasion when Skill>200. Now, perhaps 1 Skill = 0.8 Evasion when Skill>400? When assuming this, my numbers were on point and matched with what /checkparam was showing me.

    Proposed formula for this theory when above 400 skill: Evasion = floor(AGI / 2) + floor(((Evasion Skill - 400)*0.8)+(200*0.9)+200) + (Evasion from Gear/JA/Traits)
    That sounds like what was found regarding accuracy:
    1 skill = 1 acc below 200 skill
    1 skill = 0.9 acc below 400 skill
    1 skill = 0.8 acc below 600 skill
    1 skill = 0.9 acc above 600 skill
    possibly changes again above 800 skill, but we can't reach that yet.

  12. #392
    Chram
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    Sep 2007
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    Fenrir

    Info on how skillchain damage is calculated:

    Base damage depends on the tier of the skillchain, as a percentage of the closing weaponskill damage:
    T1 = 50%
    T2 = 60%
    T3 = 100%

    EG: Weaponskill damage of 1000 would generate a base of 600 for T2 or 1000 for T3.


    After this, apply Skillchain Bonus damage, for whichever tier you're at.

    EG: Subbing /dnc gives you tier 1 of Skillchain Bonus, which is +8%. T2 would now be at 648, and T3 would be at 1080.


    After this, add any Magic Damage.

    EG: Bolelabunga is +124 magic damage. Our T2 would now be 772, and T3 would be 1204.


    After that, multiply by an additional factor that appears to be based on a few possible factors that seem to relate to the mob family:

    Mobs weak to element: +50%
    Mobs weak to element, but over your iLvl: +35% (?)
    Mobs neutral to element: +30%
    Mobs strong to element: ???

    EG: Our T2 would now be 1158 vs weak mob, and our T3 would be 1806. Vs a neutral mob, the T2 would be 1003 and the T3 would be 1565.

    EG2: If not using the +magic damage item, they would be 842-972 for the T2, and 1404-1620 for the T3.



    After that, apply magic damage reduction, dependant on mob family and buffs. EG: Shell, or mobs with inherent MDT, etc.


    Additional info is needed for figuring out how the final SC multiplier is determined. The listing is mostly guesswork right now.

  13. #393
    Chram
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    Fenrir

    TP Formula data

    TP Formula for delays up to 175:
    32 + ((delay-12) * 11/64)

    Near perfect match with observed samples. Only one delay is off by 1, and I can't figure any decent way to bring it in line.
    Spoiler: show

    Code:
    Delay 1 Delay 2 Gr. DW% DW %    Delay   TP      Predict Diff
    196     186     25%     55%     85      44      44      0
    200     186     25%     55%     86      44      44      0
    200     196     25%     55%     89      45      45      0
    200     200     25%     55%     90      45      45      0
    196     186     22%     52%     91      45      45      0
    200     186     22%     52%     92      45      45      0
    196     186     20%     50%     95      46      46      0
    200     196     22%     52%     95      46      46      0
    200     186     20%     50%     96      46      46      0
    200     200     22%     52%     96      46      46      0
    200     196     20%     50%     99      46      46      0
    200     200     20%     50%     100     47      47      0
    196     186     17%     47%     101     47      47      0
    200     186     17%     47%     102     47      47      0
    200     196     17%     47%     104     47      47      0
    196     186     15%     45%     105     47      47      0
    200     186     15%     45%     106     48      48      0
    200     200     17%     47%     106     48      48      0
    196     186     13%     43%     108     48      48      0
    200     196     15%     45%     108     48      48      0
    196     186     12%     42%     110     48      48      0
    200     186     13%     43%     110     48      48      0
    200     200     15%     45%     110     48      48      0
    200     186     12%     42%     111     48      49      -1
    200     196     13%     43%     112     49      49      0
    196     186     10%     40%     114     49      49      0
    200     196     12%     42%     114     49      49      0
    200     200     13%     43%     114     49      49      0
    200     186     10%     40%     115     49      49      0
    200     200     12%     42%     116     49      49      0
    200     196     10%     40%     118     50      50      0
    196     186     7%      37%     120     50      50      0
    200     200     10%     40%     120     50      50      0
    200     186     7%      37%     121     50      50      0
    196     186     5%      35%     124     51      51      0
    200     196     7%      37%     124     51      51      0
    200     186     5%      35%     125     51      51      0
    200     200     7%      37%     126     51      51      0
    196     186     3%      33%     127     51      51      0
    200     196     5%      35%     128     51      51      0
    200     186     3%      33%     129     52      52      0
    200     200             35%     130     52      52      0
    200     200     5%      35%     130     52      52      0
    200     196     3%      33%     132     52      52      0
    196     186     0%      30%     133     52      52      0
    200     200     3%      33%     134     52      52      0
    200     186     0%      30%     135     53      53      0
    200     196     0%      30%     138     53      53      0
    200     200     0%      30%     140     54      54      0
                                    116     49      49      0
                                    124     51      51      0
                                    134     52      52      0
                                    143     54      54      0
                                    150     55      55      0
                                    170     59      59      0
                                    173     59      59      0
                                    175     60      60      0



    For reference, the other half of the current formulation:

    TP Formula for delays over 175:
    17 + (delay * 489/2000)


    No data on over 530 delay (eg: bows, guns), though it's known the 999 delay relic weapons do not fit in that formula, so not sure what needs additional adjustment.

  14. #394
    Old Merits
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    Ragnarok

    Enlight and Runes

    So, when you have multiple en effects up, only one of them gets to proc. And Runes seem to have the highest priority. So when you have Enlight and Runes up, you get the Rune dmg.

    The interesting part here, is that you still get enlight's acc bonus... even though Enlight isn't procing on hit.

    The Accuracy bonus doesn't appear to degrade either, since enlight is never "hitting" and thus doesn't count down.

    So with runes up, enlight provides(in my case) +70 non-degrading accuracy. That's rather nice. And so is only having to cast Enlight once every 3 mins.

    So, I initially tested this with checkparam, but since I wanted to make sure the acc was actually applying, I did some brief parses.

    126 serac rabbit
    sole sushi(needed it to unfloor acc)
    Code:
    Melee Damage
    Player            Melee Dmg  Abs'd.Dmg   Net Dmg   Melee %   Hit/Miss    M.HR %   M.Acc %  M.Low/Hi  M+0.Avg  M-0.Avg
    Martel                 9292          0      9292   70.76 %      65/85   43.33 %   43.33 %     0/155   120.22   120.22
    Enlight+Ignis
    Code:
    Melee Damage
    Player            Melee Dmg  Abs'd.Dmg   Net Dmg   Melee %   Hit/Miss    M.HR %   M.Acc %  M.Low/Hi  M+0.Avg  M-0.Avg
    Martel                17781          0     17781   67.73 %     126/27   82.35 %   82.35 %     0/158   123.11   123.11
    So Runes preventing Enlight is actually beneficial, as long as you need acc. XD Between this and swordplay, /RUN is a very good sub for high acc.

  15. #395
    Smells like Onions
    Join Date
    May 2014
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    Asura

    Did some Leaden Salute testing with various MAB/Magic Damage values and learned something interesting about Archon Ring that I haven't seen anywhere. I don't think this was already known, apologies if it was.

    It seems that 'Dark Elemental "Magic Atk. Bonus"+5' isn't added to MAB normally but is actually a different multiplicative term, at least for magic WS.

    That is, rather than

    Code:
    ((fLvl + fILvl + WSC) * fTP + dStat + mDmg) * MAB
    it looks like the formula is

    Code:
    ((fLvl + fILvl + WSC) * fTP + dStat + mDmg) * eMAB(element-specific) * MAB
    I tested various combinations of AGI/MAB/MagD values with and without Archon Ring to confirm:

    Spoiler: show
    Code:
    Job: COR/SAM
    Target: Wild Rabbit
    Weapon: Pulfanxa (except last test, Death Penalty for that one)
    No MAB sources (except gear), no weather/day bonuses
    
    Sets without Archon Ring:
    TP	AGI	MAB	MagD	WSC	fTP	Pred	Actual	Mod
    1000	139	0	0	340	4	1626	1626	1626
    1000	135	0	10	336	4	1612	1612	1612
    1000	135	10	10	336	4	1773	1773	1773
    1278	135	24	16	336	4.75	2318	2318	2318
    1000	280	0	10	481	4	2482	2482	2482
    1000	109	45	0	310	4	2096	2096	2096
    3000	109	45	0	310	10	4793	4793	4793
    1000	248	91	16	449	4	4385	4385	4385
    3000	248	91	16	449	10	9530	9530	9530
    
    Sets with Archon Ring:
    TP	AGI	MAB	MagD	WSC	fTP	Pred	Actual	Mod
    1000	104	5	0	305	4	1486	1486	1486 (naked with Archon Ring, no other MAB or MagD sources)
    1000	248	88	10	449	4	4305	4399	4399
    1000	248	94	16	449	4	4454	4554	4554
    3000	248	94	16	449	10	9680	9901	9901
    1000	109	56	16	310	4	2280	2317	2317
    3000	109	56	16	310	10	5182	5266	5266
    1000	109	50	0	310	4	2169	2201	2201
    1000	104	15	0	305	4	1628	1634	1634
    3000	248	94	16	449	10	12584	12871	12871
    
    Pred is the predicted value from the original formula
    Actual is the damage the weaponskill actually did in the field
    Mod is the predicted value using the modified MAB formula


    Also checked the flooring order, MAB(Elemental) is definitely applied and the result floored before MAB is:

    Code:
    =FLOOR(FLOOR(((fLvl + fILvl + WSC) * fTP + dStat + mDmg) * MAB(Elemental)) * MAB)
    Didn't test with staff/day/weather bonuses, but without them that flooring order gives exactly the right results in all cases (and reversing the order gave the wrong result in some cases).

    I would guess that the same is true of other "Element: MAB+" gear, such as Ngqoqwanb, Chimera Hairpin, Kaikias' Cape, Ossa Grip, etc. but I haven't tested any of them (no Chimera Hairpins available and the rest of the gear is all for jobs I don't have). Would also expect it to apply to other MAB-affected abilities and magic.

  16. #396
    Ridill
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    Bahamut

    I believe a lot of the +element mab counts as affinity. I've definitely seen it work with the hairpin as well as the stone neck

  17. #397
    Ridill
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    Bahamut

    So finally got a Prester to test. From others testing it only seems to increase dmg of ws with wind skillchian element

    Dmgs w/o Preseters
    Numbing shot- 2817
    Coronach -3918
    Slug shot - 4545

    Dmgs w Preseters
    Numbing shot- 2907
    Coronach -4044
    Slug shot - 4632


    So looks like the same as belt/gorget bonuses

  18. #398
    New Spam Forum
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    Dec 2009
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    3
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    Quetzalcoatl

    Level 75 Aymur - Pet: Attack Bonus is +40.
    The hidden +500 TP that was accredited to level 90+ Aymur is actually present on the level 75 version, so it always has a +1000 TP effect on Sic/Ready.

    (And it's basically a given, but just so it's out there, the Attack/TP bonuses don't work with Aymur in the offhand.)

    Level 80 Aymur - Pet: Attack Bonus II is +50.
    Level 85 Aymur - Pet: Attack Bonus III is +60.
    Level 90/95 Aymur - Pet: Attack Bonus IV is +70.
    Level 99/119 Aymur - Pet: Attack Bonus V is +80.


  19. #399
    Hydra
    Join Date
    Nov 2009
    Posts
    133
    BG Level
    3
    FFXI Server
    Ragnarok

    Quote Originally Posted by Motenten View Post
    TP Formula data

    TP Formula for delays up to 175:
    32 + ((delay-12) * 11/64)

    Near perfect match with observed samples. Only one delay is off by 1, and I can't figure any decent way to bring it in line.
    Spoiler: show

    Code:
    Delay 1 Delay 2 Gr. DW% DW %    Delay   TP      Predict Diff
    196     186     25%     55%     85      44      44      0
    200     186     25%     55%     86      44      44      0
    200     196     25%     55%     89      45      45      0
    200     200     25%     55%     90      45      45      0
    196     186     22%     52%     91      45      45      0
    200     186     22%     52%     92      45      45      0
    196     186     20%     50%     95      46      46      0
    200     196     22%     52%     95      46      46      0
    200     186     20%     50%     96      46      46      0
    200     200     22%     52%     96      46      46      0
    200     196     20%     50%     99      46      46      0
    200     200     20%     50%     100     47      47      0
    196     186     17%     47%     101     47      47      0
    200     186     17%     47%     102     47      47      0
    200     196     17%     47%     104     47      47      0
    196     186     15%     45%     105     47      47      0
    200     186     15%     45%     106     48      48      0
    200     200     17%     47%     106     48      48      0
    196     186     13%     43%     108     48      48      0
    200     196     15%     45%     108     48      48      0
    196     186     12%     42%     110     48      48      0
    200     186     13%     43%     110     48      48      0
    200     200     15%     45%     110     48      48      0
    200     186     12%     42%     111     48      49      -1
    200     196     13%     43%     112     49      49      0
    196     186     10%     40%     114     49      49      0
    200     196     12%     42%     114     49      49      0
    200     200     13%     43%     114     49      49      0
    200     186     10%     40%     115     49      49      0
    200     200     12%     42%     116     49      49      0
    200     196     10%     40%     118     50      50      0
    196     186     7%      37%     120     50      50      0
    200     200     10%     40%     120     50      50      0
    200     186     7%      37%     121     50      50      0
    196     186     5%      35%     124     51      51      0
    200     196     7%      37%     124     51      51      0
    200     186     5%      35%     125     51      51      0
    200     200     7%      37%     126     51      51      0
    196     186     3%      33%     127     51      51      0
    200     196     5%      35%     128     51      51      0
    200     186     3%      33%     129     52      52      0
    200     200             35%     130     52      52      0
    200     200     5%      35%     130     52      52      0
    200     196     3%      33%     132     52      52      0
    196     186     0%      30%     133     52      52      0
    200     200     3%      33%     134     52      52      0
    200     186     0%      30%     135     53      53      0
    200     196     0%      30%     138     53      53      0
    200     200     0%      30%     140     54      54      0
                                    116     49      49      0
                                    124     51      51      0
                                    134     52      52      0
                                    143     54      54      0
                                    150     55      55      0
                                    170     59      59      0
                                    173     59      59      0
                                    175     60      60      0



    For reference, the other half of the current formulation:

    TP Formula for delays over 175:
    17 + (delay * 489/2000)


    No data on over 530 delay (eg: bows, guns), though it's known the 999 delay relic weapons do not fit in that formula, so not sure what needs additional adjustment.
    Did some testing using weapons with delay in between 180 to 545.
    Spoiler: show
    Code:
    Job:	WAR/BLM		Sauromugue Champaign
    			
    Weapon	                 Delay  TP	TP (Sword Strap)
    Kamome (NIN/BLM)	 180  61	
    Eminent Dagger	         183	61	
    Twilight Knife	         190	63	
    Usonmunku	         231	73	
    Homestead Blade	 247	77	
    Warp Cudgel	         264	81	
    Astolfo	                 276	84	
    Kerehcatl	                 288	87	
    Deae Gratia	         300	90	
    Ganelon	                 312	93	
    Kumbhakarna	         322	95	
    Terra's Staff	         356	104	101
    Plenitas Virga	         360	105	102
    Pitchfork +1	         369	107	104
    Quint Spear	         396	113	110
    Kaquljian	                 480	134	130
    Qalgwer	                 504	140	136
    Macbain	                 510	141	137
    Svarga	                 545	149	146
    Ark Scythe	                 999	180	178


    The old TP has a linear formula of (delay - A)*B/C + D for each delay stages. Therefore I think the new TP formula also follows the same pattern.
    On this FFXIAH thread (http://www.ffxiah.com/forum/topic/44...ver-540-delay/), you have proven that there is an inflection point at 540 delay. Also, the TP return is linear in between 175 and 530.

    Therefore I attempted to "brute-force" the values of A, B, C and D for the delay range in between 180 and 540 using Excel with genetic algorithm add-in (Genetik Solver). Quite often, the constant C has some values in the multiples of 90 (180 or 360) and constant D has a value of approximately 61 (TP return of 180 delay).

    After optimization, the TP formula for delay 180 to 540 seems to be (Delay - 180)*88/360 + 61. After simplification (Delay*0.2444 + 17), the formula is a close match to your suggested formula.

    By combining the data from this thread and FFXIAH, the following TP formula are proposed:
    Code:
                      Delay             Formula
    Stage 1          0 to 180      (delay - 180)*63/360 + 61
    Stage 2       180 to 540     (delay - 180)*88/360 + 61
    Stage 3       540 to 630     (delay - 540)*20/360 + 149
    Stage 4       630 to 720     (delay - 630)*28/360 + 154
    Stage 5       720 to 900     (delay - 720)*24/360 + 161
    Stage 6       900 to 999     (delay - 900)*28/360 + 173
    Although the formula matches all the data, but there might be a better way to combine the formula for stage 3, 4, 5 and 6 (as I can't think of a reason why SE needs to make multiple inflection points for delay over 540).

    Calculation data:
    Spoiler: show
    Code:
    Delay <= 180		
    Delay	TP	Calc.
    85	44	44
    86	44	44
    89	45	45
    90	45	45
    91	45	45
    92	45	45
    95	46	46
    96	46	46
    96	46	46
    99	46	46
    100	47	47
    101	47	47
    102	47	47
    104	47	47
    105	47	47
    106	48	48
    106	48	48
    108	48	48
    110	48	48
    111	48	48
    112	49	49
    114	49	49
    115	49	49
    116	49	49
    120	50	50
    121	50	50
    124	51	51
    125	51	51
    126	51	51
    127	51	51
    128	51	51
    129	52	52
    130	52	52
    132	52	52
    133	52	52
    134	52	52
    135	53	53
    138	53	53
    140	54	54
    116	49	49
    124	51	51
    134	52	52
    143	54	54
    150	55	55
    170	59	59
    173	59	59
    175	60	60
    180	61	61
    
    
    180 <= Delay <= 540		
    Delay	TP	Calc.
    180	61	61
    183	61	61
    190	63	63
    231	73	73
    247	77	77
    264	81	81
    276	84	84
    288	87	87
    300	90	90
    312	93	93
    322	95	95
    356	104	104
    360	105	105
    369	107	107
    396	113	113
    480	134	134
    504	140	140
    510	141	141
    540	149	149
    
    
    180 <= Delay <= 540 (sword strap)
    Delay	TP	Calc.
    345	101	101
    349	102	102
    357	104	104
    384	110	110
    465	130	130
    488	136	136
    494	137	137
    528	146	146
    
    
    540 <= Delay <=630		
    Delay	TP	Calc.
    540	149	149
    545	149	149
    550	149	149
    624	153	153
    630	154	154
    
    
    630 <= Delay <= 720		
    Delay	TP	Calc.
    630	154	154
    633	154	154
    660	156	156
    706	159	159
    720	161	161
    
    
    720 <= Delay <= 900		
    Delay	TP	Calc.
    720	161	161
    822	167	167
    825	168	168
    828	168	168
    840	169	169
    855	170	170
    900	173	173
    
    
    900 <= Delay <= 999		
    Delay	TP	Calc.
    900	173	173
    969	178	178
    999	180	180

  20. #400
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    Quote Originally Posted by Nekradarken View Post
    Although the formula matches all the data, but there might be a better way to combine the formula for stage 3, 4, 5 and 6 (as I can't think of a reason why SE needs to make multiple inflection points for delay over 540).
    This would mainly be for ranged weapons (including ammo) I assume.

    540-630: low delay bows, highest delay xbow
    630-720: most bows, lowest delay guns
    720-900: most guns, couple high delay bows
    900+: highest delay guns, relics

    You can pretty much break it into 630-720 is for archery, 720-900 is for guns. Still not sure why it's broken up between ranged weapon types, but they do match up with pretty common points of delay.

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