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View Poll Results: Update/Change FFXI mechanics terminology?

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  • Yes

    17 48.57%
  • No

    18 51.43%
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Thread: FFXI Terminology     submit to reddit submit to twitter

  1. #41
    Chram
    Join Date
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    Fenrir

    Poll is unfortunately unusably vague and ambiguous. Neither 'yes' nor 'no' is an appropriate answer, so I have to abstain.

  2. #42
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Gilgamesh
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    Diabolos

    If the concern is that you want some terms to remain the same and to change/add others, then that can be discussed afterwards if [yes] wins. The alternative is to let the issue drop completely.

  3. #43
    Relic Weapons
    Join Date
    Jun 2011
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    Quote Originally Posted by Prothescar View Post
    iirc all of the terms we use to describe variables were poorly translated from a poorly translated JP translation which in its original form could have been questionable, so it's possible that WSC has no real significant meaning.
    http://www.ffxionline.com/forums/rac...e.testing.html
    That is the very first english translation from Studio Gobli by imac2mach and ApplePie/Grendal back in late 2004. I deliberately just took all the terms they have there to my doc after that.
    Why is it "fTP"? why is it "pDIF"? I honestly didn't question too much on nomenclature.
    Studio Gobli themselves called what we call "WSC" as "ST Bonus" (Status Bonus?), "fSTR" as SV(STR variable?), "pDIF" as "atk/def function".

    Personally, I'm just apathetic with all this notion. Once we can fully understand what's going on in old "pDIF", then there is a good motivation to change (and break down further) the "pDIF" part.

  4. #44
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    Looks like pDIF is physical difference (as opposed to magical difference)

    Not sure people want to stick with that still, but at least we know that it's not a random term.

    Googlated for those interested.

    Spoiler: show

    ※ complaint against the inconvenience that arise as a result of using the contents of this memo will not be accepted.
    ※ welcome discussion pointed out
    ※ Specifications monospaced font




    (Last Updated 06/04/12)



    ■ avoidance of enemy defense

    Characteristics of race × [characteristic + 8 + [VIT / 2] + job f (rank defense Lv, tribal)]: enemy defense
    Characteristics + [AGI / 2] + job f (skill rank avoid Lv, the main job): avoid enemy

    ※ f function
    Rank Lv-1 ~ 50 Lv51 ~
    A 6 + [(Lv-1) * 3.0] 153 + [(Lv-50) * 5.0]?
    B 5 + [(Lv-1) * 2.9] 147 + [(Lv-50) * 4.9]?
    C 5 + [(Lv-1) * 2.8] 142 + [(Lv-50) * 4.8]
    D 4 + [(Lv-1) * 2.7] 136 + [(Lv-50) * 4.7]?
    E 4 + [(Lv-1) * 2.5] 126 + [(Lv-50) * 4.5]
    ※ less than Lv1 Lv1 is calculated as

    ※ defense of tribal rank C but basically, the Caterpillar E, Otori is a pattern of B
    ※ The characteristics but a basically tribal, Buffalo Bugard Ant Lion is about 1.2 (more precisely, a +51 / 256)


    ◇ Display enemy defense

    View when examining the value of the level before receiving compensation.
    Enemy defense / attack ratio = own offense and defense
    Defense high offense and defense ratio <1.00
    Offense and defense ratio> 1.25 low defense
    Defense → No indication otherwise

    ※ How to survey enemy defense
    No mark of self-defense - high attack [limit] display is unmarked enemy defense.


    ◇ Display avoid enemy

    High self-avoidance avoid enemy hit -30 <
    +10 ≧ avoid enemy hit low self-avoidance

    ※ How to avoid enemy investigation
    Was -10 to hit when self-avoidance [low] limit of no mark - low avoidance is avoiding enemy.
    Was +30 to hit high self-avoidance - the unbranded when unmarked [limit] display is avoidance enemy.

    ※ avoid a lower limit of


    ◇ status of the enemy (VIT, etc. AGI)

    Just like the PC,
    Compensation rank rank + + supports the main job rank × job racial Sapojobu
    Expressed in the form of a. Differs from the PC, the amount of increase in (Lv61 ~) does not decline at a high level.

    Value of each item are as follows:
    Rank value
    A 5 + (Lv-1) * 0.50
    B 4 + (Lv-1) * 0.45
    C 4 + (Lv-1) * 0.40
    D 3 + (Lv-1) * 0.35
    E 3 + (Lv-1) * 0.30
    F 2 + (Lv-1) * 0.25
    G 2 + (Lv-1) * 0.20

    ※ Sapojobu correction, the low level (half of the main) 0.5, from medium-level (ie without support) 0
    The support begins with a correction in the range of 0 to 0.5 per Lv30, seems to be different by the same level of monsters in the area.

    I feel like the next rank in the range tribe is known.

    Remarks VIT AGI INT MND race
    Goblin E D D
    Oak F D
    Quadav E? D?
    Yagudo F BorC D E
    D D daemon
    PLD / PLD basic crab C E D D
    PLD / PLD basic helmet BEE
    Approximately +20% defense PLD / PLD DD bovine basic
    Approximately +20% defense Rion DDD clients
    B defense rank C? Otori? It supports, or white depending on where the main
    Caterpillar D E defense rank
    MNK / MNK basic DDD mandola
    D D D rabbit
    E D D Bird
    Golem C C
    E C spider
    Lizard D D
    E D mushroom
    Sheep E D
    Taurus C
    D scorpion
    D raptor
    E pot
    Ahriman E
    DorE bat
    Earthworm DorE C D
    Bat CorD D D
    D E dead dog
    CorD D D bulb
    CorD D D bee
    Dhalmel CorD D D

    ※ job WAR / WAR basically


    ■ Summon magic attribute performance

    Seems to depend on the Lv of the enemy's servitor like WS Yappari attribute.
    Lv of Summon with Summoner or is not?

    Damage calculation is magic defense / magic attack power × [weather] × magnification [(Lv +2) ×]

    ※ possible rise in the 132 point advantage at the time of the 100 basic magic attack power Lv75 Devil's Advocate
    ※ Lv10 basic white 100 Magic Defense: 112: Lv45 Red 110: Lv25 Red 116: Lv70 White 114: Lv50 White 112: Lv30 110 white
    ※ +0.10 -0.10 day of the week day of the week attribute attribute attribute two weak +0.25 +0.10 -0.25 two one attribute attribute attribute one weak weak 1.00 -0.10 basic weather ...

    Change from +1 to +13 shroud dream magic attack power by Vana time
    Magic Attack +20 When you use the Astral pot?
    Nether Blast shell is ignored, ignored characteristic cut magic, magic defense only valid state of

    Remarks attribute 100 200 300 TP0
    2.00 Somunorensu darkness? Heavy Additional effect: Devil's Advocate
    Devil's Advocate remote darkness Nether Blast 5.00



    ■ Feature WS enemy Breath

    Breath of the enemy is dependent on the current HP, there is a cap. Does not affect the magical defense.
    Determination to resist the process from the cap? Or
    Subjected to fix damage reduction of 1/2 ^ n by the angle between the direction of the character of the character has received orientation and firing, firing and character?
    A similar fix at a distance?
    Characteristic features of breath-x% target damage is done after processing cap.
    Jerry rings also increases damage taken breath.

    Note: HP attribute CAP percentage
    Hecatomb Wave Wind? Darkness Additional Effect: 260 daemon
    Radiant light breath? Additional effect Wyvern 700: Silence, Slow
    Wed Poison Breath? 500 Additional effect crawlers: cap500 Buburimu poison from the back
    Tues rate in Chicago? 800 crawlers (red)
    Tues breath of flame? 500 Manticore
    1/4 gas, wind Silence? Silence Additional effect: mushroom
    1/4 Dakusupoa darkness? Darkness Additional effect: mushroom
    Wed Aqua Breath? 400? Adamantasu
    Sat earth breath? 400? Adamantasu


    ■ WS enemy magic attribute

    WS magic attribute of the enemy is not dependent on the INT, depending on the Lv.
    Damage calculation (Damage or cut shell or magic or magic defense) cut magic × [magnification (Lv +2) ×]
    Has become a pattern. WS is subject to modification by the magnification in the TP.

    Remarks attribute 200 300 TP100
    Tues 3.00 Goblin, Tage throw around the bomb? , Breath-dependent suicide or HP?
    3.00 octopus whirlwind wind, ambient, additional effect: VIT down.
    Distinguished mail octopus rom 3.00 Wed, perimeter, additional effect: STR down.
    1.00 Wed venom? Dragonfly, front range, additional effect: poison.
    Cursed Sphere 2.00 3.00 4.00 dragonfly darkness, ambient Tage?
    Wed 3.00 2.50 2.00 Leach acid mist, perimeter, additional effect: attack power down. (-50%?)
    2.00 2.50 3.00 Brain drain darkness? Leach, absorption HP?
    Bird Wing Wind Cutter 2.00? 2.50? 3.00?, Front range, lack of research
    Aizuonmi 5.00? Ahriman, cut magic ignored. Low level
    Aizuonmi 7.00? Ahriman, cut magic ignored. (Or BC or back?) High level
    Lightning Thunderbolt 1.50 Behemoth, perimeter, additional effect: Stun. Unexamined KB
    2.00 shock fracture? ? Behemoth forward, knock back. Unknown whether the magic
    4.00 Wing Hurricane? Wyrm, Fafnir, ambient, additional effect: darkness.
    5.00 Wing Hurricane? Nidhogg, ambient, additional effect: darkness. Damage increased by 10 100 to raise the wing

    ◇ Tiamat: 100 Magic Attack (check Lv90)?
    De Bad Wing 4.00? When the ground, perimeter, additional effect: pestilence
    De Bad Wing 6.00? Flight time, perimeter, additional effect: pestilence
    Tues 7.00 Inferno Blast? Flight time, Tage around?
    Tues 4.00 (air attack)? Flight time
    2.50 touchdown? When landing, the ambient

    ◇ Jormungand: 132 Magic Attack (guess Lv90)
    Gregor ice Gale Wing 3.00? When the ground, perimeter, additional effect: paralysis
    Gregor ice Gale Wing 5.00? Flight time, perimeter, additional effect: paralysis
    5.00 Three-port ice blasting? Flight time, Tage around?
    Ice 3.00 (air attack)? Flight time
    2.00 touchdown? When landing, the ambient

    ◇ Ouryu Unlimited: 100 Magic Attack (guess Lv90)
    4.00 Wing Typhoon Thailand? Ambient, Additional effect: Slow
    Wing by 4.00? When flying, the ambient
    Blast ocher 5.00? Flight time, Tage around?
    Sat 3.00 (air attack)? Usually attack when flying
    2.00 touchdown? When landing, the ambient

    ◇ Vrtra: 100 Magic Attack (guess Lv90)
    7.00 Wing Cyclone? W never seen

    ◇ Ouryu limit Lv50: 100 Magic Attack (guess Lv54)
    4.00 Wing Typhoon Thailand? Ambient, Additional effect: Slow
    Wing by 8.00? When flying, the ambient
    10.00 Blast ocher? Flight time, Tage around?
    Sat 5.00 (air attack)? Usually attack when flying
    2.50 touchdown? When landing, the ambient

    ◇ Bahamut Dragon Emperor descent: 112 INT115 magic attack power (guess Lv92)
    Megafurea 10.00? 1.5 magnification system Impact: INT
    Gigafurea 14.00? 1.5 magnification system Impact: INT
    Terafurea 20.00? 1.5 magnification system Impact: INT


    ■ WS · TP magic correction factor

    ※ temporary damage =
    Rate cut magic damage enemy * (enemy magic defense / magic attack power self) * () * fTP + x fix (Lv +2 + WS) (whether or not you are affected)
    ※ x is x = 32 in 48 in 16 x = 16 INT difference difference difference x = 0 INT 0 INT section INT of 16 half-life

    Note item attribute modifications 200 300 TP100
    Burning blade Tues STR_20% 1.00 2.00 2.50 INT_20%
    It is not INT30% Red Lotus STR_30% 1.00 2.375 3.00 INT_20% Tues or Tues would be because
    Frostbite ice STR_20% 1.00 2.00 2.50 INT_20%
    Ice freeze bytes STR_30% 1.00 1.50 3.00 INT_30%
    Wind gust slash DEX_20% 1.00 2.00 2.50 INT_20%
    Provisional INT_25% 1.00 2.375 2.875 cyclone wind DEX_30%
    Rock Crusher Sat STR_20% 1.00 2.00 2.50 INT_20%
    Sat crusher earth STR_30% 1.00 2.31253.625 INT_30%
    Sanders last thunder STR_20% 1.50 2.00 2.50 INT_20%
    Leiden lightning thrust STR_30% 1.00 2.00 3.00 INT_30%
    Shine light blade STR_20% 1.00 2.00 2.50 13 MND_20% x cap
    Seraph blade STR_30% 1.00 2.50 3.00 15 light MND_30% x cap
    Shine light strike STR_20% 1.00 1.75 2.50 13 MND_20% x cap
    Strike seraph light STR_30% 1.00 2.00 3.00 15 MND_30% x cap
    Dark Harvest darkness STR_20% 1.00 2.00 2.50 INT_20%
    Shadow of Death darkness STR_30% 1.00 2.50 3.00 INT_30%
    1.00 1.50 2.00 STR_30% dark shadow INT_30%
    No item modification darkness / light 1.00 2.00 2.50 Starburst
    No item modification darkness / light 1.00 2.50 4.00 Sunburst
    Multiply the magnification to +10 [/ 9 (one-handed skill 棍 -100)] 1.00 2.00 3.00 Star Light
    Multiply the magnification to +10 [/ 9 (one-handed skill 棍 -100)] 1.00 1.50 2.00 Moonlight


    ■ physical correction factor WS · TP

    ◇ Outline
    [/ 2 fix SV] D + FD = fixed weapon damage attack neighboring usually
    Fixed D + SV FD = fixed weapon damage normal attack remote

    Fixed weapon damage melee skills WD = * fTP (fix + WS [/ 2 fix SV] D + weapons)
    Weapon skill fixed Damage WD remote = * fTP (fix + WS D + SV fix weapons)

    ※ fixes and SV, it is obtained by the value of the VIT bonus of STR-own enemy. See here
    ※ DEX · AGI Damashiuchi Chino-surprise bonus in the form of a WD + DEX + AGI, correction is not applied magnification of fTP

    WS Damage = WD * f the final (enemy defense / attack same)
    Weak 0 ~ 2.4: f proximity. +1 Might be critical. 3.0 cap
    0 ~ 3.0: f remote. 1.25 times critical.
    ※ enemy attacks and self-defense, there are those fixes take at WS

    ◇ side of the table
    FTP of TP100: TP100
    FTP of TP200: TP200
    FTP of TP300: TP300
    Number of attacks: Hit
    Item Fix: Fixed pattern with affected status (see below)

    ◇ fix item
    When calculating the bonus damage fixed, indicating the status of the affected system.
    Numbers indicate the degree of influence behind the status. (Tentative)
    Expression such a form would be expected.

    Fix a status: int (% numeric status *) * α
    Fix 2 status: int (B% A% + numeric numeric status status B * A *) * α

    α is a number around 1, increasing its level decreases
    relationship between the LV and α is as follows (provisional)
    Lv75 ... 0.83
    Lv74 ... 0.83
    Lv73 ... 0.84
    Lv72 ... 0.84
    Lv67 ... 0.86 or 0.87 (0.87 maybe)
    Lv60 ... 0.90 or 0.91 (0.90 maybe)
    One of the Lv40 ... 0.94 ~ 0.94
    One of the Lv37 ... 0.94 ~ 0.99
    One of the Lv31 ... 0.94 ~ 0.99

    For example, if STR_32 VIT_32
    Multiplied by α to a numeric value plus 32% of 32% of the STR and VIT is obtained as a fixed damage bonus of WS.
    Correction tables

    ◇ Weapon Skill attribute physical
    Katana drops, frozen, Hot Shot Flaming Arrow heavens roar, heat haze, wind gin, luminosity, of archery ground, the sword with both hands, shooting
    These include features in common, that, to be added as an attribute damage what percentage of physical damage.
    50% is common, as is TP100, at 100% at TP300.
    So for the entire physical damage, will be subject to additional minutes of multistage and double attack.
    Defeat the enemy with only physical damage, damage is not reflected in the attributes.
    Part only attribute damage, resist exists. For example, are cut and shoot at least 50% highly resistant to mushroom water drop.


    ※ magnification referred to below are only valid for the first hit.
    Magnification of (including additional hit and dual wield DA) after all it is 1.00.
    D value fixed by the status is valid for all hit.

    Remarks fix items 200 300 Hit TP100
    □ Fighting
    1.00 1.50 2.00 × 3 STR_20 DEX_20 combo
    1.00 1.50 2.00 × 5 STR_20 DEX_20 random attack
    1.00 × 2 VIT_30 tackle
    1.00 × 2 VIT_40 valorous short
    1.00 × 2 STR_30 DEX_30 backhand blow
    1.00 × 2 STR_35 spin attack
    Provisional 1.50 2.00 3.00 × 2 STR_20 VIT_50 empty fist
    2.00 2.50 3.00 × 2 STR_50 VIT_50 Ssangyong leg
    1.00 × 8 STR_10 VIT_10 dream fist Ashura
    Final Heaven only 3.00 × 2 VIT_60 Relic

    □ dagger
    Wasp Sting 1.00 × 1 -
    Two-fold attack power - Viper bytes 1.00 × 1?
    Shadow stitch 1.00 × 1 CHR_30
    Shark Byte 2.00 2.50 3.00 × 2 DEX_50
    Evu~isareshon 1.00 × 5 DEX_30 (before 06/07/22) 1.00 1.25 2.00 coefficient
    Dancing Edge 1.1875 × 5 DEX_30 CHR_40
    Marcy only 3.00 × 1 STR_60 stroke Relic

    Remarks fix items 200 300 Hit TP100
    □ Sword
    Fast blade 1.00 1.50 2.00 × 2 STR_20 DEX_20
    Swift Blade 1.50 × 3 STR_30 MND_30
    Sabejjiburedo 1.00 1.75 3.50 × 2 STR_30 MND_50
    1.00 × 1 STR_30 flat blade
    Pal Bo blade 1.00 × 4 STR_30
    Circle Blade 1.00 × 1 STR_35
    With spirits living in coefficient of HP × 4/32 6/32 15/32 × 1
    Knights of Round - only 3.00 × 1 STR_40 MND_40 Relic

    □ Sword
    Hard slash 1.50 1.75 2.00 × 1 STR_30
    Crescent Moon 1.00 1.75 2.50 × 1 STR_35
    Sickle Moon 1.50 2.00 2.75 × 2 STR_20 AGI_20
    Power slash 1.00 × 1 STR_20 VIT_20
    Shockwave 1.00 × 1 STR_30 MND_30
    Spin slash 2.50 3.00 3.50 × 1 STR_30 INT_30
    I think high attack power correction 1.50 1.75 3.00 × 1 STR_50 INT_50 Ground Strike
    Scourge 3.00 × 1 MND_40 CHR_40 critical up seems amazing

    □ Scythe
    Slice 1.50 1.75 2.00 × 1 STR_30
    Nightmare Scythe 1.00 × 1 STR_30 MND_30
    Spinning Scythe 1.00 × 1 STR_30
    Boparusaisu 1.00 × 1 STR_35
    Girotin 0.875 × 4 STR_25 MND_25
    Sleeper Black 2.00 2.25 2.50 × 2 STR_30 MND_30
    Spiral Hell 1.375 1.875 3.625 × 1 STR_50 INT_50
    Catastrophe only 2.75 × 1 INT_40 AGI_40 Relic

    □ spear with both hands
    Last doubles 1.00 1.50 2.00 × 2 STR_30
    Last Pentasu subsequent 2Hit 0.75 1.00 2.25 × 5 STR_20 DEX_20 1.00 fixed, low attack power
    Last pulse baud 1.00 × 1 STR_20 AGI_20
    1.00 × 1 STR_30 pay leg
    Sukyua 1.00 × 3 STR_35?
    1.00 coefficient of 1.75 × 1 STR_50 guts STR_50 (before 04/09/14)
    Impulse Drive 1.00 1.50 2.50 × 2 STR_50
    Geirusukoguru only 3.00 × 1 AGI_60 Relic

    Remarks fix items 200 300 Hit TP100
    □ Axe
    Raging Axe 1.00 1.50 2.00 × 2 STR_30
    5 STR_30 2Hit after the first run page is supposed to be fixed 0.50 × 1.00
    Smash 1.00 × 1 STR_30
    Axe Falls La 1.00 × 1 STR_30
    Avalanche Axe 1.50 2.00 2.50 × 1 STR_30
    Spinning Axe 2.00 2.50 3.00 × 1 STR_35
    Mistral Axe 2.50 3.00 3.50 × 1 STR_50
    Calamity 1.00 1.50 4.00 × 1 STR_32 VIT_32
    1.00 × 3 STR_50 decimation
    Onslaught only 2.75 × 1 DEX_60 Relic

    □ Axe
    Iron Tempest 1.00 × 1 STR_30
    1.00 × 2 STR_30 Shutorumuvu~into
    Raging Rush 1.00 1.50 2.50 × 3 STR_35
    Keen Edge 1.00 × 1 STR_35
    Avoidance shield break -40 1.00 × 1 STR_20 VIT_20
    -25% Break armor defense 1.00 × 1 STR_20 VIT_20
    -25% Weapon Break Attack 1.00 × 1 STR_32 VIT_32
    -12.5% ​​Full break attack hit 1.00 × 1 STR_50 VIT_50 -20 -20 -12.5% ​​avoidance defense?
    I think high attack power correction 1.50 1.75 3.00 × 1 STR_50 VIT_50 steel cyclone
    Metatron Torment only defense -12.5% ​​2.75 × 1 STR_60 Relic?

    □ one hand 棍
    Brain Shaker 1.00 × 1 STR_30
    Skull Breaker 1.00 × 1 STR_35
    I think high attack power fix True Strike 1.00 × 1 STR_50
    Judgment 2.00 2.50 4.00 × 1 STR_32 MND_32
    Black Halo 1.50 2.50 3.00 × 2 STR_30 MND_50
    Hexa Strike 1.00 × 6 STR_20 MND_20
    Land only 2.75 × 1 STR_40 MND_40 grease Relic

    □ 棍 both hands
    Heavy Swing 1.00 1.25 2.25 × 1 STR_30
    1.00 3.00 5.00 × 1 STR_50 full swing
    -25% Defense Shell Crusher 1.00 × 1 STR_35
    Table spirit car 1.00 1.50 2.00 × 1 INT_50 MND_50
    I think high attack power correction 2.00 2.50 3.00 × 1 STR_30 MND_50 Retribution

    Remarks fix items 200 300 Hit TP100

    □ Katana
    1.00 × 1 STR_20 DEX_20 clinical
    1.00 × 2 STR_20 DEX_20 Fierce
    Decision attributes in the damage of the entire physical damage 1 STR_20 INT_20 +0.50?.?? +1.00 × droplet
    Decision attributes in the damage of the entire physical damage 1 STR_30 INT_30 +0.50?.?? +1.00 × freeze
    Decision attributes in the damage of the entire physical damage 2 STR_20 INT_20 +?.?? +?.?? +?.?? × ground
    1.00 × 3 STR_30 DEX_30 Zin
    2.50 2.75 3.00 × 1 STR_30 DEX_30 heaven
    1.00 × 5 STR_10 DEX_10 Majidesuka empty
    Look only 3.00 × 1 DEX_60 Relic Shojahitsumetsu an attack is four times but hey

    □ Katana
    1.00 1.50 2.00 × 2 STR_30 Fei Yan: We Ichino
    1.00 × 1 STR_30 tied Feng: We Nino
    Decision attributes in the damage of the entire physical damage 1 STR_30 × heaven roar????? See Noriyuki Tachi
    Decision attributes in the damage of the entire physical damage 1 STR_50 × Kagero????? Four Noriyuki Tachi
    Decision attributes in the damage of the entire physical damage 2 STR_30 × wind Jin????? Five Noriyuki Tachi
    Decision attributes in the damage of the entire physical damage 1 STR_50 MND_30 × luminosity????? Six Noriyuki Tachi
    Setsugekka fix the same item 1.50 2.00 2.50 × 1 STR_75 wind snow, even magnification: We Noriyuki seven
    When it comes to actual damage but the difference comes out 1.50 2.00 2.50 × 1 STR_75 moonlight: We Noriyuki eight
    I think the difference between offense and defense bonus ratio 1.50 2.00 2.50 × 1 STR_75 flower car: We Noriyuki nine
    Store TP +7 seems to use only a certain period of time after 3.00 × 1 STR_60 Kaiten Relic: We Noriyuki zero

    □ archery
    Decision attributes in the damage of the entire physical damage 1 STR_16 AGI_25 Flaming Arrow +0.50?.?? +1.00 ×
    Piercing Arrow defense cut 1.00 × 1 STR_16 AGI_25 about 50% 35% 0% 200 is approximately 300 TP100
    Arrow Ring da 1.00 × 1 STR_16 AGI_25
    Sidewinder 5.00 × 1 STR_16 AGI_25
    Blast Arrow 2.00 × 1 STR_16 AGI_25
    Operating arch Arrow 3.50 × 1 STR_16 AGI_25
    Arrow Real Enpi 2.50 2.75 3.00 × 1 STR_16 AGI_25
    Calculation unconfirmed 2.75 × 1 STR_40 AGI_40 ※ Hachiman amen
    ※ It 's not ー Eagle Eye 5.00 × 1 WS

    □ Shooting
    Determination of the entire physical damage Damage attribute in the Hot Shot +0.50?.?? +1.00 × 1 AGI_30
    Cut defense split shot about 1.00 × 1 AGI_30 50% 35% 0% 200 is approximately 300 TP100
    1.00 × 1 AGI_30 sniper shot
    Slug Shot 5.00 × 1 AGI_30
    2.00 × 1 AGI_30 shot blast
    Heavy Shot 3.50 × 1 AGI_30
    Detoneta 2.50 2.75 3.00 × 1 AGI_30
    Enmity down only 3.00 × 1 DEX_40 AGI_40 Karanakku Relic seems pretty cool

    Remarks fix items 200 300 Hit TP100


    Old data from here ↓



    (04/01/06)


    ■ remote attack
    Cap of a normal attack
    No offense and defense function × × fix critical fixed
    Offense and defense functions in the three cap
    Or 1.25 fixes a critical

    ■ Data of a normal attack

    D5 +1: fix FD22 → STR 16 → (8 +0) * 2 WR = int (5/9) = 0
    16 fix FD26 → STR: D5 +5
    16 fix FD35 → STR: D5 +14
    16 fix FD55 → STR: D5 +34
    D71 +1: fix FD102 → STR 30 → (8 +7) * 2 WR = int (71/9) = 7
    Fix 30 FD115 → STR: D71 +14
    Fix 30 FD135 → STR: D71 +34
    D54 +21: fix FD103 → STR 28 → (8 +6) * 2 WR = int (54/9) = 6
    Fix 28 FD114 → STR: D54 +32
    D41 +81: fix FD146 → STR 24 → (8 +4) * 2 WR = int (41/9) = 4
    D18: fix FD38 → STR 20 → (8 +2) * 2 WR = int (18/9) = 2

    From here the following conclusions:
    Usually a maximum cap of remote attack, something like that out of a maximum critical with a melee attack
    STR-fix is ​​the same as those of a melee attack can be applied. However, the value of two times compared to the proximity.
    · WR D is obtained from the value of the bow. WR arrows are not added



    (04/01/06)


    ■ Steel cyclone

    D19 → FD29
    STR80 VIT71 VIT69
    TP100 138 136
    TP200 161
    TP300 276
    WD 92

    STR75 VIT76
    TP100 138
    WD 92

    STR87 VIT73
    TP300 285
    WD 95

    D89 → FD106
    STR87 VIT73
    TP100 258
    WD 172



    (03/12/15)


    ■ Raging Rush

    STR80 D19 D75
    TP100 52 114
    TP200 78 171
    TP300 130 285

    STR70 D19
    TP100 49

    ■ Last Pentasu

    STR80 D25 D34 D67
    Fixed D 35 45 82
    TP100 45 52 80
    TP200 75 + 88 -
    TP300 135 157 240



    (03/12/13)


    ■ STR table

    (Correction value obtained by subtracting the D + fSTR) Iron Tempest & Shutorumuvu~into

    STR +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
    70 17 17 17 17 18 18 18 19 19 19
    80 20 20 20 20 21 21 21 22 22 22



    (03/12/11)


    ■ D Dancing Edge's first attack
    (D + fSTR) + int ((DEX + D) / 3) + 28
    ※ There is an expression for the potential impact provisional CHR

    ■ D of hard slash
    FD = D * 2 + fSTR + int (STR * 3/10) * 2
    WD = FD * (TP +500) / 800

    ■ D doubles the first attack last
    FD = (D + fSTR) + gSTR + a
    WD = FD * (TP +100) / 400
    ※ During the additional test parameters

    ■ Death Cap of Lv62
    HP: 3540
    Silence wind gas? Silence Additional effect: HP Damage 25% of the remaining attributes breath. Mystery: TP
    Darkness Additional effect: HP Damage 25% of the remaining breath Dakusupoa darkness attribute. Mystery: TP


    setstats


    A brief look at this suggests some of it is wrong (outdated), but there might be mob information we don't know.

  5. #45
    Relic Weapons
    Join Date
    Jun 2011
    Posts
    311
    BG Level
    4

    It's the old WS data.
    Mob stats calculation actually has been used/confirmed by Nagamaki back in 2007 when he's testing pDIF on Aura statue and steelshell.

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