Editing for being blind, ignore me @.@
Editing for being blind, ignore me @.@
Anyone have mobs stats for the newly added area they seem hella evasive even higher than delve fodder mobs.
A humble suggestion for a modification I find -highly- convenient when it comes to min/maxing and set building: heads up vital stat display. This is the selected bit in the (hopefully) attached picture. Left to right and top to bottom: cRatio, dDEX, fSTR, swings per round (xtra), critical hit rate (CHR), raw hit rate (RHR), rounds per ws (R/W), actual delay, and minimum delay. WSC display under WS sets.
It's kind of stuck in where there was room, and not exactly pretty, but I add these heads up displays every time I update spreadsheet version. It saves countless visits from the gear pages to the data/weaponskill/melee pages per comparison, and gives you a better feel of which stats are interacting to create the often hard to track down DPS discrepancies. Or detect bonehead errors and other SNAFU.
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I assume MagicDmg+ will be added to the spreadsheets if they haven't been already. However, I decided to test some things. There seems to be some sort of limitations on how much magic dmg+ can add. I don't know if it's based on spell/tier/dINT or not, but just pointing it out.
As GEO/RDM casting while avoiding cardinal chant bonus with a total of 50 MAB including trait and 106 INT vs 6INT mobs in West Saru, I got the following:
(I used v (dINT100) from https://www.bg-wiki.com/bg/Version_U...807/08/2013%29)
Code:Spell - V (dINT100) - Actual Dmg - Expected Dmg Stone I 160 240 240 Stone II 350 525 525 Stone III 550 825 825 Stone IV 850 1275 1275
Casting with Taxamchi while maintaining 50MAB and 106INT:
(Expected Dmg calculated from adding 99 to the spell's V constant)
Someone can test further if they'd like to determine exactly how it works.Code:Spell - V (dINT100) - Actual Dmg - Expected Dmg - Actual MDmg+ Stone I 160 300 388 40 Stone II 350 655 673 86 Stone III 550 973 973 99 Stone IV 850 1423 1423 99
Another random note, I get 1335 damage for Aero IV with 106INT and 50MAB on starter mobs. V (dINT100) for Aero IV is listed as 880 on the bg wiki version update page, but would have to be 890 for my result which would mean the M value for dINT50-100 is not correct. Aero I-III produced the expected numbers. Looking back at the official update notes, Aero IV is shown as 890 at dINT100. I'm not sure what value you may have used in your spreadsheet, but just pointing it out.
Test
Sch/Whm
Base Int: 96
Gear Int: +10
Test at dInt 90 and dInt 100 for Aero IV vs lvl -1 Mandys.
dInt 90: 852
dInt 100: 890
+10 Int = +38 damage
M = 3.8
3.8 is the value used in the spreadsheet already.
If 3.8 is correct from 51 to 100, then it adds 190 damage. That means dInt of 50 should do 700 damage. Since dInt 0 is supposed to be 480 damage, that implies 220 damage from 0 to 50, which means an M of 4.4.
Current pattern of Stone>Water>Aero>Fire>Blizzard>Thunder on Tier 4 has M(50) of 5.0, 4.6, 4.2, 3.8, 3.4, 3.0. This would disrupt the pattern by changing 4.2 to 4.4. Verifying the other elements.
Aside from Aero > Fire, they all show regular increasing patterns. Working it all out, it seems the pattern for tier 4 is not -0.4 per element, but -0.3, except fire which is -0.2.Code:Dmg +90 Dmg +100 M(100) D(50) V M(50) Stone 810 850 4.0 650 400 5.0 Water 831 870 3.9 675 440 4.7 Aero 852 890 3.8 700 480 4.4 Fire 878 915 3.7 730 520 4.2 Blizz 899 935 3.6 755 560 3.9 Thund 920 955 3.5 780 600 3.6
Went through and verified all T1-T3 nukes at dInt 100, and they matched expectations. Tested T5 nukes, and found some discrepencies from the spreadsheet values.
The values for M(50) don't make sense for half the elements. Tweaking the M(100) value doesn't make it any better. The final damage value matches that given in the update notes, so I know I'm not off on the dInt value. I can only conclude that the inflection point isn't the expected 50.Code:Dmg +90 Dmg +100 M(100) D(50) V M(50) Stone 1150 1200 5.0 950 650 6.0 Water 1169 1217 4.8 977 700 5.54 Aero 1190 1235 4.5 1010 750 5.2 Fire 1209 1252 4.3 1037 800 4.74 Blizz 1230 1270 4.0 1070 850 4.4 Thund 1249 1287 3.8 1097 900 3.94
Running a bunch of numbers, the only point where all 6 elements have an inflection point that gives M values in increments of 0.1 (or even 0.05) is at dInt = 10. *Unless* the slight oddities in the progression pattern indicate a 0.05 increment, and it should instead be:
We would then also want to see if the leftover fraction (eg: 1217.5) continues to be added in, or is dropped.Code:Dmg +90 Dmg +100 M(100) D(50) V M(50) Stone 1150 1200 5.00 950 650 6.0 Water 1169 1217 4.75 980 700 5.6 Aero 1190 1235 4.50 1010 750 5.2 Fire 1209 1252 4.25 1040 800 4.8 Blizz 1230 1270 4.00 1070 850 4.4 Thund 1249 1287 3.75 1100 900 4.0
Can verify with Water V and dInt 109. If the 0.5 is kept, total damage would be 1253. If it's truncated before moving to the next M range, total damage would be 1252.
Damage result: 1252.
Also verified the M(200) values for T5 nukes. They match the values already in the spreadsheet.
Corrections to the calculator:
M(50) values for all T4 nukes.
M(50) values for all T5 nukes.
M(100) values for all T5 nukes.
Truncation of M values per M range.
Tamaxchi testing will need to be handled by you (nivlakian), since you have the actual weapon.
The table used the test server values listed here. I'll go through and see what we can fix from the current table.
After looking at the posted data and official posts, Thunder IV and V values seem to be the problem with the single tier line of spells. I tested them and the official values are correct. Since Slycer's table used the posted data to extrapolate the dINT values for the rest of the spells, they're not the correct dINT values. I should have enough pure INT gear to test dINT50 using Adoulin sheep, but the dINT200 values for thunder spells (And subsequently, the rest of the values) remains questionable.
Further verification of M for 50-100, whether to use the x.75 type values with truncation after the final value, or x.74 type values that assume the final value is exact. If it's 4.75 (the value I used, which gets truncated at the end), dInt 94 for Water V will be +209. If it's 4.74 (the value Yugl used in the update table), dInt 94 for Water V will be +208. This is above the 980 damage value for dInt 50, so final damage will be either 1189 or 1188, respectively.
Tested with 100 Int (dInt 94) vs -1 Mandy. Damage: 1188
Conclusion: Scaling factor is 4.74. Adjusting spreadsheet to use the exact scaling.
Just downloaded the war SS, takes forever to open in open office, like 5mins +, can only select axe weapons in the left hand gaxe tab, every other weapon type gives #name error
*edit*
Just noticed the tp set 2 main weapon gives the list from what ever the weapon in tp set 1 is set to, but you can't change sub weapon so your stuck with pole grip
Have you downloaded de .xls, or the newer .xlsx? Us Open/Libre office users have to use the .xls files, the other ones don't work properly.
Thanks, didn't notice the other folder with the .xls files in
How easy do you think it will be to implement the solo-handed skill adjustment in the planned update? The way Matsui says it, the skill bonus from the weapons only applies to the hand the weapon is in, not both. If you've already accounted for this, please ignore me. That being said, it might be wise to update all the spreadsheets with the new Adoulin armor stats planned (check the "take these for granite" post in the forums, all the updated gear is listed there) for release when the update hits in August. A lot of those new stats are gonna be insane for DPS numbers.
Choc. Mask reads 18 STR & 18 DEX on the MNK spreadsheet instead of 18 STR & 18 AGL
Already implemented. Individual hand data is separated out for all relevant jobs due to the str/dex changes, and there's a new CombatSkill stat on the Gear List page that is only referenced by the skill totalling for each individual hand. Hunahpu, for example, won't show any Axe skill on the Gear page, but skill will be added to the main hand on the Data page.
New gear stats won't be added until they actually show up on the live server, since there's always a chance that SE will tweak things vs the test server data. You're free to add in temporary gear with the new stats to check things out.
I did this for Dancer, and here are some tentative conclusions:
1) It looks like Evisceration is going to be weaker than Exenterator post-patch.
2) The massive skill boosts hugely devalue attack/acc. Whirlpool < Uk'uxkaj for both TP and WS even against Tojil, for instance.
3) Boost-DEX is no longer really competitive (as far as we know) due to the huge amounts of random DEX thrown onto stuff. dDEX is no longer a concern.
4) fTP boosts work out better for WSs now because attack doesn't really matter and base damage is already huge. Elemental belt was the best option I could find for Evisceration, for instance. Windbuffet for Exenterator.
5) The lack of level correction means that you can expect almost the same damage against NMs (like Tojil) with proper buffs as you can against trash mobs (like L102 Chapulis).
Overall, gearing is just much simpler both solo and when getting buffs. You don't have to worry about balancing Acc/Atk anymore and I found 0 pieces in my WS sets that were beneficial to change between a properly buffed/debuffed Tojil and a almost-completely-unbuffed/debuffed Chapuli.
I hope I can ask a question about the THF worksheet.
I usually set the gear/buff and everything the same for set 1 and 2 at first, then change pieces to see what I should pursue. On the THF one I can not get the set to match. I can not figure out why.
The difference is on the SA Gear page under SA+WS Dmg: Set 1 is is lower than set 2 but everything is the same. Everything is the same on the first page as well and every other page.
Am I missing something?
Thanks!
Make sure the weaponskills used for all three modes are the same? Exenterator and Evisceration can be a little difficult to distinguish at a quick glance, and I don't use the conditional formatting to color code differences between them.
Updated Magic Damage spreadsheet based on nivlakian's info regarding the cap on the Magic Damage stat.