The spell death cannot be resisted using only elemental resistance and magic evasion, at least. Endeath might work differently though, who knows.
The spell death cannot be resisted using only elemental resistance and magic evasion, at least. Endeath might work differently though, who knows.
Oh and back on the dark resistance question I just realized I didn't really go into what I used for helix testing part which is what I used to determine light/dark sdt so I amended that part of the post. Basically I probably had more macc for when I tested light/dark than the other 6 elements since I don't really play cor and was using largely rng gear while for helixes I actually play mages so it translated better.
So it's quite possible there is some increase in dark/light resistance compared to other elements and I'd imagine probably any mob with an sdt would also have some extra resistance but it wasn't enough to uncap an okishly geared rdm so would probably only equate to the resistance of idk a 125 lvl mob maybe.
The reason I noted the others is because of just how extreme they were. Like for brave hero glens his was enough to cause serious trouble for my cor and rdm at 119 though none at 99 so landing those elements on him would probably still be possible by high lvl mobs but still likely to resist and anything near your lvl would probably have a really hard time. I'd say it would be as difficult to land those elements on him as like ilvl 132-135 content.
For jagil and acuex with water those were so extreme that even at lvl 99 I couldn't get off the resist floor. Which means it probably doesn't even use meva/macc and just has autocapped resist rate which is kind of ridiculous. And also kind of sad that of the 2 mobs that have a resistance like that it's to the same element
So ls did a Perfiden run today and one of the bst decided heck let's try the acuex after bertha bit the dust. Seems it did a really good job of staying alive compared to other pets. So not completely sure what to make out of it since it has that whole +50% mdt and same mdb as bertha.
Thoughts are it might have had a decent macc that I just powered thru. Though I didn't gear that greatly so doubt it's too much of that. Quite possibly most or all of Perfidens moves were either wind, earth, thunder, or water elements so sdt counteracted the mdt. Another possibility and something I plan on testing in the near future is it might just have tons of int to lower magic dmg. Makes sense somewhat since it's probably a blm pet.
Whatever the case it might not be as bad against some magic dmg fights as currently known stats would indicate
So went and did some testing on how elemental sdt stacks pet mdt/dt. So used Ibuki's wind sdt vs garuda's enspell hoping to get some consistent dmg forgetting how much avatar enspells can vary still got decent results. Anyways used a capped mdt II aegis pld no phalanx to compare the dmgs with. Ibuki had -48% dt combine dt between gear and stout servant. So if they add together should be capped -87.5% if multiplied -74%
Aegis (87.5%)- 66-91 dmg average 78.5
Ibuki - 158-208 dmg average 183
So pretty clear they aren't added together and mathing it out compared to aegis it looks like a 70% reduction so close enough to the 74% that it's probably safe to say it's multiplied and the small differences were just due to the ranging and small sample size and day/weather procs etc
Interesting, so to maximize Ibuki -50% slashing DT we should aim for still probably at least -50% DT in gear?
No, the slashing resistance and DT- are additive. It's the SDT and DT- that are multiplicative.
Yeah like falkirk said. So basically only effects magic/breath. Kind of weird they did it that way but I guess maybe they didn't want us easily capping mdt/bdt on certain elements
Interesting, thanks!
Anyone have a working model of ???? needles from Amigo? When it was 1000 needles is was a great pdt/peircing testing tool as it was the only piercing move that had fixed dmg and the exactly 1000 was nice for math but now it's kind of all weird
You already know this but ??? Needles deals 1000-10,000 damage, which is divided evenly among all targets in range.
If you have 2 targets in range, one of which you know the PDT/Piercing resistance amounts, you can compare the values.
![]()
Yeah I went out and did some testing myself which more or less came up with the same thing. Luckily I already tested the values of a lot of creatures so should be able to eventually find something I know with something I don't.
That said I did find I thing interesting that is a little different than what you said. The dmg isn't always divided evenly before dt/dmg resistance. Don't have a screen shot of it but occasionally I'd have 2 mobs of the exact same type take slightly different dmg. iirc the difference was never greater than 4 so it's not huge thing. As far as I could tell the differences arose when there was significant differences in distance between amigo and the different mobs. Like if 1 was <4 away and another was say a full 10 away it might take 3 less dmg. Hard to pinpoint since with everything moving kind of had to eyeball unless I wanted to place mobs then sleep them or something. I'd guessimate it to be like you lose 1 dmg per 3-4 yalms away rounded down.
Anyways here are my results vs single target null pdt/piercing resistance
Spoiler: show
Not the biggest of samples but maybe something can be found from this. It does seem like even thousands are a bit more common
So BST gets:
Apkallu
Mosquito
Diremite
Raptor
Eft
Antlion
Raptors are strong vs. fire typically? Maybe a new Ifrit option? Mosquito and Apkallu have potential given they have a lot of enfeeb options, depends primarily on if mosquito enfeeb ready moves are physical or magical though. If physical, it could be very nice.
Antlion/Eft/Diremite I'm not really too excited about. I think they're going to end up being, at most, things we use very, very occasionally.
Probably will actually be worse if the enfeebles are physical since most (all?) enfeebling additional effects from physical attacks have acc and macc checks
So some prelim testing on buyable jugs (mostly just name and ig info and some debuff stuff)
Diremite- Double claw - 3 charges!?! Physical dmg varies with tp. Oddly though the one attempt I did no self skillchain. Well I did it twice but the 2nd one did 1700 to my aegis pld and killed it lol
Grapple - 1 charge. Conal physical dmg varies with tp
Spinning top- 1 charge. AoE physical (sounds like centered around pet) dmg varies with tp
Filament hold - 2 charges. Conal slow duration varies with tp. rr recast went up to 90 seconds so that's 50% slow right? Lasts fairly long it seems even at 0 tp
Raptor- Scythe tail. 1 charge. additional effect stun... doesn't say what tp does. Looks pretty strong 1 shotted my pld in my normal dt set with burt and ochain minus the 5 ilvl armor slots. Stun doesn't last long
ripper fang- 1 charge. physical dmg varies with tp
Chomp rush- 3 charge. Additional effect slow. duration varies with tp. Does some pretty good dmg. 75 sec rr so 25% slow?
Eft-Geist wall- 1 charge. Dispel AoE centered around pet. Area varies with tp. Distance is broken right now but at 0 tp it still seems like fairly decent distance and easily dispelled my full 119 whm
numbing noise- 1 charge. Conal stun dmg varies with tp which is funny because it doesn't do dmg.... short duration
nimble snap- 1 charge. dmg varies with tp
cyclotail- 1 charge aoe physical dmg varies with tp
toxic spit- 2 charges. duration varies with tp. -23/tic
Antlion- Sandblast- 2 charges- -40 acc blind. AoE
sandpit- 1 charge. bind
venom spray- 2 charges. -31/tic poison. Conal
Duration varies with tp on all those
mandibular bite- damage varies with tp.
Sweet, nice testing. :} That Chomp Rush slow is awesome.
The description text for Scythe Tail is missing the "Damage varies with TP" bit. Scythe Tail and Ripper Fang are both as strong as Razor Fang. Chomp Rush is 3-hit.
Double Claw costs 1 charge (and should be liquefaction based on the testing in this thread).
Also, wut:
![]()
Well chomp rush still has lvl 3 darkness. And it does pretty good dmg. Like with no jas, very little jp and no gear/food was doing 5-6k to hailstones in kahmir. So not shabby for a move that self darknesses and has 25% slow on it. Though based on the animation and the dmg I get when stuff was at low hp it appears to be 2-3 hits (assuming they are all same ftps)
Raptor seems as strong as I hoped too. Base stats at what I'm assuming is 119
856 acc/1028 att
727 eva/693 def
Doesn't appear to have an evasion or acc adjustment. Looks like +30% att adjustment and I don't have any pet def on me to check that though given how low it is I suspect either zero or negative
Ripper fang also seemed decent. Doing like 5-6k at 3k tp. About 2.5-3.5k at 0. Scythe was doing similar as the 0 tp Rippers
Got a bunch of the basic stuff here if you wanna look it over and double-check.
Looks good as far as I know can't really verify right now. Should probably put a note though for numbing noise. Even though it says dmg varies with tp the move does no dmg. Probably supposed to be accuracy maybe duration.
Did you actually check the skillchain elements or just use testing from old versions? If old might be a good idea to eventually make sure cause you know SE lol. Also I see you have double claw at 1 charge which makes sense why I couldn't self skillchain but man I could've sworn it said 3 last night. Maybe too tired or some weird glitch since this update seems to have a lot of ig text glitches.
Man though that eft acc is some awesome stuff and raptor not too shabby either. Yay no more using lizard except for fireball... well and maybe for blunt weak stuff.
Shame about spur but really expected them to fix it eventually. It did more than it said it did making it decently stronger than the actual ready jp.
Nice that a lot of the ready moves are pretty strong. Hope penguin and mosquito turn out good too
What are the synth items even used to make the Mosquito?