Thanks. I was wondering if I was going to get an answer.
Thanks. I was wondering if I was going to get an answer.
Here's a series of questions, if anyone feels like satisfying my curiosity.
1. So based on the formula for Flaming Crush damage...
(6*(100+MAB)/100 +8)*(1+bpdamage%/100)
Nirvana beats MAB staffs for damage right? Or, at least, it seems very close, but then the avatar level pushes it over?
2. Dia II is -26/256 defense reduction (10%). That means it is, for all intents and purposes, an increase in attack to the avatar for melee and physical BPs equivalent to the defense lost by the monster? I never really notice a difference in damage from this nor Crimson Howl (it may be small or due to the fact that avatar damage ranges so wildly).
Attack/Defense ratio caps out at 2.0 for avatars right? So if my avatar had double the enemy's defense in attack, that would be the maximum achievable damage versus that target, and more attack would do nothing, correct? And if an avatar is only doing ~2k physical blood pacts (Predator Claws) against an enemy, that is simply due to a lack of attack or also because of STR (unfixable)? Wouldn't Shell Crusher also greatly assist in fixing the avatar's damage issues against the target?
3. How would one quantify the damage increase on Flaming Crush for attack? Is +MAB simply better point for point over attack (presuming attack/defense ratio isn't capped)?
Flaming Crush seems to do poorly against higher level enemies, to an extreme degree (falling off below predator claws). Does enemy MDB affect the magical damage of Flaming Crush (I assume yes)? Against other mobs without MDB (non-boss) what is the cause of this low damage? Is it simply due to a lack of ATK, causing the damage to fall (would more ATK fix this)? Is the magical damage of Flaming Crush based off of the physical portion of the first hit, and if so, wouldn't this make stacking ATK and MAB in unison useful to fix ratio and then have MAB scale the damage? Does magic accuracy have anything to do with the magical portion of Flaming Crush?
4. What makes Spinning Dive an attractive option against higher level enemies over Predator Claws? When and why would you use Spinning Dive over Predator Claws, when it seems Predator Claws outperforms it in damage?
5. Why does Predator Claws generally do more damage than all other avatar physical BPs at that level? Is it because of the 3 hit nature, or simply because it has better modifiers/base damage (why does it beat Eclipse Bite when Fenrir has more attack)? In addition, do the other BPs (Spinning Dive, Mountain Buster, Rush, etc) share the same damage and modifiers, or are they all different (and the other ones are just worse in comparison)?
6. Presuming TP isn't capped, how would one quantify the TP bonus on Caller's Spats +2 into MAB? Is Caller's Spats +2 just always better in this situation (non-capped TP), or does it vary based on gear? What would it take for them to be outperformed (Ngen Seraweels BP dmg, Hagondes Pants MAB, etc)?
7. Is Nirvana any good for magical (merit, possibly others) BPs, or is it simply worse than something like a Balsam or augmented Keruanos?
8. Does pet double attack do anything for blood pacts?
1. Would kinda depend on how much pet mab and possibly how many hits connect. And how much BP dmg you have already.
Not sure if any of the ilvl bp dmg is still worth it besides body so assuming that and the 3 from earring that would make Nirvana only increase BP dmg by about 34.7% without the lvl increase
Not sure if any of the new stuff goes higher but a reasonable pet mab staff is balsam at +120. So in order for that to be at least 34.7% increase your +pet/avatar MAB from gear and traits etc before staff would need to be below 109. Given that traits is 40 that would only be 69 in gear and you can get 20s on each of the 4 skirmish pieces besides body which is being used for BP dmg and feet start with 25.
Though that said after doing the math some other BP dmg pieces might be good like hands/legs. Adding those would devalue the BP dmg on nirvana while taking away possibly MAB slots... also if the extra hits miss they would hurt Balsam less since it only effects the magic part which would put the threshold a bit higher.
2. Yeah you could sorta see it like a 11.3% increase in attack. It's been awhile since I looked into it but I believe from the testing that was done that pets capped rather high which makes small increases not really do much. This is part of why you see adding little do much but also why you see such huge changes with level differences.
3.I really don't think pet pdif has been mapped out anywhere near enough to put a number to that. Yes all magical modifiers including resist effect the magical part and yes physical modifiers effect both which can be a source of lower dmg. Also missing the main hit will cause the magical portion to miss as well reducing you just to a couple of 1.0 ftp offhand hits. Attack could help but the amount it would take as far as we know would be a lot and we only get small amounts of pet att gear.
4. I assume BPs like most ws get a bit of a boost in accuracy on the first hit so if you are fighting hard stuff where you might not have capped accuracy then a 1 hit move would provide overall better accuracy also PC kinda relies on crits for it's higher dmg which is much less likely on high level mobs.
5. Each ws has different stats like different ws also as explained before PC can crit
6. You can't directly. The percent increase in dmg from MAB depends on how much you already have as I sorta touched on before. Same with BP dmg stat.
Tp bonus does too but it also depends on other things and when I last tried to test the merit BP formulas I couldn't really make much progress other than to say the ones wiki are way wrong but how was weird that would take a lot more testing to really pinpoint. So it's rather hard to figure out just how much the tp bonus is adding even with testing specific amounts since when I did some testing somehow dint seemed to even effect the amount of dmg tp added. But if you can make sense of it feel free.
7. Using the same gearing of the first part of only body and earring Balsam would win if you are under +246... again that doesn't account for pet level increase because well we don't really know enough to account for that
8. Not sure really
New Jug Pets:
Warlike Patrick (Natural Cap: 104)
Costs 200 gil/ea
Atk Adj: +30%
Def Adj: -20%
Code:Level Accuracy Attack Evasion Defense Max HP 99 482 614 418 353 5372 100 498 635 434 366 101 507 638 442 373 104 555 700 485 412 5400 105 571 722 500 425 106 587 741 515 438 109 635 804 558 476 113 700 888 617 528 115 732 928 646 554 117 764 971 675 579 119 796 1011 704 605 5508
Rhyming Shizuna (Natural Cap: 107)
Costs 344 gil/ea.
Atk Adj: +10%
Def Adj: +30%
Code:Level Accuracy Attack Evasion Defense Max HP 99 469 523 418 575 5688 100 485 541 434 596 101 494 543 442 609 105 558 614 500 692 106 574 631 515 711 107 590 648 529 734 5740 109 622 683 558 774 113 687 755 617 858 115 719 789 646 900 117 751 825 675 941 119 783 859 704 983 5832
Amiable Roche (Natural Cap: 110)
Costs 591 gil/ea.
Atk Adj: +40%
Def Adj: -10%
Code:Level Accuracy Attack Evasion Defense Max HP 99 479 662 421 400 5056 100 495 685 437 415 101 504 688 445 424 105 568 778 503 481 106 584 799 518 495 109 632 867 561 538 110 647 889 575 553 5124 113 697 957 620 597 115 729 1001 649 626 117 761 1047 678 655 119 793 1090 707 683 5184
Brainy Waluis (Natural Cap: 113)
Costs 1016 gil/ea.
Atk Adj: None
Def Adj: None
Code:Level Accuracy Attack Evasion Defense Max HP 99 489 477 418 444 5372 100 505 493 434 460 101 514 495 442 470 105 578 560 500 534 106 594 575 515 549 109 642 623 558 597 113 707 688 617 662 5464 115 739 719 646 694 117 771 752 675 726 119 803 783 704 758 5508
Hurler Percival (Natural Cap: 116)
Costs 1747 gil/ea.
Atk Adj: +20%
Def Adj: None
Code:Level Accuracy Attack Evasion Defense Max HP 99 466 542 404 509 4862 100 482 561 420 525 101 491 563 428 534 105 555 641 486 598 106 571 659 501 614 109 619 717 544 662 113 684 795 603 727 115 716 832 632 759 116 732 851 647 775 4968 117 748 871 661 791 119 780 909 690 823 4988
Generous Arthur (Natural Cap: 119)
Costs 3004 gil/ea.
Atk Adj: -20%
Def Adj: +30%
En-slow effect
Code:Level Accuracy Attack Evasion Defense Max HP 99 469 379 412 579 4740 100 485 392 428 600 101 494 393 437 613 105 558 446 495 696 106 574 458 509 715 109 622 496 552 778 113 687 548 611 862 115 719 573 640 903 117 751 599 669 945 119 783 624 698 986 4860
Ah that's why my Patrick stats were so low... I wasn't wearing my af hands. And didn't SE say something about giving us more pets that reach the cap naturally? Gee thanks 1/6
Some info on "new" moves. This was all done in pvp with ilvl 119 pets but no other +pet stats vs a whm/sch with average ilvl of 114. To give you an idea of what the magic/breath dmg means I did this with 9% mdt, 17 mdb in gear, 15 bdt.
Warlike Patrick:
Infransonics: still -25% evasion for 3 min
Secretion: +25 eva
Amiable Roche:
Intimidate: Reraise recast went to 67 so 12.5% I think for 5 min
Hurler Percival:
Hi freq field: still -25% evasion for 3 min
spoil: -9 str
Rhinogaurd: Evasion went from 690 to 862... so that's either +172 or +25%. Either way pretty substantial
Brainy Waluis:
Queasyshroom: -7 hp/tic
Dark Spore : high dmg like 999 in pvp against a whm wearing some dt and average ilvl of 114 and -30 acc for 3 min
Numbshroom: decent dmg like 500ish but super weak paralyze
Spore : Also weak para
Generous Arthur:
Purulent Ooze: about 500ish dmg so that seems better than before 15/tic -10% att bio and -10% hp down. Both were about 80 sec
Corrosive Ooze: 600ish dmg -33% att/def for about 80 sec
enslow: low proc rate lasts about 1 min and only increased reraise reacast to 61 sec so basically non existant
For what it's worth not a single resist in the bunch and from the looks of the durations no partials either... granted ilvl 119 vs 114 but still back before the macc updates 114s missed half the time on 104s lol. On the other hand while most the moves seem about the same potency the slow and paralyze moves are MUCH weaker than the old versions.
That enslow is like... a little over 1% >_>?
Looks like it... I could use something with bigger recast but don't think it's worth testing. Iirc gooeys was 5
Any info on how much base INT/MAB Avatars have at 119?
209 INT
Wyvern Accuracy prepatch with parameter boost: 849
Wyvern Accuracy prepatch with parameter boost: 932
Do we know if the BST Job Point category for Pet Attack Speed is giving a 1% delay reduction per merit, or 1% haste? And if it's haste, magic haste or JA haste or gear haste?
So based on Farkirk's numbers above looks like all the new buyable jugs got another 83 acc at 119 just like wyvern
So I'm trying to determine some pet stats in ballista and it's not going so well. Ballista does weird things to dmg and it doesn't appear to do the same weird things to players as pets. Like on the elements they clearly have -50% sdt to they aren't taking -50% dmg from the other elements it's closer to -50% of what the master took though not exact. And the half resists aren't quite half. Day/weather procs aren't quite 10%. So anyone know exactly wtf ballista is doing to dmg? Or an easy reliable way to be able to use do this outside? I'd rather not test regular mobs since I've already seen it's not the same. Ditto other dmg types like piercing, blunt etc?
November 10th Version Update: New Jug Pets
FLY, Headbreaker Ken (Natural Cap: 115)
Costs 1484 gil/ea.
Atk Adj.: None
Def Adj.: None
Regular attacks deal slashing damage.
Somersault - Requires 1 charge. Deals physical damage (Blunt).
-Code:Level Accuracy Attack Evasion Defense Max HP 99 469 472 451 444 5056 100 485 488 467 460 101 497 489 475 470 105 579 554 533 534 106 599 570 548 549 109 661 618 591 597 113 744 683 650 662 115 784 714 679 694 5156 117 825 747 708 726 119 866 778 737 758 5184
TIGER, Blackbeard Randy (Natural Cap: 117)
Costs 2196 gil/ea.
Atk Adj.: +60%
Def Adj.: -10%
-Code:Level Accuracy Attack Evasion Defense Max HP 99 492 757 418 400 4740 100 508 782 434 415 101 520 786 442 424 105 602 889 500 481 106 622 913 515 495 109 684 990 558 538 113 767 1094 617 597 115 807 1143 646 626 117 848 1196 675 655 4846 119 889 1246 704 683 4860
LADYBUG, Threestar Lynn (Natural Cap: 119)
Costs 2853 gil/ea.
Atk Adj.: None
Def Adj.: -10%
-Code:Level Accuracy Attack Evasion Defense Max HP 99 537 431 572 369 3508 100 553 447 588 383 101 566 448 596 391 105 648 513 654 449 106 667 529 669 463 109 729 577 712 507 113 812 642 771 565 115 852 673 800 594 117 893 706 829 623 119 934 737 858 652 3604
SNAPWEED, Redolent Candi (Natural Cap: 115)
Crafted (Adept Synergy)
Atk Adj.: None
Def Adj.: +20%
Regular attacks deal slashing damage.
Tickling Tendrils - Requires 1 charge. Deals physical damage (Blunt). Additional effect: Stun
Stink Bomb - Requires 2 charges. Deals earth damage within range of pet. Additional effects: Blind, Paralysis
Nectarous Deluge - Requires 2 charges. Deals water damage within range of pet. Additional effect: Poison
Nepenthic Plunge - Requires 2 charges. Deals water damage within range of pet. Additional effects: Drown, Weight
-Code:Level Accuracy Attack Evasion Defense Max HP 99 479 474 418 530 5688 100 495 490 434 549 101 507 492 442 560 105 589 557 500 636 106 609 572 515 655 109 671 620 558 713 113 754 685 617 791 115 794 716 646 829 5802 117 835 749 675 868 119 876 780 704 906 5832
SNAPWEED, Alluring Honey (Natural Cap: 119)
Crafted (Adept Synergy, HQ)
Atk Adj.: None
Def Adj.: +30%
Code:Level Accuracy Attack Evasion Defense Max HP 99 489 474 418 573 5878 100 505 490 434 593 101 517 492 442 605 105 599 557 500 688 106 619 572 515 709 109 681 620 558 771 113 764 685 617 855 115 804 716 646 897 117 845 749 675 938 119 886 780 704 980 6026
So some info on new mob moves... venom does decent dmg but only 1hp/tic poison lol. Tiger paralyze doesn't seem that potent. Spiral spin lowered acc/racc by 20. Noisome powder was -15% att/ratt so still gimped compared to mob version.