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  1. #381
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    I don't follow all the logic but what you've described is exactly what I would have expected.

    Side note: How did you get 3000 Armor Shatterer samples in 9500 hits? You're WSing every 3 hits?

  2. #382
    Ridill
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    It's more shocking because as someone who was using rng autos daily it was pretty noticeable when it happened and i think I was asking people if they saw it too. But well not many people dd with autos and most seem to valoredge right now.

    As far as wsing companion's roll.

    on a related note do you know what base stats effect melee base dmg?

  3. #383
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    If you're talking about the automaton, I assume STR and maybe DEX. IIRC the automaton ranged attack base damage is affected by DEX.

  4. #384
    Cerberus
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    Quote Originally Posted by dasva View Post
    I mean technically in the exact wording sort of. But acc/racc and att/ratt go together for pets even when not specifically stated according to SE. Also while I never bothered to parse it the whole reason I did now was because miss rate dropped noticeably after the monster skill update already suggesting that the cap update update did in fact put it at 99%. Plus given other massive flaws it's pretty easy to assume it's overlooked

    Jugs get a bit harder to really guess at though since a lot of the mobs are war type and a lot of ready sets include some amount of DA
    My pets have parsed higher than 99% on 10min fights before, so the cap is definitely not 95% for melee acc for bst jugs at least. The only r.acc affected ready that I know of is Leaf Dagger and I don't use mandys, so I can't say what cap on that is from personal experience. From the wording of that update notice, it sounds like they just applied the same buff to main hand weapons to pets..

  5. #385
    Ridill
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    Quote Originally Posted by Byrthnoth View Post
    If you're talking about the automaton, I assume STR and maybe DEX. IIRC the automaton ranged attack base damage is affected by DEX.
    Ranged yes dex does though agi adds even more and was more useful in testing just because not a ws stat mod. Was thinking of testing the melee ws too to see if they are messed up

  6. #386
    Ridill
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    All right some ws testing. For all these will be using full merited/jpd pup with animator P+1 and ambuscade back and then a bunch of gear that wont effect dmg until I switch to pet agi gear gear only the maneuvers need to force the ws (or in flameholders case for the attachment) and sharpshot/sharpshot. I'll be comparing changes created by adding 50 pet agi in ranged dmg to ranged ws dmg under capped pdif fstr dmg neutral target situation as the only difference between the 2 should be ftp. Because autos are annoying as fuck to force ws at certain tps only doing 3k values for the ones modified by tp.

    Dev note ftp .25, 1, 1.75, and 2.5 for flameholder at 0, 1,2 and 3 maneuvers respectively

    Arcuballista: 1-3 fire maneuver to force/for flameholder. Dev note ftp 13.0 for arcuballista
    Ranged dmg: 1551
    +50 agi dmg: 1665

    without flameholder

    ws dmg: 15912
    +50 agi dmg: 16887

    with flameholder
    1 Maneuver
    ws dmg: 17136
    +50 agi dmg: 18186

    2 Maneuver
    ws dmg: 18054
    +50 agi dmg: 19158

    3 Maneuver
    ws dmg: 18972
    +50 agi dmg: 20133

    Armor Shatterer: no maneuver. Dev note ftp 6.0
    Ranged dmg: 1551
    +50 agi dmg: 1665

    without flameholder
    ws dmg: 6966
    +50 agi dmg: 7416

    with flameholder
    ws dmg: 7254
    +50 agi dmg: 7725

    Armor peircer: 1 dark maneuver to force. Dev note ftp 7.0
    Ranged dmg: 1551
    +50 agi dmg: 1665

    ws dmg: 8568
    +50 agi dmg: 9093

    Daze: 1 thunder maneuver. Dev note ftp 11.0
    Ranged dmg: 1560
    +50 agi dmg: 1674

    ws dmg: 13596
    +50 agi dmg: 14421


    +50 agi gave +114 dmg to ranged dmg regardless of initial dmg. Given capped pdif of 3 that comes out to about 76% agi goes to base dmg. For the daze test base dmg the thunder maneuver added 9 dex and increased dmg by 9 so base dmg by 3. Hard to get good conversion values with such small amount added but clearly much smaller than agi.

    Increases in dmg for ws are as follows

    Arcuballista:
    without flameholder - 975 ~8.55 ftp

    With flameholder
    1 Maneuver - 1050 ~9.21 ftp
    2 Maneuver - 1104 ~9.68 ftp
    3 Maneuver - 1161 ~ 10.18

    Armor Shatterer:
    without flameholder - 450 ~ftp 3.95
    with flameholder - 471 ~ ftp 4.13

    Armor peircer: 525 ~ftp 4.61

    Daze: 825 ~ ftp 7.23

    So every last one of these including the flameholder amounts was pretty much exactly only 2/3s of the values they gave us. Pretty huge discrepancy since given their numbers they should be doing 50% more dmg... plus these ftp values end up coming out weird. Only other thing I could think of that did is somehow the ws have a different pdif multiplier but the dmgs gotten make that seem unlikely

  7. #387
    Ridill
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    Similar test as above except added +60 dex between shots. The 50% mod ones were kind of close to the point the discrepancy looks like it could just be the level correction factor but daze on the other hand well


    Daze: 1 thunder maneuver. Dev note 100% dex mod
    Ranged dmg: 1560
    +60 Dex dmg: 1641

    ws dmg: 13596
    +60 dex dmg: 14784

    81 increase to ranged attack so base dmg went up 27. WSD went up 1188 using the 7.23 ftp and 3 pdif that puts the ws base dmg going up by only 54 putting the increase from wsc at 27.7 or about 46% which ends up being exactly the same as what the 50% mod ones are doing so looks like that stat mod is broke too. Also of note how +60 dex barely increases wsd more than +50 agi was despite the ws being dex modded.

    In another way to look at is the 1641 should be 547 base ranged dmg so if we added the 276 dex at 100% mod and multiply by pdif and the given 11.0 ftp then it should've been doing 27159 dmg instead of that 14784. Nearly double what it is doing.

  8. #388
    Ridill
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    Quote Originally Posted by Nyarlko View Post
    My pets have parsed higher than 99% on 10min fights before, so the cap is definitely not 95% for melee acc for bst jugs at least. The only r.acc affected ready that I know of is Leaf Dagger and I don't use mandys, so I can't say what cap on that is from personal experience. From the wording of that update notice, it sounds like they just applied the same buff to main hand weapons to pets..
    Totally missed this before but you kind of missed the entire point I made about non test condition parses not being the best for jugs unless you meant the melee acc by itself or you went thru afterwards and counted the low ready dmgs as misses. Namely a lot of the pets are war type and most physical ready include a bit of DA so even assuming it only can proc once 95% acc per hit with 50 DA would result in 97.375% acc for move though pretty sure it's been tested to be up to 2 procs if so then would be 98.6% acc. And that's just single hits of course and really can crank more DA into it if you were going all out and not using a max (though can still be high) acc set. That said just from experience I'd tend to agree. Just because of how few low dmgs I see on single hits or how when I crank my autos DA rate to 100% with capped pdif on mob that doesn't have varying dmg multipliers I don't think I've ever seen a bonecrusher do so little dmg that it is indicative of multiple hits missing and it's incredibly rare to see the dmg that indicates even 1 hit missed which with 95% acc would actually be fairly common

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