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Thread: Rune Fencer Findings     submit to reddit submit to twitter

  1. #981
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    That's how much love people have for RUN <3 (or tanks in general, one could say)

  2. #982
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    It is more that there's only 2 people making any attempt at keeping the wiki updated any more. It doesn't update itself.

  3. #983
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    That's more of a general issue, I agree, but yet the situation isn't as dire for other jobs/content, so it was interesting to underline how worse it is for RUN than for other things. It's a clear signal of (rightful?) lack of interest for the job, imho.

  4. #984
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    Quote Originally Posted by Martel View Post
    Did you catch that there's not a Vivacious Pulse page at all? lol
    I haven't seen this ability do anything besides recover a small amount of HP, but it looks like it's supposed to do other stuff based on your runes. Any idea what the subtleties of this ability are?

  5. #985
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    Runes mostly determine the minor stat modifier for the cures potency. Str mod for ignis(fire) runes etc. except, iirc, there were a couple that were off for their element... I forget where the testing for that was posted. Expect around 500 hp cured.

    The most interesting thing, is that when using Tenebrae runes(dark) pulse also restores MP. It doesn't give a log msg or anything and still cures a smaller amount of HP. But you recover MP. There's not a stat mod for the mp recovered, but Divine magic skill affects it. Divine skill also affects the HP restored. I forget the exact potency of the MP recovery, but I think it came out to the equivalent of about 6 mp/tick refresh with 3 tenebrae runes And capped divine skill. Which is nice cause RUN burrrns MP spamming foil/flash, etc.

    The issue with this being... that you can't always use tenebrae runes. And switching to tenebrae x3, then back is sloooow, and potentially risky. Hard to take full advantage of it unless you were using Tenebrae anyway.

  6. #986
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    Anyone have any experience stacking magic damage+ to increase Lunge damage? Is it even affected by that stat?

  7. #987
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    Quote Originally Posted by Magnus7775 View Post
    Anyone have any experience stacking magic damage+ to increase Lunge damage? Is it even affected by that stat?
    It's does work, but it's generally suboptimal due to lunge's relatively High base damage and the comparatively low m.dmg values wearable by RUN. On RUN main I've yet to find a slot where I was better off using magic dmg over available MAB options.

  8. #988
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    Quote Originally Posted by Martel View Post
    It's does work, but it's generally suboptimal due to lunge's relatively High base damage and the comparatively low m.dmg values wearable by RUN. On RUN main I've yet to find a slot where I was better off using magic dmg over available MAB options.
    I was trying to decide between Hecate's Earring vs. Crematio

  9. #989
    Ridill
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    Quote Originally Posted by Magnus7775 View Post
    I was trying to decide between Hecate's Earring vs. Crematio
    Well that's an easy choice same mab but 6 mdmg vs 3 crit rate cremation would win overall though on those rare occasions hecates would spike slightly higher assuming lunge can even crit in the first place (has that been tested?). Now if it was novio vs crem I might have to do some math and know gears

  10. #990
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    I've never seen a magic crit on lunge. And I think I was using hecate's during my Aettir testing. Which doesn't exclude the possibility. But I've yet to see it.

  11. #991
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    Never have seen Lunge or Swipe crit either.
    Though wasn't Dosis Tathlum better than any of the MAB ammos?

  12. #992
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    Code:
    wep	WepSkill Skill	Tskill	MAB	Mdmg	1 Rune	2 Rune	3 Rune
    Aettir	242	 440	682	137	13	1234	3294	6171
    Aettir	242	 440	682	140		1226	3273	6134
    So, yeah. Dosis Tathlum would be a bit ahead. Which might explain why I never went and got the MAB ammo, but it's been awhile. /shrug.

  13. #993
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    Of course that is close enough where a lower mab value or an increase in base dmg might change things. Of course on the other hand if you lower base dmg like say not using Aettir that would put things more in favor of Dosis

  14. #994
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    Found an error in my spreadsheet. While that row was labeled as Aettir, the Aettir bonus wasn't in the formula. I must have removed it to look at non-aettir dmg, then forgot to rename it.

    Corrected values.
    Code:
    wep	WepSkill Skill	Tskill	MAB	Mdmg	1 Rune	2 Rune	3 Rune
    Any   	242	 440	682	137	13	1234	3294	6171
    Any   	242	 440	682	140		1226	3273	6134
    Aettir	242	 440	682	137	13	1398	3621	6669
    Aettir	242	 440	682	140		1389	3600	6624
    Also, with or without Aettir, you'd have to drop your base MAB to around 50/53 for the MAB ammo to break even. 3 mab vs 13 M.damage. For most slots, it's the other way around. Tiny M.DMG, lots of MAB.

    Too bad RUN weps don't have a couple hundred M.DMG like mage weps...

  15. #995
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    Hmmm so I noticed it looks like you basically added M.dmg to skill then multiplied that sum with the whole (0.5 + Number of Runes × 0.25) portion.... was it every tested where it goes into the formula? I would've thought that m.dmg would've been added on after that instead similarly to how on ws it is added on after ftp

  16. #996
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    It was an assumption, but not, I thought, an unreasonable one. That idea was to add to base dmg like it does on spells.

    I guess I can go mess with it and see if it matches up.

  17. #997
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    Code:
    		expected dmg            Observed DMG
    MAB	Mdmg	1 Rune	2 Rune	3 Rune	R1	R2	R3
    121	13	1303	3376	6218	1308	3369	6184
    121	0	1279	3315	6099	1279	3312	6084
    So the M.dmg altered dmg is higher on single rune, but lower on x2 and x3 runes than expected. So it's def off somehow. But then, so is the normal formula, if only slightly. <,<

    I'm not really sure how to proceed from here to figuring out where in the formula M.DMG belongs. So I probably won't.

    Current findings don't change which piece is better.

  18. #998
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    Eliminating other factors like mab and even more importantly aettir bonus since it wasn't exact either makes figuring things out a bit easier. Without MAB or aettir if it was outside regardless of how precise our formula is the increase would be exactly 13 per rune... if it is as you suggest it would be a tad different

    1 rune being higher while 2-3 being lower suggests (though doesn't prove with the odd numbers) it is added on after skill is multiplied instead of added onto skill then multiplied... as with 1 rune would multiply it by .85 while 2-3 would be by 1.1+

  19. #999
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    What's the formula(if known) for damage dealt by rune enchantment. Seems to vary with delay like drain/aspir samba but unsure.

  20. #1000
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    Code:
    MAB	MDMG	R1	R2	R3  
    0	13	519	1375	2569
    0	0	506	1349	2530
    So yeah. With no Aettir, and 0 MAB, 13 magic dmg is straight up +13 dmg per rune.

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