That's how much love people have for RUN <3 (or tanks in general, one could say)
That's how much love people have for RUN <3 (or tanks in general, one could say)
It is more that there's only 2 people making any attempt at keeping the wiki updated any more. It doesn't update itself.
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.
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.
Anyone have any experience stacking magic damage+ to increase Lunge damage? Is it even affected by that stat?
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
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.
Never have seen Lunge or Swipe crit either.
Though wasn't Dosis Tathlum better than any of the MAB ammos?
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.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
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
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.
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.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
Too bad RUN weps don't have a couple hundred M.DMG like mage weps...
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
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.
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. <,<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
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.
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+
What's the formula(if known) for damage dealt by rune enchantment. Seems to vary with delay like drain/aspir samba but unsure.
So yeah. With no Aettir, and 0 MAB, 13 magic dmg is straight up +13 dmg per rune.Code:MAB MDMG R1 R2 R3 0 13 519 1375 2569 0 0 506 1349 2530