To follow up, even though Bayld/EXP caps at 25,000, upon killing the Naakual, you get a bonus too, in my case it was 2250.
I think its safe to say that 25k is the cap. Like I said its the number I got as a tank for the bird. I find it very hard to think that normal DD can be getting twice as much as I was. I was hitting it for a decent amount of dmg, taking tons of dmg. spaming cures on other tanks and so on.
There is little I could of done to get more then I did.
800~1.2k per was the number as well. This was off less then a 50min fight too. At first I just thought it was short.
I had someone claim he got like 33k... but heres the thing I was doing the whole pld/dnc super tanking 10 mobs at one point thing. I litterally stopped getting xp at like 80% because I was getting so much credit that my xp far outstripped my baldy. And then I stopped getting baldy and at around 70% which going back and doing the math was 25k. I don't know how you else to explain how I could get 25k in 30% nm health and then litterally 0 doing the same thing for the next 70% of the nms hp... hell I even started fighting my adds and nothing. Went and attacked the nm and nothing. So it sounds like anyone who got more either glitched or they miscounted or wrote the number down wrong.... that's why I screenshot before lol
If you got more than 25k Bayld/EXP from WKR, use the Reive addon for windower and screenshot it like I did, otherwise poidh.
Has anyone figured out just what magic damage + is?
Tamaxchi does not apply the 15 healing magic skill onto cures, despite it not showing up in your skill list, I do not know what it is doing on the weapon but my Cure4's with Arka IV were doing 900 before getting the club, putting it on and going out and casting cure on myself I capped out at 901, where as it should be doing 910. Slightly disappointing but whatever, I'll take it for what it is.
FYI, the amount of Bayld you can get seems to have a varying cap based on when you entered. I entered a Hurkan when it was at 55% and my Bayld hit the cap at about 13000 Bayld (still got 2250 final with normal item drops). Probably just proportional to fight progress at the time of entry, maybe tiered.
Generally the cap is based off of the objective's HP. In a Colo Reive, it's based off of the HP of the roots/whatever. It would make since that in a WKR, it's based off of the HP of the Naakual. So if you entered at 55%, you got 55% of the theoretical max. 13,000 / 25,000 = 52%. So it makes sense.
Unfortunately, my Reive tracker or whatever it is (the windower add-on) said I got 27,XXX from Hurkan yesterday (and this was before the bonus at the end).. so I'm not sure what happened there. Something was amiss, clearly. Might have been a dual box chat over lap thing?
25k cap doesn't include the final bonus, which has always been 2250 for me, barring the time I didn't get exp/bayld at all.
I've hit 25k entering at 88%, so I don't think it scales to very specific degrees. From the numbers I've seen people claim, I'd guess there are 3 levels; 100%, 50%, and you ain't getting shit.
I think your math may be a tad off then... you didn't mention starting mab which matters.
Not sure if the values have been retested since release and I think SE changed it but the values in the update notes have thunder V as 900 at 0 dint and 1287 at 100 dint. That would put M at 3.87 (which isn't much different from the 3.5 it was at previously)
At the proposed 90 dint you mentioned without weapon would be that would put base dmg without club 1248 and 1366 with.
With no other MAB that would put dmg without a weapon at 1248 still and 1529 with... a 22% increase in dmg
With a more reasonable nuking amount of say 100 MAB (still a bit low for some jobs especially ya know the ones that can actually cast thunder V lol) would put the dmgs at 2496 no weapon and 2895 with... a little under 16% increase.
Even at as low as 0 dint and 0 mab without main/sub and getting the extra 5 mab from shield it's only a 32.3% increase on thunder V over no weapon/sub and given that magain staffs are 35% that means you'd basically need to be dual wielding 2 of these or have a negative dint for it to beat the dmg trial staffs on thunder V in terms of pure dmg. Lower nukes get a little fuzzier. And of course the macc is miles beyond the magic dmg staffs and even beyond what the macc staffs should be
Rumor going on that you can turn in the KI for gear?Isn't that just for delve bosses and not wilds ones????? Any one know about this and what you need to do if true???