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  1. #1
    Sea Torques
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    more magic testing

    With the update to Poison/2 not too long ago, I thought I would test it out in Brenner and to my surprise the potency is GREATLY effected by enfeebling skill:

    Poison 1 testing with the skill level at which the new tier goes into effect:
    Spoiler: show
    Potency Enfeebling Skill
    35 400
    -----------------
    36 405
    -----------------
    37 410
    -----------------
    38 415
    -----------------
    39 420
    -----------------
    40 425
    -----------------
    41 430
    -----------------
    42 435
    -----------------
    43 440
    -----------------
    44 445
    -----------------
    45 450
    -----------------
    46 455
    -----------------
    47 460
    -----------------
    48 465
    -----------------
    49 470
    -----------------
    50 475
    -----------------
    51 480
    -----------------
    52 485
    -----------------
    53 490
    -----------------
    54 495
    -----------------
    55 500
    -----------------
    55 579


    From this data we see that Poison 1 goes up one potency every 5 skill levels (at least for enfeebling skill 400-500) and caps at 500 skill. Formula:

    Potency = (Skill-225)/5
    -----------------------------------------------------------------------------
    Poison 2 testing with the skill level at which the new tier goes into effect:
    Spoiler: show
    Potency Enfeebling Skill
    52 400
    -----------------
    53 404
    -----------------
    54 407
    -----------------
    55 410
    -----------------
    56 414
    -----------------
    57 417
    -----------------
    58 420
    -----------------
    59 424
    -----------------
    60 427
    -----------------
    61 430
    -----------------
    62 434
    -----------------
    63 437
    -----------------
    64 440
    -----------------
    65 444
    -----------------
    66 447
    -----------------
    67 450
    -----------------
    68 454
    -----------------
    69 457
    -----------------
    70 460
    -----------------
    71 464
    -----------------
    72 467
    -----------------
    73 470
    -----------------
    74 474
    -----------------
    75 477
    -----------------
    76 480
    -----------------
    77 484
    -----------------
    78 487
    -----------------
    79 490
    -----------------
    80 494
    -----------------
    81 497
    -----------------
    82 500
    -----------------
    83 505
    -----------------
    84 509
    -----------------
    85 514
    -----------------
    86 518
    -----------------
    87 522
    -----------------
    88 527
    -----------------
    89 531
    -----------------
    90 535
    -----------------
    91 540
    -----------------
    92 544
    -----------------
    93 548
    -----------------
    94 553
    -----------------
    95 557
    -----------------
    96 561
    -----------------
    97 566
    -----------------
    98 570
    -----------------
    99 574
    -----------------
    100 579
    -----------------
    101 583
    -----------------


    From this data we see that Poison 2 goes up one potency every 3-4 skill levels for enfeebling skill 400-500 and every 4-5 skill levels for 500-??. There is no known cap other than equipment limitations. Formulas:

    Potency = 82 - Floor[(129/430)(500-Skill)] for skill from 400-500
    and
    Potency = 82 + Floor[(180/783)(Skill-500)] for skill from 500-??

    -------------------------------------------------------------------------------
    Also did some Bio3 testing. Byrth had done some before, but there were a couple holes in the data to which I was able to fill in:

    Potency Dark Skill
    14 319
    -------------------------
    15 346
    -------------------------
    16 373
    -------------------------
    17 400
    -------------------------
    17 472

    from this data we see that Bio3 potency goes up every 27 skill and caps at 17HP/tic.

    Formula: Potency = Floor(Skill + 59)/27

  2. #2
    Relic Weapons
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    Carbuncle

    I played around with this a little after the last update, loved doing 170+ poison II with my junk gear and Saboteur, but we noticed that Water shot wasn't increasing the DoT, then again we also had a problem with water shot killing the person...

  3. #3
    Sea Torques
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    Quote Originally Posted by Tile View Post
    I played around with this a little after the last update, loved doing 170+ poison II with my junk gear and Saboteur, but we noticed that Water shot wasn't increasing the DoT, then again we also had a problem with water shot killing the person...
    Yea, during the test using 553 enfeebling skill, empy reforged body/hands +1 and saboteur I did 226 HP/tic, which is insane. RDMs going to go back to soloing stuff with DoT, lol.

  4. #4
    Ridill
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    Quote Originally Posted by Protey View Post
    Yea, during the test using 553 enfeebling skill, empy reforged body/hands +1 and saboteur I did 226 HP/tic, which is insane. RDMs going to go back to soloing stuff with DoT, lol.
    While that sounds crazy on paper remember that only ends up being 4.5k dmg a minute and aint nobody got time for that anymore

  5. #5
    Relic Weapons
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    Quote Originally Posted by Protey View Post
    Yea, during the test using 553 enfeebling skill, empy reforged body/hands +1 and saboteur I did 226 HP/tic, which is insane. RDMs going to go back to soloing stuff with DoT, lol.
    We did Water shot with and without Saboteur up and didn't notice any boost to the DoT. who knows if it will now with this update

  6. #6
    RIDE ARMOR
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    Really awesome testing with the Poison! I'm not sure if this has been posted somewhere else by now, but I felt like I should share my experience with testing Dia with a friend recently. Enfeebling Potency+ gear (Emp body, Hurkan feet), add a direct tick+ to Dia.

    So Dia III with 119 Body and Hurkan feet does 22/tick, with Sab it increases to 25/tick, so only the base tick of 3 gets affected. Just find it funny how now Dia provides greater DoT than Bio.

  7. #7
    Sea Torques
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    more testing!

    with the update to enspell damage, here were my findings for enspell 1s (not going to bother with enspell 2s because they are garbage) listing the skill at which the new tier goes into effect:

    Spoiler: show
    [/quote]
    damage enhancing skill
    56---428
    57---436
    58---444
    59---452
    60---460
    61---468
    62---476
    63---484
    64---492
    65---500
    66---508
    67---516
    68---524
    69---531
    70---539
    71---547
    72---554
    73---562
    [/quote]


    from this data we see that for the most part the damage goes up one every 8 skill. There were two instances where damage went up one with 7 skill, but that was after 500 skill.

    So for formulas:

    Damage = [(Skill)+20]/8 for Enhancing Skill 400-500
    Damage = Floor[(400/3098)(Skill+3.65)] for Enhancing Skill 500-??

  8. #8
    Relic Horn
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    Enspell IIs are definitely not garbage when you're not dual wielding. It's not super common to be meleeing on RDM without /nin, but it does happen.

  9. #9
    Sea Torques
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    Quote Originally Posted by Fwahm View Post
    Enspell IIs are definitely not garbage when you're not dual wielding. It's not super common to be meleeing on RDM without /nin, but it does happen.

    Yes they are garbage, because the damage is figured on the hit, not on the cast.

    edit: also, another reason they are garbage is that RDM multi-hits just about every round now with Temper, SJ, and DA/TA gear in almost every slot.

  10. #10
    First invited, last in the zone.
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    On the one hand, yay they uncapped enhancing potency past 500 skill. On the other hand, boo, now I need to change gear sets and put skill back in all those places I took it out for duration >_>

  11. #11
    Relic Horn
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    If it's only uncapped for enspells, I'm not making a set just for them. Has anyone tested phalanx or boost spells?

  12. #12
    Old Merits
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    Boost-STR with 553 skill still only yielded +25 STR. Still capped.

  13. #13
    Sea Torques
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    Quote Originally Posted by Fwahm View Post
    If it's only uncapped for enspells, I'm not making a set just for them. Has anyone tested phalanx or boost spells?
    At 555 enhancing skill, still get -35 damage. Besides, RDM/PLD/RUN should use augmented alluvion skirmish gear with Phalanx +, as they will receive more of a benefit from that than enhancing skill gear.

  14. #14
    Campaign
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    What else is it left to test? Bar spells? Embrava? Can't think of other skill-dependant spells that haven't been tested already.

  15. #15
    Sea Torques
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    Quote Originally Posted by Sechs View Post
    What else is it left to test? Bar spells? Embrava? Can't think of other skill-dependant spells that haven't been tested already.
    Barspells were 150 for both 500 and 555 enhancing skill.

    Temper still needs some testing. I did a small test of 568 skill and had 126 DA, 412 single hits, which is 23.4% DA. Still need to check it at 500 skill.

  16. #16
    Sea Torques
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    Even MORE testing!!

    Finally capped JP on RDM. So I went to test out a couple of the new spells. Frazzle 3 I didn't even bother with as that would require at least a month straight of testing.

    Addle 2: Only a minor test since in order to get specific results on the test I would have to do frame capture and count frames, and I didn't want to go that far. From testing I see that enfeebling skill does nothing. It's all about dMND. I had the target cast stoneskin. When I was far below target's MND, the target was getting about 25% extra casting time. When I was far above target's MND (over 150 above), the target was getting about 40% extra casting time.

    Distract 3: When I first casted it with no gear on, the target received 50 evasion down. I thought that might be the minimum. I thought maybe Distract 3 was like Distract 2 and was based solely on dMND. I try not to assume though and so I added enfeebling skill.... to my surprise it improved! I also added MND and it improved again. So Distract 3 is based on both dMND AND enfeebling skill. Since it is based on both, I thought maybe 50 isn't the minimum, and so I removed my enfeebling merits... to my surprise it went down to 47 evasion down. I do not know what the minimum is as I have capped enfeebling. Good luck trying to find a RDM that is capped on JP, but doesn't have capped enfeebling to test the lower levels. So here's the test results with data showing when the next tier goes into effect:

    Spoiler: show
    Potency---dMND
    +0---------<+5
    +1---------+5
    +2---------+10
    +3---------+15
    +4---------+20
    +5---------+25
    +6---------+30
    +7---------+35
    +8---------+40
    +9---------+45
    +10--------+50
    +10--------+150

    From this we see that like Distract 2, the dMND is every 5 MND and caps at +10 potency. dMND far in the negative had no reducing effect.

    Spoiler: show
    Potency---Enfeebling Skill
    48-----------------442
    49-----------------448
    50-----------------453
    51-----------------458
    52-----------------463
    53-----------------469
    54-----------------474
    55-----------------479
    56-----------------484
    57-----------------490
    58-----------------495
    59-----------------500
    60-----------------505
    61-----------------511
    62-----------------516
    63-----------------521
    64-----------------526
    65-----------------532
    66-----------------537
    67-----------------542
    68-----------------547
    69-----------------553
    70-----------------558
    71-----------------563
    72-----------------568
    73-----------------574

    Testing for Enfeebling Skill was done with dMND=0 (wasn't easy to pull that off!). From this we see that there IS NO KNOWN CAP and only limited by one's equipment. We also see that it goes up one potency every 5-6 Enfeebling Skill. Using empy reforged body and hands with saboteur at 559 enfeebling and high dMND the target's evasion went down by 180 (guess there will be no more accuracy issues, lol).

    From this data we get the equation:

    Potency = [Floor(4/21)(Enfeebling Skill - 190)] + Floor(dMND/5); where dMND/5 caps at 0 and 10.

  17. #17
    Old Odin
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    thats almost bolstered Idris-Torpor eva reduction there ¬.¬, or in other words like haveing Precision and Torpor up (without SP) at the same time.

    You might wanna try Addle2 on some fights and see how strong its magic accuracy reduction is, it might be as good as geo/indi-vex ¬.¬?

  18. #18
    Sea Torques
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    Quote Originally Posted by Damane View Post
    thats almost bolstered Idris-Torpor eva reduction there ¬.¬, or in other words like haveing Precision and Torpor up (without SP) at the same time.

    You might wanna try Addle2 on some fights and see how strong its magic accuracy reduction is, it might be as good as geo/indi-vex ¬.¬?
    Yep, but instead of every one hour, RDM gets that effect every 5 minutes ^^d

  19. #19
    Ridill
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    rdm is good for something again? This must be a glitch

  20. #20

    The various tiers of distract and frazzle formulas seem to match. Frazzle III probably has the same numbers as Distract III. It's interesting that enfeebling skill has an effect. When SE released Distract and Frazzle I and II they stated that potency was affected by both dmnd and enfeebling skill. But testing didn't seem to support enfeebling skill. Is it possible there is an effect on t1 and t2, but it has a cap and that cap is below the skill you'd expect from a level 99, so no one noticed?

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