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  1. #41
    Relic Shield
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    Quote Originally Posted by Raineer
    Can you tell how the game determines what is and is not a resisted drain/aspir? Just because it goes over 100 when you added skill could mean it was a damage increase or was what the game considers unresisted dark magic.
    100,000xp (at least) worth of Decorative weapons at a certain skill and I never once including elemental seal got a aspir over 100mp. Not once ever.

    I add 17 Dark Magic Skill and now it is beyond common to see 100+ aspirs off the exact same mobs ever since, when not using eseal.
    I understand this as I've had it happen to me too a long time ago as BLM against weapons in Ro'meave. I decided to try not macro'ing in my AF pants for aspir and for over 30mins not one decent aspir occurred. I put them on again and all was as it should be.

    However, if skill drove potency should I not ALWAYS see rediculously high aspirs on low level mobs?

    I mean, I honestly don't know how they are coded in the game, but in my experience I wouldn't say it's necessarily potency driven by skill but as Genosync phrased it:

    Quote Originally Posted by Genosync
    You've got a max you're gonna get on a Drain or Aspir, and you're not going to go over that. What allows you to get closer to that maximum value is your skill.
    Much the same as elemental magic. You may see low dmg elemental spells, but with skill you'll see the max occur more often. Since drain/aspir are randomized, this "max" has a range on it.

  2. #42
    New Merits
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    Quote Originally Posted by edgarfigaro
    Quote Originally Posted by XaocRamuh
    Magic Acc. can be compared to Melee Acc. or Evasion. Its better to have skill then Acc. Magic Acc. just improves your chances of landing the spell, it doesn't improve the chance to deal more DMG.
    Umm, magic skill adds no damage whatsoever. So...your comparison...not right.

    My personal opinion: it's like -damage % versus -breath/physical/magic damage %...it just adds to all magic skills. But there's not much magic acc gear out there for blm that I can test on (grammacy cape isn't enough to use in a test because I'd have to do 1000+ casts just to get a statistically significant test set).
    Where did I say Magic Skill increases DMG? DMG is determined by the formula posted a few posts back; ie. a rather lengthy comparison of INT and Magic Attack.

    Magic Skill decreases resist rate, same as Magic Acc. The stat for Magic Acc. is similar to the stat for Acc. or Eva. +(Insert Weapon)/+Evasion/+Elemental/+Healing/etc.. skill will always be far superior to corresponding +Acc stat (Melee/Magic). But, since there are only limited equips that add +Skill, there is the lesser version: Magic Acc.

  3. #43
    Sea Torques
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    Re: Magic Accuracy..... explain plz.........

    Quote Originally Posted by Raineer
    It's probably a 1% better chance to land the spell, since magaic accuracy in the merit menu seems to imply it's 1%.
    I don't see the implication.

    http://img473.imageshack.us/img473/5027/merits6bd.jpg

    Triple attack merits clearly state it is a percentage increase while fire accuracy merits do not.

  4. #44
    Ridill
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    Quote Originally Posted by Raineer
    However my statement was.. Elemental Skill has NO effect on max damage. Dark Skill has 100% effect on max damage. Do we really have any idea what Enfeebling Skill has to do with debuff potency?
    Some tests I read a long time ago indicated that enfeebling skill is accuracy only. Potency (duration and proc rate for Paralyze) is either MND or INT depending on the spell.

  5. #45
    Ridill
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    Quote Originally Posted by XaocRamuh
    Magic Skill decreases resist rate, same as Magic Acc. The stat for Magic Acc. is similar to the stat for Acc. or Eva. +(Insert Weapon)/+Evasion/+Elemental/+Healing/etc.. skill will always be far superior to corresponding +Acc stat (Melee/Magic). But, since there are only limited equips that add +Skill, there is the lesser version: Magic Acc.
    This is EXACTLY how I feel about magic accuracy.

    Although I do believe that skill would add potency for magic and not just resist rates, but then again that could be my RDM way of thinking that enfeebling skill isn't useless >.>

  6. #46
    Ridill
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    Quote Originally Posted by Elcura
    Although I do believe that skill would add potency for magic and not just resist rates, but then again that could be my RDM way of thinking that enfeebling skill isn't useless >.>
    That's so cute of you. Now stop playing with your enfeebling magic, you need to start casting refesh again. You know, your only important spell. ;_;

    /weep

  7. #47
    Ridill
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    Quote Originally Posted by Septimus
    Quote Originally Posted by Elcura
    Although I do believe that skill would add potency for magic and not just resist rates, but then again that could be my RDM way of thinking that enfeebling skill isn't useless >.>
    That's so cute of you. Now stop playing with your enfeebling magic, you need to start casting refesh again. You know, your only important spell. ;_;

    /weep
    lol, so true, so true ; ; (points at sig)

  8. #48
    Physicist
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    Nuke Damage :: Int
    Dark Damage :: Dark Skill

    and i'm done with the thread

  9. #49
    Relic Shield
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    Quote Originally Posted by Raineer
    Nuke Damage :: Int
    Dark Damage :: Dark Skill

    and i'm done with the thread
    I don't see a reason to just end it like that. I'm only having a discussion with you.

    Dark skills effect seems to me similar to melee attack. Without enough attack, you see the lower end of your damage potential and with enough you see the higher end. But the max potential was decided by the weapon and in the case of the magic, this weapon is the aspir spell. It seems to me like aspir has a coded range of what it can do and your skill against the monster determines what part of that range you fall in (randomized).

    If you want to end it here then I suppose I shouldn't continue any further either.

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