[quote=Hirokei Kiaza]This actually does sounds pretty interesting, anyone else have input on this?[/quote:tyuuid58]Originally Posted by "ronin sparthos":tyuuid58
Physical spells do not have 'resist' rate. It's a 'miss' or 'hit' situation
[quote=Hirokei Kiaza]This actually does sounds pretty interesting, anyone else have input on this?[/quote:tyuuid58]Originally Posted by "ronin sparthos":tyuuid58
Physical spells do not have 'resist' rate. It's a 'miss' or 'hit' situation
Monster correlation adds a bonus to a specific multiplier, depending on the spell. It's +0.25 alone, then +0.02 for AF head, and I believe +0.01 for each merit (it's written somewhere). If the multiplier is 1.0 to start with, as with breath spells, then you get the full 25~32% damage increase. If the multiplier is already high, then the effective bonus will become much lower. Also, in the case of linear base damage for magic spells, it only affects the multiplier on the constant term, not on the one that varies by target attributes.
[quote=VZX]Physical spells do not have 'resist' rate. It's a 'miss' or 'hit' situation[/quote:2a7znohj]Originally Posted by Hirokei Kiaza
I was talking more about the resists on the few magical spells that are actually useful.
Thought AF head was a .17 bonus?Originally Posted by Suiram
AF head is +.02 compared to monster correlation bonus with no AF head, but total bonus with it and without merits is +.27, so maybe that's where you got confused?Originally Posted by liefe
Also, Regurgitation is weird. It seems to have two different damage formulas and I can't figure out what triggers the higher one versus the lower one but it isn't anything previously used for magic damage as far as I can tell.
For the record, merits are (more than likely) 0.004 each, so 5 merits is equivalent to the AF Head.
Oh that's right, I remember now. I don't know if they realized how relatively worthless AF head and merits are when they made them lolOriginally Posted by Delekii
Doing Temperance tonight, will test out Claws Spin & Spray to assure their nature.
About Saurian helm,
Looking at the number posted here
I think the damage simply goes up by 51/512 at the end (not strictly for HP or level only)
Do Temperance yet? :elmer:Originally Posted by Tonko
What does that mean in english? 10%?Originally Posted by VZX
Close enough lol. It also means that if you're using breath spells, use this damn helm.Originally Posted by fantasticdan
Unless I overlooked a post, nothing in that alla thread suggests it's necessarily 563/512 rather than 1.1. Could be either, I'm curious how it stacks with convergence and monster correlation, since it seems to modify the base damage (or at least calculated before resists).
I can let you borrow the helm if you'd like to testOriginally Posted by Suiram
I was getting a ~10% increase which carried over to wyvern elemental breaths
Having taken BLU into campaign a few times i've noticed that at level 54 most of my spells get resisted frequently (to be expected) with the exception of Radient Breath which in my dozen uses (some of which were on the leaders) has not been under 100 damage on the primary target. Well there was one time when I was double weakened but I was surprised it managed to hit at all and was possibly a fluke.
I found this odd and felt I should share.
I was trying out Seedspray last night and never saw any message about defense down. Eyeballing the logs it looks like it did go off, but I really can't say for sure.
Has anyone else noticed this or tested more extensively? I'm just worried by the "effect accuracy varies with TP" bit.
Anyone try to solo the wyvern NM for helmet yet? I'd like to try it on any job possible solo (not necessarily BLU), or duo.
I trio'd with blu blu blm but blu blu is definitely doable because it's very easy to stun lock him and make sure you do cause he hits fast and hard (180hit + 180additional damage). The only trouble we had was when it did aoe paralyze so you'll have to be lucky that it doesn't do that.Originally Posted by liefe
He is immune to slow, so don't try. I recommend having a dispel for wind wall and meds for silence. The paralyze is very potent.
So... is there any other news about Asuran Claws? This spell makes me emo. I've been trying it with all the situations i can figure out, including things like making sure it closes a SC to see if the dmg is bumped, different moon phases like everyone here and random gear setups of mine and i'm still getting ridiculous numbers, usualy half or less of what i'd get with Dissverement or Frenetic Rip...
What's the deal with this thing? Is it busted or something? It's making no sense to me, it's a lv70 spell that costs more than Dissverement, casting time is higher and gives even more TP to the mob for half the damage. If it was the same dmg i'd understand it would be a lower version of Dissverement for the 5 levels before it, but as things stand now it either is a joke from SE, it has some ridiculous conditions to be met or even worse... it's meant so we can get counter trait. I sure hope they didn't add a spell that gives us a crap trait we can't improve (and without improvement counter is stupid) that will cost us 7 spell points, specialy when the other spell is Enervation <.<;
Anyone has any good news? ;_;
Another thing to test out for Asuran Claw is doing SC with it like breaking the latent for +6% critical weapon for 300/500 points. I don't recommend testing it unless you are a new BLU who are working on breaking Salvage Blade or Black Halo trial weapon, so you could breaking the spell latent as well (if the assumption is right.) Also, SE assign such spell at level70 around the time you get your Salvage Blade along with this rediculous amount of MP cost (some sort of hint?)