Fantastic, that saves me a lot of time. Data set associated with that is:
With SA Vertical Cleave.Wild Rabbits outside sandy
Skill 312
Str 111
Count 200
Total 246307
Average 1231.535
High 1304
Low 1087
Which perfectly matches Gobli's DMG formulas and a 1-hand pDIF calculations. This leaves new testing, Blue Skill / STR and it's relation to Attack in Ratio, and if there is a cRatio (presumably yes).
It actually wouldn't have been huge mess, since Boost affects Chi Blast by boosting an unseen value.Originally Posted by Kegsay
Mmmm.... matches SG's pDIF formulas really ? please elaborate calculations ? (especially which coefficients/offsets and caps)
I'm interested as for normal weapons i never matched their results with my actual in game parses done with high sampling and rigorously: i had always some discrepancy about 5-20dmg depending on tested Ratios on min/max and averages and caps.
i hope i'm not derailing, maybe BLU spells use completely different formulas than normal weapons ?
Normal weapons mileage will vary since normal melee hits have other things e.g. DMG: of weapon, Weapon Rank and varying fSTR caps. The testing Rena got me was simply testing pDIF and the calculation of "DMG" for blue magic.
Since I've not seen a post about it yet:
Casting Reactor Cool with cocoon up, will overwrite the defense bonus from cocoon. If you cast cocoon with reactor cool's defense bonus on, you will get the 'Cocoon had no effect.'
*Reactor cool is still a 12% increase Defense bonus, Cocoon is still 50%*
Needless to say, Did reactor cool just become useless as far as setting/casting it(Not talking about setting it for a MAB gear set.)?(bar using it for its ice spikes effect.)
Ahh dozed off as you all continued, but I'm happy Kegsay found what he was looking for once again. There will always be a small variation when you check weapon/weapon rank and fSTR, yes.
I think we could all test these Upper D caps (ceiling function I assume?) that spells have 14~15 levels after they are learned (I don't understand how Studio Globi came to this conclusion as well). Namely Body Slam, Spinal Cleave, Frenetic Rip, Fry Pan, and Hydro Shot. They should all have caps of D69~
Someone mentioned that Frenetic Rip might have a hidden modifier under Chain Affinity. Studio Globi listed this increase as a hidden D+ modifier with increasing TP.
SucksI reported it after reading about it on KI.
I might be misunderstanding something, but this really just sounds like fTP. The only known 'hidden' thing to CA (and BA) is that it doubles WSC.Originally Posted by Sho
It also doesn't overwrite some defense down effects which it did before, like Laser Shower on Omega.Originally Posted by Ciecle
How is /drg versus /war stacking up in a damage perspective?
/WAR will definitely out-perform DRG, all you really gain is jumps. Accuracy bonus should be set already, 5% haste earring means giving up brutal or suppa, and we get no WS with a huge ratio boost either, so berserk will still help out WS damage greatly, in addition to DoT.
It's not a bad switch, just not as good as that which other jobs can make, hence the boost is less compared to, say, that which SAM. Mainly it's SAM using /DRG, and they have no earring comparable to suppa or brutal. They also benefit less from berserk due to high ratio bonus on WS and higher high WS : DoT ratio, higher haste with hasso makes 5% haste even more valuable, and higher delay weapon means jumps give more TP. BLU is just way worse off going to /DRG.
/WAR is better for straight damage. Wyvern Earring means giving up Suppa or Brutal, both of which are fairly significant losses. Even without that taken into consideration you'd need Haste Samba to beat /WAR, and that's assuming Wyvern Earring takes you from 20->25% in gear haste.
EDIT: Sho: Brutal during TP phase is ~4.55% to sword DPS with DA trait (10%) in play. Suppa isn't much better even if you ignore the acc now that we can DW on any sub.
Don't forget that now /THF may be a good choice for more things as well, with of course the assumption that shadows aren't necessary.
For those interested, I ran some tests, and none of our magical spells that were uncapped at 75 are capped at anything less than 80 (Corrosive Ooze, Eyes On Me, Regurgitation, Mind Blast, Firespit and Maelstrom to be specific). Breaths are scaling just as expected, as well. Also, Metallic Body and Diamondhide are both capped at 300 skill still.
Also, just checked Cimicine Discharge priority, and it seems to overwrite Slow... does anybody have access to a RDM with Slow II that could check if either overwrites the other? Every slow we got in the past was of a lower priority than Slow, so it's a bit odd this is higher priority. Pity it doesn't seem very potent.
Hojo: Ni didn't overwrite my Cimicine Discharge. Would assume the same for Slow II.
Is there anyway to conclusively test the cast time of a spell? I've noticed going back to Magic fruit after using Plenilune for a while it seems like fruit has a longer cast time but not sure if its just in my head or not.
Anyone else notice anything?