Queasyshroom's duration is constant for any specific amount of TP used, so it's just a matter of using various combinations of TP and CA/Efflux with it, trying out different amounts of TP. Once I came to the 100 TP conclusion it was obvious from just a few SA spells that something was missing with regards to damage calculation; using ranged spells, which have fixed damage at capped ratio (critical hits aside), it's easy to pick out each and every variable, and working backwards through the formula I found that Queasyshroom got a 7 damage bonus (D cap is 15), and Feather Storm got a 8 damage bonus (D cap is 17). No other variables (fSTR2, WSC) had an obvious relation or changed the result, regardless of any changes I made to them. A few SA+spell tests after that yielded results completely within expected ranges of damage.
Edit: Just checked Studio Gobli, they're reporting Goblin Rush as having 30% STR/DEX mods, 1.25 fTP.
Which part of "dnc exists" is hard to understand? For tp burns it is just as dumb for a blu to sub /nin as it is for a DD to sub /nin.
If a monster stay on you long enough to kill you in abyssea, something is wrong imo.
I don't think anyone really tested fantod. They just eyeballed it and came up with 10 attack per cast. I just played around with it, noting the amount of attack gained per cast, and it's NOT a static +10 attack. If you start with 422 attack, each cast will give you 11-13 attack, and it's the same each time you start over. If you start with 125 attack (from taking off attack gear and weapons and using /NIN's h2h skill only) you get 3 or 4 attack per cast.
Here's the number crunching I did.
https://spreadsheets.google.com/ccc?...5YVJ2RGc&hl=en
Any mathletes wanna come look at my numbers, double check it, and come to a conclusion for me? I haven't done a lot of math in a few years =/
Was obvious from the start it wasn't a static boost... copying Studio Gobli's numbers here, haven't seen any reason to doubt them myself yet, they work with what little data I have on it.
First column is number of casts, second is boost to attack in %, third is the value in x/256, fourth is MAB.Code:1 +2.7% +7/256 +2 2 +5.8% +15/256 +4 3 +9.0% +23/256 +6 4 +11.7% +30/256 +8 5 +14.8% +38/256 +10 6 +18.0% +46/256 +12 7 +20.7% +53/256 +14 8 +23.8% +61/256 +16 9 +27.0% +69/256 +18 10 +29.7% +76/256 +20
Not that anyone cares, but I was wrong about darkness Benthic Typhoon on 2 mobs, it just hits the main mob with darkness twice:
http://i99.photobucket.com/albums/l3...8970/wrong.jpg
Two darkness animations go off at the same time too.
Edit: Hits mob with as many darknesses as mob that get with with BT:
http://i99.photobucket.com/albums/l3...8970/3dark.jpg
Wow..... that looks epic for something quick like Bastion.
only need 140 mnd to cap SS with rdm sub enhancing at 123
Having been both the RDM and BLU in abyssea parties I've found the mp flow to be rather plentiful. The only person i've had to refresh (thanks mostly to atma) is the BLMs during the azure build phase, the SMN after odin (unless there is a restore), or the lone person that does not know about atma refresh and is on a mage job. I refuse haste/refresh if i'm on blu and have not partied with one that hasn't done the same.
The only way a BLU could be "Dependent on MP" is if they 1) dont properly utilize the tools presented to them or 2) cast a spell after every melee swing or in place of a melee swing.
what does "Enhance Efflux", "Enhance CA" and "Enhance BA" from AF3s exactly do ?
Wiki now lists BLU upgrade items not dropping from Medical Supplies. Anyone confirm or deny?
Lists the Yurim quest as dropping BLU.