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  1. #21
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    Re: Special damage-type weapons

    Quote Originally Posted by ½pint
    The type of weapons I'm talking about are ones such as the polearm Bourdonasse. Usually polearms are piercing damage, but this particular weapon deals blunt damage.
    What other weapons are there that have different damage type than their class usually has? In particular I was wondering whether there were any blunt damage swords, axes or arrows.
    i take no credit for this info-i found this list of "latent effect weapons" on killingifrit. i also have info on latent effect armor if anyone is interested.

    RUNE WEAPONS

    Rune Weapons are gained from the *Strange Apparati* found scattered throughout Vana'diel. A colored chip of the right day (purchasable from the Moblin vendors) and an infinity core (drops from dolls in Dynmais) are traded to the machine and perhaps a Rune Weapon will pop out. Rune items are triggered by going into attack-modus and will drain 4 MP/Tick. If the player runs out of MP or has no MP at all the LE will not be triggered. The Rune Arrow will only drain 1 MP/Tick.

    Every Rune Item is lv.70 except the Rune Bow (Lv.73) and may be equipped by almost every job with MP, but also by some jobs without MP.

    Rune Arrow (VIT +1, Ranged Attack +10)
    Rune Axe (Attack +5, Adds “Regen“ Effect)
    Rune Baghnakhs (STR +7, “Counter” +1)
    Rune Blade (Dmg: 43, DEX +5)
    Rune Bow (Enmity -2, Ranged Accuracy +5)
    Rune Chopper (Accuracy +5, Haste +9%)
    Rune Halberd (DEX +6, “Double Attack” +5%)
    Rune Rod (Attack +10, Healing Skill +6)
    Rune Staff (INT/MND/CHR +2, “Magic Atk Bonus” up)


    WEAPONS OF TRIAL

    These weapons are used in the quest for the final weapon skill of every weapon type. They are special because in the quest the LE has to be *deactivated*. The LE is on when a player gets the weapon and will stay activated until the player meets certain requirements: He has to do a lot of weaponskills and gain ws-points (1 for an weaponskill or starting a Lv.1-skillchain, 2 for closing a Lv.1-skillchain or starting a Lv.2-skillchain, 3 for for closing a Lv.2-skillchain or starting a Lv.3-skillchain, 5 for closing a Lv.3-skillchain) until he has 300 pts. Then the LE will disappear (the effect itself, not the description on the weapon) and this part of the quest is finished.

    The Weapons of Trial are given by the starter NPC of the weaponskill-quest and are equipable from every job which can get the weaponskill. They are Lv.71, which is the lv. where most this jobs can get their skill up to the required skill to start the quest. Each player may do every weaponskill-quest, but can only have one quest active at a time.

    Axe of Trials (HP +20, vs. Earth / Water +10)
    Bow of Trials (HP +20, vs. Wind / Lightning +10)
    Club of Trials (HP / MP +10, vs. Earth / Water +10)
    Gun of Trials (HP +20, vs. Earth / Water +10)
    Knuckles of Trials (HP +20, vs. Earth / Water +10)
    Kodachi of Trials (HP +20, vs. Fire / Light +10)
    Pick of Trials (HP +20, vs. Wind / Lightning +10)
    Pole of Trials (HP / MP +10, vs. Fire / Light +10)
    Sapara of Trials (HP +20, vs. Fire / Wind +10)
    Scyte of Trials (HP +20, vs. Lightning / Light +10)
    Spear of Trials (HP +20, vs. Water / Dark +10)
    Sword of Trials (HP +20, vs. Ice / Earth +10)
    Tachi of Trials (HP +20, vs. Ice / Dark +10)


    UNLOCKABLE WEAPONS

    These weapons are similar to the Weapons of Trials, but they work kinda reversed. They have no LE-effect to begin with but after the player gains 500 ws-points (like with the Weapons of Trials) the LEs are unlocked and work permanent. These weapons drop from certain KSNM30-Battles and are equipable around Lv.72. The only weapons without a latent critical bonus are the ranged weapons.

    Coffinmaker (Dmg: 40)
    Destroyers (Dmg: +18, Critical +6%)
    Dissector (Dmg: 36, Critical +6%)
    Expunger ( Dmg: 39)
    Gravedigger (Dmg: 87, Critical +6%)
    Gondo-Shizunori (Dmg: 85, Critical +6%)
    Heart Snatcher (Dmg: 24, Critical +6%)
    Michishiba-no-tsuyu (Dmg: 78, Critical +6%)
    Morgenstern (Dmg: 40, Critical +6%)
    Rampager (Dmg: 87, Critical +6%)
    Retributer (Dmg: 46, Critical +6%)
    Senjuinrikio (Dmg: 38, Critical +6%)
    Subduer (Dmg: 85, Critical +6%)
    Thyrsusstab (Dmg: 65, Critical +6%)


    WEAPONS OF WEAKNESS

    edited for clarity-> When you have less than 100% TP: Damage ?? (LE), Accuracy+5, Attack+18 (HE)

    The conditions above also applies to when a weapon skill is used because TP resets to 0% before calculating how latents work when you use a WS.

    When you have more than 100% TP (does not apply to when you weapon skill), you only get the normal damage stated on the weapon.

    These weapons drop form different ENM75 and are equipable around Lv.73.

    Blau Dolch (Dmg: 28 / Hidden Effect: Attack +18, Accuracy +5)
    Onimaru (Dmg: 83 / Hidden Effect: Attack +18, Accuracy +5)
    Maneather (Dmg: 49 / Hidden Effect: Attack +18, Accuracy +5)
    Stone-Splitter (Dmg: 71 / Hidden Effect: Attack +18, Accuracy +5)
    Wagh Baghnakhs (Dmg: +18 / Hidden Effect: Attack +18, Accuracy +5)


    AVATAR WEAPONS

    These weapons are gained from the quest “Waking the Beast,” where the alliance has to fight the six celestial avatars Ifrit, Shiva, Garuda, Titan, Ramuh and Leviathan and the terrestrial avatar Carbuncle. The weapons of the celestial avatars can drop after the final fight and the weapon of Carbuncle is the reward for doing the quest.

    The LE is triggered by a summoner in the party having the according avatar summoned. It is possible for a summoner to trigger his own weapon and it is also possible to trigger different weapons at once if more than one avatar is summoned by the party.

    A note on the added elemental damage from the weapons of Shiva, Ramuh, Leviathan and Carbuncle: The elemental damage is really exceptionally high (additional dmg: 50-80) and actives much more often than the additional effect of other weapons (around 33-50% of all attacks get the effect).

    Ifrit’s Bow (increases Critical Hit Rate)
    Shiva’s Shotel (adds Ice Damage)
    Garuda’s Sickle (Accuracy +13)
    Titan’s Baselard (Dmg: 28)
    Ramuh’s Mace (adds Ligthning Damage)
    Leviathan’s Couse (adds Water Damage)
    Carbuncle’s Pole (adds Light Damage)


    ALL OTHER WEAPONS

    These weapons don't belong to any of the mentioned categories and are triggered in different ways.

    Enhancing Sword (Accuracy +8, Attack +16), triggered while the player is affected by an En-spell
    Frenzy Fife (STR +4), triggered while the player is affected by a song-effect <-- a Frenzy Five is not really a weapon it is a flute instead. The bard may make an equip-macro like: "/equip instrument /play song-which-is-affected-by-the-instrument /wait /equip Frenzy Five" and he doesn't get the CHR-4 of the Frenzy Fife while playing the song but get's the STR-Bonus of the song-effect.
    Hototogisu (Parrying Skill +5), triggered while the player is affected by a song-effect
    Kinkobo, Primate Staff / +1 (Dly: 329 / 319, Accuracy +10 / +12), triggered while the player has the "Pamama"-food effect
    Mistilteinn (Refresh 3 MP/Tick), triggered by having TP%, drain 3 TP%/Tick
    Odorous Knive / +1 (Dmg: 24 / 26) --> trigger unknown
    Orphic Egg (Attack/Accuracy/Evasion +1), triggered while the player is affected by a song-effect
    Save the Queen (Accuracy +20), triggered while the player has "Cover" activated
    Treat Staff (Warp), triggered by hitting an enemy while New/Full Moon
    Z's Trident (Str +12), triggered by having another person in the party using X's Knife or Y's Scythe <-- I heared some different things on this weapon. Some people say, this is the only hidden effect of this item and is just triggered once, other people say it can be triggered twice if both of the other two sinhunter weapons are used in the same party. Some people state that the latent effect is not just triggered for the user of the trident, but also for the user of the other sinhunter weapons. And some people state, that all of the special effects of the three weapons ("increased critical hit damage" from the knife, "HP -5%, Acc +5" from the scythe, "STR +12") are triggered for all three sinhunter weapon-user.


    TRIGGERED HIDDEN EFFECT WEAPONS

    These effects are not listed in the weapons description and have to be triggered like a latent effect.

    Amanojaku (increases damage), triggered by decreasing HP
    Company Sword (Dmg +2), triggered for every person in your party <-- so five times +2 for a full party
    Valiant Knife (Dmg +1), triggered for every full 9% missing of your HP <-- so +1 for 91% HP, +2 for 82% HP, +3 for 73% HP, etc.


    PERMANENT HIDDEN EFFECT WEAPONS

    These effects are not listed in the weapons description but work permanently, so they do need not to be triggered.

    Bourdonasse (does blunt damage, so more effective against undead, will not work on weaponskills!)
    Calamar (you can eat raw fish, while equipped with these, even if you are not a mithra)
    Exocets (you can eat raw fish, while equipped with these, even if you are not a mithra)
    Heavy Lance (does normal damage instead of piercing damage, so no penalty against undead)
    Honebami (does blunt damage, so more effective against undead)
    Narval (you can eat raw fish, while equipped with these, even if you are not a mithra)
    Pagurages (you can eat raw fish, while equipped with these, even if you are not a mithra)
    Vampiric Claw (does slash damage instead of blunt damage)


    ELEMENTAL STAVES

    Technically they are Permanent Hidden Effect Weapons but because they all work alike, I made a new category. They enhance the effects of spells, songs, skills and abilities from a certain element by +10% and decrease the effects of spells, songs, skills and abilities from the weaker element by -10%. In addition, they lower the perpetuation cost of the according avatar and spirit by 2 MP/tick, while the weaker avatar and spirit have a by 2 MP/tick increased perpetuation.

    The HQ-versions have another +/- 5% effect or -/+ 1 MP/tick for summoners.

    Note: Light Staff and Apollo's Staff don't see healing spells as 'light spells'. You will get the normal +10% Cure Potency, but not an additional +10%/15% efficiency of Light spells (so just Cure +10% and not Cure +20% or +25%)

    Fire / Vulcan's Staff (+ 10% / 15% Fire efficiency, - 10% / 15% Ice efficiency, - 2 / 3 MP Ifrit, Fire Spirit perpetuation cost, + 2 / 3 MP Shiva, Ice Spirit perpetuation cost)
    Ice / Aquilo's Staff (+ 10% / 15% Ice efficiency, - 10% / 15% Wind efficiency, - 2 / 3 MP Shiva, Ice Spirit perpetuation cost, + 2 / 3 MP Garuda, Wind Spirit perpetuation cost)
    Wind / Auster's Staff (+ 10% / 15% Wind efficiency, - 10% / 15% Earth efficiency, - 2 / 3 MP Garuda, Wind Spirit perpetuation cost, + 2 / 3 MP Titan, Earth Spirit perpetuation cost)
    Earth / Terra's Staff (+ 10% / 15% Earth efficiency, - 10% / 15% Thunder efficiency, - 2 / 3 MP Titan, Earth Spirit perpetuation cost, + 2 / 3 MP Ramuh, Thunder Spirit perpetuation cost)
    Thunder / Jupiter's Staff (+ 10% / 15% Thunder efficiency, - 10% / 15% Water efficiency, - 2 / 3 MP Ramuh, Thunder Spirit perpetuation cost, + 2 / 3 MP Leviathan, Water Spirit perpetuation cost)
    Water / Neptune's Staff (+ 10% / 15% Water efficiency, - 10% / 15% Fire efficiency, - 2 / 3 MP Leviathan, Water Spirit perpetuation cost, + 2 / 3 MP Ifrit, Fire Spirit perpetuation cost)
    Light / Apollo's Staff (+ 10% / 15% Light efficiency, - 10% / 15% Dark efficiency, - 2 / 3 MP Carbuncle, Light Spirit perpetuation cost, + 2 / 3 MP Fenrir, Dark Spirit perpetuation cost)
    Dark / Pluto's Staff (+ 10% / 15% Dark efficiency, - 10% / 15% Light efficiency, - 2 / 3 MP Fenrir, Dark Spirit perpetuation cost, + 2 / 3 MP Carbuncle, Light Spirit perpetuation cost)

  2. #22
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    That post had nothing to do with the thread but is kinda cool. However:
    Stupid name, I know, but I could not think of a better. These weapons have both, a LE and a hidden LE, which are triggered from two different activities:

    The LE is triggered by having less then 100% TP or doing a weaponskill (because when a plyer does a weaponskill his TP are reduced to o%).

    The hidden effects are triggered by doing an weaponskill.

    These weapons drop form different ENM75 and are equipable around Lv.73.

    Blau Dolch (Dmg: 28 / Hidden Effect: Attack +18, Accuracy +5)
    What does this mean having a hidden effect and a latent? Nothing on Blau is triggered by WS (the latent is in effect during WS but not triggered by it). Wordly poorly I guess.

  3. #23
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    Quote Originally Posted by Raineer
    That post had nothing to do with the thread but is kinda cool. However:
    Stupid name, I know, but I could not think of a better. These weapons have both, a LE and a hidden LE, which are triggered from two different activities:

    The LE is triggered by having less then 100% TP or doing a weaponskill (because when a plyer does a weaponskill his TP are reduced to o%).

    The hidden effects are triggered by doing an weaponskill.

    These weapons drop form different ENM75 and are equipable around Lv.73.

    Blau Dolch (Dmg: 28 / Hidden Effect: Attack +18, Accuracy +5)
    What does this mean having a hidden effect and a latent? Nothing on Blau is triggered by WS (the latent is in effect during WS but not triggered by it). Wordly poorly I guess.
    The attack and accuracy aren't listed on the weapon. These effects constitute the hidden effect, but "during WS only" is a crock of shit since you can just equip the weapon and see the Attack.

  4. #24
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    Quote Originally Posted by Priran
    The attack and accuracy aren't listed on the weapon. These effects constitute the hidden effect, but "during WS only" is a crock of shit since you can just equip the weapon and see the Attack.
    Yeah that was my point, but the list implies that the 2 effects (or some other effect?) are somehow in different categories.

    To my knowledge, if you're under 100TP you have both latents...i'm just not understand what it's meaning there.

  5. #25
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    One other interesting thing about Vampiric Claws is that they do extra damage to slimes. I'm not sure if this is an effect of the weapon, or if Slashing is in fact stonger than blunt on slimes.

    My Claws hit harder than my Destroyers on any slime.

  6. #26
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    Slimes are strong against Blunt at last check I think.

  7. #27
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    Quote Originally Posted by Reaper-X
    One other interesting thing about Vampiric Claws is that they do extra damage to slimes. I'm not sure if this is an effect of the weapon, or if Slashing is in fact stonger than blunt on slimes.

    My Claws hit harder than my Destroyers on any slime.
    Slimes take a 75% damage cut from blunt, 50% from slashing and piercing so that's natural based on how h2h damage is calculated.

    Aside from confirming Hounds are weak to slashing and Trees aren't, everything else has been covered here.

  8. #28
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    Quote Originally Posted by Raineer
    Quote Originally Posted by Priran
    The attack and accuracy aren't listed on the weapon. These effects constitute the hidden effect, but "during WS only" is a crock of shit since you can just equip the weapon and see the Attack.
    Yeah that was my point, but the list implies that the 2 effects (or some other effect?) are somehow in different categories.

    To my knowledge, if you're under 100TP you have both latents...i'm just not understand what it's meaning there.
    Not implied, the OP doesn't know what he's talking about and explicitly said they are triggered at different times.

    Quote Originally Posted by algrensan
    WEAPONS OF WEAKNESS

    Stupid name, I know, but I could not think of a better. These weapons have both, a LE and a hidden LE, which are triggered from two different activities:

    The LE is triggered by having less then 100% TP or doing a weaponskill (because when a plyer does a weaponskill his TP are reduced to o%).

    The hidden effects are triggered by doing an weaponskill.
    Of course we all know the hidden effect and latent effect are always on at the same time.

  9. #29
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    I'd like to correct a couple things here, most undead, like Hounds, and Jnun are weak PERIOD. Not just to slashing. Nothing is essentially "weak" to slashing, in that I wont hit for 210 on a hound, instead of 189 like a MNK will on bones. (the cap of Woodville's). Yes I'll effectively hit higher on my cap, more often, and appear to do more damage, but in the end, no mob in the game, short of Limbus mobs, take a higher damage cap from slashing.

  10. #30
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    iirc lv.61 KTN "Kabutowari" is blunt dmg as well

  11. #31
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    Quote Originally Posted by kemigumi
    iirc lv.61 KTN "Kabutowari" is blunt dmg as well
    I doubt this but I'd like it checked anyway.

  12. #32
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    Quote Originally Posted by Lockecole
    I'd like to correct a couple things here, most undead, like Hounds, and Jnun are weak PERIOD. Not just to slashing. Nothing is essentially "weak" to slashing, in that I wont hit for 210 on a hound, instead of 189 like a MNK will on bones. (the cap of Woodville's). Yes I'll effectively hit higher on my cap, more often, and appear to do more damage, but in the end, no mob in the game, short of Limbus mobs, take a higher damage cap from slashing.
    You know, I always thought that too right up until I posted my previous post. Before I did though, I decided to actually check and make sure what I was saying was accurate and I found out that Hounds really are weak to slashing.

    Quote Originally Posted by kemigumi
    iirc lv.61 KTN "Kabutowari" is blunt dmg as well
    Nooooooooooope.

  13. #33
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    Quote Originally Posted by ½pint
    What other weapons are there that have different damage type than their class usually has? In particular I was wondering whether there were any blunt damage swords, axes or arrows.
    Quote Originally Posted by algrensan
    Bourdonasse (does blunt damage, so more effective against undead, will not work on weaponskills!)
    Heavy Lance (does normal damage instead of piercing damage, so no penalty against undead)
    Honebami (does blunt damage, so more effective against undead)
    Vampiric Claw (does slash damage instead of blunt damage)
    Quote Originally Posted by Raineer
    That post had nothing to do with the thread but is kinda cool.
    Quote Originally Posted by algrensan
    i take no credit for this info-i found this list of "latent effect weapons" on killingifrit.
    Quote Originally Posted by DrObvious
    Not implied, the OP doesn't know what he's talking about and explicitly said they are triggered at different times.
    i apologize for reposting someone else's info, causing some people to be constipated and have hemorrhoids. i own an onimaru and i know how it works. the OP didn't word it well so thanks for pointing that out. i've edited that section so hopefully other people don't get confused or offended.

  14. #34
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    Quote Originally Posted by algrensan
    Quote Originally Posted by ½pint
    What other weapons are there that have different damage type than their class usually has? In particular I was wondering whether there were any blunt damage swords, axes or arrows.
    Quote Originally Posted by algrensan
    Bourdonasse (does blunt damage, so more effective against undead, will not work on weaponskills!)
    Heavy Lance (does normal damage instead of piercing damage, so no penalty against undead)
    Honebami (does blunt damage, so more effective against undead)
    Vampiric Claw (does slash damage instead of blunt damage)
    Quote Originally Posted by Raineer
    That post had nothing to do with the thread but is kinda cool.
    Quote Originally Posted by algrensan
    i take no credit for this info-i found this list of "latent effect weapons" on killingifrit.
    Quote Originally Posted by DrObvious
    Not implied, the OP doesn't know what he's talking about and explicitly said they are triggered at different times.
    i apologize for reposting someone else's info, causing some people to be constipated and have hemorrhoids. i own an onimaru and i know how it works. the OP didn't word it well so thanks for pointing that out. i've edited that section so hopefully other people don't get confused or offended.
    go fall in a bucket of aids!

  15. #35
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    Just wondering how much is the dmg bonus go up on the Amanojaku?

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    Quote Originally Posted by Schlitzohr
    Just wondering how much is the dmg bonus go up on the Amanojaku?
    I believe it's the same as Valiant Knife. I have it but I've never cared to really do a good test myself because it works out at the D of a Fudo if it is only without the crit bonus and full bar of HP. It's a self-defeating piece of crap from a pain-in-the-ass NM, save yourself the inventory space.

  17. #37
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    Just wanted to quickly confirm that slashing gets a bonus on Jnuns and probably all flesh mobs by extension.

    From a parse yesterday:


    Per-mob Mean Damage
    ==========================

    Heraldic Imp
    ===============
    Name Overall Norm Crit
    Mnk 1 76.068381 67.434694 128.730290
    Mnk 2 58.634043 52.976134 105.117647
    Axe war 60.060536 57.040392 118.809524

    Jnun
    ===============
    Name Overall Norm Crit
    Mnk 1 71.786885 61.627451 123.600000
    Mnk 2 55.852941 51.233333 90.500000
    Axe war 78.535714 70.375000 127.500000

  18. #38
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    Quote Originally Posted by aurik
    Just wanted to quickly confirm that slashing gets a bonus on Jnuns and probably all flesh mobs by extension.

    From a parse yesterday:


    Per-mob Mean Damage
    ==========================

    Heraldic Imp
    ===============
    Name Overall Norm Crit
    Mnk 1 76.068381 67.434694 128.730290
    Mnk 2 58.634043 52.976134 105.117647
    Axe war 60.060536 57.040392 118.809524

    Jnun
    ===============
    Name Overall Norm Crit
    Mnk 1 71.786885 61.627451 123.600000
    Mnk 2 55.852941 51.233333 90.500000
    Axe war 78.535714 70.375000 127.500000
    Regardless, even if we hit harder, we won't hit above our damage cap, like a MNK will on bones. So its different.

  19. #39
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    Quote Originally Posted by Russta
    Quote Originally Posted by Schlitzohr
    Just wondering how much is the dmg bonus go up on the Amanojaku?
    I believe it's the same as Valiant Knife. I have it but I've never cared to really do a good test myself because it works out at the D of a Fudo if it is only without the crit bonus and full bar of HP. It's a self-defeating piece of crap from a pain-in-the-ass NM, save yourself the inventory space.
    it works... but if you ever camp ogama (which he's fairly easy to spawn) be careful.
    the effect of the ktn is something like every 9%hp you lose you get a dmg bonus, this effect is very VERY pitiful, and much more apparent with the nm's attack... i don't recommend getting hit when he's below 50%. if you wanna bypass the fight with the nm, go as thf or /thf and steal it. it's 100% steal (if you land the steal) and it's 100% drop (even if someone has stolen one from the same nm). aside from a decent eastern mythology read about the relation of Amanojaku and an "Ogama", as russta says, this ktn is crap.

    as far as kabutowari being blunt or not though, that was speculation on my part from hearsay a long time ago, and never tested it.

  20. #40
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    Quote Originally Posted by Lockecole
    Quote Originally Posted by aurik
    Just wanted to quickly confirm that slashing gets a bonus on Jnuns and probably all flesh mobs by extension.

    From a parse yesterday:


    Per-mob Mean Damage
    ==========================

    Heraldic Imp
    ===============
    Name Overall Norm Crit
    Mnk 1 76.068381 67.434694 128.730290
    Mnk 2 58.634043 52.976134 105.117647
    Axe war 60.060536 57.040392 118.809524

    Jnun
    ===============
    Name Overall Norm Crit
    Mnk 1 71.786885 61.627451 123.600000
    Mnk 2 55.852941 51.233333 90.500000
    Axe war 78.535714 70.375000 127.500000
    Regardless, even if we hit harder, we won't hit above our damage cap, like a MNK will on bones. So its different.
    I don't get what you're saying. If Jnuns and Hatis and such are just weak overall, then you'd expect to see a jump in the monks' damage corresponding to that of the warrior's here. Clearly, that didn't happen. The monks are doing less damage here, meaning the Jnuns have a higher DEF value, whereas the warrior is doing more damage. It seems that the slashing member of the group clearly got some help in the form of a bonus on the Jnuns.

    I don't see where the damage cap has anything to do with it.

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