I'm actually pretty sure it does. Drain and Aspir themselves just seem to be random period.Originally Posted by Suiram
So the Burst bonus on Static is a multiplier on top of the entire magic damage calculation?Originally Posted by Suiram
I'm actually pretty sure it does. Drain and Aspir themselves just seem to be random period.Originally Posted by Suiram
So the Burst bonus on Static is a multiplier on top of the entire magic damage calculation?Originally Posted by Suiram
Yes. Exactly the same as AF2 gloves.Originally Posted by Jeryhn
It works on the same multiplier as the day/weather bonus, I think.
I'm not sure what you mean, but they stack.Originally Posted by aurik
THere are a couple of damage multipliers on blm spells. Everyone knows about Magic Attack bonus. Seperate from that you have a multiplier from elemental staves, thats not added directly into the Magic attack bonus from other gear. LIkewise on magic bursts the extra damage from AF2 gloves or the Static earring is seperate as well.Originally Posted by Jeryhn
The seperate parts of the damage is based on an INT difference of yours - the mobs, a base damage based on the spell you use and the following fields multiplied in.
MAB
Staff bonus
Day/weather bonus
Magic Burst Bonus gear
This is one reason why the obis are so good, AF2 gloves are so underrated and the elemental HQ staves are the single most important piece for a BLM to get.
I believe its seperate from the day/weather bonus from my testing at least. I could be wrong here, but the testing I have done seems to say its day/weather * magic burst bonus... not (day/weather + magic burst bonus gear).Originally Posted by aurik
Once again, I could be wrong but this is my belief from my testing.
Yeah, it's 5% bonus on MB, which means regardless of how much MAB you have, you're going to do 5% more. With value of 65, you'd need 8.2 more MAB to do 5% more damage was my point.
As for drain/aspir, look at it this way. Nukes hit their cap as a function of your INT vs. the enemy's INT, and then are further modified by MAB and % bonus as from MB, staves, weather, af2 gloves/legs or static. At 75 and naked, my stone 1 does 55 damage to ronfaure rabbit, and it does the same if i put on as much INT gear as I can. However, add 10 MAB and it does 59, or add a terra staff and it does 63. It's the function which caps * 1.MAB * the product of static % bonuses. Now if that was true for drain and aspir, then you should presumably go above the 125 cap on aspir by adding more MAB, but you don't. The only way you go higher is 138 with pluto's staff, or additionally more with the right day/weather (or in MB I guess). I don't know what the cap for Drain is, if there is one, but it presumably works the same way. That and it just feels like MAB doesn't help (on drain specifically).
dmg = [(delta int) x Tier modifier + spell base damage] x MAB x staff bonus x misc bonusOriginally Posted by BRP
Calculating misc bonus:
1.0 (default)
+0.1/-0.1 for day (100% with proper obi on, otherwise random)
+0.1/-0.1 for each weather icon (100% with proper obi on, otherwise random)
+0.05 for day+AF2 pants+proper spell
+0.05 for AF2 hands + magic burst
+0.05 for static earring + magic burst
If you want to maximize your damage done, try to maximize the term MAB x misc bonus. Default MAB is 1.32 for BLM70+. Do the math to optimize this term depending on current conditions.
Originally Posted by aurik
Are you sure on that? my testing seems to lead me to believe its not calculated in the day/weather stuff. that its a seperate *.05 or *.1 if you have both. I've been wrong before, and my ex-wife used to remind me of that alot.. but I could swear they were different multipliers (like elemental staves)
Aurik, staff bonus goes under misc bonus, though I don't think it matters in the equation you set up (been 5 years since my last math course)
It does matter, and it doesn't go under misc bonus. It matters because, if you were naked and cast a spell that did 1000 damage, it would do 1150 with HQ staff, 1100 with day bonus, and 1265 with both, rather than 1250 if they were added together. The only thing that is possibly in dispute is whether aurik is right that everything he has classified as 'misc bonus' is infact added up before it is multiplied to the damage, or if it is instead a series of products or some other combination of sums and products, which is something I'm not in a position to test at the moment, personally.
I guess thats what I am trying to get at. I did this testing a while back, and my belief from that testing is there are seperate groups of damage multiplies:Originally Posted by Suiram
MAB
Day/weather
Magic burst bonus
Elemental staves
The staves, mb gear and day/weather aren't lumped into one group, as that would make the math off. The numbes I received made me feel the Magic burst bonus was a *.05 to the formula rather than added into something else.
I fully welcome others to test and doublecheck me here, but if they were in the same multiplier I would have expected slightly smaller numbers. Thats why I think MB bonus gear is highly underrated for primary black mages who do fights with skillchains (ie: fafnir, etc)
I was going off the Alla (yes, I know, Alla...but occasionally it has good data) guide on the subject.
http://ffxi.allakhazam.com/db/jobs.html ... =50;page=1
I'm just double-checking that data now on the JP wiki, it looks like Alla is wrong after all.
http://ff11.s101.xrea.com/index.php?%B4 ... ontent_1_7
I can't read the jp site here from work right now, and don't enjoy reading Alla too much.. do they support my beliefs, or say I'm wrong on this?Originally Posted by aurik
(Sorry , I'm being lazy today. Fridays do that to me. Just has my curiosity up some since this was something I was quite interested in a while back when I did all this testing.)
They support your beliefs, my alla resource is wrong.
I'm going to translate the JP site in a sec, hold on...
actual dmg = floor(floor(floor(floor(floor(floor(D * resist) * staff bonus) * DWB) * (MAB/MDB)) * Magic Burst bonus) * target magic dmg reduction)
resist = 1, 1/2, 1/4, 1/8, 1/16, or 0
staff bonus = 1.15, 1.1, 1.0, 0.9, 0.85 depending on HQ/NQ and the type of interaction between staff and spell
DWB is calculated as
1.0
+0.1 for the correct day
+0.1 for single weather
+0.25 for double weather
This is capped at 1.3 in the event of double weather + day.
MAB is as we know it. Correct element potency merits at +2 MAB per merit.
MB bonus is 30% for a 2-WS renkei, gaining 20% per extra WS in the renkei series (so a 3-way renkei should be 50%, hence peoples discovery that "darkness/light continuation" from relic WS gives a more potent MB) plus 5% per equipment.
Target magic dmg reduction is as it seems. Note that most HNMs don't have target magic dmg reduction but rather a huge MDB value (they mention Tiamat = 200, Jorm = 224...)
Edit: I forgot to translate the calculation of D, hold on...
Calculation of D:
Each magic tier has an inherent mutliplier value M. Each magic spell has a base value V. Let dINT be caster int - target int.
For dINT < 0:
D = V + dINT [when dINT is a penalty, the tier mult. is always 1]
For dINT > 0, but less than some inflection point:
D = V + (dINT * M)
For dINT > 0, but after some inflection point:
D = V + (const + (dINT-const) * M / 2)) [above some critical value, adding INT becomes half as effective]
For dINT > 0, but after some cap:
D = cap
M = 1.0 for all -ga spells up to Blizzaga2
M = 1.5 for all -ga spells Thundaga2 and beyond
M = 1.0 for all I/II single target nukes
M = 1.5 for all III single target nukes
M = 2.0 for all IV and AM spells.
Not sure about AM2.
They don't seem to have a chart for "V" by spell.
Do they list the known or projected dINT caps for each spell?
No, but from my understanding, you'll never even hit the diminishing point on anything of importance.
That was my understanding too, was just curious.
sorry just got home from work, see boldOriginally Posted by Nerull