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Thread: help with fSTR $_$     submit to reddit submit to twitter

  1. #41
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by Not Kuno
    This will explain it:

    http://tomahawk.ytmnd.com/
    Took me 3 times, but I got it... fucking error. >_>

  2. #42
    Sea Torques
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    the first few frames in that made me "wtf.. o.O" it didnt look like missles... it looked like scores of dicks coming out of something all over the screen and i scrambled to close saying "not work friendly!"

    then someone i know who was reading the topic said lol at the missles reply to your question, and i said what missles? so i watched it again... x.x

  3. #43
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    fSTR:

    .99R = 1

  4. #44
    HABS SUCK!!!!!
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    Quote Originally Posted by Lithiani
    Quote Originally Posted by FFXIFlux
    Blah, what I want to know is what determines resist rate for the resulting renkei. When I level a melee job and close chains I see an aweful lot of shittacular renkei damage, like single digit distortions or what have you. It doesn't happen nearly as often at 75 I find, as renkei will usually do full damage, but while leveling it often seems worthless to renkei unless theres a BLM in the party.
    Base damage is a factor determined by the damage of the closing weaponskill, magic attack bonus factors (including day, weather and use of elemental staves/MAB gear) and the level of the renkei (100% base damage for level 3 renkei).

    Actual resultant damage depends on resist factors and magic accuracy (which is, as normal, affected by day, weather and staves).

    This is why Rangers closing Light while wearing a Light or Fire Staff are going to get a higher damage base and be more likely to have the damage go unresisted.

    I think the base magic accuracy of the renkei effect is equal to the closing weaponskill users skill in the weapon, but that's not definite. There's probably a stat factor in there somewhere too.
    uh...

    wearing my moldavite earring on WS wont add 4% dmg to my renkei dmg.

  5. #45
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    Quote Originally Posted by NynJa
    Quote Originally Posted by Lithiani
    Quote Originally Posted by FFXIFlux
    Blah, what I want to know is what determines resist rate for the resulting renkei. When I level a melee job and close chains I see an aweful lot of shittacular renkei damage, like single digit distortions or what have you. It doesn't happen nearly as often at 75 I find, as renkei will usually do full damage, but while leveling it often seems worthless to renkei unless theres a BLM in the party.
    Base damage is a factor determined by the damage of the closing weaponskill, magic attack bonus factors (including day, weather and use of elemental staves/MAB gear) and the level of the renkei (100% base damage for level 3 renkei).

    Actual resultant damage depends on resist factors and magic accuracy (which is, as normal, affected by day, weather and staves).

    This is why Rangers closing Light while wearing a Light or Fire Staff are going to get a higher damage base and be more likely to have the damage go unresisted.

    I think the base magic accuracy of the renkei effect is equal to the closing weaponskill users skill in the weapon, but that's not definite. There's probably a stat factor in there somewhere too.
    uh...

    wearing my moldavite earring on WS wont add 4% dmg to my renkei dmg.
    It'll help when you spam Cyclone though!

  6. #46
    Sea Torques
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    Quote Originally Posted by NynJa
    uh...

    wearing my moldavite earring on WS wont add 4% dmg to my renkei dmg.
    It did when I tested it.

  7. #47
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    I was always curious to see if it was working, so I just went outside and tested.


    I had 19 magic attack on my warrior.

    First SC is with m.atk, 2nd is without. Both were made on firedays
    http://img79.imageshack.us/img79/4976/lightscyt2.png

    I did it again with m.atk and got more dmg on skillchain. I seriously doubt it was fluke, so I will go with m.atk affecting skillchain.

  8. #48
    CoP Dynamis
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    Quote Originally Posted by Kaylia
    I was always curious to see if it was working, so I just went outside and tested.


    I had 19 magic attack on my warrior.

    First SC is with m.atk, 2nd is without. Both were made on firedays
    http://img79.imageshack.us/img79/4976/lightscyt2.png

    I did it again with m.atk and got more dmg on skillchain. I seriously doubt it was fluke, so I will go with m.atk affecting skillchain.
    Would you say that your other test also gave you a 10% boost to skillchain damage?

  9. #49
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    Yeah, I forgot the exact number because my screenshot failed. I just hope it wasn't the day messing up the number. I havent skillchained in year on war, so I forgot the basic. >_> Well, beside the occasional scision rampage closed.


    I will test a couple more time later, but no time for this right now.

  10. #50
    CoP Dynamis
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    Might be interesting to persue this for "spike damage" skillchain closers like THF or DRK.

    They might be able to find some new ways to improve overall damage, ya think?

  11. #51
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    I had 19 m.atk. Moldavite earring would represent an increase in dmg of 2.5% if the number I got are right.

    Assuming skillchain isn't resisted (and they always are on HNM), that would mean an ~1.25% dmg increase. +2str earing would probably end up giving you more dmg if you consider the increase in dmg on both WS and skillchain.

    Only place where it could be "useful" is against Quturb if you try to get a epeen skillchain dmg.

  12. #52
    Ridill
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    Lesser Colibri have some m.def which will make a typical "damage increase" calculation more difficult to get right.

  13. #53
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    Quote Originally Posted by aurik
    Lesser Colibri have some m.def which will make a typical "damage increase" calculation more difficult to get right.
    Hmmm, maybe you're right. I was thinking base skillchain dmg would be reduded if they had magic defense.

  14. #54
    Bagel
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    Quote Originally Posted by aurik
    Lesser Colibri have some m.def which will make a typical "damage increase" calculation more difficult to get right.
    They do? Didn't seem to lower base damage.

  15. #55
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    Quote Originally Posted by FFXIFlux
    Quote Originally Posted by aurik
    Lesser Colibri have some m.def which will make a typical "damage increase" calculation more difficult to get right.
    They do? Didn't seem to lower base damage.
    They definitely do, I xp'd on them as blm and my nukes definitely had a reduction.

  16. #56
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    Quote Originally Posted by FFXIFlux
    Quote Originally Posted by aurik
    Lesser Colibri have some m.def which will make a typical "damage increase" calculation more difficult to get right.
    They do? Didn't seem to lower base damage.
    Pretty sure they do. First time I nuked a collibri was with my newly aquired burst II gave me shitty result. I thought for a moment they would be useless

    What he said might be true because there is no reason for m.def not to works if m.atk works, but what bother me is skillchain base dmg that is fixed despite their magic def.

  17. #57
    Ridill
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    Perhaps it's fixed based on their m.def, and then modified later by mab/mdb? This is a rather arcane calculation, I wouldn't be surprised if it was calculated in a weird way.

    Best idea would be to make a lv1 skillchain on a neutral day (since firesday can give a bonus to light damage) on a mob without MDB.

  18. #58
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    Quote Originally Posted by aurik
    Perhaps it's fixed based on their m.def, and then modified later by mab/mdb? This is a rather arcane calculation, I wouldn't be surprised if it was calculated in a weird way.

    Best idea would be to make a lv1 skillchain on a neutral day (since firesday can give a bonus to light damage) on a mob without MDB.
    What's the base dmg of a level 1 skillchain. Is it 50%, or is my memory failling after 2 years of not caring about skillchain?


    I said 19 m.atk earlier, but I'm starting to wonder if Ugalepih's pendant m.atk was calculated. People always said 50% and less mp (I had 20/50), but I'm not sure if it's 50% base mp or base mp+bonus mp.
    I know Unicorn feet is based on your base hp, and not total hp, so it might be the same here.

  19. #59
    CoP Dynamis
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    Also, it's a long shot... but if you go testing again, please try seeing if opening the skillchain wearing MAB gear has any effect on the skillchain damage as well.

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    Quote Originally Posted by Cylo
    Also, it's a long shot... but if you go testing again, please try seeing if opening the skillchain wearing MAB gear has any effect on the skillchain damage as well.
    Yeah, I would have done more testing, but I had limbus, and now a paper to write.

    I doubt opening WS change anything tho since the dmg are 100% based on 2nd WS

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