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

  1. #61
    Ridill
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    Quote Originally Posted by Kaylia
    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.
    I don't know offhand but there's a chart on ffxi wiki.

  2. #62
    Bagel
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    Quote Originally Posted by Kaylia
    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.
    Theres a fair amount of magic damage that isn't reduced by m.def. Mijin for instance. Pretty sure Meteor is like that too, -magic damage % works on it, while m.def doesn't. I'd assume Spirits Within is like that too.

  3. #63
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    Quote Originally Posted by FFXIFlux
    Quote Originally Posted by Kaylia
    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.
    Theres a fair amount of magic damage that isn't reduced by m.def. Mijin for instance. Pretty sure Meteor is like that too, -magic damage % works on it, while m.def doesn't. I'd assume Spirits Within is like that too.
    But magic attack doesn't effect those as far as I know...well, beside meteor, dunno about that one.

  4. #64
    Mr. Bananagrabber
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    KB's meteor no, but I'm 90% positive that the KS99 Behemoth's Meteor is effected by magic defense and can also be resisted (Light based as far as I remember, been awhile since I've done the fight).

  5. #65
    Sea Torques
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    Base renkei effect damage for a level 1 skillchain is 50% of the closing weaponskill.

    I'm quite surprised this is causing any fuss, I always assumed this information was known. There's not much you can do with it, because there's very little in the way of gear you would ever consider swapping out for M.Atk or M.Acc - maybe the Homam head piece for the M.Acc?

  6. #66
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    It's not really causing a "fuss" , it's more like interesting detail that we never bothered to confirm because no matter what the answer is, it won't change anything to how we uses skillchain.


    Even Homam head look weak for skillchaining. I mean, 3m.acc that probably won't change much or a good str/attack/acc bonus that will probably matter more on both your WS and SC dmg.

  7. #67
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    Quote Originally Posted by Cylo
    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?
    Novio earrings for THF and SAM!

  8. #68
    Ridill
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    Quote Originally Posted by Kaylia
    It's not really causing a "fuss" , it's more like interesting detail that we never bothered to confirm because no matter what the answer is, it won't change anything to how we uses skillchain.


    Even Homam head look weak for skillchaining. I mean, 3m.acc that probably won't change much or a good str/attack/acc bonus that will probably matter more on both your WS and SC dmg.
    It really depends actually, on a big ws like sa spinning slash or dk, if you could get enough for sc dmg to consistently match ws dmg in merit it could be pretty effective overall.

  9. #69
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    Quote Originally Posted by Plow
    Quote Originally Posted by Kaylia
    It's not really causing a "fuss" , it's more like interesting detail that we never bothered to confirm because no matter what the answer is, it won't change anything to how we uses skillchain.


    Even Homam head look weak for skillchaining. I mean, 3m.acc that probably won't change much or a good str/attack/acc bonus that will probably matter more on both your WS and SC dmg.
    It really depends actually, on a big ws like sa spinning slash or dk, if you could get enough for sc dmg to consistently match ws dmg in merit it could be pretty effective overall.

    Drk can get a total of 29 magic attack (7novio, 5moldavite, 10af2 body, and 7 uggalpih pendant). While yeah, it seem to be a decent boost, which piece of gear would you actually remove and replace with m.atk? Removing hauberk would probably decrease your WS dmg (and directly, decrease your skillchain dmg) by something like 10%. Uggalpih pendant is a major pain to activate, and there is some nice neck piece out there (sea torque/gorget)

    The only slot where the dmg bonus isn't big are the earring, but brutal , fenrir/vampire, assault probably result in more dmg anyway.

    Only place where I can see it being "useful" is against quturb, where skillchain dmg are already insanely high.

    I'm trying to find someone to do more testing against different mobs, but everyone went to bed.

  10. #70
    Sea Torques
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    Yeah, that's the essence of the problem. It's not that it doesn't work, it's just not that great compared to the way we do things already. Maybe on certain sea mobs which have similar traits to Qutrubs for damage multiplication?

  11. #71
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    Hpemde is just a x2 dmg, doubt it would change anything. Quturb have some magical weakness, added to the weak physical def.


    Anyway, what I was trying to say is that any bonus from m.atk will be indirectly nerfed by the gear you removed

    1000dmg WS --> 1000dmg light = 2000dmg
    If moldvavite add a 2.5% dmg bonus, but you lose 1% dmg vs your other earring
    990Ws --> 990 light + 24earring =2004 dmg

    Add the skillchain resistance which are very common against any end game NM (more are resisted than not resisted), your average dmg will fall way under this

  12. #72
    Sea Torques
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    Yes, that's the essence of the problem. I wouldn't mind testing with COR M.Acc and M.Atk rolls though.

  13. #73
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    So it sounds like (no real surprise) it's not worth equipping Moldavite for closing WSs, but I'm curious about this RNG Fire/Light Staff concept. I'm considering leveling RNG and knew that those were options, but never heard about this SC boost. Anyone with more experience on the subject care to elaborate on it?

  14. #74
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    Quote Originally Posted by Lithiani
    Yes, that's the essence of the problem. I wouldn't mind testing with COR M.Acc and M.Atk rolls though.
    I forgot about those. It could be interesting to stack them



    I'm not sure if it was done before (I guess it was) but I just tested m.atk on elemental WS and it seem to work. Did 5 WS with and without in ronfaure with result pretty close. 7+7+5m.atk gave me an increase of 18% average dmg. Too bad none of those elemental WS will ever be used.

    I need to get my sam to 75 to test it on tachi jinpu, could be interested.

  15. #75
    Relic Shield
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    Blade:chi is the strongest elemental ws I can think of off the top of my head, but someone might be able to correct me.

  16. #76
    Hydra
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    Sorry to do this but I couldnt resist, I lol everytime I see this Sceenshot that a LSmate of mine got from his ingame buddy. With all this talk about boosting WS damage and SC effects I just had to. So without further babbling....

    http://img.photobucket.com/albums/v2...n/img_0361.jpg

    Continue on with the fancy math talk :D .

    *edited for clarity*

  17. #77
    Mr. Bananagrabber
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    What's that have to do with this thread? <.<

    It's a nice SS that I think has been posted here already but it has no relation to fSTR

  18. #78
    Sea Torques
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    Yeah, the problem with the elemental weaponskills has always been the high rate of resist factor that affects their damage.

    Blade: Ei is actually the highest elemental weaponskill in the game, IIRC (unless one of the relic ones is, but I don't believe any are).


    Also @ Bagel - RNG use Light Staff for Holy Bolt Proc, or Fire Staff for STR and Ranged Attack mods, in certain builds. It just so happens that if you close Light with one of those Staves equipped, you will get the Magic Attack/Accuracy mod for that element from the staff. However, it's my understanding that very few RNG build/strategys use anything other than Slugwinder (although I did read something about the machine crossbow any other weaponskills - but forgive me for not being able to give you a complete answer on the subject, i don't play RNG much)

  19. #79
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    Quote Originally Posted by XxSlusherxx
    Blade:chi is the strongest elemental ws I can think of off the top of my head, but someone might be able to correct me.
    Is it? I never used it myself, so I guess thats why I wouldnt know >_> Jinpu still kick serious ass.


    Your friend was really lucky to land a full darkness on those monsters. 90% of our were resisted, and WS dmg were rarely great when it was not.

  20. #80
    Relic Shield
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    Quote Originally Posted by Kaylia
    Quote Originally Posted by XxSlusherxx
    Blade:chi is the strongest elemental ws I can think of off the top of my head, but someone might be able to correct me.
    Is it? I never used it myself, so I guess thats why I wouldnt know >_> Jinpu still kick serious ass.
    well I've never used Jinpu

    Chi is pretty strong, a tank w/damage hate build nin can easily do 300-400 with it from 50-60

    (give me a little leway I was that level over a year ago)

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