I've been looking for that link forever now. THANK YOU!Originally Posted by Bagel
I've been looking for that link forever now. THANK YOU!Originally Posted by Bagel
meh, so were you, I was just an asshole about it.^^Originally Posted by Stellar
Pretty sure it was Qbert who had an amazing test about dmg reduction on KI RDM forums; he tanked RDM/WAR dynamis with dmg-% gear.
Info I recall:
DMG % is rounded, it's rarely the flat 5.00% or whatever.
Umbra Cape = 12% - at night. Hot.
Sooo yeah, you cans earch KI RDM forums for Qbert and dmg reduction if you wanna see.
I redid those tests in the paladin forum at one point.
yep, and they can be found here : http://ffxi.killvoid.com/forums.php?m=posts&q=111970 (scroll down a bit)
Umbra Cape is 6%, not 12%. Despite the name, why would it be different at night than during the day? There's no latent or anything on it.Originally Posted by Xajii
Its a hidden effect maybe. :DOriginally Posted by Khamsin
It's sorta' related to the name.... UmbraOriginally Posted by Khamsin
But I have heard this "hidden effect" was official from a number of sources myself. I'm not going to argue against it.
edit: it's 2am and apparently my reading comprehension skills took a dump sometime earlier. you acknowledged the name -_-
P.S. Avatar weapons (i.e. garuda's dagger) are also affected by day and that crap ain't listed ;/
No no I'm right. Try itOriginally Posted by Khamsin
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I can confirm that it is indeed -12% at night.
Listen. Anyone who took one look at the actual link would have seen it.
It's actually exactly 50% just from equip for monk, but using sand mantle and petrify you could get up to 70% (hard to do tests involving petrify though). I didn't make a "monk limits" entry about -phys% yet because I wanted to craft and sign my own HQ arhat and I haven't been able to yet.Originally Posted by Quicklet
So anyways for monk it's mostly a non-issue since you can't really pass the cap in normal situations.
Other jobs are probably better to do cap tests on that.
Also as people mentioned already all % are added first and then applied, just like most things in game (hp% for example), and the descriptions are are really fractions of 8 bit (e.g. black belt 5% is really 12 / 2^8 =~5%), added, and then rounded at the end. I guess it probably speeds up damage computations, but really of all things SE could worry about optimizing I don't think this would be the bottleneck. Then again they don't really care that much about making the items descriptions be very clear or precise anyways.
Originally Posted by Shuvo
Bit of necro post but I did some further testing on this.
The percentages listed on the items are very much correct. But like bagel said, it's based on a 256 divisor, then rounded down.
So:
Earth Staff w/ 20% reduction is actually 256*.2 = 51.2 rounded down to 51 = 51/256 or 19.921875%
Jelly Ring w/ 5% reduction is actually 256*.05 = 12.8 rounded down to 12 = 12/256 or 4.6875%
etc etc
For the Cheviot/Umbra Cape, the nighttime bonus is double the daytime bonus.
Cheviot:
Daytime = 12/256.
Nighttime = 24/256
Umbra:
Daytime = 15/256
Nighttime = 30/256
You can use formula for every -damage taken item in the game as far as I can see.
What I have not tested so far is if the actual cap is 128/256 or the total of the actual listed values equal to 50%.
Can a BRD posssibly go out to altepa and see if you can overload on -damage taken and take 500 damage from 1000 needles?
Edit: fixed.
Fixed.Originally Posted by Kainen
Edit: Added more percentages.
Ahh.. that's the post i was looking for. Good read. :DOriginally Posted by Bagel
Now here's a thinker. Is straight DMG reduction (like Defending ring) Calculated away from Phys dmg%-? Or is it considered 10% phys and 10% magic and 10% other (is there really an other? just threw that out there)?
I'll ask the PLD in my LS, he also has NIN @ 75 and I'll get him some HQ gear n what not, and see what we can do about testing this. Worth a shot I guess.
Test = fight cactuars
everytime it 1000 needles you, you can easily calculate how much the dmg reduction down is.
hmmm, Anyone know the cap on -% magic damage gear?
I'd be surprised if it also wasn't -50%.Originally Posted by yuriku
And there is also Magic Defense Bonus which probably caps at 50% as well.
100 gil says they are multiplied together (magic damage % being the final consideration)