I think the best place to check Avatar Atk is @ sea against those Hemphede since they have that special berserker stance. while in that stance every single boost in attack is really noticeable like multiplying a 0.1 ten times.
I think the best place to check Avatar Atk is @ sea against those Hemphede since they have that special berserker stance. while in that stance every single boost in attack is really noticeable like multiplying a 0.1 ten times.
I've had tatami proc against orcs. I've also rounded up every single quadav in the mines as rdm/war with flawless on and had 1 proc out of an absurd ammount of hits.
For having it and having done my personnal tests, 5% is accurate.Originally Posted by divisortheory
Koga Hatsuburi is in fact 5% (in my tests)
Sneaking boots (ISP item) Enhances "Stealth" Effect - seems be the same % as the job trait (nearest I can figure is 1 more "distance" by windower standards that you can approach an enemy w/o aggro, per stealth effect)
Merrow #17 Locket - Soooo hard to test, if I had to I'd say 5% less charm would be generous. JoJ - Never resisted Lamia - once in a long while Yovra - Once ever
I wouldn't put too much strength in the locket one until other people confirm
Good work!
Myochin Kabuto, Saotome Kote (+1): I think rephrasing to indicate that each piece extends the Meditate duration for one tick would be good, since the extra tick that we get sometimes is unrelated to the gear.
Abyss Sollerets, Chaos Burgeonet (+1): Do you have to have them equipped when you activate the respective /ja's, and then keep them on while the buff is on? If you have to keep them on, can you swap in and out and see the effects change?
Stone Gorget: I read that the bonus is 30 HP, not 50, but don't have any proof or experience to back that up.
Trollbane: Might be worth noting that this is the only weapon (or one of the only weapons?) that increase critical hit rate on other equipped weapons as well as itself.
Myochin Kote, Roshi Jinpachi (+1): Adds Rice Ball effects as listed here, doubling if both are equipped. I haven't tried it, so I don't know whether they need to be left on after consuming the food.
Crude Sword does exist, but I don't have info on the "Bash" enhancement.
Dune Boots, Wulong Shoes (+1), Kung Fu Shoes: Is there info somewhere comparing these three, especially with specifics about the damage calculation?
Other items that could use more info:
Wrestler's Mantle: Latent Effect: Enhances "Martial Arts" Effect
Healer's Mantle: Latent Effect: "Magic Defense Bonus"
Esquire's Mantle: Latent Effect: Enhances "Undead Killer" Effect
Singer's Mantle: Latent Effect: Enhances "Resist Silence" Effect
Beater's Mantle: Latent Effect: Increases "Rapid Shot" Activation Rate
Ashigaru Mantle: Latent Effect: Enhances "Resist Blind" Effect
Genin Mantle: Latent Effect: Enhances "Resist Bind" Effect
Sarashi: Latent Effect: Enhances "Dual Wield" Effect
Immortal's Cape: Latent Effect: Enhances "Resist Sleep" Effect
Pirate's Cape: Latent Effect: Enhances "Resist Paralyze" Effect
Rune Staff: Latent Effect: Magic Attack Bonus
Lamiabane: Latent Effect: Enhances "Magic Attack Bonus"
thanks it's not my screenshot (I was on PS2 when this whole event happened) so I requested someone else to screenshot it with fraps for meOriginally Posted by LD
the dude who did it for me must have crappy graphics cause the quailty he emailed it to me as, sucked (as you all can see) really wish I could clean it up some
good to know but still kinda lame :/Sneaking boots (ISP item) Enhances "Stealth" Effect - seems be the same % as the job trait (nearest I can figure is 1 more "distance" by windower standards that you can approach an enemy w/o aggro, per stealth effect)
not sure if this one has been done yet but:
Stone Gorget adds 30hp to stoneskin value, that +30 can go beyond the 350 stoneskin cap
darn beat to it by the post above D:
Blessed Briault has been verified to give approximately +5% MDB to elemental magic of the same element as the barspell (i.e. Barfira gives +5% MDB against Firaga IV). I'll quote Tyche's test from KI:
It doesn't have any affect on the duration of barspells (easily tested) and it doesn't add anything to elemental resistance (again, easily tested by looking at the numbers provided in-game).Went to Diorama with Chimm for testing - magic dmg in Ballista is gimp but the % still apply for outside. All tests done with Thunder 4
Chimms base Thunder 4 dmg was 775 dmg - tested with n without ES. No Gear was changed during tests.
Shell:
Shell IV: 653 dmg
Shell V with 1 Upgrade: 633 dmg
Barspell:
5x Barspell Merit: 734 dmg
5x Barspell Merit, Blessed Briault: 715 dmg
Both:
Shell V, 5x Barspell Merit: 594 dmg
Shell V, 5x Barspell Merit, Briault 576 dmg
Seems Briault adds more MDB into the Barspell. Even with no halfresists damage is subtracted. the examples show its around ~3%. Would save 35 something HP on a Gigaflare.
Too bad I had no chance to try with someone who had no barspell merits. Also the MDB thing only works with the corresponding barspell. I tried barwater for making sure and T4 hit for 755
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Since ppl said "blabla ballista is no good for test" I tested on Tiamat
Pro V with 1 Merit, Barfira with AF2 legs, Barspellmerit x5 , Phalanx 2 from Unholy, no halfresists
No Briault: Vygun/Defsoul get hit for 229 dmg in air
Briault: Vygun/Defsoul get hit for 219 dmg in air
Lessened magic dmg for approx 4.5% - EAT THAT BITCH
For both of these the effects are dynamic, don't need to be on at activation but the bonuses only apply when they are on.Abyss Sollerets, Chaos Burgeonet (+1): Do you have to have them equipped when you activate the respective /ja's, and then keep them on while the buff is on? If you have to keep them on, can you swap in and out and see the effects change?
Just to confirm, can the WHM wearing Briault transfer this 5% MDB to another person by casting the Barspell on them, or does the 5% apply only to the WHM wearing the Briault, regardless of who cast Barspell on him?Originally Posted by Lokim
How sure is your 100% sureOriginally Posted by Rag
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I just did a few tests and tried to get an exact value. Tried swift+homam pants and swift+dusk gloves/homam feet; I got the same recast. Turban+homam pants and turban+dusk gloves/homam feet gave me the same result as well. just homam pants vs dusk gloves/homam feet gave me the same as well. I know 1 or 2% haste won't make much difference in recasts so anyone have a definitive way to test it?
Ninja edit: Homam pants alone and Swift belt alone gave me different Ni recasts (43s with belt and 42s with pants). Not 3% haste + 1% fast cast.
Edit 2: It's either 2 or 3% fast cast. For Ni casts, Homam pants = turban or homam feet/dusk gloves but swift/homam feet push it down another second.
Have a BLU equip and try Jettatura (120 second recast) would be the best way.
The +5% MDB applies to everyone who has the barspell cast on them by the WHM wearing the briault.Just to confirm, can the WHM wearing Briault transfer this 5% MDB to another person by casting the Barspell on them, or does the 5% apply only to the WHM wearing the Briault, regardless of who cast Barspell on him?
I did some tests on Dune Boot and showed that the hidden effect is changing the damage of kick attacks from the same as a barehand punch (+0) to the same as a punch with a +27 hand-to-hand (for reference, relic is 23 and destroyers is 18).Originally Posted by Ichthyos
Here is my data and pics for that:
http://genomeffxi.livejournal.com/#entry_11121
Also, again Pahluwan Khazagand definitely DOES NOT increase critical hits by 2-3% like in your summary at the start, as I said in an earlier post by my tests it actually REDUCED critical hits by a couple % points so either it is broken or something else is going on, but definitely I didn't see an increase in crit% with it yet, if anybody can show otherwise I'm interested of course, but back it up with data/links.
My data for that (showing pahl.body has no effect or lower critical rate instead of raising it) again is here:
http://genomeffxi.livejournal.com/#entry_11649
Rogue's Armlets+1 - Enhances "Trick Attack" Effect
- +15% AGI while Trick Attack is active (Must be equipped)
I don't have them, but from what I've read this seems to be accepted.
Genome, I don't think you should say that the Pahluwan body reduces critical hits, because in your own tests, you got about 15% criticals and 18% criticals in two sessions without Pahluwan, and then you got 16% with Pahluwan in one test. This shows that your experimental error is already on the order of 3%, so you need more tests to really take any conclusion.
Maybe Pahluwan is like, you take your base critical percentage and increase THAT percentage by 10% or something silly like that. In that case the difference would be only 1-1.5% for most situations, a difference small enough to be totally obscured by experimental error.
Still though your tests are much better than most tests people do. I'm pretty sure at least half of the numbers in this thread are totally wrong, simply because most people in this game seem to have absolutely no clue about how statistics work. I don't know how many times only one person has posted a 'questionable' analysis of the effect of some item, and then every single person on KI instantly adopts it as truth.
Off the top of my head, I can think of only two tests I have EVER read that really impressed me as being rock solid, the first being divisortheory's test of TH's effect on non NM drops, and the other being the stoneskin/1000 needles test analyzing the effect of damage reduction gear. Those are like the only two effects I have personally accepted as fact from reading forums, everything else I pretty much disbelieve until I've proven it for myself, properly.
It'd be nice, for example, if someone who actually understands statistics could calculate for us the experimental error possible in a test of about 600 attacks, like your critical hit tests.
Fair warning so that people dont' start saying "OMG HE STOPPED UPDATING THE THREAD", it probably won't get updated again until tomorrow.
Jettatura/Temporal ShiftOriginally Posted by divisortheory
2:00
1:54 H.Legs (3% + FC)
1:56 H.Hands (3%)
1:53 H.Legs + N.Feet (4% + FC)
1:55 H.Hands + N.Feet (4%)
1:50 H.Hands + H.Legs (6% + FC)
1:49 H.Hands + H.Legs + N.Feet (7% + FC)
1:21 H.Hands + H.Legs + H.Feet + N.Body + W.Turban + Swift Belt + Refueling (31% + FC)
1:20 H.Hands + H.Legs + H.Feet + N.Body + W.Turban + Swift Belt + Refueling + Locquacious Earring (31% + FC + FC)
The only other 15% crit in those tests was on totally different test conditions, on xp level mobs in ule.range (I had included it to make another point, that the effect of DEX on criticals changes on higher vs lower level mobs). There's other data not shown where I got again about the same 18% with just DEX+4 and without p.body, so the repeatability was actually pretty good (since I was soloing and against a mob that doesn't use weird abilities and where my stats are essentially capped compared to the mob, there's a lot less variables). So the error was more like +/-1%, and I had also farmed there many times with my usual +34 dex and got similar 26-28% crit rate as well, which tells me that in general with a large enough sample size I get very consistent and repeatable numbers for critical rates (same for xping and under these conditions even more repeatable).Originally Posted by shotgn
So, assuming your error is around 1, even 2%, the fact that something that's supposed to give a +3% increase actually gives a 2% decrease is more than just a random fluke, I just think if it does increase % in some cases it must be implemented in a weird way, like it overwrites and replaces other %crit bonuses so in some cases it actually ends up lowering crit%? Just one of many guesses, but I am pretty confident in the data I got so far and at least under those conditions, it definitely appears broken (as in not working).
Gallant Leggings - Increases Holy Circle duration by 1 minute.
Gallant Leggings +1 - Increases Holy Circle duration by 1 minute.
I tested both and it was always 1 minute increase.
Gallant Coronet - Man, noone can seem to agree about this one, since it seems so random.
According to Ferien, it doesn't add the ability to Cover Magic attacks, since, well, apparently you already can without it.
Instead, it's supposed to add duration? But when Krandor tested it on KI, it was a random amount of time added and seemed to decrease in duration for each subsequent test.
does cover last for a set amount of time, or for an amount of hits covered ??