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Thread: DoT Spells     submit to reddit submit to twitter

  1. #21
    Spiders are Awesome
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    Curse has always worked, it just wsn't typically noticed until they added the message recently. You had to see it wear off or notice the HP% change before.

    Anyway, Light and Dark shot still enhance light/dark enfeebles. Light Shot after Dia2/3 definitely has a noticeable effect in merits.

  2. #22
    The God Damn Kuno
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    I havn't seen curse make mobs move any real slower. Seems to be a player only thing unless its like a really small number slower.

  3. #23
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    it's small but noticable. back in my noob days (well, when i was more of a noob. not much has changed really) i popped a goblin archaeologist on blm. sad and pathetic as it may be, he ended up being too much for me and i had to turn tail and try to run. i managed to ditch him not far away, which i thought was rather odd as i had no +mov gear. after i zoned, it dawned on me why i had managed to outrun him. he got cursed which gave him a very small % move down.

    another example comes from last night in dynamis beauc. most of my alliance got charmed on elvaanlopper (how i love sam orc NMs. meikyo shisui -> fanatic dance = happyfuntime!) and immediately went for one of the blm who were outside of charm range. i scored a hit on him with my lolstaff and got cursed. after that, i was lagging behind him by a few % move more than anyone else. it definitely affects their speed, but the strength is very minor. only a few %.

  4. #24
    The God Damn Kuno
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    Quote Originally Posted by Spekkio
    another example comes from last night in dynamis beauc. most of my alliance got charmed on elvaanlopper (how i love sam orc NMs. meikyo shisui -> fanatic dance = happyfuntime!) and immediately went for one of the blm who were outside of charm range. i scored a hit on him with my lolstaff and got cursed. after that, i was lagging behind him by a few % move more than anyone else. it definitely affects their speed, but the strength is very minor. only a few %.
    That's because youre a player. >.> I was talking about on mobs. As for your first example, my experience has always been stuff still caught up to me when cursed.

  5. #25
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    I don't know, just last week a Zdei hit me for curse, and I ran off and recast shadows and started casting a spell on it, and it seemed to reach me slower than usual. It's one of those things that is difficult to quantify but you probably understand what I mean soloing as a BLM you get a feel for how long it ought to take for something to catch up to you. That's just my eyeballing it, so I don't expect anyone to take that as anything substantive, but until someone proves otherwise I'm personally going to go with the belief that there is a movement speed reduction, however marginal.

    Anyway, on the subject of chat log messages that weren't ever there before, did anyone else notice that now if there is nobody in range of an Urganite's Gas Shell, it says "No targets in the area of effect."

  6. #26
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    I'm not sure how I would prove it but, I've noticed the gravity effect of my Weskit's curse. And it stacks with Gravity from what I've seen(monster becomes really slow).

    My most recent experience with it... just the other day in Limbus, I pulled hate from a Mandy after he did AoE sleep. I thought I was dead, but the curse effect from my weskit was enough for me to get out of that alive.

  7. #27
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    Re:

    Quote Originally Posted by BRP
    Gravity+Curse is so sexy during solo. Even if SE add a MAB+10 body piece, I'm never selling my Weskit.
    Just macro another Iqgira piece into your standing set :<
    Legs have the curse effect and I believe head does too.

  8. #28
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    Re: Re:

    Quote Originally Posted by Seditedi
    Quote Originally Posted by BRP
    Gravity+Curse is so sexy during solo. Even if SE add a MAB+10 body piece, I'm never selling my Weskit.
    Just macro another Iqgira piece into your standing set :<
    Legs have the curse effect and I believe head does too.
    I posted this is another forum simply to avoid necrobump

  9. #29
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    Re: DoT Spells

    Pretty sure 200-210 Dark Magic Skill Bio 3 is 6 damage per tick.

    211+ is 8 damage per tick

    So basically, a BLM with full Dark Magic skill casting Bio2 is the same as a RDM with 211 Dark Magic Skill casting Bio 3.

    I think Poison 2 is also 8 damage per tick also, but the only real test I've done with this is letting mobs cast Poison 2. It might be different with higher levels of enfeebling magic, not sure. Too lazy to test in ballista lol

  10. #30
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    Re: DoT Spells

    Poison 2 is 10/tick.

  11. #31
    VZX
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    Re: DoT Spells

    Doesn't helecis (sp?) also included in this category?
    Got SCH in my PT this evening, I said to try helix on colibris, they reflected the spell, but my healing waltz couldn't remove it. :/

  12. #32
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    Re:

    Quote Originally Posted by Suiram
    I don't know, just last week a Zdei hit me for curse, and I ran off and recast shadows and started casting a spell on it, and it seemed to reach me slower than usual. It's one of those things that is difficult to quantify but you probably understand what I mean soloing as a BLM you get a feel for how long it ought to take for something to catch up to you. That's just my eyeballing it, so I don't expect anyone to take that as anything substantive, but until someone proves otherwise I'm personally going to go with the belief that there is a movement speed reduction, however marginal.

    Anyway, on the subject of chat log messages that weren't ever there before, did anyone else notice that now if there is nobody in range of an Urganite's Gas Shell, it says "No targets in the area of effect."
    Had the same thing happen with a Yagudo yesterday, and Sweep. He opened, I was already running out of range. "No targets in the area of effect"...and I had Gravity up on him.

  13. #33
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    Re: DoT Spells

    what affects the nuke dmg of bio I/II/III?

  14. #34
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    Re: DoT Spells

    Gonna go with INT on that one.

  15. #35
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    Re: DoT Spells

    Quote Originally Posted by chapstick
    Gonna go with INT on that one.
    Correct.

  16. #36
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    Re: Re:

    Quote Originally Posted by Kyreth
    Quote Originally Posted by Suiram
    I don't know, just last week a Zdei hit me for curse, and I ran off and recast shadows and started casting a spell on it, and it seemed to reach me slower than usual. It's one of those things that is difficult to quantify but you probably understand what I mean soloing as a BLM you get a feel for how long it ought to take for something to catch up to you. That's just my eyeballing it, so I don't expect anyone to take that as anything substantive, but until someone proves otherwise I'm personally going to go with the belief that there is a movement speed reduction, however marginal.

    Anyway, on the subject of chat log messages that weren't ever there before, did anyone else notice that now if there is nobody in range of an Urganite's Gas Shell, it says "No targets in the area of effect."
    Had the same thing happen with a Yagudo yesterday, and Sweep. He opened, I was already running out of range. "No targets in the area of effect"...and I had Gravity up on him.
    Thanks for answering, although this thread was necrobumped from last April when I posted that.

  17. #37
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    Re: DoT Spells

    Quote Originally Posted by Raineer
    Quote Originally Posted by chapstick
    Gonna go with INT on that one.
    Correct.
    Pretty sure Dark Magic skill and MAB affect the initial damage as well.

  18. #38
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    Re: DoT Spells

    Just did a bunch of Bio 3 tests for initial damage modifiers, here is what I came up with..


    **All tests were done on Aw'Aern's in the Garden of Ru'Hmet**

    Dark Magic Skill only | Nashira Manteel, Crimson Gauntlets, No other gear equipped

    1. 14
    2. 14
    3. 14
    4. 14
    5. 14
    6. 14
    7. 14
    8. 14
    9. 14
    10. 62
    11. 14
    12. 124

    This was the first thing I tried, the numbers were rather lackluster, but it's what I expected and something to base everything else off of.

    Naked | No gear

    1. 14
    2. 14
    3. 14
    4. 14
    5. 124
    6. 14
    7. 14
    8. 14
    9. 14
    10. 14
    11. 14
    12. 14

    The damage was practically the same as with 15 more Dark Magic Skill, which led me to believe (Against my better judgement...) that Dark Magic Skill did not affect the initial damage of Bio at all. Later proved semi-wrong in my last test.

    Dark Magic Skill / Pluto's Staff | Nashira Manteel, Crimson Gauntlets, Pluto's Staff, No other gear equipped

    1. 34
    2. 70
    3. 70
    4. 70
    5. 17
    6. 17
    7. 142
    8. 17
    9. 34
    10. 142
    11. 17
    12. 17

    Immediately you will notice a 3 DMG increase to the minimum amount of damage from just putting on the Pluto's staff. You will also notice the damage is basically dealt with in halves, quarters, eighths, etc. (The same as Elemental Magic).

    INT build/215 Dark Magic Skill | +39 INT, +215 Dark Magic Skill

    1. 17
    2. 34
    3. 142
    4. 142
    5. 142
    6. 17
    7. 142
    8. 70
    9. 142
    10. 70
    11. 34
    12. 70

    Observing the numbers, you can see adding INT doesn't change the max amount of damage you can deal, but rather increases the chance of you getting a full damage Bio.

    INT/MAB/Dark Magic Skill 1 | INT +35, MAB +14, 205 Dark Magic Skill

    1. 38
    2. 38
    3. 158
    4. 19
    5. 158
    6. 158
    7. 19
    8. 19
    9. 19
    10. 19
    11. 19
    12. 38

    The MAB is definitely what pushes the damage threshold as it is clear in this test. Not sure what happened toward the end in terms of resisting. The tapering results at the end led me to try another MAB/INT/Dark Magic gear setup.

    INT/MAB/Dark Magic Skill 2 | INT +35, MAB +9, 215 Dark Magic Skill

    1. 37
    2. 152
    3. 152
    4. 18
    5. 18
    6. 37
    7. 152
    8. 75
    9. 152
    10. 75
    11. 18
    12. 75

    You can notice a decrease in full resists by adding 10 Dark Magic Skill. The INT did not change from the two sets and from common knowledge, you know that MAB doesn't do anything for resistance rates. So it definitely had to be the increase in Dark Magic that cut resistance rates.

    I believe the last set is what will probably get you the highest and most consistent numbers for initial Bio III damage.

    Enjoy

  19. #39
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    Re: DoT Spells

    I think that Seditedi meant that the base (unresisted and before considering pluto staff and MAB) damage was a function of both INT and dark magic skill, as opposed to being simply INT as it is with other spells. I remember patch notes from around the time of CoP that alluded to this being the case as well, although I've never checked it out personally, and it'd be hard to confirm just from the tests you posted.

  20. #40
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    Re: DoT Spells

    I'm pretty sure stacking INT and Dark Magic Skill would not make you break 142 damage without some sort of MAB (On Aw'Aerns anyway). If somebody can prove me wrong, go for it. I did this on the Aw Aerns near Ix'DRG pop.

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