At what point is a Dragoon's Wyvern HP calculated? Do you have to be wearing your Wyvern Mail, Drachen Brais etc. when summoning, when you have it about to breath, or what?
At what point is a Dragoon's Wyvern HP calculated? Do you have to be wearing your Wyvern Mail, Drachen Brais etc. when summoning, when you have it about to breath, or what?
It is calculate when you trigger a Breath spell. Its not when you summon because Wvyern HP goes up w/ EXP after a recent update so you will notice increasing gains on Healing Breath until your Wvyern's exp is capped. Your wvyern's exp will be reset upon recall or zoning.
So if you equip a piece of Wyvern HP+ gear, it causes both current HP and max HP to go up by the specified amount?
No his current HP value stays the same, just like players. If you take off 50 at 100% and put 50 back on his HP will not be full.
Then healing breath's value is determined by mHP, not cHP. Thanks, just what I was looking for. I was playing around with Wyvern Mail in exp earlier and the % wasn't fluctuating, which was throwing me off a bit. Maybe I just needed to wait longer for it to register :X
Where can I find out more about Singing+Wind instrument skill effects on BRD songs? I'm trying to remake all my macros for best effect, but BGwiki & FFXIclopedia lead me nowhere![]()
From what I recall of my tests ages ago, the first tier was +14 combined skill (wind and singing) at level 75 to get a maxed effect on Minuet - I recall testing up to I think +25 or so skill and got no more Attack bonus after that.
I do know, however, there was some completely crazy tier someone found.. wasn't it like a +68 or something combined skill and they were able to find a new tier? Not exactly something terribly easily reachable for most people.
There may be something in between, honestly I never did much testing after and I'm kinda lazy about keeping up on my BRD reading.![]()
FFXIclopedia has the tiers listed on 2 of the 3 buffs that have been verified to have tiers (BG wiki doesn't even have a page at all for Blade Madrigal, so whatever):
http://wiki.ffxiclopedia.org/wiki/Valor_Minuet_IV
http://wiki.ffxiclopedia.org/wiki/Blade_Madrigal
As for Victory March, I think there may be a thread with more accurate numbers than this one, but I lost a lot of bookmarks recently:
http://bluegartr.com/forum/showthrea...ht=march+tiers
As far as I know, you don't need to worry about more +skill for any other buffs. It's possible Dragonfoe Mambo could be uncapped, but I really don't care.
Has a MNK solo'd Holy Cow before?
Also, is Bionic Bug tankable by a MNK with a good evasion setup?
Both wikis list the fSTR function calculation as follows:
"When the value of (STR - VIT) is high, fSTR can be approximated by (character STR - enemy VIT+4)/4"
should this be (Str - Vit + 4) or (Str - (Vit + 4))
The way it is written goes with the first, but the spacing makes it confusing (vit and +4 squished together). Which one is intended, as they can produce different results?
edit: answered my own question.
I had disgarded fSTR2 stuff as it referenced 'ranged attack' multiple times. I assumed the little chart in there was ranged attack distances and a dSTR penalty calculated from that. Looking closer, it is a chart about calculating fSTR2 which is then used for calculating fSTR, and lists, neatly, that at dSTR over 12, fSTR2 is (dSTR +4)/2...making fSTR = (dSTR + 4)/4, or (STR - VIT + 4)/4. huzzah.
So in my efforts to uncover how Magic Accuracy works, I came across something interesting:
In over 1500 casts on an Even Match Qiqirn, with different accuracies and elements, I got absolutely no 1/16 resists. They were all full, 1/2, 1/4, or 1/8, and 1/8 showed up enough to count.
My accuracy ranged from 58% to 80%ish, so I have no doubt that if it existed, I would have seen a 1/16 level resist. I also recently saw some discussion about Tiamat where people quoted resisting his air attacks at a 1/16 level. From my experience, unshelled fire balls from him did around 350ish if I recall? Shelled and magic damage downed, that's a high of ~175. Resisted to a level of 1/8 is only 22 or so damage, which is easily covered by Phalanx II.
I think the 1/16 resists people are talking about are 1/8 resists with Shell and other gear on, and Phalanx.
Is this old or am I doing something wrong? I don't ever remember seeing 1/16 resists ever, on anything. Do they exist? If so, is there some proof of it?
I don't believe in 1/16 resists, either, to be honest. However, since I've never set out to verify one way or another, I've never tried to contradict anyone on it. One thing to consider though, is that it's possible that certain levels of Macc eliminates the possibility of certain resist values. For instance, I don't think it's possible to get a 1/4 or a 1/8 resist on a starter-zone enemy at 75 BLM (you could say it would be very, very rare, but I've nuked enough bees that I feel I should have seen one), so perhaps--provided 1/16ths are in fact possible--your Macc vs. that EM enemy doesn't permit it. Something to consider anyway, and if something like that is the case it would also explain why you and I don't recall ever seeing one, as the conditions would not be often met in practice.
Btw, happy birthday.
Okay I was gonna make a new thread for this but guess I can just ask it here. I also searched threads too but had no luck.
Recently over the past month or so I have been trying to level up my npc's (adventuring fellow) armour, down the Sandy path so they can eventually be wearing the Adaman/Lord's set for me to lock. Every Sunday after the Conquest Tally is done I get my new Tactics Pearl (as well as my Signal Pearl), and head down to either Yughott Grotto or West/East Ronfaure which are both under Sandy regioned control and go to town on all the Orcs there.
I knew it was going to be a fairly long process to eventually get to the level 10/11 armour sets (even with the recent update of being able to upgrade npc armour slots with fellow points), but the problem is after five weeks of killing Orcs in Sandy regions (I had a spell of exping off EP/DC Orcs in Davoi when it was under relevent control) I haven't hardly had any upgrades of my npc's armour.
The only notable upgrade I have received is getting Mythril Cuisses levelled up to Eisendiechlings. I also had a spell of getting Seer's Pumps (Windy path) from Trader's Pigaches the third week in (of killing Orcs in Sandy regions), and the week after they changed to Lizard Ledelsens (Bastok path :s).
So I guess after explaining all that twaddle my main question is; Is it supposed to be taking this long to level up my npc's armour when I'm killing things in the right regions week after week? Am I just going through a patch of bad luck which is common or have I missed something or something I'm not doing? None of my npc's current armour is locked, she has Scale Mail (lol), Gauntlets, Eisendiechlings and Lizard Ledelsens at the moment.
Not sure if it affects it or not but she is currently set as Fierce Attacker (was Healer type before) and lv.56. Also has a Mandibular Sickle. *edit* Max bond too.
Anyone have any answers? Sorry for the wall of text!
Recently as WAR/NIN with +7 Store TP and COR rolling Fighter's I've been getting 2 TP returns on Steel Cyclone and 4 TP returns on Raging Rush, which means I either missed the first hit and the second 2 hits gave me 2 TP each or I missed the first hit and both the second hits Double Attacked, anyone else getting 2 TP back rather than 1?
Is any of the Yasha JSE set for NIN good situationally? I'm looking at the hands in particular, if only for a macro piece for emnity or shadows being down.
I guess as an add on to this question does anyone know what Spell Interruption Rate Down caps at?
I could potentially see stacking enough Spell Interruption - till you hit the cap for Yasha to be useful. But some of the pieces would be decent for Ninjitsu spamming w/ the right setup as they provide solid INT+ and Enmity+.