
Originally Posted by
ringthree

Originally Posted by
Amele
ringthree: to the best of our knowledge now, it isn't actually variable (although we aren't 100% on this)
the approximation for FSTR2 is some formula - divided by a constant (2). the approximation for FSTR is some formula - also divided by a constant (another 2).
so if the equation is linear (at least the 'dstr' part actually be STR-VIT with no hidden multipliers) then the amount you need to increase FSTR by 1 is always 4.
of course, no one is 100% on the fstr formula (the approximations are a little messy) the 4~6 estimates were made before the formula was very well understood and have continued to be grandfathered into the information.
Ok, perfect, that is getting closer to what I want to know. Next question, how would one go about testing this to see if it is consistent?
Another related question: Would the full equation for a normal melee attack (assuming that the approximations are true and you are in a high STR situaton) look like this: ((dSTR+4)/2)/2)?
if discussing a real DD (and not say, a mage/nin) they will basically always be in the high strength situation for 90% of the activities in the game (I think you knew this already, but stating for posterity) the only stuff that comes to mind as being strong enough for you not to be is fafnir level or higher. (and even then the sorts of DD that actually DD on fafnir and higher will -still- be in that range)
the formula should be about that for a regular melee attack yeah. remember that it caps at wrank. (another thing that wasn't really understood when the 4~6 estimate was made)
the best way to test would probably be to manufacture a situation where you have as much control as possible and uncapped fstr (so can't do level 1 mobs) if you can get into a range where you see a significant mode at 1.0 pdif that will help.
identify the mode, then adjust your strength small increments. if you can go +/-8 in 1str steps that will be ideal. (preferably without moving your attack around much) the mode should shift 1 damage per fstr increment if you mode is around 1.0pdif.
if you can do str increments over an entire range from <VIT to much much more than vit (capped fstr) that'd probably be the best way for you to verify for yourself the full equation *shrugs* (personally, I did the above and it worked out to about 4str per point and I called it good. - remember to adjust your attack too to compensate the str if you can.)