My question's pretty simple, but I decided to make a new thread here to ask a few other questions regarding magic accuracy and testing methods, since I'm making a new thread anyway.
Primary question: If you're casting a spell of the element that the current day is weak to, do you get an accuracy bonus?
For example, on Iceday, do you get an accuracy bonus for casting Fire spells?
I always assumed not, and that the only elements affected were Ice (random +potency and possibly a random accuracy boost), and Wind (random -potency and possibly a random accuracy sink). However, in my persuit of testing and quantifying Magic Accuracy, I ran into an outrageous result I didn't expect. My sample sizes are still quite low, and I haven't had a chance to test another element to see if I got similar results.
My basis currently stands on a few assumptions: Magic Accuracy being calculated similar to accuracy, and Even Match monsters (specifically Qiqirn RNGs in Aydeewa) having Magic Evasion levels similar to what would make sense for their job, when comparing to sensible Melee Evasion levels. That is to say, skill over 200 would be considered 0.9 Magic Accuracy, with each point before 200 being 1 point. INT would be 0.5 Magic Accuracy, and of course anything that said Magic Accuracy itself would be just that.
My original tests were Water, Fire, and Blizzard on Even Match Qiqirn Archaeologists. I didn't research their INT or MND or anything, but I do know that all lv75 of this same mob will spawn with the same stats, as with other monsters in the game. The character I'm testing on has 4 Ice Accuracy merits, which is why I tested Ice alongside Water and Fire (which Qiqirns apparently have no known weakness to).
I did a series of 200 casts with the first two elements, all on neutral days and in neutral weather. Both sets came out very close, when considering the amount of nukes that landed for full damage vs the amount that didn't (58.5% and 59%, or 117/200 and 118/200). This is pretty much exactly what I expected, and predicted two paragraphs earlier in my current document, a day before doing the tests. I figured I pretty much had it nailed down in preliminary terms: 267 Magic Accuracy naked (238 Elemental Magic Skill and 66 INT) vs roughly 300 Magic Evasion, when worked out Melee Accuracy style comes out to 58.5% (correct me if I'm wrong here).
However, the first snag came when I started casting Blizzard. I only managed to get 133 casts off before having to pause when it switched to Firesday, but it's sitting at 73.68%, which is considerably higher than 12 Magic Accuracy would theoretically give. Instead, it gave around 15% more, which could be simplified to 12% due to low sample sizes. I kind of shrugged this one off due to the low sample size, however, due to the fact that after only 100 casts, the first 2 elements were showing higher results too.
The second snag, and the one this post is mainly about, came when Firesday started. I figured I had at least a very rough baseline for the first two elements, so I wanted to toss on an NQ staff and do a bunch of casts to see if it was closer to Magic Accuracy +10 or +10%. Obviously I couldn't use Fire, so I started with Water (Water beats fire, as we all know, but has no known bonuses on Firesday).
With a base of 267 Magic Accuracy, the theoretical Accuracies should be either 277 or 293, respectively. In order, the full damage rate should either be 63.5% or 71.5%.
Unfortunately, the result I came out with after 100 casts (low sample size, but this was enough of an extreme to make me post this) was 87%. 87/100 of the casts hit for full damage, with 9 half resists and 4 quarter resists.
There are two explanations I could think of: Some of the Water casts were given an accuracy bonus for being cast on Firesday, or Magic Accuracy has more of an impact on a per-point basis than Accuracy.
To extend on the latter, I'll bring Accuracy up first. Adding two points of Accuracy to your setup increases your Hit Rate by ~1%. One point being ~0.5%. The Accuracy vs Evasion match-up on an Even Match monster gives you a Hit Rate of 75%. What I am suggesting is that the match-up is the same for magic, but instead, one point of Magic Accuracy gives you roughly a 1% increase in your ability to land spells full-on.
This would facilitate both the 4 Ice Accuracy merits and the idea that the NQ staff I was using gives +10% Magic Accuracy (rather than +10 Magic Accuracy), given the small sample sizes. It would also explain why spells are so difficult to land on some monsters, and so ridiculously easy on others - there would be a much more narrow range of numbers where your Accuracy would truly be affected.
I realize I kind of went on a tangent here, but the original question still applies, and if any of our more math-inclined members want to give me some insight on my results (to reiterate, I realize the sample sizes are still small; I plan on testing more to increase the baseline sizes to at least 500-1000 just to start), I'd be very grateful. I can post the full results of what I have so far if it helps, too.