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  1. #41
    Banned.

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    Hey, Shue? You did see the part where I called it an assumption, and not based on any testing, right?

    And when there are only a handful of people server-wide who even discuss the subject, "general" doesn't span very far.

  2. #42
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    Uh... there are tons of people who have discussed m.acc, making your statement that 1:0.9 is 'generally accepted' fucking horseshit.

  3. #43
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    K.




    You win.

  4. #44
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    Quote Originally Posted by Shuemue View Post
    Links please, I've never seen anybody on these forums accept that.
    Only thing I've ever seen posted on BG is this:

    No staff, base skill=322 enfeebling, minor stat bonus (+0 INT +7MND) => 47.9% (500+ sleeps I)
    HQ staff, base skill=322 enfeebling,minor stats bonus => 63% (300 sleeps I)
    No staff, base skill 322 , +22 INT => 54.4% (500+)
    No staff, base skill 322 , +12 mac, no stats bonus => 56.5% (500+)
    No staff, base skill 322 , +11 skill ( = 333 total), no stats => 52.33% (500+)


    - Notice that the HQ staff adds 15% more success (63%=47.9%+15.1%)
    - Notice that 1 macc adds 0.71% so 20 macc should add 14.3%, assuming everything grows linearly. And no I don't have +20 mac gear avilable to test it. This is extrapolation. Especially if I want to keep 322 base skill.
    - Notice that 2 INT add 0.59% so 10 INT should add 2.95% (extrapolation => MND and CHR work the same for related spells ...)
    - Notice that 1 skill adds 0.40%
    - So basically 1 mac >2 INT > 1 skill



    Which if using 2 Macc to 1% assuming it's correct it gives 1 skill at 0.8 Macc

  5. #45
    Ive sucked 27 dicks, in a row.
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    Quote Originally Posted by Tsuko_Asura View Post
    And no, Cleophie(ouch, I can use names too?), I'm not referencing puddings.
    Calling me by my name (which is in my sig, not hidden or covered up at all) isn't an "ouch". You only have one person to thank for the stigma attached to the name Kaparu.

  6. #46
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    Quote Originally Posted by Starr View Post
    Which if using 2 Macc to 1% assuming it's correct it gives 1 skill at 0.8 Macc
    Come to think about it idk what makes that value correct and I'm too tired to work out what I meant.

  7. #47
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    Quote Originally Posted by Starr View Post
    Come to think about it idk what makes that value correct and I'm too tired to work out what I meant.
    That's okay, it didn't make sense to me either.

  8. #48
    Relic Horn
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    Quote Originally Posted by Starr View Post
    - Notice that the HQ staff adds 15% more success (63%=47.9%+15.1%)
    - Notice that 1 macc adds 0.71% so 20 macc should add 14.3%, assuming everything grows linearly. And no I don't have +20 mac gear avilable to test it. This is extrapolation. Especially if I want to keep 322 base skill.
    - Notice that 2 INT add 0.59% so 10 INT should add 2.95% (extrapolation => MND and CHR work the same for related spells ...)
    - Notice that 1 skill adds 0.40%
    - So basically 1 mac >2 INT > 1 skill
    What mob was this done on?

    And skill was a lot lower than m. acc %-wise, which kinda surprises me. Makes Alkalurops look pretty good after all...

  9. #49
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    Nevermind, doesn't belong here.

  10. #50
    Fake Numbers
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    I think that post about m.acc and such was in the Dorje thread when someone brought up Alkalurops. I also think the mob target was puddings because of their higher resistance to sleep.

    Yeah, it's my first post. I like to listen/read. Not that big of a post-er.

    Edit: This is the thread it was from -> Click
    The post was made by pchan on page 2. Sleep was cast on flans.

  11. #51
    The Once and Future Wamoura
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    Wizerd was doing some M.Acc Tests, but I don't know whatever happened to them after there was the big thing about opposing day magic accuracy buff or something like that >_> Like water got a bonus on firesday or some shit.

    REGARDLESS, he probably knows more and will hopefully pop in here now I mentioned his name.

    Or Suiram, he knows math.

  12. #52
    Nidhogg
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    I don't have any personal insight to lend to this question, since as it pertains to magic I prefer to test things like the damage formula where hypotheses can be verified in a few calculations and casts, rather than in a collection of statistical samples over long period of time.

    I will say though, that of the limited data I have seen, none of it supports either of the common 320/120 or 1:0.9 beliefs. As someone pointed out already in this thread, the 320/120 thing is at best a guide to gearing for wyrms, since it can be supposed they pop with fixed stats and at fixed levels every time, but it should not be construed to extend to every medium-to-highly-resistant mob, nor should it be supposed that it is the only way to achieve a level of accuracy that you can be comfortable with. The 1:0.9 thing is even less tenable, as its sole justification is that melee combat skills work analogously, and yet if anyone were to come on these forums and assert "2 INT = 1 MAB" or the like, they'd be laughed right back off. The only difference is that the latter claim is easily shown to be false, while the one in question requires a level of commitment to testing that only pchan and Wizerd have even begun to scratch the surface of.

  13. #53
    BG is my LJ
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    stuff i /tell people about macc: "feels like a % increase"

    SAYING IT SINCE I STARTED WHORING NASHIRA AND ALL THAT OTHER MACC

  14. #54
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    Macc is all bs anyway, 5/5 Slow 2, 5/5 Earth Accuracy, +7 Macc, 320 Enfeebling Magic and MND idk and I still can't land on shit.

  15. #55
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    I was under the impression that having more INT than your target would increase your magic accuracy, and that INT itself didnt improve it. Which is why people say "320/120" because most wyverns got 120+ INT (I believe i saw a test showing CoP wyverns got 123-126 INT). This means that stacking INT wont improve your results on normal mobs or lesser NMs, where ele.skill and m.acc would.

    Im also under the impression that m.acc > ele.skill. I dont have anything to back it up, but I dont think m.acc just gets converted into ele.skill. I think it works as its own factor and its own stat. So when i gear up for resistant mobs, i try to get 120-125 INT, then stack m.acc, then ele.skill. Without Aquilo's staff, I end up with 124 INT, 322 ele.skill and 6 m.acc. Im still a long way from my optimal gear choice tho.

  16. #56
    Somewhere, someone is trying to hate me to death for my crusade of trying to convince everyone that AV is defeatable.
    (PS: Kill yourself)

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    Your spell acc is likely based off many different things all calculated at the time of cast to decide the % chance you will resist or not. For instance:

    many normal NM have extremely high stats and elemental resistance amounts, and then you have different normal monsters that have different boosted stats, and/or elemental resistances. As everyone knows bats have high dark elemental resistance, and thus they resist all dark based spells with a much higher % chance than other mobs (this includes both aspir drain sleep ect. which helps in my next point). Flans do not hold this same high elemental resistance, and you can see this clearly if you kill them on BLM; aspir drain.. all elements work with just normal skill lvls. The reason flans resist many enfeebling magic I believe is due to their very high stats (mnd,int). It is likely both caster INT MND CHR , and target INT MND CHR are checked to determine % increase/decrease in spell acc. Flans have around 89INT based on their lvl, and I do not know their MND count; they increased INT and MND by a large amount of these probably because of the +25% magic dmg they take. I believe the game calculates a the % chance a spell has to land by checking caster magic skill, magic acc, caster INT/MND/CHR vs target's, and target's elemental resistances.

    I like pchan's magic acc testing along with stats, skill, and staff, but we can't be sure sleep would be a good test for this due to the fact that it can be somewhat resisted based on duration. ican't say para, slow, blind, bind, and gravity's durations can't also be resisted.. other than of course the fact that on certain things bind and gravity 100% will build a resistance which will cut duration time based on successive use, however I think they would be a better magic subject to test with even tho it would take a lot longer.

    Also about the whole 1skill=.9magic acc, this was based off several tests done by jp players, I believe they can be found on jpwiki under magic hit rate or w/e.

  17. #57
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    Quote Originally Posted by pchan View Post
    On kirin, NQ/HQ shadowcoat is better than morrigan's
    morrigan head is the best piece for drain/aspir, and is very nice until AF2 hat.
    morrigan hands can be used for enfeebling macro
    morrigan feet for stoneskin (lol kirin pole, with full morrigan i exceed the mnd cap)
    morrigan legs are better than HQ shadow legs, at least damage wise. MAC+5 vs INT10 for accuracy, MAC5 probably wins. And GL getting HQ.
    Morrigan body : full time except for enfeebling ; i'd use shadows coat on Kirin.

    All pieces have a use, full set is situationnal. This is even more true if you have rdm leveled. Personnally I find full set to be useful in 3 endgame events : limbus obviously farming (preboss), all dynamis except X nms, Sea farming sku farming, merit, Einherjar pre boss, that's a lot already, isn't it ?
    What about HNM? Any input?

  18. #58
    I Am, Who I Am.
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    Full Morrigans set is the best for DMG, but not the best MAC/Ele+ set.
    I made this sheet when salvage first came out, so this might be a bit diff now.
    http://img153.imageshack.us/img153/2...ximlistha0.jpg

    I dont bother with trying to find the right balance of MAB/INT/Ele, thats a bit over board, and seems to fail more than it works. If im just nuking normally, I go full MAB, then fill in the rest with INT; if its a hard mob, I just switch, and go full Ele, then INT, then MAB. Finding the right balance is pretty dumb, if youre know youre fighting a hard mob, swap full over to Ele (INT and MAC in other slots, obviously if you can get more INT or MAC in a slot than you can get with Ele, use that, duh) so youll know youll land a spell, so what if its 50~100 dmg less, its better than getting resisted and doing even less.

  19. #59
    Spiders are Awesome
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    Full set is best damage (and decent accuracy) unless AF2 pants or gloves are active. So basically any time you're not magic bursting and it's not ice/lightningday... unless it's triple ice/lightning in which case AF2 pants do nothing because you just make a mess in them.

  20. #60
    Hydra
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    Quote Originally Posted by Spekkio View Post
    i read through my posts again and realized i wasn't very clear. i'm not looking for data on puddings and city dynamis mobs. i should be able to discard all ele mag gear sans maybe the cape (if it ever drops *grumble grumble*) on them and not have issues w/ resist, especially with the unquantifiable boost the MAcc gives. i was curious if a.) it's possible to accurately nuke wyrms, kirin, etc. with the full set or if i'm wasting my time and should back down to a mix and match set. i'm also trying to figure out where the cutoff is between the two. xarc demons? sky gods? if i do have to fall back to my ele mag gearset, what's the cutoff at which i can't push the full set anymore?
    Before i quit i would nuke Tiamat and Ouryu in it just fine. The only Elemental skill i had was a torque. Kirin would resist but i never did find good results against him ever. But as for Ouryu and Tiamat you do need threnody. I would always yell at the BRD in the alliance for not having it on as it was very noticeable when it had dropped off. Xarc demons got me resist so i usually swapped to AF2 hat and Golliard clogs. This is just from my experience though. Best bet is to just try things yourself.

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