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  1. #21
    Hydra
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    The advantage of marches and ballad are greater then 50 elemental resist.

  2. #22
    Nidhogg
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    Quote Originally Posted by Kroot View Post
    The advantage of marches and ballad are greater then 50 elemental resist.
    It's more of an issue of I'd rather have something on I know is helping me, then have something that might help me. The BRD Light resist song is nice, but Id probably rather they just keep double haste on me so I can keep tanking without skipping a beat.

    Stacking Magical Damage Reduction and HP gear can make it so you will always survive CB. The only people I ever see die to it anymore are new tanks that lack a MDB set or people who get followed up by something after CB and don't have shadows up.




    ...or retarded melees that don't run away in time.

  3. #23
    BG's worst Rangers fan
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    Yeah People dont pay attention To Armor Buster and try to run at 10 and die horribly

  4. #24
    Sea Torques
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    Let your BLU dude with -m. dmg taken gear tank while CB. Your duty is just rampart one and get hate reset. It's fucking more efficient to take only 400-600 damage.

  5. #25
    VZX
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    That only happens when you receive half resist though.

  6. #26
    Sea Torques
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    It happens to me everytime if you know when to exactly cast Saline Coat right before CB landed.

  7. #27
    VZX
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    Yes, but it's still half resist. Not solely because of you perfectly time the Saline Coat

  8. #28
    Nidhogg
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    The range too high to be resist and too low to just be Saline Coat. Even assuming capped magic damage taken, MDBI job trait, Voidstorm and a perfectly-timed Saline Coat, the only way you're even getting below 500 is with another +28ish MDB on top of all that or a stoneskin effect. If it's not stoneskin, then I'm just going to assume it was an eyeballed range, as when people talk about their average WS damage without parsing. 550-650 should be normal for BLU with no light weather/day proc.

  9. #29
    New Spam Forum
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    Well, like people said you want to cap -% MDT (50% cap), so stack 24-26% depending on how merited are your whms in shellraV. Then get all the MDB you can stack on the slots you have left and HP if you still got slots free.

    Carol, Stonesking-ga, Rampart, Saline Coat from blu, phalanx II, chacrak, Shining Ruby from carby ? Anything will help, but not neccesary at all.

  10. #30
    Kaeko
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    Making a Stoneskin Torque macro isn't that hard if you want to be really hardcore about this. I remember we did this and it worked quite well back when we were trying to 6 man this. I'm not sure if the HP absorbed is based on MND like normal stoneskin or just some standard value though.

  11. #31
    Fake Numbers
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    Stoneskin Torque works just like normal Stoneskin. Enhancing Skill+MND.

  12. #32
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    Quote Originally Posted by Suiram View Post
    2088/MDB * (T/256)
    2610/MDB * (T/256)
    2818/MDB * (T/256)

    You can get slightly more accurate value than that if you floor the first term before multiplying the second, but I can't give you the formula for exact damage because Studio Gobli's wasn't completely correct, and people stopped giving me data to use to figure it out lol (although my suspicion is they are wrong on the base damage multiplier and/or MAB value, and that he has an additional term that doubles previous damage after MAB is calculated).
    It's [[[[(Lv+2)*Mult]*Resist]*Weather]*MAB/MDB]*MDT

    Proto-Ultima is apparently a Lv85 mob, with MAB of 400 and a Citadel Buster's Mult being 6 (from http://blog.livedoor.jp/bozecaitsith.../50746981.html).

    (85+2)*6*1.0*400/100*1=2088
    ((85+2)*6*1.10);*400/100*1=2296
    ((85+2)*6*1.25);*400/100*1=2608
    ((85+2)*6*1.30);*400/100*1=2712

    Those are the unresisted damage from no weather/day, day (10%), double weather (25%) and day/weather (30%).

    If you have MDB of 12%, then you'll see:

    ((85+2)*6*1.0*400/112);*1=1864
    (((85+2)*6*1.30);*400/112);*1=2421

    That's best and worst case scenario. If you can get MDT of 50%, then at most CB will do 1210 (2421*128/256) with MDB of 12%.

  13. #33
    Nidhogg
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    As I said in the very post you quoted, that formula isn't correct. It does give you a better estimation than the ones I listed, but I said that, too.

  14. #34
    29 in magical dog years
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    Quote Originally Posted by Suiram View Post
    I'd put max HP before light resist honestly. For one if you're only sticking it in leftover slots and there's no barlightra spell so you're not going to resist an appreciable amount even with carol. For another, I think the general rule of thumb is that any spell or WS that can one-shot you, you are always going to be better going for the lesser, consistent reduction from damage mitigation than the greater, unreliable reduction from resists.

    For CB specifically, you can do this. Take your magic damage taken -% gear, and add up the 256ths bonuses, as a general rule (although not 100%) it's the stated value * 256 rounded down, so 1% = 2, 2% = 5, 4% = 10, 5% = 12, 10% = 25. Add those up and add to shell (S4 is 56, S5 1~5 is 62, 64, 66, 68, and 70), subtract it from 256 and call that T (128 minimum). Take your MDB/100 and add to 1 (so MDB+12 is 1.12), call that your MDB.

    Then just do:
    2088/MDB * (T/256)
    2610/MDB * (T/256)
    2818/MDB * (T/256)

    The results will tell you within about 15 damage what you'll take from CB normally, with double-weather proc, and with lightsday+double weather proc, respectively, assuming no further buffs like magus roll, dream shroud, or dark weather from SCH. Just make sure that's sufficiently less than your max HP and you're good. You can get slightly more accurate value than that if you floor the first term before multiplying the second, but I can't give you the formula for exact damage because Studio Gobli's wasn't completely correct, and people stopped giving me data to use to figure it out lol (although my suspicion is they are wrong on the base damage multiplier and/or MAB value, and that he has an additional term that doubles previous damage after MAB is calculated).
    When you say T (128 Minimum) do you mean anything less than 128 is probably going get you killed?

    Just for the heck of it, any chance you guys could see WHM surviving CB? Theoretically, you could see MDT-19%, Shell V with 25%, then MDB16 (trait which, afaik, means an inherent approx. MDT-8%) capping out MDT that doesn't take into consideration the MDB from Shell. However since I'm not looking to do this for any reason other than to say "I lived through CB and all I got was this stupid T-Shirt" I was thinking MDT-12% is a little more reasonable (No Valkyrie's/Shadow Coat, No Dalmy, NQ coral ear/ring, Coral Bangles, Hexerei Cape), but then stack in some more MDB (6, with Mahant Sandals, Resolute Belt, Storm Turban) should come out to a total of MDB of 16 (trait) + 6 (gear) + 5 (Shell V 5/5) = 27, or approx. -13%MDT (because I know 2MDB doesn't equal exactly -1%MDT). So as long as it works out as shown, I could have just short of -50% MDT.

    I don't know much about these formulas, so that's why I ask about T (128 minimum). With gear showing -12%MDT, 12/256 floored is 30 + 70 from Shell V 5/5 is 100. Obviously this means that I'd have main, sub, rng, ammo, neck, body, and legs slots open.

    EDIT: I believe I see what the possibilities are.
    ((85+2)*6*1.0)*(400/122) = 1712
    ((85+2)*6*1.3)*(400/122) = 2227

    1712*.63 = 1079
    2227*.63 = 1403

    I think I'm doing something wrong, that seems awful low. I'm not even adding the -11% MDT from MDB if it is applicable, which is what I wanted to see if you guys knew the answer to. Also, I used 1.22 as my MDB as 16 from trait and 6 from gear. What I want to know is since I'm using Shell V as -25% MDT into my total -37% MDT (where I got the .63 from), would I still add the MDB from Shell V 5/5 onto the 122, for a total of 127? It doesn't seem right adding Shell into the equation twice, but I'm an idiot, so take it as you will. If the MDB does get added AND the additional -MDT (-12% gear, 27 MDB = -13%MDT and Shell's 25%), then:

    ((85+2)*6*1.0)*(400/127) = 1644
    ((85+2)*6*1.3)*(400/127) = 2139

    1644*.50 = 822
    2139*.50 = 1070

  15. #35
    Tom Wilson will never be good.
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    128 is the lowest number you can get there because MDT- caps at 50%. The number is 256-(your total MDT-% in 256ths). If you want to think about it another way, the higher the number you get the less MDT- you have, so 128 is the best possible number to get there.

    WHM can easily survive with stoneskin and a little gear and getting HP gear in.

  16. #36
    29 in magical dog years
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    So does that mean my math isn't completely retardedly wrong? Naked, I have 1088 HP. So if the formula is correct within 15, I could theoretically be left with...3 Hp. Add in some SS and hp gear...

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