Bumping for "maths" explanation~
Was doing Splitting Heirs today and nuking the boss.
My regular dmg in my -enmity set is 1122 for a thunder4 (i didnt nuke with anything else short of a burst 2 at the end)
I would get a spike to 1233, which i attributed to weather proc.
And then.. I got a 1569. Even with weather, day, and the 10mab from mcrit (i didnt bring obi or tonban with me because of inventory restrictions), is this damage possible? My mp wasnt low enough to trigger ugg. pendant, and in all of the SS my hp for sorc. latent remained the same. The gear for each nuke is the same, so damage shouldnt be jumping around.
Can someone work the maths for me![]()
The main NM takes more magic dmg under a certain mode. I think after he uses that dance thing.
someone know if magic critical hit is for healing magic too like cure?
It was posted in another thread that it's been tested and no, Magic Critical Hit Rate +X% does NOT work on cures (makes sense since a "Crit" on magic is MAB+10 roughly from testing done, which would not have any effect on cure).
TY
Is there any chance that Laevateinn's ES forces a magic crit?
Sash doesn't help with triggering Sorcerer's Ring @ all. In fact, it makes it harder to trigger.
Eaxmple:
Base HP = 750 - 20HP Penitent's Rope = 730HP base * 75% = 547HP
730HP - 547HP = 182HP in -HP gear you need outside of your nuking gear.
Base HP = 750 - 0HP No Penitent's Rope = 750HP base * 75% = 562HP
750HP - 562HP = 187HP in -HP gear you need outside of your nuking gear.
As you can see, the marginal HP value needed to trigger latent isn't much of a huge difference, but it could save you a slot in inventory space eventually.
Witch Sash is, in my opinion, a very nice piece of gear as that of Penitent's. Fact is that Penitent's doesn't have MACC or MCrit+. Therefore, the argument that of whether you should get one if your a magic lover, get one.
Is there a base magical critical hit rate then? Or is this something new, that you can only get through gear?
I'm extremely interested, as if there is a base then I will have to update my spell damage model. Also, a general question, is there random variance in the final damage, similar to melee hits?
You cannot perform a Magic Critical Hit without having M. Crit+ gear equipped. There is no real random variance, excepting resists, different INT values of mobs etc
Alright thanks for the fast reply. Sounds like I'm fine as is.
does crit play into accuracy too? i mean like a 100% none resist?
Fairly certain you can crit a resist. Think I've done it a few times
I keep hoping there's something special about M.Crit that makes it a worthwhile stat. But it increasingly looks like the point of magical criticals was to make a shiny stat that looks impressively big ("Wow, +10%!") yet actually means very little, to allow for new gear that people will chase after yet which does not obsolete older stuff.
As far as gameplay impact goes, like the random Conserve MP effect, it's existence serves to introduce even more variance into the performance of a nuker. From a statistics point of view, the higher the variance, the harder it is to distinguish differences in two groups (need larger sample sizes or more data points, etc).
Given the push to casual-friendly gaming, perhaps one of the points of M.Crit is to cloud the distinction between weaker and stronger players. On the micro-level, as nuking become less consistent, it becomes harder for other players to eyeball relative performance. And, on the macro-level, while the average performance of weaker or stronger mage groups remains the same, increasing the variance will produce a larger number of victories (and defeats) that were the result of sheer luck, rather than actual differences in the quality of the mage.
I honestly don't think that they thought about it that much.
I apologize for bringing back a dead topic, but I've been looking to put the Augments for Cure Potency and Enmity- on a Selenian Cap and noticed that Magic Crit Hit Rate +10% comes with the Enmity-4. After examining the stat on FFXIclopedia, there is a claim that the Crit Hit Rate can proc on cures (just like in WoW) but there was no evidence on the page or in the discussion to back it up.
At the bottom is a link to this thread that was considered the source of information for Magic Crit Hit Rate and reading through, it's been mentioned that it cannot proc on cures. Is there any proof for critical Cures that would make the other Magic Crit Hit Rate items worth getting to stack for the sole purpose of improving your cures? Or is it just a hoax by some random person who thought it would be fun to edit the wiki page with false information?
Thank you in advance!
Theory that it activates critical on Cures can be easily tested by someone with a piece of equipment that gives 'Magical Critical Hit Rate +%'. You could do the test yourself if you want to. And you could use Cure to do it quite possibly. I've actually just read a few wiki entries and stuff on magic accuracy. I would say that SE does a hell of a lot of opposition when it comes to stats. Also take note that I didn't add in the following stuff:
Enfeebling Skill, Elemental Skill, etc. Skill adds magical accuracy. It's possible that it functions like attack and increases the minimum damage you can do with a spell, up to cap. Though I see on wiki that it says it doesn't affect damage at all. So I am most likely wrong. Combat skill adds accuracy and attack for physical hits so why can't the same be true for elemental skill etc. It raises the minimum damage base, it doesn't /add/ to damage persay.
Strength [Fire] (Opposite is Vitality - Defense)
Affects Attack (1 every 2 Str 1H/3 every 4 Str 2H)
Affects Ranged Attack (1 ever 2 Str)
Attack Increases Minimum Damage To Reach Maximum Cap
Strength Increases Base Minimum Damage
Strength Increases Maximum Damage
Vitality [Earth] (Opposite is Strength - Attack)
Affects Defense (1 every 2 Vit)
Defense Decreases Maximum Damage to Reach Minimum Cap
Vitality Decreases Minimum Damage Received
Vitality Decreases Maximum Damage Received
Dexterity [Lightning] (Opposite is Agility - Evasion)
Affects Accuracy (1 every 2 Dex 1H/3 every 4 Dex 2H)
Affects Critical Hit Rate (being tested)
Agility [Wind] (Opposite is Dexterity - Accuracy)
Affects Evasion (1 every 2 Agi)
Affects Parry (1 every 2 Agi)*
Affects Shield (1 every 2 Agi)*
Affects Guard (1 ever 2 Agi)*
Affects Ranged Accuracy (1 every 2 Agi)
Decreases Critical Hit Rate Against You
Intelligence [Ice] (Opposite is INT - Magical Evasion)
Affects Magical Accuracy of INT Spells (Opposite Magical Evasion)
Affects Magical Evasion vs INT Spells (Opposite Magical Accuracy)
(Magical Evasion might affect Magical Critical Hit Rate vs you)
Affects Magical Attack Bonus of INT Spells (Opposite Magical Resistance)
Affects Magical Resistance of INT Spells (Opposite Magical Attack Bonus)
(Possibility: Increases Magical Critical Hit Rate of INT Spells)*
Mind [Water] (Opposite is MND - Magical Evasion)
Affects Magical Accuracy of MND Spells (Opposite Magical Evasion)
Affects Magical Evasion vs MND Spells (Opposite Magical Accuracy)
(Magical Evasion might affect Magical Critical Hit Rate vs you)
Affects Magical Attack Bonus of MND spells (Opposite Magical Resistance)
Affects Magical Resistance of MND Spells (Opposite Magic Attack Bonus)
(Possibility: Increases Magical Critical Hit Rate of MND Spells)*
* Mean speculated stuff. Not sure if INT/MND have a base critical rate. But when you think about it. Say you have MND 15, and with max healing skill you can only do 30 hp cures. MND affects potency of cures that is proven. I haven't played WHM in awhile but does MND actually increase the cap of a cure spell? Is it actually increasing MAB (another reference to potency)? The more MND you stack on, say you get the max cures to be 35 hp. Does it always hit at 35 hp with all that MND added on? If not, it's possible there's a magical crit rate involved? Probably not. Meh. Can't wait to start soon to test all this out. Even if it's been tested out before. I blame it on Shamaya.
I left Charisma out since it's light element. I am not sure something exists dark element wise to counter it except dark element resistance gear. Speaking of Elemental Resistance, Each INT/MND probably decreases the maximum amount of damage you can take from x element. While elemental resistance gear (Fire+5) brings it down from the maximum. Like a Vitality Paladin in defense gear.
Now. When it comes to Magic Defense Bonus. I think it is possible that it is calculated into Magical Resistance. Resistance being the factor that lowers the damage received from a spell due to % resist. When it comes to Magic Accuracy on equipment it adds to the accuracy already given by INT/MND. Magical Critical Hit Rate might add globally to both stats as well. Perhaps I'm wrong.
I just actually made the list for a personal reference to adjust whenever it is wrong which it probably is as I just pulled all of this out of what I know with a few references. Anyways it's about what I wanted to contribute and maybe get people to come up with new ideas.