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  1. #21
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    I am confused ^^; how do you determine that you have over 50% chance of resist and under 50% chance? When do 15% macc or 30% macc applies?

  2. #22
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    Quote Originally Posted by Fcube View Post
    I am confused ^^; how do you determine that you have over 50% chance of resist and under 50% chance? When do 15% macc or 30% macc applies?
    Well it clearly can't be defined by the 50% figure. The values that determing the accuracy of a spell (MagAcc, Skill, INT, Staff stat) are likely to combine to give some total "Accuracy of Spell" type stat which is actually what is tiered. Once you reach the tier, any additional Accuracy will increase the accuracy of the spell by more than previous stats.

    It's just that the inflection point corresponds to around 50% accuracy.

  3. #23
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    Quote Originally Posted by Suiram View Post
    If we assume that the information above correlating resist levels is true, we should be able to derive "p," the probability of no resist, from the above %s, each of which should be 1-((1-p)^3). On that assumption, the results should be as follows:

    Control - 236 / 1000 (23.6%)
    p = 8.6%

    -----------------

    Using only AF1 body now (+15 Enfeebling Skill)

    332 / 1000 (33.2%) - {9.6% Increase}
    p = 12.6% - {4% Increase}

    -----------------

    Using Wise Cap +1, Chausible +1, Wise Brac +1 (+15 MACC)

    345 / 1000 (34.5%) - {10.9% Increase}
    p=13.2% - {4.6% Increase}

    -----------------

    Using MND gear (+15 MND)

    348 / 1000 (34.8%) - {11.2% Increase}
    p=13.3% - {4.7% Increase}
    -----------------

    Using NQ Staff, otherwise control stats

    407 / 1000 (40.7%) - {17.1% Increase}
    p=16.0% - {7.4% Increase}

    -----------------

    Using HQ Staff, otherwise control stats

    443 / 1000 (44.3%) - {20.7% Increase}
    p=17.7% - {9.1% Increase}

    -----------------

    Day Changes

    Firesday - 215 / 1000 (21.5%) - {-2.1% Decrease}
    p=7.8% - {0.8% Decrease}

    Iceday - 252 / 1000 (25.2%) - {1.6% Increase}
    p=9.2% - {0.6% Increase}


    Of course, this could be off if, say, a full resist is equivalent to a 1/4 rather than 1/8 resist (maybe should try recalculating with that assumption), or if the correlation above is incorrect or doesn't hold for all magic equivalently.
    Am I misreading or would this imply that, theoretically, 15 Mind would be superior to 15 Enfeebling Skill?

  4. #24
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    Quote Originally Posted by Suiram View Post
    Of course, this could be off if, say, a full resist is equivalent to a 1/4 rather than 1/8 resist (maybe should try recalculating with that assumption)
    This seems likely to me, as I've never seen a 1/4 resist on Sleep; if it lands it either lasts the full duration or half.

  5. #25
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    Interesting tests.

  6. #26
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    I took up Kaeko's suggestion on using enspells vs Steelshells, but this is getting annoying but for reasons otherwise...

    with only 260 enhancing skill, 67int/mnd(I balance both for this) vs EM
    Enblizzard vs EM (+9 m.acc with ice from merits)
    3 half resist in 4 EMs, not one 1/4 or 1/8 resist...

    so I decided to do Enfire in hopes that they should resist it to kingdom come
    Enfire vs EM (+0 fire acc merits)
    1/1(21): 68
    1/2(10): 6
    1/4(05): 1
    1/8(02): 0

    still feed up with not being resisted enough to warrent testing higher skill/m.acc/int/mnd I then took enfire against the tough crab

    Enfire vs Tough (0 fire merits)
    1/1(21): 78
    1/2(10): 10
    1/4(05): 1
    1/8(02): 1

    I'm abit at a loss, on how I should go further... maybe I should just go straight to using enwater vs crabs ...?

  7. #27
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    ok with enwater getting some numbers I can work on later after building a base

    1/1(21):86 (56%)
    1/2(10):42 (27%)
    1/4(05):17 (10%)
    1/8(02):8 (5%)

    but seriously... was expecting much lower resist rates especially since I'm basicly using the worst enspell build (not equiping shit)

  8. #28
    Kaeko
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    If you use enwater you need to make sure there is no water weather on currently.

    You have to list out your current base stats when you do this or it all becomes irrelevant. Also, you have barely done any trials yet - you can't tell anything yet really.

  9. #29
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    Quote Originally Posted by Kaeko View Post
    If you use enwater you need to make sure there is no water weather on currently.

    You have to list out your current base stats when you do this or it all becomes irrelevant. Also, you have barely done any trials yet - you can't tell anything yet really.
    Does the data you posted really say that the tests favored Mind over Skill? I'd really like to know if I'm misreading this <_>;

  10. #30
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    Doesn't mean anything at this point we're just getting raw data.

  11. #31
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    yeah I know about weather, I also have to adjust for when the crabs put up shell (misleads the numbers)

    using enwater vs EM steelshells: job: RDM/WHM I have 260 enhancing skill(lv2 merited) and 67int/mnd (I'm keeping the INT/MND equal for now I don't really care which effects enspells, it's more important to later on test if any attributes effect them)

    I'll spend more time on friday building up that base data, I have to stick to enwater to even get them to resist my enspells, it's pretty stupid... I'm accually affraid that if I put on my full enhancing/m.acc build I might accually nearly cap enwater vs a crab...

    Joyeuse/Genbu's/WhiteThalum
    Duelist/OrochiNodowa/Suppanomimi/HollowEar
    Dalmatica/DuskGloves/Rajas/JellyRing
    Forager's/LifeBelt/Crimson/Zenith

    Enhancing:256(+4 merits)
    INT 65+2
    MND 67
    Sword 255

    once I get some base data formed, I'll be able to test out +19 M.acc and +21int/mnd

  12. #32
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    Is Enspell base damage calculated based on stats at swing time, or cast time?

    I.E. Casting with +bajillion enhancing, then removing all of it, does that enhancing skill factor in?

  13. #33
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    Quote Originally Posted by Tubbers View Post
    Is Enspell base damage calculated based on stats at swing time, or cast time?

    I.E. Casting with +bajillion enhancing, then removing all of it, does that enhancing skill factor in?
    It used to be at the time of swing but was patched in the March 08 patch to make it at the time of enspell cast of the caster (to make accession enspell on SCH not useless).

  14. #34
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    Quote Originally Posted by Tubbers View Post
    Is Enspell base damage calculated based on stats at swing time, or cast time?

    I.E. Casting with +bajillion enhancing, then removing all of it, does that enhancing skill factor in?
    yeah, casting with higher skill raises the keeps the dmg, you can then switch it out for any other gear you want (haste/acc/M.acc)

    my optimal enspell gear does this: I cast with 300 enhancing and then switch into +13M.acc

  15. #35
    Sea Torques
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    Could you get better (higher resist rates) results on weak mobs if you tried it as thf/rdm?

    EDIT:
    nvm, I just realised you'd have access to much fewer m.acc and skill pieces

  16. #36
    You just got served THE CALLISTO SPECIAL
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    Just a couple of notes from what was posted since last night:

    While I agree that I've never seen more than a 1/2 resist on Sleep, I've definitely seen varying resist levels on Paralyze.

    Also regarding Enspells: In my experiences the mob's natural elemental weaknesses play a pretty large role in whether enspell damage gets partially resisted or not, moreso than my actual gear/skill level. I'd recommend using something neutral to the mob.

    And minor nitpick:

    Quote Originally Posted by Kaeko View Post
    It used to be at the time of swing but was patched in the March 08 patch to make it at the time of enspell cast of the caster (to make accession enspell on SCH not useless).
    It's always been based at the time of the cast, the patch was to make it so that Accession Enspells were based on the SCH's Enhancing skill, it had previously been using the target's skill to determine damage.

  17. #37
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    Quote Originally Posted by Vail View Post
    yeah, casting with higher skill raises the keeps the dmg, you can then switch it out for any other gear you want (haste/acc/M.acc)

    my optimal enspell gear does this: I cast with 300 enhancing and then switch into +13M.acc
    That's conflicting information sort of. You're saying it's skill dependent on the cast, but each swing takes into account M.acc? One would think if it is calculated cast-time M.acc would be factored in then.

  18. #38
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    Quote Originally Posted by Tubbers View Post
    That's conflicting information sort of. You're saying it's skill dependent on the cast, but each swing takes into account M.acc? One would think if it is calculated cast-time M.acc would be factored in then.
    well, my understanding is that it gives you the accuracy of whatever your enhancing was when you cast it, then you can wear accually M.acc gear in place of enhancing after casting it to bolster it further

  19. #39
    You just got served THE CALLISTO SPECIAL
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    Quote Originally Posted by Tubbers View Post
    That's conflicting information sort of. You're saying it's skill dependent on the cast, but each swing takes into account M.acc? One would think if it is calculated cast-time M.acc would be factored in then.
    That might sound kind of odd, but keep in mind damage modifiers such as Enspell damage+ gear are taken into account on a per swing basis. The only thing that is for sure set at the time of the cast is the base per swing damage set by Enhancing skill. I typically am in haste gear when actually swinging and haven't really tested it vs. MAcc gear, and I think the only MAcc+ pieces I wear during the actual cast would be +5 from Goliard Clogs/Omega Ring, so I can't really say either way when/if MAcc is factored in.

  20. #40
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    Quote Originally Posted by Callisto View Post
    While I agree that I've never seen more than a 1/2 resist on Sleep, I've definitely seen varying resist levels on Paralyze
    My impression was that Paralyze duration is just random, unlike Slow and Sleep. I've also never seen a 1/4 resist on Elegy.

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