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Thread: Afflatus Testing!     submit to reddit submit to twitter

  1. #41
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    Solace -> Holy caps at x4 damage

    Base damage on Hover Tank (50% MDB) 73
    capped damage 284 (after 5 and 7 Cure Vs)

    (ment x4 not x5)

    safed up 10 cure V's worth of curing and still x4 damage: 100% sure that's the max modifier

    just gotta figure out how many HP needs to be cured before you hit that x4 mod
    Intial guess is pinning it around 3000hp cured **

  2. #42
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    Got a chance to use these in Salvage, and while I didn't really get the chance to really get any hard data, I did notice the following (some may already be known, sorry!):

    Auspice was AMAZING for the boss. It lowered TP move spam by quite a bit on the boss fight, much less paralyna/erase going around. Was very nice.

    Esuna did not remove amnesia, neither did Sacrifice.

    Esuna was a fucking godsend on gears and their dumb gravity.

    The Stoneskin effect from Solace and cures was not significant but it was useful, did save a few melee hits. I will probably stay in Solace most of the time for that purpose, switching to Misery when I take a hit, for a couple of good cures.

    Cura did very little under Solace, and significantly more under Misery. (Which was to be expected.) More testing would be needed because I had less gear when I did Cura under Solace than when I did it under Misery, and didn't really have the luxury of fucking around. But it was definitely noticeable.

    I have no hard figures or anything, but these are some of my observations from doing Salvage today.

  3. #43
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    Quote Originally Posted by Atreides View Post
    Barspells receive no increase in actual resistance with Affl. Solace up, most likely an MDB bonus like Blessed Briault.
    Think that was made clear in the actual update notes about it, citing extra defense bonus vs. the element and not elemental resistance.

    Mostly excited about all of this, just hate that Odin was closed down an extra couple hours and I missed out on doing much.

    Had hoped Cura was was a faster cast, what with its usage, but overall, can't complain about any of it. Now just need to really *use* everything to evaluate better.

    Interesting though, on Esuna... though one could argue with its rather high recast, it certainly doesn't completely make Yagrush obsolete.

  4. #44
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    It really doesn't make Yagrush obsolete. You have to have the debuff...which kinda sucks. I got hit with Wrath of Gu'Dah a few mins ago and I couldn't esuna everyone because I couldn't fucking get close to them lol. If you erase yourself then try to esuna...it's not going to work because you don't have the debuff anymore haha.

  5. #45
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    Quote Originally Posted by Izzy View Post
    It really doesn't make Yagrush obsolete. You have to have the debuff...which kinda sucks. I got hit with Wrath of Gu'Dah a few mins ago and I couldn't esuna everyone because I couldn't fucking get close to them lol. If you erase yourself then try to esuna...it's not going to work because you don't have the debuff anymore haha.

    Ah, that was what i was trying to figure out but was really fighting mobs too low to even get an enfeeble.

    I know someone tried it on weakness... but they themselves weren't weak.. hm!

    Go kill yourself, Iz!

  6. #46
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    just tested with Sleeping Potions as well as Silencing Potions, and it seems that even with Affl. Solace up, you can't use Sacrifice to absorb Silence or Sleep.

    I tested immediately after zoning/switching to Affl. Solace, as well as after curing several thousand HP, and in both cases I was unable to use sacrifice to absorb Silence/Sleep from someone in my pt. I also tested on a person with Silence/Poison/Blind/DefDown, Solace (no HP cured) Sacrifice absorbed everything but silence (3 effects total).

    My conclusion is that the spell has built in protection to keep the caster from absorbing something that would screw them over, namely Sleep, Silence, and most likely Petrify. Rule of thumb is more than likely Sacrfice cannot absorb what Esuna cannot cure.

    I'm sticking with my earlier theory that HP cured/dmg taken doesn't affect Esuna/Sacrifice, that merely having Solace/Misery active is enough to activate the bonuses.

    As for Cureskin, testing with venom pots on a friend:
    Cure 1 absorbs 10 hp
    Cure 2 absorbs 25 hp
    Cure 3 absorbs at least 50 hp, since the stoneskin lasts 30 seconds I have no way of knowing past 10 ticks. Someone will need to confirm cure3 and test cure4/5.

    Note that you do get a message in your log when someone else's stoneskin wears off, and it does work outside of party.

  7. #47
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    Yeah, it was really quite useful in Salvage, I can take a little bit of pain from getting that gravity move on me, for the chance to erase it from everyone all at once.

    So far, these updates are pure WIN in Salvage. I made use of everything, was fucking amazing.

  8. #48
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    Quote Originally Posted by Izzy View Post
    It really doesn't make Yagrush obsolete. You have to have the debuff...which kinda sucks. I got hit with Wrath of Gu'Dah a few mins ago and I couldn't esuna everyone because I couldn't fucking get close to them lol. If you erase yourself then try to esuna...it's not going to work because you don't have the debuff anymore haha.
    Yag wouldn't help much there, either. The knockback sends your party all over the place, meaning you could erase one or two people, but not the rest. You can still erase yourself, get in the middle of your group, Sacrifice one person, and then esuna. By then, they'd be close enough.

    30 seconds recast at base seems a bit long, but with some haste and fast cast gear, you can get that down below 20 seconds. Celerity takes it to 15 as is. Should be sufficient to handle most aoe debuffs, as I rarely see one spammed. I was surprised to see it only costing 24mp, too. Given that it removes up to 2 debuffs per person, that's a huge MP savings over casting 2 separate Yagrush na spells. Cheaper than Cursna at 30mp, for example.

    Yagrush would still have advantage in being able to na outside parties, much like a SCH. But a party should have it's own healer, perferably a WHM, anyway, because you can't erasega outside parties. And that you wouldn't have to personally get hit with a debuff to remove it, so Yag can handle stona and silence. However, everyone should be carrying echo drops anyway, if they can cast, so just 90 mil for -na'ing outside parties and stonaga. I suppose you can add in "saving your group the cost of echo drops" too, if you wanted. But I've never had trouble affording them.

  9. #49
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    I think esuna's main use is for cleaning up between fights or in uh-oh moments more than it is for active status removal to the degree a yagrush is. Together with Sacrifice, Esuna helps non-yagrush whms pick up a bit of the slack in multi-person status removal without being as powerful as a mythic, lowering the amount of spells needed for cleanup without reducing it to 1. All in all I think it's a pretty balanced update for whms.

    Oh and as for Solace + Holy:
    http://img.photobucket.com/albums/v1.../holypatch.jpg

    Was with /blm, 105 or so MND and +32 MAB in gear, after curing around 2-3k hp. Yay for 50% bonus on undead!

  10. #50
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    Yeah, I'm pretty much blown away by Esuna. In light arts it was like, 22 MP. Recast in my gear I swore was like, 21 seconds. But that's slightly more expensive than one Erase. The battle is really going to be finding situations where you can use it well, and getting used to it. Not to mention, that in Solace, it still removes Poison, Paralyze, Blind at the very least. I get hit with AoE blind and poison fairly regularly in various events. Also, if you can get away with Esuna just once, it can stretch out the time between using Divine Veil and really potentially covering that 10 minute gap. On soulflayers it's just unbelievable. 22 MP to wipeout tribulation is amazing.

    What I'm really waiting to see is the serious testing on Cura, the testing on Barspells, and the official numbers on the Cureskin. Then of course, enmity for everything.

    But yeah, as it stands now, Misery seems to be alot stronger than I expected. The other major bonus that needs to be confirmed by a few other people is that HP cured in Solace really has no effect on Barspells or Cureskin. If that's the case, they definitely are encouraging switching between the stances alot, which is awesome.

    It is pretty balanced. Nothing gamechanging, but alot of very neat additions. Cura was definitely weaker than I expected. Waiting for the full tests on that because I can't test anything until atleast tomorrow, and, it's pretty difficult to test it. The cast time is longer than I expected.

  11. #51
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    Quote Originally Posted by Shinta View Post
    But yeah, as it stands now, Misery seems to be alot stronger than I expected. The other major bonus that needs to be confirmed by a few other people is that HP cured in Solace really has no effect on Barspells or Cureskin. If that's the case, they definitely are encouraging switching between the stances alot, which is awesome.
    I can confirm this for stoneskin, I cured over 10k HP and noticed no change in potency over curing 0 hp.

  12. #52
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    To me the Stoneskin is just and added bonus to maybe save me a few Curagas here and there, nothing really major though.

  13. #53
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    Quote Originally Posted by Atreides View Post
    Yay for 50% bonus on undead!
    Holy doesn't get a bonus vs undead only banish line does

  14. #54
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    that means the 1k I did was entirely from gear and Affl. Solace @_@

  15. #55
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    Quote Originally Posted by Aksannyi View Post
    To me the Stoneskin is just and added bonus to maybe save me a few Curagas here and there, nothing really major though.
    Yeah, Misery is looking better, for me. Solace gives cureskins and a potent Holy, but Misery has a potentially potent Cura, and Esuna. I get the feeling Cura is for when the whole group gets blasted; Drop a Cura for an extremely mp-efficient group cure. To make use of it, then, you pretty much have to be standing in aoe range. And if you're in aoe range, you get hit by aoe debuffs that Esuna can handle.

    So, Solace for tank healing, where stoneskins might help with utsu recast. If it gets boring, toss out a holy every once in awhile. But if you want to efficiently handle a group, then Misery.

  16. #56
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    Quote Originally Posted by Atreides View Post
    I can confirm this for stoneskin, I cured over 10k HP and noticed no change in potency over curing 0 hp.
    That's good news really. Now to see the Barspell tests, and to confirm it's the same for that too. But I think it's safe to say that it's likely that it isn't effected either.

  17. #57
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    Quote Originally Posted by Kenji View Post
    Yeah, Misery is looking better, for me. Solace gives cureskins and a potent Holy, but Misery has a potentially potent Cura, and Esuna. I get the feeling Cura is for when the whole group gets blasted; Drop a Cura for an extremely mp-efficient group cure. To make use of it, then, you pretty much have to be standing in aoe range. And if you're in aoe range, you get hit by aoe debuffs that Esuna can handle.

    So, Solace for tank healing, where stoneskins might help with utsu recast. If it gets boring, toss out a holy every once in awhile. But if you want to efficiently handle a group, then Misery.
    Pretty much, but we have yet to see any Cura numbers that even break 300 HP cured. So until we do, it's basically Curaga 0, or Pray. It's super cheap, and cures less. I'm basically seeing this as something to use when you melee on small AoE shit like, Blood Saber, or Battle Dance, just to help you support a group and do it cheaper on light activities.

    If the damage potency bonus is actually huge, then yeah, it's even better. I haven't seen anyone able to test it so far. It's a pain in the ass to test.

    [EDIT]Shit, double post, my bad.

  18. #58
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    Regarding the Subtle Blow on Auspice:

    Weapon: Unarmed + Shield: 13 TP per hit.
    Without Auspice: Mob gains 16 TP per hit (13 + 3)
    With Auspice: Mob gains 14.4 TP per hit.

    Looks like 10% Subtle Blow. Used the "smack mob ten times, charm, <pettp> method" to find out. Thanks to Kamiel from Midgard for helping me test.

  19. #59
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    Naked Holy Testing on start rarabs in Ron
    Nothing cured: 189
    ~1070 cured: 373
    ~1200 cured: 472
    ~1350 cured: 569
    ~1600 cured: 569
    ~2000 cured: 569
    (I tried spamming a bunch first actually, and worked my way down)

    It looks like around 1300 to max it out, which is only 5 or 6 Cure III's for most WHMs -- kinda nice!


    Cureskin testing
    I did this at Nomad Moogle in Rabao, with 1201hp. I wore Orochi Nodowa and put Sublimation up to keep my HP from changing.
    So I would:
    Job Change (revitalizer) > Subli > Solace > Cure > Martyr [[repeat]]

    Cure amount :: HP after Martyr :: Skin amount
    None [ 0] :: 901 :: N/A
    Cure [ 36] :: 907 :: 6
    Cur2 [105] :: 920 :: 19
    Cur3 [218] :: 947 :: 46
    Cur4 [436] :: 996 :: 95
    Cur5 [721] :: 1058 :: 157

    These were without full potency stuff on.
    It needs more testing but that's just my first try.


    Edit: If I messed something up, or you see a better way to test -- or if you want me to change something, I could test again. Please post and let me know!

  20. #60
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    Seems that Sacrifice and Esuna will have an interesting relationship, in that there may be times where you want to pull the status effect from your party member not so much because you wanted to remove it from him, but to put it on yourself so that when you run into range and esuna, you remove the status effect from everyone with one cast instead of 3 or whatever.

    Not quite what we expected, but still very handy.

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