I hate you.
Inb4hatersgonnahate, because i'm fairly sure it's obvious that i am hating
Spoiler: show
I hate you.
Inb4hatersgonnahate, because i'm fairly sure it's obvious that i am hating
Spoiler: show
Does mandau 3x effect proc on mercy stroke? somebody in my ls was curious, i said it did, but wasnt 100% sure.
No, relic multi dmg procs do not work on WS.
A MNK in my Salvage group is saying that certain chat filter settings will allow one to see Frog Chorus, but block Frog Cheer.
Language barrier is giving me trouble when it comes to figuring out exactly which filter this is, can someone please clarify?
I believe you'd need to block ... "Special actions started on/by enemies" which i believe would block any and all actions(TP moves/spells) activated On the mob itself, but would allow moves the mob uses that targets your party to appears.
For instance it would filter Blaze Spikes but allow Firaga II (if targeting your party) to be shown.
Does the ASA mission Enemy of the Empire (II) still freeze up if you're using Windower or was this fixed at some point?
Still freezes on the post-fight CS.
Pretty sure dnc is the only thing you can really get caught easily with for that stuff since you can't remove the delay from blinking.
I'm trying to understand how you'd fit the numbers into a weapon skill damage formula.
For the sake of example, I have an augmented spharai (23+6) and I'm using Final Heaven.
fTP for final heaven is 3.0 at any TP, and mods is VIT 60%
After boosting, I have 75+30 STR and 70+0 VIT, with 608 attack.
So in order for me to get an idea, lets assume I'm attacking a Greater Colibri, the higher level one, I don't know what it has for VIT and defense, but I understand that those are known values.
Can someone sort of fit in the numbers so I can understand the formula? I don't really need the answer, just the formula with everything plugged in.
Damage = WD * PDIF = ( D + fSTR + WSC) * fTP * PDIF
This is the wiki formula that I'm not quite making sense of.
Thanks
Was referring to how you would use a waltz on a mob, or why you would even try.
In retrospect he probably meant he was using waltzes during kited JoF which made it painfully obvious he had .dat swapped them into something that doesn't lock you.
(JoF is usually kited right? It's been a while.)
WD = (D+fSTR+WSC)
pDIF = (Ratio)-(LvC)
D = Weapon's base DMG
fSTR = (Your STR - Mob VIT + 4)/(4)
WSC = ([MOD1]*(Your total of that mod)+[MOD2]*(Your total of that mod))*(LV Correlation[.83 at 75])
fTP = (Whatever fTP is listed at a specific T + 1 for every additional hit)
Ratio = (Your ATT/Mob DEF)
LvC = (Your LV-Mob LV)*(.05 [For melee; .025 for RNG])
Using what you've given:
WD = (D + fSTR + WSC)
D = 29
fSTR = (105-Mob VIT+4)/(4)
WSC = (70*.6)*(.83)
fTP = 3
pDIF = (Ratio-LvC)
Ratio = (608/Mob's DEF)
LvC = (75-Mob LV)*(.05)
That's most of it without including special bonuses applied to certain WS (Like Gekko) and without dealing with the extra pDIF crap.
My memory made me think it was him kiting JoFort and using waltzes to heal himself with a dat swap so he didn't get stunned, and yes, painfully obvious. The reason I said it doesn't make sense is because a MNK/DNC solo kiting JoF wouldn't have TP. It was something like that though, and I'm sure he did get in trouble for it..
Bear in mind that your base damage is not only that of your Spharai, but what you get from H2H skill. 292 skill = 35 base damage (292*0.11+3=35), total 64.
Greater Colibri have 67 VIT, the level 82 ones have 327 DEF before debuffs.
fSTR caps at 11 for D:29 H2H (Weapon Rank for H2H is floor((weapon damage + 3)/9), fSTR caps at WR+8). With 105 total STR, your fSTR is floor((105-67)/4)=9
WSC for Final Heaven is VIT 60%. Thus we take your VIT (70), multiply it by 0.6 (42), floor if necessary (already an integer, no need), then multiply by alpha which is 0.83 at level 75 (34.86) and floor again (34).
fTP of Final Heaven is 3.0. Two factors to keep in mind here: sea gorgets raise fTP by 0.1 (fTP is now 3.1) and additional hits (offhand, DA, TA) aren't affected by fTP (essentially they have fTP 1.0).
pDIF is where things get a bit more complicated, as the formulas actually vary at times. I suggest reading up on it yourself at some point, but I'll continue using Greater Colibri's base DEF value (no Dia II/III).
We begin with Ratio, which is attack/defense. This hard caps at 2.0 for one-hander jobs like MNK (fun fact: Dia II would cap Ratio in this example). This is then level corrected (cRatio) by subtracting 0.05*level difference. Only applies when the target's level is above yours. 608/327-0.05*7=1.509
cRatio is then passed into two functions to determine your min and max pDIF. These formulas vary depending on the value of cRatio. In this case, our equations of interest are:
max = 1.2 x cRatio = 1.811
min = 1.2 x cRatio - 0.8 = 1.011
The game spits out a random value such that min <= x <= max. You can approximate your damage with the average value (1.411). This is then multiplied by a final random value of 1~1.05, approximated by average value 1.025. This brings your final pDIF value to 1.446.
Plug all these values in and you'll have your expected values for the first and any subsequent hits of your WS, depending on which fTP value you use. If you want an idea of your expected average damage, add the damage of your first hit + offhand hit, DA rounds * chance of occurring (keep in mind there's two hands for it to proc off!), and then multiply the whole thing by your hitrate.
As noted there's a few WS where pDIF won't be the expected value due to attack boosts (YGK, Spinning Slash/Ground Strike, Steel Cyclone) or ignoring defense (Howling Fist, Wheeling Thrust), but this isn't the case for Final Heaven.
What's the cap on 2H though? I thought it was 2.0 as well.