Correct. I should've written it down like that so it'd be clear but yea.
Correct. I should've written it down like that so it'd be clear but yea.
Has anybody tried testing the enmity suppression effect on Spirit Jump? It's definitely not a hate shed and I threw out our -enmity test after our enmity values came within ~3.5% of each other. It's either pointlessly low, relies on the wyvern somehow (was out but we weren't engaged), or it works in some way that a quick CE check didn't catch. Or I did something wrongI don't think so though...
For reference, we were BLU/RDM DRG/BLU RDM/WHM (puller), 0 +/- enmity for both of us, used Blank Gaze 5 times to generate CE and I used Jettatura to undershoot the expected CE value for my fifth cast. When the target was still facing the DRG I tried Cure/Pollen spam with no luck. I accounted for the jump landing in my enmity calculations, also did a test where it missed, nada.
I don't understand how you tested this: if i'm reading your sentence correctly, you used SW's damage equations, assuming it can.... crit o.O ? or do you meant using SW's damage to guess the TPbonus ? /confused.
I was expecting crit rate bonus test conducted on Hpemdes o.O ? if yes please post numbers ^^ (or @ wiki's "Fencer" page).
Ah I don't know any DRGs high enough Nightfyre, but could it be actions taken after Spirit Jump generate less enmity? A sort of aftermath effect, if you will.
Is spirit jump affected by af boots etc? If it isnt then i dont see much of a reason to use it except for maybe hnm lv mobs where the drg is trying to not get hate.
Even if it is against HNMs, I hardly see the point in fucking up your damage over reduced enmity on *one* melee attack. Anyways, I can do Spirit Jump enmity tests if you want to post/PM me how to do it. I'm not familiar with the enmity chart beyond the amount that certain spells generate and I won't look it up for a while either because I'm trying to LV SCVH to 80 (However, that won't prevent me from doing tests for Spirit Jump).
I'm just tossing it here, but is it possible it's potency is affected by your wyvern's current hp?
That would likely leave the situation essentially unchanged, as I can only assume it would improve as your wyvern's HP decreased (undesirable). Still curious if not having the wyvern out changes anything on the enmity side of things, but I'm not feeling quite as inspired to test it now...
Testing procedure would involve a mob of known level so that you could obtain accurate enmity values from damage, which basically forces you to refer to the equations no matter how you approach it.
Level 69 Ul'hpemde (AGI 65)
Own DEX: 64
Point estimate: 802/5628 - .09 = .0525
Interval estimate: (.04346734, .06190854) (95% confidence level)
Technically, a 6% bonus cannot be ruled out based on this sample alone.
I also did not check to see if the critical hit rate bonus is constant (no dependence on dDEX).
Spirits Within damage can be observed to determine the TP bonus, which is 40 (which can easily be verified or refuted by others).
I'm not checking this on Ul'hpemdes because my H2H skill is too high and I'm not going to ask anyone to level sync me down to the necessary level where I could check this.
To review the method of estimating critical hit rates: Hpemdes do not attack if they take 0 damage, and 0 damage is guaranteed (including critical hits) when your fSTR is equal to or less than -(weapon's base damage + 1). If 0 damage is achieved, you can leave your character auto-attacking overnight and review the parser results the next day.
It is easiest to achieve the necessary fSTR when your weapon's base damage is 1. But for H2H, the lowest base damage is 3 (as far as I know). Suppose a WAR with 0 H2H skill; then you need a fSTR equal to or lower than -29, which means having a net STR of 42 for a level 69 Ul'hpemde, which has 71 VIT.
Level syncing to level 10 guarantees the necessary fSTR to check Fencer's crit rate bonus for H2H.
Not sure how much info has been posted, but I tested Night Terror as SMN80 last night,
on bees just outside Bastok Mines
~820 damage
~ 1250 damage after using Nightmare to sleep the mob first
confirming the ~40% more damage that's posted on the otherwiki. I'll try and get some better numbers when it's not 2am.
Also
SMN80/COR40 gives 2 MP/tick on 5 and 10, 3 MP/tick on 11. Unsure on the 10 minute duration, but this goes against what's posted on other wiki.
I'm wondering if being SMN and Evoker's Roll gives the job bonus on a roll of 11. If a non SMN 80 could roll an 11 and see if they get 2 or 3, that would be rad. It's also possible I was hitting Blood of the Vampyr, but I'm not sure. I'll recheck tonight.Using this roll with corsair subjob such as BRD80/COR40 will yield 2 mp/tick on 5, 10 and 11. All other numbers give 1 mp/tick.
Any info I missed on this is appreciated.
EDIT: saw a post a few pages back. So just consider my evoker's roll stuff as confirmation, especially the being SMN/COR counts as having a SMN in your party![]()
Smn/Cor should receive the job bonus for Evoker's, yes. Also, I'm not sure about Otherwiki, but Evoker's has been tested in the "Old Job Traits/Spells/Abilities Leveled Up" Thread and shows to work as expected with the Cor level penalty.
Ie: 80Smn/40Cor means the Cor buffing is treated as level 40, buffing to 80, giving a 50% Penalty to rolls. Evoker's expected return for 80Cor is then divided by 2 and rounded up if a decimal is left over. A Smn80/Cor40 should return 2Mp/tick on 5, 6, 7, 8, and 10, and 3MP/tick on 11. 1 MP/tic on 1, 2, 3, 4, and 9.
This might be known but I didn't see it mentioned: Bolter's roll and mazurka stack, it's awesome!
As far as I can tell, Bolter's Roll is a completely new category of movement speed buff and stacks with anything.
W.legs + Chocobo Mazurka + XI Bolter's is like Flee with dusk on.
so ... COR will be able to solo ANY V/ZNM (that doesnt draw-in) right now ?