bolter's wears when you get hit or do an offensive action AFAIK.
bolter's wears when you get hit or do an offensive action AFAIK.
I bet if you blinked out the animation and activated at the same time as an attack you'd outrun the mob before the next attack. That's only an issue if it catches up. I'm sure with some experience you'd be able to keep it out of range permanently after the initial aggro.
EDIT:
Oh wait, I think movement for the VNM's is 25%. I guess it won't be possible to rely on a lucky roll D:
So it looks like Darkling Bolts might be of limited value. Doing some (nearly) naked testing in Rolanberry as 77RNG/NIN, and my base stats are 60 INT, 62 MND. Holy bolts' add effect is high 50s every time, which is expected against lowbie mobs (mostly goblins, no bats). Darkling bolts' effect was low 20s every time.
Setting aside Dark/Pluto's, I can't think of any stat that could affect darkling's add effect that would not already be vastly in my favor against a ~LV30 mob. Be it INT, AGI, RATK, whatever... I should be getting something very near the "max damage" of the add effect, even when naked. The one possibility is MAB (which doesn't affect holies, for the record), but if MAB is the modifier and it works anything like how MAB works for everything else in the game (i.e. % increase), the add effect is useless. Holy's base maximum (before bonuses) is nearly triple darkling's average.
The old formula for weighing holy vs. darksteel (for o-bow, anyway) is for every 100 points of physical damage, you need ~22 holy damage for holy bolts to beat DSB. Just for reference:
holy- D32
darkling- D47
DSB- D50
Now since darkling are only D-3 compared to DSB, if the add effect is consistent at low 20s, darkling will beat DSB for TPing handily. The question is whether (as currently configured) darkling can beat holy for TP, and what holy's add effect would need to be to overcome a ~22 average add effect on darkling.
Does anyone have any more information on restraint? I used it in one party for about 15 mins total and based off some eyeball guessing, my ws dmg actually went down. I was using King's Justice too.
Well from some eyeball testing with restraint I noticed a pretty big increase in KJ damage. I don't think it's worth using with the disability of being unable to crit though.
Any sams or dancers done some testing on roughly how much conserve tp our trait gives us?
Samurai doesn't get Conserve TP.
Ah I thought they got both that and SC bonus with dnc, I guess thats why there isn't any tests on the job traits, ok that explains why there isn't much testing.
I guess I gotta hurry up and get level 80... Too bad no one wants a dnc in there parties when theres 7 billion sams drksn brds and rdms lfp >.<
Spirit Link transfers half of your wyvern's TP and leaves the rest with the pet.
i.e. 100% TP Pet > Spirit Link > You have +50%TP and the wyvern has 50%TP.
Urat, RNG80 does get it, and it's very random. My normal TP return for Slug Shot is 20-21, and I've gotten 27, 31, 24, basically all sorts of TP returns from Slugs. I actually got a 5 TP return from a Slug Shot miss once. But as far as I know, it seems to be just like Conserve MP, in that it activates randomly and when it does, it's a random amount.
A DNC friend has confirmed that Conserve TP does kick in for dances - I think this only confirms data which was discovered already with the ASA pants augment and Aesir Ear Pendant.
That said, I'm not sure what the range is - I'll leave that up to someone else to test.
I had some SAMs reporting like, 34 TP returns on WSs the other night in a mamool party, and it was from different people, sometimes on kill shots on mobs... Stuff like that... So, I don't know.
Probably because they forgot they were wearing one of these?
http://img248.imageshack.us/img248/8...earpendant.png
I did notice it activating a lot more since the update, however.
DRG gets Conserve TP at 45. Over the course of thousands of WS on my Gungnir trials I've noticed additional returns of 0-20 TP. The proc rate seems about as frequent as Conserve MP.
I am seeing similar things on WAR with the earring. It only saves me a swing with it's most potent proc though, so it is of fairly limited utility for ws.
Anyone doing testing on despoil?
I've tried it out a bit on various mob families, and no luck so far.
Calculating magic damage: dINT multiplier
2.31 multiplier is fucking fail. 2.33 (not 7/3) is better; 2.32 is too low and 2.4 too high. The multiplier is between 2.32 and 7/3.
Examples with Water V on Ebony Pudding (89 INT, 25% magic damage bonus):
52 MAB, 81+37 INT, Neptune's Staff
7/3: 1627 (observed)
2.33: 1627
2.32: 1627
2.31: 1626 (fail, remove from consideration)
62 MAB, 81+38 INT, Neptune's Staff
7/3: 1742 (fail, remove from consideration)
2.33: 1741 (observed)
2.32: 1741 (observed)
62 MAB, 81+45 INT, Neptune's Staff
2.33: 1778 (observed)
2.32: 1777 (fail, remove from consideration)
70 MAB, 81+33 INT, Neptune's Staff
2.33: 1798 (observed)
I've also checked Water V damage with Zodiac Ring (+0.03 to the day/weather bonus) on a certain type of elemental with either 75 or 76 INT:
75 INT:
62 MAB, 81+35 INT, Neptune's Staff, Sorcerer's Tonban, Watersday effect
2.33: 1657 (observed)
2.31: 1654 (fail)
76 INT:
62 MAB, 81+30 INT, Neptune's Staff, Sorcerer's Tonban, Watersday effect, Zodiac Ring
2.33: 1670 (observed)
2.31: 1665 (fail)
More info on Spirit Jump. Enmity suppression seems to mean zero enmity or close to it. Won't even pull hate off of Dia.
can't spirit link with wyvern at 100% hp just to steal it's tp.. never knew that.. of course i never really needed to use spirit link then.. I suppose you could bring af legs to raise its hp and then kind of cheat it.
You could also put a merit into Empathy, which allows you to use Spirit Link at wyvern 100% HP so you can transfer buffs.
Also with Spirit Jump, does it have some continuing effect? I initially thought when i read it that you would use Spirit Jump and then all your further actions would have surpressed enmity, but I dont know how to test it and Ive never seen any "ENmity Supression Effect Wears..." etc. Doing Magian trials i swear Ive seen situations in which i would pull a mob with Spirit Jump.... then my Wyvern would end up tanking till 50%~ or so, but this is likely me just wanting to see it.