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  1. #161
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    Quote Originally Posted by Kalisa View Post

    I'd test this if I knew what my max noncrit damage was, but I suck at FFXI math. If someone can tell me (mainhanding 25dmg Azoth, offhanding 18dmg Athame, working on EP mobs for magian trials) I will gladly test and see if I get any WSes above that number.
    Naw, even easier, climactic flourish causes your next amount of hits = finishes consumed to be a force crit, 5 finishes = crits.

    So if you have 2 finishes, shark bite and then only crit once afterwards instead of twice you know shark bite consumed one of your 2 crits.

    Note: Climactic flourish only crits the first hit of your attack round, so if you're dual wielding it'll force the crit of the first of 2 swings. I assume same goes for weaponskill like sneak attack/trick attack.

  2. #162
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    Quote Originally Posted by urat View Post
    Naw, even easier, climactic flourish causes your next amount of hits = finishes consumed to be a force crit, 5 finishes = crits.

    So if you have 2 finishes, shark bite and then only crit once afterwards instead of twice you know shark bite consumed one of your 2 crits.

    Note: Climactic flourish only crits the first hit of your attack round, so if you're dual wielding it'll force the crit of the first of 2 swings. I assume same goes for weaponskill like sneak attack/trick attack.
    Roger that--Testing in this manner I can say no, Climactic Flourish definitely does not affect WS. With 4 finishing moves, I critted four times after SB. The climactic flourish buff stayed on me for all four of those attack rounds. Tested twice just to be sure.

  3. #163
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    Quote Originally Posted by Kalisa View Post
    Roger that--Testing in this manner I can say no, Climactic Flourish definitely does not affect WS. With 4 finishing moves, I critted four times after SB. The climactic flourish buff stayed on me for all four of those attack rounds. Tested twice just to be sure.
    Couldn't one of those been a random crit

    Wouldn't a better test be to use the Flourish with 1 step, and if you don't crit the round after, it proves it does work on WS?

  4. #164
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    Quote Originally Posted by Priran View Post
    Couldn't one of those been a random crit
    This possibility is why I specifically mentioned that the buff stayed on me for all four of those attack rounds. Sure, it could've been a random crit... if the buff icon had just happened to decide to hang around and do nothing an extra attack round.

    However: Just tested Climatic Flourish with Evisceration, since Evisc is capable of critting without SA. Climactic Flourish DID consume a charge for Evisc; with four finishing moves, I popped Evisc then only critted for three attack rounds thereafter.

    So it seems to me that Climactic Flourish can force a crit on a WS that has a crit modifier, but has no effect and does not consume a charge on any other WS.

  5. #165
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    Quote Originally Posted by Kalisa View Post
    This possibility is why I specifically mentioned that the buff stayed on me for all four of those attack rounds. Sure, it could've been a random crit... if the buff icon had just happened to decide to hang around and do nothing an extra attack round.
    Am I missing something? Any of the first 3 crits could have been random and the buff would have stayed until the last.

  6. #166
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    Quote Originally Posted by Priran View Post
    Am I missing something? Any of the first 3 crits could have been random and the buff would have stayed until the last.
    My 231 Shark Bite with all hits landed says otherwise, but if you'd like to test it yourself, you're welcome to level Dancer to 80.

  7. #167
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    Testing Conserve tp for dancer, I tired after 79 WSes, DCed and Im not going to bother logging back on, so meh. Looks like its 20~25% proc rate which is pretty sweet imo.

    I just wsed out of range, 0 tp = no proc, anything else = proc. Got returns all the way from 1 tp to 19 tp, wild stab in the dark, 20% chance of getting up to 20 tp after wsing, which means if you have fully meritted reverse flourish you have a pretty decent chance at being able to immediately solo SC without meditate after weaponskilling.

    Here's my data:

    Fails:62
    Succes:17
    Total: 79
    17/79 = 21.5% proc rate, 1.26% accuracy.

    Spread of returns:
    1
    3
    4
    5
    5
    6
    6
    7
    9
    12
    12
    12
    13
    14
    16
    17
    19

    Mean of 9.47 tp.

  8. #168
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    http://i25.tinypic.com/14979xz.jpg

    Well first off ignore the shitty numbers of that combo, I normally hit upwards in the 800s but I didnt have any buffs up. ANYWAYS

    Is anyone else looking at this ridiculous damn near x2 skillchain at the end and wtfing? Am I missing something?

    I know a secondary SC gets a 1.5 bonus, but even with dancer's skillchain trait that should have been in the 700s, but instead I keep getting these whopping 1.8x skillchains on my combo.

    I can often hit just over 1K damage without trying too hard, so every 5 minuets I could do 1K evi + 1K DE + 700 distortion + 1K evi + 2K darkness = just under 6K damage in one fell swoop.

    Jesus christ I think I need some skillchain dmg+ mod gear, cause even 10% is +200 damage to my darkness.

    Im gonna try and mess around with my red curry buns and some actual buffs, see if I can get some real numbers to show off.

    Can anyone tell me if Im missing something as to why that last SC is doing so much dmg? I'll do other skillchains maybe dnc gets like a T2 skillchain bonus at lv 80?

    Edit: Nope just did a test with a 79 dnc, both our Skillchains were .73 of our ws, same ws same skillchain same mob. So Its not that.

  9. #169
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    What day of the week was it? Skillchains can get day/weather bonuses.

  10. #170
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    Using Urat's screenshot as a reference.



    Standard 3-Step skillchains are usually 150% in terms of the return.

    496 Closer * 150% = 744 Skillchain damage for an average melee.

    Add in +16% for Skillchain bonus from DNC.

    744 * 16% = 119 Bonus Skillchain damage from DNC main.

    744 Regular + 119 Bonus = 863 Skillchain DMG



    Not sure if this is the way it works, but the numbers line up somewhat.



    Edit - Even checked the first one to see if the same applies.

    Standard 2-Step skillchain with a level 2 closer returns 60%.

    698 Dancing Edge * 60% = 418 Skillchain damage for an average melee.

    Add in 16% for skillchain bonus from DNC.

    418 * 16% = 66 Bonus Skillchain damage from DNC main.

    418 Regular + 66 Bonus = 484 Skillchain DMG

  11. #171
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    I have actually noticed the same thing with my Expiacion > V.Cleave darkness SC. I saw a few that are like 1000 dmg cleave > 1300 dmg darkness. or even a 1200 dmg Cleave > 1300 dmg darkness... not the slightest idea if this is normal or abnormal or what, just never saw these before the past few weeks.

    I don't have any SS or anything because I thought I just never noticed it before the update.

  12. #172
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    IT was iceday but I wasnt sure if that influences a darkness skillchain. I've never been sure if darkness is concerned 4 elements at once when factoring in whether or not an opponent is weak to it or not, or if its just considered dark damage.

    Also lizards are weak to ice I think as well?

    In this case considering the already massive bonus to damage, would an elemental torque be worthwhile getting?

  13. #173
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    Having elemental torgues is pure love for those weaponskills you are doing!!!!

  14. #174
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    Quote Originally Posted by urat View Post
    IT was iceday but I wasnt sure if that influences a darkness skillchain. I've never been sure if darkness is concerned 4 elements at once when factoring in whether or not an opponent is weak to it or not, or if its just considered dark damage.

    Also lizards are weak to ice I think as well?

    In this case considering the already massive bonus to damage, would an elemental torque be worthwhile getting?
    I am 99% percent certain that the darkness skillchain can get the 10% boost on any of the darkness-based days. Its either that, or any skillchain with any of the darkness aligned elements can get the boost on darksday.

    (or both)

  15. #175
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    Over 50 skillchains over ice day and then darksday I got spikes of up to x2 damage on the final skillchain on robber crabs.

    Did an eviscration for a lil over 800, darkness for 1600ish.

    I wanna test this out on colibri later, add in weakness to piercing to the mix :D

  16. #176
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    Excuse my ignorance, but has anyone figured out the math on/what the hell Restraint does? Messing around with it and I do not notice a difference on Non-crit WS.

  17. #177
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    Quote Originally Posted by AlexRuzhyo View Post
    Excuse my ignorance, but has anyone figured out the math on/what the hell Restraint does? Messing around with it and I do not notice a difference on Non-crit WS.
    It is a sucky ass JA. Only good use I have found is Pop restraint >> gain TP >> Either be /THF or pop Mighty Strikes to force the crits >> WS. I know MS overrides the "Cannot critical" clause of the JA, I believe SA does the same. Other than that, it has NEVER been worth the loss of critical hits.

  18. #178
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    Why is it people making claims about Restraint do not seem to be aware that pDIF is a random variable?

    Basic, but not necessarily self-evident facts (as of today):

    1) Restraint's weapon skill damage bonus is delay-dependent. For a given number of normal attacks, the lower the delay (per weapon), the lower the bonus. The higher the delay, the higher the bonus.

    2) The (average) increase in weapon skill damage per normal attack appears to be constant (considering truncation effects) for a given delay (per weapon).

    3) The maximum WS damage bonus is 50% and requires a large number of normal attacks landed well in excess of the minimum required to accumulate 100 TP for any weapon configuration.

    4) Mighty Strikes overrides Restraint's "no critical" restriction. (And MS likely does not cancel Restraint outright, but that's just a supposition on my part.)

    Some unknowns:

    1) Whether the WS bonus applies to the first hit of a multi-hit WS or all hits (or some combination of hits)

    Applications of Restraint:

    Use it with Mighty Strikes. Use if you somehow have the occasion to increase the WS bonus on junk mobs in the 4-5 minutes Restraint is active before a Major Zerg if you want the max damage bonus.

    More generally, for everyday WS-spamming use, you could arguably use it when your attack is high enough and near the "cap" AND your crit rate is low because then you would be using King's Justice anyway (maybe even when your crit rate is capped, too), as the upper limit on critical pDIF (ugh, will there be a better term for this in FFXIV, not that I would ever touch that shit) is met long before attack is capped. (In that situation, KJ is superior to Raging Rush, even accounting for Raging Rush's apparent 15% critical hit rate bonus at 100 TP.) But this depends on whether the WS damage bonus in a WS-spamming situation is "worth" the loss of critical hits, but it could be, because critical hit damage makes up a pretty small proportion of TP-phase damage when attack is high enough.

    I haven't figured out the "typical" WS damage bonus for 6-hit WS spamming, nor do I care to.

  19. #179
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    Quote Originally Posted by Psion View Post
    At least your fucking CC has like 5k hp and a large amount of defense to go with it. Our automatons only have the standard level + vit/2 for defense and maybe another 30 from armor plates if we're lucky. I'm not joking when I say a critical hit from proto-ultima does over 900 damage, one shotting magebot. 5% physical damage down won't even come close to rectifying that.
    At least there is a reason to be at proto-ultima as a pup.

  20. #180
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    Quote Originally Posted by Deluge View Post
    At least there is a reason to be at proto-ultima as a pup.
    No there isn't.

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