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  1. #1
    I'VE CHOSEN A TITLE FOR THE LIKES OF YOU!
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    New Job Abilities/Traits/Spells Data

    Extra information may also be found in here: http://www.bluegartr.com/forum/showthread.php?t=95103

    Thank you to everyone for their efforts in reporting information.

    Bolter's Roll
    - Enhances movement speed:

    11 - 25.00%

    Caster's Roll
    - Enhances Fast Cast effect:

    1 - 35-51/1024 (3.4%-5%)
    2 - 86-102/1024 (8.4%-10%)
    3 - 35-51/1024 (3.5%-5%)
    4 - 52-68/1024 (5%-6.5%)
    5 - 52-68/1024 (5%-6.5%)
    6 - 52-68/1024 (5%-6.5%)
    7 - 35-51/1024 (3.4%-5%)
    8 - 52-68/1024 (5%-6.5%)
    9 - 69-85/1024 (6.7%-8.3%)
    10 - 69-85/1024 (6.7%-8.3%)
    11 - 103-119/1024 (10%-11.6%)

    Critical Attack Bonus
    - Critical damage +5%~

    Despoil
    - Shares recast with Steal
    - Debuff will only be applied if the steal is successful.
    - Some debuffs include: Magic Def. Down,

    Divine Emblem
    - The next Divine spell will receive +50% enmity.
    - Increase occurs before normal enmity enhancement via gear/merits. For example,A PLD with +4 Enmity using Flash with Divine Emblem active could calculate as:

    180CE * 1.04 * 1.5 = 280.8 (floor)~ 280CE

    Double Shot (RNG79)
    - Does not proc on weaponskills.
    - 90 second duration
    - Very low double attack rate
    - Shares timer with Unlimited Shot
    - Unlimited Shot merits does not lower the recast of Double Shot.

    Fencer (WAR45)
    - Critical Hit +5%.
    - TP Bonus +40.

    Libra
    - Analyzes hate the mob has for your party based on percentage.
    - The person with hate will have 100%, then all other members will have a percentage equaling to how close they are at taking hate. For example:

    The Colibri's Enmity towards SCH is 0%.
    Towards RDM is 5%. << Low Hate
    Towards WAR is 89%. << Close to taking Hate since it's close to 100%
    Towards PLD is 100%. << Has Hate

    Night Terror (SMN80)
    - While the mob is asleep, this move deals bonus damage:

    900~DMG awake.
    1300~DMG slept.

    Perfect Counter
    - Appears to be extremely high critical hit rate with countering.
    - Last 30 seconds.
    - Does not wear off necessarily after one hit. It may proc multiple times.
    - Will not automatically block an incoming attack even when active. It has a chance to not proc.

    Sengikori (SAM77)
    - Works in conjunction with Skillchain Bonus trait.
    - For increased Skillchain damage, you must activate it on the opening weaponskill.
    - For increased Magic Burst damage, you must activate it on the closing weaponskill.
    - Skillchain damage seems to be increased by around 35% in conjunction with the Skillchain Bonus trait.

    Spirit Jump
    - Shares recast timer with Jump.
    - Jump merits do not lower the recast timer of Spirit Jump.
    - Gives extra TP when Wyvern is out.

    Skillchain Bonus (SAM78 DNC45)
    - Skillchain damage seems to be increased by about 8%~ not conclusive.
    - DNC appears to have Skillchain Bonus II, doing about 16%~ bonus damage.

    Stout Servant
    - Damage taken -4.8%~ for pets.
    - For PUP, this damage reduction stacks with Valor/Harlequin's natural reduction.

    Whew, hopefully I didn't miss too much info here. Hope this helps out.

  2. #2
    Banned.

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    what were the darknesses tested on?

  3. #3
    I'VE CHOSEN A TITLE FOR THE LIKES OF YOU!
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    Those were tested on a bunch of random mobs in Cape Terrigan at the OP, like Rabbits, Lizards, Goblins. I assume that Darkness 2-way on weaker mobs will tend to deal 100% of the WS damage, but need to do a much larger sample size, as this is no where near enough.

  4. #4
    I Am, Who I Am.
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  5. #5
    I'VE CHOSEN A TITLE FOR THE LIKES OF YOU!
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    From what I understood, that thread is for already existing traits and abilities before the update that got changed. This one is for ones that got added with the update, which I thought would seem a bit more clear... plus that title is a bit misleading! ;x

    But I mean, if I have to I'll move the data over there if it would be better.

  6. #6
    I Am, Who I Am.
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    Not my call, just both similar threads, adding it as a reference since new topics like to pop up a lot.

  7. #7
    I'VE CHOSEN A TITLE FOR THE LIKES OF YOU!
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    Added to OP for reference!

  8. #8

    Quote Originally Posted by Rionel View Post
    Just thought there might as well be a thread for all this, since there's no formal one.

    I'll do me best to update the main post with any recent information that people uncover about any of the new stuff.

    Extra information may also be found in here: http://www.bluegartr.com/forum/showthread.php?t=95103

    Hope this'll help keep it a bit more organized. Happy testing!

    Skillchain Bonus (SAM78 DNC45)
    - Skillchain damage seems to be increased by about 8%~ not conclusive.

    Skillchain Boost Trait: 2-way Darkness (Not conclusive)
    Gekko 1016 > Darkness 1097
    Gekko 1234 > Darkness 1332

    Sengikori (SAM77)
    - Works in conjunction with Skillchain Bonus trait.
    - The way it works is, you have to use Sengikori on your FIRST weaponskill, then the weaponskill that follows will have the extra damage bonus. For example, let's say I wanted to do a Darkness skillchain with the boost:

    1. Use Sengikori + Sekkanoki
    2. Start with Tachi: Rana (This -applies- the Sengikori effect)
    3. Follow up with Tachi: Gekko (This receives the Sengikori effect).

    Sengikori + Skillchain Bonus Trait: 2-way Darkness (Not conclusive)
    Gekko 749 > Darkness 1010
    Gekko 1057 > Darkness 1426
    Gekko 1210 > Darkness 1632

    - Based on the numbers above, there is an estimate of 35%~ total increase of skillchain damage when Sengikori and Skillchain Boost are used together. Not conclusive.
    - The magic burst bonus still needs to be tested.
    I already posted all of this, I also posted the magic burst damage, and in order to get the magic burst damage, you must Sengikori after the first WS. Sekka>Rana>Sengi>Gekko.

  9. #9
    Relic Weapons
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    How would Sengikori work in cases where you're not self-chaining?

    Or did S-E really mean for this JA to only increase the skillchain damage when self-chaining?

  10. #10
    Old Merits
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    Take this as you will, but based on testing thus far and the wording of the ability...

    If you want to boost renkei (skillchain) damage, activate Sengikori before the OPENING weaponskill. There should be no requirement that the Samurai be the one to complete the skillchain.

    If you want to boost Magic Burst damage, activate Sengikori before the CLOSING weaponskill.

    Seems like a clunky mechanic if that is the case, but I suppose it's meant to add something after taking Sekkanoki away from the unique arsenal of Samurai tricks.

  11. #11
    Old Merits
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    This is repost from another thread, this one wasn't here yet:

    Double Shot (Lv79 RNG)

    It does not seem to process during weapon skills. It has a 90 second duration and appears to give a very low double attack rate. I personally can't tell any difference from my normal Dragonmaw double rate and the rate with Double Shot active.

    If that's not bad enough, it shares its 3 minute timer with Unlimited Shot. Having Unlimited Shot merits does not reduce the recast time of Double Shot.

    True Shot (Lv78 RNG) effect is negligible vs EXP mobs, will be interested to see how it fares vs HNMs.

  12. #12
    Relic Horn
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    Quote Originally Posted by Shadida View Post
    This is repost from another thread, this one wasn't here yet:

    Double Shot (Lv79 RNG)

    It does not seem to process during weapon skills. It has a 90 second duration and appears to give a very low double attack rate. I personally can't tell any difference from my normal Dragonmaw double rate and the rate with Double Shot active.

    If that's not bad enough, it shares its 3 minute timer with Unlimited Shot. Having Unlimited Shot merits does not reduce the recast time of Double Shot.

    True Shot (Lv78 RNG) effect is negligible vs EXP mobs, will be interested to see how it fares vs HNMs.
    Testing double shot with Dragonmaw can be done to check if they stack but testing the base rate is kinda... stupid.

  13. #13
    Hydra
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    Spirit Jump and Jump share their recast timer. Also, 'Jump Recast' merits do not apply to 'Spirit Jump.'

  14. #14
    Puppetmaster
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    Spirit Jump gives extra TP when your Wyvern is out.

    Amount seems kind of random.

  15. #15
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    Quote Originally Posted by Atoreis View Post
    Testing double shot with Dragonmaw can be done to check if they stack but testing the base rate is kinda... stupid.
    I was EXP'ing, not testing. Just giving my initial impression.

    My parse wasn't going great because I had some disconnection problems tonight, but in one parse, my bud using Ebow used 5 Double Shots, which means he had it up for about 7 minutes 30 seconds, and got 8 multi-shots in that time. So yeah, not expecting a very high % when people do get around to really testing it.

  16. #16

    So it's confirmed you use it BEFORE you start the chain? That's kinda messed up...

    what if you're the one closing ? Feels like a glitch to me.

  17. #17

    Quote Originally Posted by Malacite View Post
    So it's confirmed you use it BEFORE you start the chain? That's kinda messed up...

    what if you're the one closing ? Feels like a glitch to me.
    Re-read the post.

    To increase the skillchain damage, use it before the opening WS.
    To increase the magic burst damage, use it before closing WS.

  18. #18
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    I have to say, im really enjoying Mana Wall, it really is an oshit /ja stoneskin, get hit for 0 as long as you have mp, and you dont get interrupted.

  19. #19
    Bagel
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    Can Mana Wall and Stoneskin be up at the same time? If so which one gets eaten first?

  20. #20
    I Am, Who I Am.
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    Stoneskin it appears.

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