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  1. #1321
    Hydra
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    Quote Originally Posted by Purrrfect View Post
    I heard this was posted on the beta forums. Like 3rd hand info to me though, so ymmv.

    Spoiler: show

    conclusion: INT Increases base dmg output for conjurer, when adding points to Ice it also increases dmg output when using Ice spells, however not as much as INT.


    This time, the experiment consisted of 3 phases. For all 3 phases, I was Physical level 18 and Conjurer level 9. I did not level either during the experiment. I fought puk hatchlings all "green" difficulty located SE of Camp Skull Valley. Each phase I only cast the blizzard spell. Nothing else was used to damage the puks. Each phase consists of 50 casts.

    Phase 1: "Control" base 15 int, 15 ice element.

    "Normal" hits - 38/50
    Lowest damage from normal hit - 70
    Highest damage from normal hit - 105
    Average damage from normal hit - 89.6

    "Critical" hits - 9/50
    Lowest damage from critical hit - 98
    Highest damage from critical hit - 118
    Average damage from critical hit - 108.8

    "Partially Resist" hits - 3/50
    Lowest damage from partial resist - 44
    Highest damage from partial resist - 50
    Average damage from partial resist - 47

    "Full Resist" hits (0 damage done) - 1/50

    Phase 2: "Elemental Stat Phase" base 15 int, 79 ice element (104 pts)

    "Normal" hits - 41/50
    Lowest damage from normal hit - 81
    Increase over previous phase - 15.7%
    Highest damage from normal hit - 108
    Increase over previous phase - 2.9%
    Average damage from normal hit - 98.9
    Increase over previous phase - 10.4%

    "Critical" hits - 4/50
    Lowest damage from critical hit - 101
    Increase over previous phase - 3.1%
    Highest damage from critical hit - 123
    Increase over previous phase - 4.2%
    Average damage from critical hit - 112.3
    Increase over previous phase - 3.2%

    "Partially Resist" hits - 5/50
    Lowest damage from partial resist - 52
    Increase over previous phase - 18.2%
    Highest damage from partial resist - 62
    Increase over previous phase - 24.0%
    Average damage from partial resist - 57.2
    Increase over previous phase - 21.7%

    "Full Resist" hits (0 damage done) - 0/50

    Phase 3: "Int Stat Phase" base 79 int (104 pts), 79 ice element (104 pts)

    "Normal" hits - 42/50
    Lowest damage from normal hit - 111
    Increase over previous phase - 37.0%
    Highest damage from normal hit - 135
    Increase over previous phase - 25.0%
    Average damage from normal hit - 122.8
    Increase over previous phase - 24.2%

    "Critical" hits - 4/50
    Lowest damage from critical hit - 131
    Increase over previous phase - 29.7%
    Highest damage from critical hit - 136
    Increase over previous phase - 10.6%
    Average damage from critical hit - 132.5
    Increase over previous phase - 18.0%

    "Partially Resist" hits - 3/50
    Lowest damage from partial resist - 74
    Increase over previous phase - 42.3%
    Highest damage from partial resist - 89
    Increase over previous phase - 43.5%
    Average damage from partial resist - 82
    Increase over previous phase - 43.4%

    "Full Resist" hits (0 damage done) - 1/50
    Thank you for posting that, very useful. Have you noticed any diminishing returns past a certain stat number?

  2. #1322
    Relic Horn
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    Dec 2007
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    Purrrfect Lee
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    Cerberus

    Quote Originally Posted by Soap View Post
    Thank you for posting that, very useful. Have you noticed any diminishing returns past a certain stat number?
    I haven't done much with stats myself. And I haven't kept track of anything so I can't help you there.

    Slightly related, I heard this was there too.

    Spoiler: show

    conclusion : pumping STR when a Lancer definitely increases your dmg output.

    Enjoy!

    the experiment only consisted of 2 phases. For both phases, I was Physical level 19 and Lancer level 9. I did not level either during the experiment. I fought puk hatchlings all "green" difficulty located SE of Camp Skull Valley. Each phase I only used Light Thrust. Nothing else was used to damage the puks. Each phase consists of 100 swings.

    Phase 1: "Control" base 15 STR

    "Normal" hits - 88/100
    Lowest damage from normal hit - 53
    Highest damage from normal hit - 68
    Average damage from normal hit - 60.0

    "Critical" hits - 12/100
    Lowest damage from critical hit - 72
    Highest damage from critical hit - 84
    Average damage from critical hit - 78.8


    Phase 2: "STR Stat Phase" base 82 STR (112 pts)

    "Normal" hits - 84/100
    Lowest damage from normal hit - 97
    Increase over previous phase - 83.0%
    Highest damage from normal hit - 120
    Increase over previous phase - 76.5%
    Average damage from normal hit - 107.2
    Increase over previous phase - 78.7%

    "Critical" hits - 16/100
    Lowest damage from critical hit - 113
    Increase over previous phase - 56.9%
    Highest damage from critical hit - 126
    Increase over previous phase - 50.0%
    Average damage from critical hit - 120.0
    Increase over previous phase - 52.3%

  3. #1323
    F5 Like A Boss.
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    Kuroki Kaze
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    So... stats are working. Just not that well?

  4. #1324
    Relic Weapons
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    Quote Originally Posted by Anthonystar View Post
    If that's 600 phys exp ok. But 600+ skill at 28? How are you not getting any surplus? What is your weapon's rank?
    haha, yes, physical. I thought that was what people are having issues with it dropping down to 300?

  5. #1325
    Ridill
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    Quote Originally Posted by Kurokikaze View Post
    So... stats are working. Just not that well?
    thats just for str/int. doubt dex/piety working as intended

  6. #1326
    I'd Rather Be in Zi'Tah
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    Kaelie Niie
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    Quote Originally Posted by Katlan View Post
    thats just for str/int. doubt dex/piety working as intended
    The took out Agi and combined it into Dex from Alpha, so I am going to agree, its just not working. Dex does not really = accuracy atm, and definitely doesnt help evasion stats.

    MND does work as intended though. At least for Cure, not sure if it effects SS or not. Testing Stats in the game right now is horrible due to the 2 minute lag it takes to bring up the stats/armor screen each time you do something.

    Piety does seem like it effects Magic Accuracy for some spells, like Radiance but its only a "seems" like.

    Stats in general may work, but are not tuned to any decent degree.

    Here's to hoping they decide to scrap the stat point allocation when they fix them.

    ---

    Distance does effect just about everything in combat though. Its unfortunate that as a Pugilist my attack animations continually force me farther and farther away from the monster. If its a stationary mob, I am out of range to even attack after 3-4 normal attacks.

  7. #1327
    Dragoon Princess
    My Little Ixion

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    Quote Originally Posted by Zubis View Post
    haha, yes, physical. I thought that was what people are having issues with it dropping down to 300?
    Yeah.. 303 on swarms green to me...

  8. #1328
    Relic Weapons
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    Quote Originally Posted by Anthonystar View Post
    Yeah.. 303 on swarms green to me...
    I don't know then, it hasn't been happening to me and I hit 30 physical days ago,

    However the surplus/skill points bug is still hitting me pretty hard making me stand still on 28 PUG for a long time. Dinged 29 tonight though.

  9. #1329
    F5 Like A Boss.
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    Are you still grinding swarms? Been looking for something stronger that wont outright destroy me.

  10. #1330

    Sweaty Dick Punching Enthusiast

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    How do you get your minimap/chat log back on the screen after you lower resolution? Tried going back to the high res + dragging to middle of screen and then switching again... but that didnt work. Asking for a friend.

  11. #1331
    Relic Weapons
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    Quote Originally Posted by Kurokikaze View Post
    Are you still grinding swarms? Been looking for something stronger that wont outright destroy me.
    Yes, I noticed that surplus skill doesn't reduce the skill points you receive after battle, they reduce your skill proficiency during battle. For example, last time I tried to grind as PUG I had a 50/50 ration on surplus skill. I'm sure you've noticed the same and it also triggers the skill points bug to occur almost instantly. When I had it like that I only received about 20-40 proficiency everytime I gained some, now when surplus is back to 10% I'm back to 50-70. Which in turn doesn't make these such a horrible grind because I can still get like 200-400 skill points after a fight directly after a relog. I also tried Puks and Dodos in Cedarwood and they weren't bad either, they gave a bit more skill points but they do more damage and take longer to kill. I guess it's all about what you prefer.

    edit: People have probably noticed but if you kill a monster with a stronger blow you're more likely to get a greater return of proficiency at the end. I always try to finish off monsters with Victimize because it generally deals twice the damage as a normal hit would. Just a tip to help you level faster.

  12. #1332
    Melee Summoner
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    Shiva

    Quote Originally Posted by Katlan View Post
    Yeah I've realized distance plays a huge part in acc also, even for melee. Standing a bit of distance from the mob so your melee animation has room to do the <jump towards the mob and atk> animation VS being right in their face makes a huge diff. But I still think piety/dex isn't adjusted
    i can say that works cause i move back every attack and dont miss as much vs just staying put after each attacks

  13. #1333
    Relic Weapons
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    Quote Originally Posted by Zubis View Post
    Yes, I noticed that surplus skill doesn't reduce the skill points you receive after battle, they reduce your skill proficiency during battle. For example, last time I tried to grind as PUG I had a 50/50 ration on surplus skill. I'm sure you've noticed the same and it also triggers the skill points bug to occur almost instantly. When I had it like that I only received about 20-40 proficiency everytime I gained some, now when surplus is back to 10% I'm back to 50-70. Which in turn doesn't make these such a horrible grind because I can still get like 200-400 skill points after a fight directly after a relog. I also tried Puks and Dodos in Cedarwood and they weren't bad either, they gave a bit more skill points but they do more damage and take longer to kill. I guess it's all about what you prefer.

    edit: People have probably noticed but if you kill a monster with a stronger blow you're more likely to get a greater return of proficiency at the end. I always try to finish off monsters with Victimize because it generally deals twice the damage as a normal hit would. Just a tip to help you level faster.
    yeah surplus points doesnt change the math of how much exp your supposed to get, when you first log in. But something starts to happen where the exp drops consistently with each kill, like the limit they give you regardless to the math, seems like over a certain number, like if i roll 50 skill exp it wont get reduced, but if i roll like 230 i might see 200, it keeps goin down till your like 32 skill exp, definately seems like a bug.
    but surplus is probably some other system for some other purpose.

  14. #1334
    Hydra
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    Might be an anti-grind. I only get it when I grind for a loooooong time on the same job.

  15. #1335
    Ridill
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    Quote Originally Posted by Falcon View Post
    Might be an anti-grind. I only get it when I grind for a loooooong time on the same job.
    They wouldn't put in anti grind measures like that in a game that is designed for a grind. It's an xp bug that won't be fixed until next build since they don't roll out small patches unless something is serious

  16. #1336
    Relic Weapons
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    Quote Originally Posted by Falcon View Post
    Might be an anti-grind. I only get it when I grind for a loooooong time on the same job.
    thats the way it seemed before, but now its like this all the time whether i break or not, even when i start the day. theres got to be some factors involved here, some people get it early, some dont get it till later, its pretty wierd

    right now i can only get about 1k exp without having to log, and i havent been playing my pug that much because of this, i hit 22 like 2 days ago and im still not 23

  17. #1337
    Little Mother
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    Tried out the Element thing. With 80 in Water my Water on Conjurer does about ~30 damage more than my other nukes, so seems to work. And I only thought that was for resistances.

  18. #1338

    Sweaty Dick Punching Enthusiast

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    I just did some testing spamming non-damaging spells on enemies I can handle in order to max skill ups. In my case, slow->gravity->poisonx10 or until slow/gravity is up then repeat. Did this on green-yellow lady bugs. The first mob seemed normal, got what I should have (1010XP and i think 490 Skill points). Here's the second mob:

    Proficiency messages during the fight: +62, +62, +63, +75, +70, +47

    The mob died, and I was awarded 187 Skill Points and 18 Surplus points.

    I think it's just fucking broken lol.

  19. #1339
    Sea Torques
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    Quote Originally Posted by CrstyCptSteveWitherspoon View Post
    Regarding yellowjackets and behest; I'm busy studying for a final so I figured I'd do a bit a research while studying. I've been sitting at the bloodshore camp waiting for the yellowjacket to spawn for the past three hours while studying, and he's pretty much pops the same time every hour(Right now xx:10-12). I'm guessing between each pop, he's popping at another camp. I think someone posted something like this before, but I'm just throwing it out there for anyone that missed it.
    The Yellowjackets pop at :10 past the hour at Skull Valley, Cedarwood, C. Hollow and Bloodshore on Golbez.

    You have about 3 mins to sign up, then it starts at :13 past the hour, every time.

    Quote Originally Posted by Purrrfect View Post
    I heard this was posted on the beta forums. Like 3rd hand info to me though, so ymmv.

    Spoiler: show

    conclusion: INT Increases base dmg output for conjurer, when adding points to Ice it also increases dmg output when using Ice spells, however not as much as INT.


    This time, the experiment consisted of 3 phases. For all 3 phases, I was Physical level 18 and Conjurer level 9. I did not level either during the experiment. I fought puk hatchlings all "green" difficulty located SE of Camp Skull Valley. Each phase I only cast the blizzard spell. Nothing else was used to damage the puks. Each phase consists of 50 casts.

    Phase 1: "Control" base 15 int, 15 ice element.

    "Normal" hits - 38/50
    Lowest damage from normal hit - 70
    Highest damage from normal hit - 105
    Average damage from normal hit - 89.6

    "Critical" hits - 9/50
    Lowest damage from critical hit - 98
    Highest damage from critical hit - 118
    Average damage from critical hit - 108.8

    "Partially Resist" hits - 3/50
    Lowest damage from partial resist - 44
    Highest damage from partial resist - 50
    Average damage from partial resist - 47

    "Full Resist" hits (0 damage done) - 1/50

    Phase 2: "Elemental Stat Phase" base 15 int, 79 ice element (104 pts)

    "Normal" hits - 41/50
    Lowest damage from normal hit - 81
    Increase over previous phase - 15.7%
    Highest damage from normal hit - 108
    Increase over previous phase - 2.9%
    Average damage from normal hit - 98.9
    Increase over previous phase - 10.4%

    "Critical" hits - 4/50
    Lowest damage from critical hit - 101
    Increase over previous phase - 3.1%
    Highest damage from critical hit - 123
    Increase over previous phase - 4.2%
    Average damage from critical hit - 112.3
    Increase over previous phase - 3.2%

    "Partially Resist" hits - 5/50
    Lowest damage from partial resist - 52
    Increase over previous phase - 18.2%
    Highest damage from partial resist - 62
    Increase over previous phase - 24.0%
    Average damage from partial resist - 57.2
    Increase over previous phase - 21.7%

    "Full Resist" hits (0 damage done) - 0/50

    Phase 3: "Int Stat Phase" base 79 int (104 pts), 79 ice element (104 pts)

    "Normal" hits - 42/50
    Lowest damage from normal hit - 111
    Increase over previous phase - 37.0%
    Highest damage from normal hit - 135
    Increase over previous phase - 25.0%
    Average damage from normal hit - 122.8
    Increase over previous phase - 24.2%

    "Critical" hits - 4/50
    Lowest damage from critical hit - 131
    Increase over previous phase - 29.7%
    Highest damage from critical hit - 136
    Increase over previous phase - 10.6%
    Average damage from critical hit - 132.5
    Increase over previous phase - 18.0%

    "Partially Resist" hits - 3/50
    Lowest damage from partial resist - 74
    Increase over previous phase - 42.3%
    Highest damage from partial resist - 89
    Increase over previous phase - 43.5%
    Average damage from partial resist - 82
    Increase over previous phase - 43.4%

    "Full Resist" hits (0 damage done) - 1/50
    If that is stats working as intended, its no wonder people can't tell.

    The difference was 10% damage after they spent 104 stat points in INT. Thats almost non existent for the points cost.

    The test of the EU forums found no real difference, but was tested on a level 4 CON, so its no wonder the numbers didn't show anything.

    You'd have to be either stacking nothing but one stat or be basically in the high 20's for Physical level to see any difference at all, and even then its only minor.


    Comparing that to the STR one, there is a 75% increase in damage for similar cost. I still think INT is broken based on that alone.

    If DEX is scaling like INT is, even stacking it would only help you hit 1 more time out of 10 on average, so its a bit of a waste (assuming it scales like INT currently).

  20. #1340
    Sea Torques
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    Double post, sorry ; ;

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