Groups umm 10th +2 and 3/3 for me.
http://img18.imageshack.us/img18/701...0923002614.png
Groups umm 10th +2 and 3/3 for me.
http://img18.imageshack.us/img18/701...0923002614.png
Damn bet augment Zanshin is something cool like +10 acc !
What I want to know is if the set bonus works w/ only 3 pieces, or if we have to wait until they release the other two to get it.
that new gear looks pretty fucking hot
Testing on the Automaton: TP bonus on the Cirque Capello +1:
Testing for bonus TP with valoredge:
Normal TP round without capello:
9%
18%
27%
37%-4
46%
55%
65%-3
74%
83%
93%-3
102%
So he gets 9.3% TP per hit.
368 damage Cannibal Blade at 102% TP.
With Capello +1 (Deactivated to clear any TP just in case):
9%
18%
27%
37%
46%
*insert break to solve a brown casket here
*rage! failure!
55%
65%
74%
83%
93%
102%
9.3% TP per hit
So the automaton: TP bonus does not apply to TP rounds. Not surprising, with the avatar version being to blood pacts.
Cannibal Blade at 102% TP with capello: 380 damage.
Cannibal blade at 155% TP with capello: 406 damage
Cannibal blade at 102% TP without capello: 368 damage (I did it a second time. This ws is consistant magical like damage that goes up with more TP)
Cannibal blade at 155% TP without capello: 394 damage...
This... maybe I just am ignorant of math, but it doesn't seem to bode well. From what it looks like, thats a paltry 20% tp bonus, if that... >..>; But then again, I don't know cannibal blade's mods, other than sword skill of automaton increases damage. (Mine is 308 )
/sigh... going to bed, hopefully the answer isn't so depressing in the morning.
P.S. Fun fact: Cannibal blade always gives the auto 0% TP return. Am I nuts? I thought even magical ws gave TP return...
P.P.S: Cannibal blade is not affected by magic attack bonus for pet either. with capello and +16 Pet: MAB, 380 damage. /cry
Methinks you're confusing TP Bonus with Store TP. Only the second part of your testing is relevant to the "Automaton: TP Bonus" on the Cirque Capello +1.
Cannible Blade isn't magical. It's a consistent damage physical WS that does give no TP return. Basically have it do it to a mob with Physical Immunity up and it'll do 0 damage. Magical Immunity instead and it'll do full damage (according to mobs physical defenses).
I didn't confuse it whatsoever. <.< I was just testing to make sure that it wasn't poor wording on SE's part, since they're known to do crap like that from time to time, and there would bound to be people who asked me why I didn't test for it. Anyways, I'm not really sure how to test for the TP bonus here, since I don't even know the modifiers for cannibal blade or ftp for it. Halp.
K, so I figured since we have no clue what the Ftp of Cannibal blade is, nor the mods other than that auto melee skill boosts it, and it's extremely stable damage, I figure I might as well collect data on it and see if someone can figure it out from there. Obviously, sneak attack is out, and pointless for this ws anyways, but I still want to do this on level 1 mobs outside town. How much info do we need? ws damage from 100%/200/300% TP? every 50% TP? I got myself to 5.0 TP per hit for myself, and I'm using tactical switch to give it to Oniwaka, so that is taken care of at least. Since each maneuver gives +7 to a maneuver excluding dark, which is what prioritizes cannibal blade, I figure I'll do a ws at 100% TP with two dark and 1 of another maneuver for each of the others to test mods as well. I'll also do a 100% tp ws with AF3+1 pants for 5 more melee skill for Oni.
Anything else I'm missing and need to do for this?
::Edit: test results::
Ok, here's the data I've collected on Cannibal Blade:
Automaton: Valoredge Head/body
@ 303/334 Melee skill (yes, yes, I suck, I know, but melee skillups come as often as guard. No, maybe less. It's THAT bad.)
Stats @ level 85:
STR: 88
DEX: 78
VIT: 87
AGI: 72
INT: 68
MND: 80
CHR: 81
Attack: Unknown, cause SE sucks like that
Defense: unfortunately all too known, ([VIT/2] + 8 + Level + 10), or in this case, 43+8+85+10 = 146 + 25% boost from optimization merits.
Anyways, all cannibal blades are used against level 1 bees outside ronfaure, to keep things even.
These are @ 303 melee skill, without any maneuvers to boost stats, and no capello TP bonus:
100%: 367 damage
200%: 416 damage
300%: 466 damage
From this, it looks like every 2 TP gives one more damage.
These are @ 303 melee skill, without any maneuvers to boost stats, and with capello TP bonus:
100%: 379 damage
200%: 428 damage
300%: 466 damage
From this, it looks like the capello+1 gives... a 25% TP bonus... ew.... I seriously hope the +2 gives 100% TP bonus, cause 25% seems kinda crappy when, out of your three most commonly used automaton weaponskills, armor piercer doesn't vary much with more TP (a little bit but not much), cannibal blade gains only 12 damage, and magic mortar should be doing 0 damage no matter your TP since your whm bot shouldn't be hurt. <.<;
These are all @303 melee skill, without capello +1 TP bonus, and various maneuvers to boost their related stat by 7. All were done at 100% TP.
STR +7: 367 damage
DEX +7: 367 damage
VIT +7: 367 damage
AGI +7: 367 damage
INT +7: 367 damage
MND +7: 367 damage
CHR +7: 367 damage
So it appears that none of the primary stats affect damage. Sadness.
Finally, cannibal blade, with Cirque pantaloni +1, +5 to melee skill:
100% TP: 367 damage...wait, whoops, I forgot to equip the pantaloni. FUUUUU :builds TP agonizingly slowly one one shot killed mobs again: Ok, with pantaloni this time: ...367.
300% TP: 466 damage...
Well fuck, this seems to throw out everything we knew about cannibal blade out the window. I would need a pup with 334 (5/5 automaton melee merits, or 339 skill with 5/5 merits plus pantaloni +1) skill, to make sure this just isn't a reaaaaaaaaaaally tiny mod.
So, any math wizards wanna help me figure out the formula for cannibal blade, Ftp, and TP bonus on cirque head? I'm thinking perhaps it's related to either melee skill, or level of automaton, because at level 50 oniwaka did in the 200 range with it at 100% TP, but I'm not sure how to find this out. ><;
At about 100% my Cannibal Blades with capped skill (with pants) go to 408 or so. Don't have head to help out :/
I'm not sure if this was addressed before. After doing some quick hasso+reraise testing, it seems like you dont have to have the SAM AF3 +1 legs on when you use hasso. If you swap them on when hasso is active, you get the bonus haste too. Also tested if you activate Hasso with AF3+1 on, the bonus haste doesnt carry over if you switch to Byakko's afterwards. So it just seems like if hasso is active and you have AF3+1 on, you get it. I don't have +2s so these numbers are only for the +1s.
Hasso + Byakko's Haidate (5%) = 1min25s recast on Reraise
Hasso(AF3 on for activation) + AF3+1 = 1min25s recast on Reraise
Hasso(AF3 off for activation) + AF3+1 = 1min25s recast on Reraise
Hasso + Dusk Gloves+1 (4%) = 1min26second recast on Reraise (used this as my 4% haste to compare against af3+1 legs)
Hasso(AF3 on for activation) + Byakkos = 1min25s recast on Reraise
Anyone tested the WAR AF3 Enhances Retaliation?
Parse yourself getting beaten on with them, save it, and then parse yourself getting beaten on without them versus the same mob population.
I have them and I'm *faaaairly* sure it's counter rate. I would put my counter rate at ~1/3 without and ~1/2 with, but I can't do the test until my computer arrives and gets set up.
I may be really behind on this, but I thought the Hasso bonus was in the form of JA haste which just effects swing speed. You might be seeing the difference in rounding between two different fractional amounts of haste on the items? Remember all haste % are not created equally. It could also be the case that the AF3 +1 are mislabeled.
Either way, I don't know why any Hasso effect would be decreasing your cast time at all. It is not the right kind of Haste.
Ah I see, I guess it makes a bit more sense now. When I first saw Failure's test, the testing method didn't jump out at me and seem strange until it was stated again in your similar test XD. It's still a bit weird that only the bonus 'attack speed' given to Hasso by the AF3 pants helps with recast timers, whereas the original 10% doesn't. I guess a thing to test next would be what type of haste it counts as.
Yea the pants definitely do affect recast as someone tested in an earlier thread. This is why we're able to get such an accurate reading on the amount of haste granted. It appears as though the haste granted is equipment haste, but it won't be 100% until someone obtains AF3+2 Head with maxed haste gear to put themselves over the 25% haste cap /w the enhanced hasso. For now most people are assuming it is equipment haste because it affects recast, unlike any type of known Job Ability haste~