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Aeolian Edge Mods?Follow

#1 Oct 08 2010 at 4:46 PM Rating: Good
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Does anyone have any info on Aeolian Edge like it's fTP, mods, or dInt? I can't seem to find anything about this WS besides "heavily modified my magic attack bonus" on the wiki page >.>
#2 Oct 08 2010 at 5:21 PM Rating: Decent
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which is funny, it just gets the same MAB damage bonus as anything else magic...

Most likely just a higher version of cyclone mods, dex and int.
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#3 Oct 08 2010 at 8:15 PM Rating: Good
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I'm wondering because I know a lot of Ele WS got buffed in the last update and with Sanguine that gave it a dInt of 2 meaning even int you have above your target you gained 4 damage which is quite different then older Ele WS where their mod was some stupid crap like .25 or something.

Edit: Going to add some different numbers here that I got from a quick test from monsters outside Holla. All the WS were done around 100-105 TP with a Blau. They were done on different monsters so their Int and Dex might be slightly different but they shouldn't vary too much.

AE: 453 - 95 Int, 53 Dex, 24 MAB
AE: 455 - 75 Int, 74 Dex, 24 MAB
AE: 473 - 77 Int, 74 Dex, 29 MAB
AE: 473 - 112 Int, 53 Dex, 24 MAB
AE: 482 - 106 Int, 76 Dex, 24 MAB
AE: 487 - 112 Int, 53 Dex, 29 MAB
AE: 500 - 106 Int, 76 Dex, 29 MAB
AE: 509 - 112 Int, 53 Dex, 34 MAB
AE: 521 - 104 Int, 76 Dex, 34 MAB
AE: 527 - 113 Int, 76 Dex, 34 MAB
AE: 544 - 111 Int, 76, Dex, 39 MAB

Edited, Oct 9th 2010 12:33am by SlashAnonymous
#4 Oct 14 2010 at 3:23 AM Rating: Good
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I'm thinking the MAB works normally like it does with magic spells. Just a simple function of MAB/MDB, applied towards the end of the calculation, after the base damage has been calculated (mods & dINT).

Best way to do it would be to get a bunch of samples with DEX and INT at the same number, then a bunch of samples with only one of those values changed. So like 70dex 100int, then 75dex 100int. Then you can do something like 70dex, 105int.

There's a way to make sure that your sample size is 100% sufficient. But it's not like you have to force yourself to get a huge sample. If you're interested tho, it has to do with dividing the highest dmg in a single sample (a single sample consisting of multiple WS's in the very same equip) by the lowest dmg. If it's about equal to the pDif Max divided by the pDif Min that you should be getting on that mob, then your sample is complete.
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#5 Oct 14 2010 at 1:04 PM Rating: Good
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Shamaya wrote:
There's a way to make sure that your sample size is 100% sufficient. But it's not like you have to force yourself to get a huge sample. If you're interested tho, it has to do with dividing the highest dmg in a single sample (a single sample consisting of multiple WS's in the very same equip) by the lowest dmg. If it's about equal to the pDif Max divided by the pDif Min that you should be getting on that mob, then your sample is complete.


...it's a magical weapon skill?

Am I missing something here because I thought magical WSs worked like nukes and didn't really have much of a random variable besides resists.

Either way, it's harder for me to test since I don't have a thf myself and have to test it on my Rdm which has 24 MAB natively D:

Edited, Oct 14th 2010 3:05pm by SlashAnonymous
#6 Oct 14 2010 at 10:09 PM Rating: Good
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Yeah I wouldn't know because I never really used magical WS's (haven't played since aeolian edge was released), but if there is no fluctuation then yeah, no need for pDif. Should be very easy and quick to find the mods.
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#7 Oct 14 2010 at 11:24 PM Rating: Good
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Based on the rather small sample given there, I'm coming up with INT 70~75%, DEX 63~67%. It looks like it's using a formula that's a little different from the normal magic-WS formula, though:

(K + floor(floor(0.75*INT + 0.65*DEX)*0.98) * MAB = damage, where K is somewhere around 264. (0.98 is probably the alpha value at whatever level you're at.)

pDIF is ignored, and fTP seems to be 1.0 at 100%.

Got a different dagger to test it with?
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#8 Oct 15 2010 at 12:43 AM Rating: Good
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I can test it with a different one though I don't think it should make a difference except for TP. Just a heads up though, I wouldn't trust those numbers for an exact formula, as I popped AE on like 3 different monsters which may have different stats. The testing was more to see what trends the WS had. I'll do some better testing in a sec, now to find a dagger that gives exactly 5 TP.

Edited, Oct 15th 2010 2:46am by SlashAnonymous
#9 Oct 15 2010 at 12:43 AM Rating: Good
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Did some more testing. All of these were done with a Bronze Dagger unless specified. Did this on the Death Wasps outside Lower Jeuno in Rolanberry Fields

Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 74, MAB 24, 455 Damage - Naked

Death Wasp - 100 TP - Thunder 161 - Int 79, Dex 74, MAB 24, 226 Damage - Blau Dolch. Thunder Day Bonus, Half Resist.
Death Wasp - 100 TP - Thunder 161 - Int 79, Dex 74, MAB 24, 455 Damage - Blau Dolch. Thunder Day Bonus

This shows that Base Damage does NOT affect the WS

Death Wasp - 100 TP - Thunder 158 - Int 79, Dex 74, MAB 24, 455 Damage - Burn Inflicted
Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 74, MAB 24, 455 Damage - Rasp Inflicted
Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 74, MAB 24, 455 Damage - Choke Inflicted
Death Wasp - 100 TP - Thunder 171 - Int 99, Dex 74, MAB 24, 472 Damage - -9Str,-9Vit,-11Agi,+20Mnd,+20Chr

This shows that dInt either isn't used or is capped for these monsters, fStr either isn't used or is capped, and that Dex and Int are the only mods (unless the other mods are like less then 10)

Death Wasp - 125 TP - Thunder 147 - Int 79, Dex 74, MAB 24, 483 Damage
Death Wasp - 200 TP - Thunder 147 - Int 79, Dex 74, MAB 24, 569 Damage
Death Wasp - 300 TP - Thunder 147 - Int 79, Dex 74, MAB 24, 644 Damage
Death Wasp - 300 TP - Thunder 156 - Int 86, Dex 74, MAB 24, 654 Damage

Should be able to calculate the fTP with this. Not sure if MAB is calculated before or after.

Death Wasp - 100 TP - Thunder 148 - Int 80, Dex 74, MAB 24, 412 Damage - Day resist D:
Death Wasp - 100 TP - Thunder 148 - Int 80, Dex 74, MAB 24, 458 Damage
Death Wasp - 100 TP - Thunder 159 - Int 89, Dex 74, MAB 24, 465 Damage
Death Wasp - 100 TP - Thunder 161 - Int 90, Dex 74, MAB 24, 465 Damage
Death Wasp - 100 TP - Thunder 166 - Int 94, Dex 74, MAB 24, 468 Damage
Death Wasp - 100 TP - Thunder 167 - Int 95, Dex 74, MAB 24, 468 Damage
Death Wasp - 100 TP - Thunder 171 - Int 99, Dex 74, MAB 24, 472 Damage
Death Wasp - 100 TP - Thunder 172 - Int 100, Dex 74, MAB 24, 472 Damage
Death Wasp - 100 TP - Thunder 177 - Int 109, Dex 74, MAB 24, 482 Damage
Death Wasp - 100 TP - Thunder 177 - Int 109, Dex 74, MAB 24, 529 Damage - Day Bonus. Hit 2 mobs
Death Wasp - 100 TP - Thunder 178 - Int 110, Dex 74, MAB 24, 482 Damage

Should be able to tell what the Int mod is with this, is this a 25% mod?

Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 76, MAB 24, 458 Damage
Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 78, MAB 24, 458 Damage
Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 80, MAB 24, 462 Damage
Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 84, MAB 24, 465 Damage
Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 89, MAB 24, 468 Damage
Death Wasp - 100 TP - Thunder 147 - Int 79, Dex 94, MAB 24, 472 Damage

Looks like Dex has the same mod as Int

Death Wasp - 100 TP - Thunder 159 - Int 89, Dex 84, MAB 24, 235 Damage - Half Resist D:
Death Wasp - 100 TP - Thunder 159 - Int 89, Dex 84, MAB 24, 472 Damage
Death Wasp - 100 TP - Thunder 176 - Int 106, Dex 87, MAB 24, 489 Damage - Hit 2 mobs (538 Day Bonus)

Death Wasp - 100 TP - Thunder 153 - Int 79, Dex 74, MAB 29, 473 Damage - Hit 2 mobs
Death Wasp - 100 TP - Thunder 166 - Int 89, Dex 74, MAB 29, 483 Damage
Death Wasp - 100 TP - Thunder 178 - Int 99, Dex 74, MAB 29, 491 Damage
Death Wasp - 100 TP - Thunder 184 - Int 109, Dex 74, MAB 29, 501 Damage

Death Wasp - 100 TP - Thunder 159 - Int 79, Dex 74, MAB 34, 491 Damage
Death Wasp - 100 TP - Thunder 172 - Int 89, Dex 74, MAB 34, 502 Damage
Death Wasp - 100 TP - Thunder 184 - Int 99, Dex 74, MAB 34, 510 Damage
Death Wasp - 100 TP - Thunder 191 - Int 109, Dex 74, MAB 34, 521 Damage

Death Wasp - 100 TP - Thunder 218 - Int 113, Dex 82, MAB 51, 596 Damage
Death Wasp - 300 TP - Thunder 218 - Int 113, Dex 82, MAB 51, 845 Damage

Using the best gear I had at the time maximizing MAB and treating Int and Dex the same

Just from eyeballing the trends it looks like a 100% = 3.0fTP, 200% = 3.75fTP, 300% = 4.25fTP Int 25% Dex 25%, but I'm probably totally off.


Edited, Oct 15th 2010 7:11am by SlashAnonymous
#10 Oct 15 2010 at 1:41 AM Rating: Good
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SlashAnonymous wrote:
I can test it with a different one though I don't think it should make a difference except for TP.
It shouldn't, but that K=264 figure I came up with happens to be BD's damage rating x8, so I'm just trying to eliminate "it's a coincidence" from how K is figured (because it sure as hell isn't just "level + 2").
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#11 Oct 15 2010 at 5:13 AM Rating: Good
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MDenham wrote:
SlashAnonymous wrote:
I can test it with a different one though I don't think it should make a difference except for TP.
It shouldn't, but that K=264 figure I came up with happens to be BD's damage rating x8, so I'm just trying to eliminate "it's a coincidence" from how K is figured (because it sure as hell isn't just "level + 2").


I think we can safely say that Base Damage doesn't have any effect on the WS.
(Testing posted above, might as well use that double post for something :P)
#12 Oct 15 2010 at 6:05 AM Rating: Good
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I had one hell of a fun time in Abyssea last night with Aeolian Edge.
I was corsair 81 to start (ended at 85), and I used Onvi's Atma of the Heavens, and the synthetic Atma of the Heavens. Basicly I meleed with my weak little range acc dagger and used Fireshot whenever possible (Onvi's atma gives massive magic acc from what I've seen, since I had maybe 3 resists for Fireshot the entire run), and then I tried out Aeolian edge and did about 550 Dmg to the enemy and another close by (I hadn't realized it was AoE). So I just kept doing it, getting totals of massive dmg (1.3k average, max was 2.5k) across multiple enemies.

I nearly got killed several times, but it was worth it since I'd knock a good 10-12% off incoming mobs. It was a fun time to be had for all, and even our run leader got in on it (using sonic thrust), mainly to save my ass several times.

All the healer's had double refresh atma, so they had plenty of MP pretty much all the time.

P.S. I used Accuracy and Store TP rolls, but also used the magic atk/magic acc drink, which boosted my average Aeolian edge to a little over 650 dmg (one time I built to 300% TP and did a 1k Aeolian Edge to two enemies, I only wish I could of hit more enemies with it.)

Edited, Oct 15th 2010 8:08am by Teiei
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#13 Oct 15 2010 at 8:03 AM Rating: Decent
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i had a great time in tahronghi aby too, i was thf puller, i would pull 5-6 mandy and spam aoelin edge. normally i'd do 360-390 dmg but if i pop stalwarths and ascetics, i would do 550 on 6 mobs lol. good thing i had a great whm keepin me alive. one time i used monarchs with stalwarths and ascetics spamming evry few seconds hehe. i didnt equip my moldy, demon ring with mab+3, and ugg pendant they were all in the MH, too bad.
#14 Oct 15 2010 at 6:54 PM Rating: Good
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Okay, here's what I've got:

21 points of combined DEX/INT increase the damage before fTP and MAB by 14.

Current formula:

@100% TP:
floor( (floor( (floor( (DEX+INT+2)*5/21 )+95.25)*2.8 ))*MAB )

@200% TP:
floor( (floor( (floor( (DEX+INT+2)*5/21 )+95.25)*3.5 ))*MAB )

@300% TP:
floor( (floor( (floor( (DEX+INT+2)*5/21 )+94)*4 ))*MAB )

I'm not sure why that figure before fTP is bouncing around like it is, though. (Trying to adjust fTP from 4 keeps it from fitting one of the three @300% WSes' base damage, so it's not fTP being wrong.)
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#15 Oct 16 2010 at 8:38 AM Rating: Decent
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So, I must ask, If the formulas above are right, then dex = int for damage. Is there any armor we can use with a larger INT bonus than DEX? I am sure MA"B wins for most any slot we can use MAB (ears, legs, neck come to mind), but does an int piece ever beat out a dex peice for the slot?

Oh, and weapon damage has never effected any magic WS to my knowledge, dont know why that was even tested lol.
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#16 Oct 16 2010 at 12:51 PM Rating: Good
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LordTrey wrote:
So, I must ask, If the formulas above are right, then dex = int for damage. Is there any armor we can use with a larger INT bonus than DEX? I am sure MA"B wins for most any slot we can use MAB (ears, legs, neck come to mind), but does an int piece ever beat out a dex peice for the slot?
Not that I'm seeing. For that matter, I'm also not seeing any notable pieces with both INT and DEX. (DEX and CHR, sure. Plenty of those. :-/)

Quote:
Oh, and weapon damage has never effected any magic WS to my knowledge, dont know why that was even tested lol.
That was mostly because I noticed something that I was pretty sure was just a coincidence. (What do you know, it was. :-D) It didn't hurt to eliminate that coincidence as a possibility.
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#17 Oct 16 2010 at 1:40 PM Rating: Good
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Keep in mind that in my tests dWhatever was capped. Now we don't necessarily know what dWhatever is but there's a VERY high chance that it's int with it being a magical WS meaning that while the mods are the same int SHOULD pull ahead slightly because of the dInt check.

It's like the equivalent for physical WSs if you have a 30% Str mod and a 30% Chr mod it's usually better to go for the Str mod because extra Str also affects your dStr which will also increase the base damage of your weapon.

So yeah, just keep in mind that Int and Dex are pretty much equal but in the case of a tie breaker the advantage should go to Int

LordTrey wrote:
Oh, and weapon damage has never effected any magic WS to my knowledge, dont know why that was even tested lol.


Doesn't hurt to test lol, better being safe they sorry.

----

Also looking at the data again something seems off about my theory of a 25% mod.
Certainly, a 25% mod would make sense especially with the fact that we know that one of the mod increases is at stat 80, but if it were a 25% mod why aren't there 3 damage increases between 90->100 and why are there 3 damage increases between 100->110 instead.

Looking at this it can say that the mod is likely between 20% (2 increases in damage every 10) and 30% (3 increases in damage every 10), but not 25%? In fact everything so far points to a 23.34% mod...what type of WS has a mod like that O.o. Am I just missing something incredibly stupid?

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MDenham wrote:
LordTrey wrote:
So, I must ask, If the formulas above are right, then dex = int for damage. Is there any armor we can use with a larger INT bonus than DEX? I am sure MA"B wins for most any slot we can use MAB (ears, legs, neck come to mind), but does an int piece ever beat out a dex peice for the slot?
Not that I'm seeing. For that matter, I'm also not seeing any notable pieces with both INT and DEX. (DEX and CHR, sure. Plenty of those. :-/)


Now you know how every Rdm and Pld feels with their Str + Mnd mods, seriously, what has both D:




Edited, Oct 16th 2010 3:43pm by SlashAnonymous
#18 Oct 16 2010 at 1:44 PM Rating: Good
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I wonder if Pendant or WS Gorget would be better for neck slot damage.
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#19 Oct 16 2010 at 2:09 PM Rating: Good
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ThiefKiller wrote:
I wonder if Pendant or WS Gorget would be better for neck slot damage.


Depends on the MDef of the monster and your current MAB but I would think that the uggly would win unless you had a ridiculous amount of MAB because I'm pretty sure MAB*fTP.

Assuming +MAB is 0 before ugly and monsters MDef is normal

Gorget
(100/100)*3.1 = 3.1

Uggly
(108/100)*3 = 3.24

Now say you had +1000 MAB before the ugly

Gorget
(1000/100)*3.1 = 31

Uggly
(1008/100)*30.24

Basically unless you already have over 200 MAB the uggly is going to beat the gorget.




#20 Oct 16 2010 at 8:32 PM Rating: Good
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SlashAnonymous wrote:
ThiefKiller wrote:
I wonder if Pendant or WS Gorget would be better for neck slot damage.


Depends on the MDef of the monster and your current MAB but I would think that the uggly would win unless you had a ridiculous amount of MAB because I'm pretty sure MAB*fTP.

Assuming +MAB is 0 before ugly and monsters MDef is normal

Gorget
(100/100)*3.1 = 3.1

Uggly
(108/100)*3 = 3.24

Now say you had +1000 MAB before the ugly

Gorget
(1000/100)*3.1 = 31

Uggly
(1008/100)*30.24

Basically unless you already have over 200 MAB the uggly is going to beat the gorget.
The mob's MDef is irrelevant to this (you can check that yourself, if you want, or take me at my word).

Assuming the 2.8/3.5/4.0 fTP figures I gave above are correct, though, you need MAB+124 (total MAtk multiplier of 2.24) for the Sea gorgets to match the UPendant.

(If they aren't, it works out to (MAB+100) = fTP * 80. So for fTP @100% = 3.0, it's MAB+140 needed between traits and gear.)
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#21 Oct 16 2010 at 9:26 PM Rating: Good
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MDenham wrote:
The mob's MDef is irrelevant to this (you can check that yourself, if you want, or take me at my word).


O.o, I just did a quick test with Sanquine Blade and "Lowers mag.def. +15" added around 63 damage (909 -> 972) so MDef definitely has an effect on Sanguine Blade at least and probably Aeolian Edge as well, or did you mean something else?

Edit:Err scratch that for a moment...that might of been on darksday

600 -> 706 either sanguine blade is a varying WS (will test that in a sec(just did another 600 so either I'm horribly unlucky or it doesn't vary)) or MDef definitely has an effect.



Edited, Oct 17th 2010 12:03am by SlashAnonymous
#22 Oct 16 2010 at 11:52 PM Rating: Good
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SlashAnonymous wrote:
MDenham wrote:
The mob's MDef is irrelevant to this (you can check that yourself, if you want, or take me at my word).


O.o, I just did a quick test with Sanquine Blade and "Lowers mag.def. +15" added around 63 damage (909 -> 972) so MDef definitely has an effect on Sanguine Blade at least and probably Aeolian Edge as well, or did you mean something else?
Something else. What I meant is that the mob's MDef is irrelevant to whether a WS gorget beats the Uggalepih Pendant.
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#23 Oct 17 2010 at 12:15 AM Rating: Good
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MDenham wrote:
Something else. What I meant is that the mob's MDef is irrelevant to whether a WS gorget beats the Uggalepih Pendant.


*facepalm* yeah, should of caught that.

Also, I wish Aeolian Edge had the same dInt as Sanguine Blade D:
2 per point of int and doesn't cap ;;
#24 Oct 27 2010 at 3:52 PM Rating: Decent
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SlashAnonymous wrote:
Now you know how every Rdm and Pld feels with their Str + Mnd mods, seriously, what has both D:


Not that you'd want to use it, but this immediately came to mind
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