Forum Settings
       
Reply To Thread

Analyzer - Testing ResultsFollow

#1 Jun 22 2007 at 5:01 PM Rating: Excellent
Scholar
***
1,975 posts
Analyzer Attachment - "Increases chance of mitigating the effects of special attacks previously used by the enemy."




Now, I don't know how to precisely translate this description for you, but I have found evidence that it alters the damage taken from at least one TP move. I tested this on DC, EM, and T crabs by observing the weaponskill "bubble shower". Bubble shower is an AoE attack that does a fixed damage to the entire party if unresisted. It can be altered by a magical resistance check as well as magical reduction. Magic defense bonus seems to have no effect.

Apparently bubble shower is HP based, like a breath attack. The crabs in the "without analyzer" testing all thought it would be really funny to wait until they had 1% health to use it. -.- I think breath attacks ignore magic defense, which bubble shower agrees with, since mana jammers and fine tuning merits had no effect. (They did, however, lower the damage appropriately when tested on cursed sphere.)

Another note: I have a magic damage taken -2% earring that I swap for weaponskills. There's a chance that numbers for the master could have been thrown off by 2% because of this. No more than 1-2 numbers should be off, since it doesn't happen that frequently.




The data below is a listing of how much damage the puppet and master take per bubble shower, listed as puppet/master.

For example: 38/43 means that the puppet took 38 damage and the master took 43.






Without Analyzer Bubble Showers
(Results are consistent. The puppet takes the same damage as the master in all cases. The cases where damage wasn't identical were obvious 50% fractional resists.)

0 Earth: 117/117
1 Earth: 2/2
0 Earth: 1/1
1 Earth: 176/176
0 Earth: 1/1
0 Earth: 167/167
0 Earth: 178/178
0 Earth: 55/55
1 Earth: 29/29
0 Earth: 74/149 (Puppet 50% resist?)
0 Earth: 23/23
1 Earth: 34/34
1 Earth: 18/18
2 Earth: 130/130

The following were done on firesday:
0 Earth: 191/191
0 Earth: 72/36 (Master 50% resist?)




Analyzer Equipped Bubble Showers - With Earth Maneuvers
(Almost all cases showed the amount of damage to the puppet has been reduced comparatively to the master. There seems to be a chance, however, that the attachment had no effect. I know that the alteration is due to the analyzer, because no other attachments were changed; the analyzer was simply removed for the previous test.)

0 Earth: 38/43
? Earth: 46/52
? Earth: 59/66
2 Earth: 101/145
1 Earth: 152/191
1 Earth: 25/32
0 Earth: 17/19
0 Earth: 20/23
0 Earth: 55/62
0 Earth: 27/30
Overload 78/87
1 Earth: 95/95 (No effect?)
0 Earth: 151/168
0 Earth: 16/16 (No effect?)
1 Earth: 4/5




Analyzer Equipped Bubble Showers - Without Earth Maneuvers
(Tested without using earth manuevers, even at the start of the fight. The day may have also turned to firesday at some point during this section; I'm not sure what impact that has on the test. This was done as an afterthought, to test the consistency of the attachment. This test proves that an earth maneuver does not have to be used for the attachment to at least have some effect on reducing the automaton's damage taken. The first two results were strange. Perhaps resist rates increased due to firesday.)

0 Earth: 137/68 (Master 50% resist?)
0 Earth: 16/9 (Master 50% resist?)
0 Earth: 19/22
0 Earth: 28/56
0 Earth: 162/181
0 Earth: 162/181
0 Earth: 54/61
0 Earth: 98/98 (No effect?)
0 Earth: 97/108
0 Earth: 60/67
0 Earth: 38/43




Conclusion
The middle section of data shows that without the analyzer, the puppet takes the same amount of damage as the master (not counting fractional resists). There seems to be a connection between the damage taken and equipping the analyzer. I think the earth maneuvers are slightly increasing its effectiveness, although I'm not sure if the effect increases over time (horologocial?) or if the maneuvers simply have to be present when the TP move goes off.

It's also worth noting that this may be the only way to reduce damage from certain TP moves. As I stated before, bubble shower is unaffected by magic defense bonus; mana jammers and merits have no effect. For example, you're probably going to want this equipped if you're fighting against goblins, due to bomb toss, or enemies with breath attacks.

Also, if this attachment alters the damage taken from TP moves, then it's highly unlikely that it also has anything to do with shield bash. I hear a lot of rumors that this somehow increases the activation and success rate of shield bash, with little or no justification. There's no reason to believe this is the case anymore. This attachment has nothing to do with shield bash. Myth busted.

Edited, Jun 22nd 2007 9:05pm by Nateypoo

Edited, Jun 22nd 2007 10:25pm by Nateypoo
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#2 Jun 22 2007 at 6:31 PM Rating: Excellent
Scholar
**
384 posts
Awesome as always dude. Thanks for the work.

Lotan
____________________________
ClanBEB - http://www.ffxi.blueelephantbrigade.com
#3 Jun 23 2007 at 5:54 AM Rating: Excellent
Scholar
**
681 posts
i've always been under the impression that the effects are horological. though we still don't know exactly how those work. we don't know if that's over the entire time that the maton is out (doubtful) or if it is per battle (the way i'm leaning). i think that the attachment lowers spammed TP moves... a la Cursed Sphere on flies that tear us to shreds. that's just my thought though. there is also the shieldbash theory, but idk about it.
#4 Jun 23 2007 at 3:38 PM Rating: Excellent
Scholar
***
1,975 posts
Quote:
i think that the attachment lowers spammed TP moves
It definitely does with bubble shower at least. I could test cursed sphere as well, to see how it stacks. Further tests are showing 10% increments per earth maneuver.

10% 0 Earth
20% 1 Earth
30% 2 Earth




I'm guessing it's not horological, because the damage reduction increases substantially if an earth maneuver is used immediately prior to a bubble shower.

1 Earth: 49/62 (79.0%) <--- earth maneuver applied seconds before shower went off




There was also a crab that did two showers over the course of 60 seconds. The damage taken spiked from ~80% back up to ~90%:

1 Earth: 40/51 (78.4%)
0 Earth: 30/34 (88.2%) <--- maneuver dropped right before the next shower




I also let a full HP crab punch me for a while to build TP. Larger damage numbers give more accurate percentages:

0 Earth: 180/200 (90.0%)
1 Earth: 160/200 (80.0%)

It also did 200/200 twice when the crab was unclaimed. I have to test that again to see if that's what caused it. There appears to be a chance that the attachment does nothing at all. This happened in 9 of the 58 trials (15.5%). It happened a couple times immediately after an ADD, so I'm suspicious there may be a wait time involved. I'm not sure if this is an indication of horological behavior. Also, the puppet does not have to be deployed on the enemy at all. In the tests with 200 damage, I only deployed and retrieved to cure myself, thereby never damaging the crab. I'm getting some strange numbers sometimes so I don't have anything totally conclusive yet. Sometimes one earth will be active and it will only reduce damage to 90% instead of 80%. It is obvious though that adding earth maneuvers is having an effect; the 10%/20%/30% appear to be the maximums. I'm not seeing any numbers between 80% and 90% though, so I think something causes the damage reduction to spike immediately in 10% increments.




Also, I did five more trials without the analyzer, because I didn't have that many before. The showers did full damage each time again:

1 Earth: 56/56
1 Earth: 40/40
1 Earth: 25/25
1 Earth: 142/142
1 Earth: 28/28

From my other trials, bubble shower did full damage 15% of the time. The chance of about twenty trials doing full damage is 0.15^20, which is extremely rare. I'm pretty certain it's the analyzer doing this.

Edited, Jun 23rd 2007 7:49pm by Nateypoo
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#5 Jun 23 2007 at 6:15 PM Rating: Decent
Scholar
***
2,007 posts
I wouldn't worry about firesday effecting your results. Since water is strong against fire, the day would have no effect on your tests with bubble shower. Thunder day would effect it (weaker), as well as watersday (stronger)
____________________________
(I don't speak any Non-Pet)
-Kairos lvl300 petmaster Caitsith
-----------------
This resulted in a backlash from the PLD. "He saved u lot from dying by using his 2hour!" *eyeroll* Bitch, please. I'm a mother-@#%^ing-DRAGOON. -Kellinda (Live Journal)
#6 Jun 23 2007 at 7:45 PM Rating: Excellent
Scholar
***
1,975 posts
I wasn't sure if firesday had an effect on it, so I listed it anyway. I tried looking it up, but for some reason I only found obvious things like how watersday would give a bonus to damage.

Hmm, do you happen to know if an AoE attack gets the random day/weather bonus, if it procs for all targets at once?

It may not even matter, I'm not sure. I'll try to stick to neutral days anyway.
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#7 Jun 24 2007 at 4:14 AM Rating: Decent
**
503 posts
If this works on Citadel Buster, may need to get a few LSmates to come PUP to proto-ultima instead :o
#8 Jun 24 2007 at 12:54 PM Rating: Decent
***
1,088 posts
A very good job, natey. I'm impressed. We do need more testing on it, I'll do what I can when I get the chance. I have something to add for the moment:

In my experiences as a BLM, a magic type attack cast on the day it is strong to has no relative effect. Only the days that have the same element or strong the attack's element seem to have an effect. Thus Firesday shouldn't be a problem.

Though it also shouldn't really matter to your results if it did anyway if the analyzer does work out as derived (meaning a flat out percentage mitigation from the TP move).

Edited, Jun 24th 2007 1:55pm by Kametame
____________________________
Name: Kametame
Server:Lakshmi
Linkshell: Anduril

PUP: TP Gear|EVA Gear| WS Gear|/SCH Gear
Quote:
When you assume, you make an ass out of you and me.

"lol@PUP" indeed
#9 Jul 12 2007 at 12:30 AM Rating: Excellent
Scholar
***
1,975 posts
Analyzer Attachment - "Increases chance of mitigating the effects of special attacks previously used by the enemy."

I did some more testing on this. I guess there's a catch to the attachment, and it's just as it lists. The reason I was getting unusual numbers in my testing was due to the "previously used by the enemy" part. Apparently the analyzer keeps track of the last TP move the puppet was hit by. If the puppet is hit by the same special move multiple times in a row, the damage is reduced. If the puppet is hit by a different special move, it takes full damage. I haven't totally confirmed this, but I think this is the way it works:

100% damage - The puppet is hit by a special move for the first time.
90% damage - The puppet is hit by the same special move 2x in a row.
80% damage - The puppet is hit by the same special move 3x in a row and an earth maneuver is up.
70% damage - The puppet is hit by the same special move 4x in a row and 2x earth maneuvers are up.
60% damage - The puppet is hit by the same special move 5x in a row and 3x earth maneuvers are up.



Observations:
What's unusual about this attachment is it has nothing to do with durations, time, or the mob. The attachment only keeps track of the last special move you were hit with, and how many times you were hit with it previously. If you are hit with a different special move, it completely forgets everything, and only keeps track of the most recently used special move. Reactivation makes the puppet lose all knowledge of previously used special moves. I assume zoning has the same effect.



Example:
Bubble shower, no earth, puppet takes 100% damage. Full damage on first encounter with a special move.
Bubble shower, no earth, puppet takes 90% damage. Second encounter, damage is reduced by 10%, even with no earth maneuvers used.
Bubble shower, no earth, puppet takes 90% damage. Third encounter, but damage taken is still 90% because no earth maneuvers were used.
Bubble shower, 1x earth, puppet takes 80% damage. Earth maneuver lowers the damage by another 10%, but only after 3x special moves in succession.
Fly uses cursed sphere, puppet takes 100% damage. Analyzer count is reset, due to a new special move.
Crab uses bubble shower, 1x earth, puppet takes 100% damage. Full damage, all knowledge of previous bubble showers was erased by cursed sphere.
Crab uses bubble shower, 1x earth, puppet takes 90% damage. Bubble 2x in a row, earth maneuver still has no effect.
Crab uses bubble shower, 1x earth, puppet takes 80% damage. Bubble 3x in a row, earth maneuver finally kicks in.
Crab uses bubble shower, 1x earth, puppet takes 80% damage. Bubble 4x in a row, but remains at 80% for one earth maneuver.
Crab uses bubble shower, no earth, puppet takes 90% damage. Earth maneuver drops, damage taken jumps back to 90%.
Deactivate and activate a new puppet.
Crab uses bubble shower, no earth, puppet takes 100% damage. Reactivation resets the count, full damage is taken.
Crab uses bubble shower, no earth, puppet takes 90% damage.
A fly is killed, but the puppet is not hit with any special moves.
Crab uses bubble shower, no earth, puppet takes 90% damage. The count carries across multiple mobs.
Take a 20 minute break.
Crab uses bubble shower, no earth, puppet takes 90% damage. The count is unaffected by the amount of time in between uses of the special move.



Testing needed:

The 100% and 90% marks I'm pretty certain about.

The 80% mark I'm somewhat sure; the damage taken definitely spikes back to 90% if an earth maneuver drops. I haven't totally confirmed that the puppet has to be hit three times to achieve 80%, but from a very limited amount of data it looks to be the case.

The 70% mark I haven't tested well, but I have seen the damage taken drop to 70% with two earth maneuvers present. I assume the special move needs to be used four times in a row, but that part is completely untested.

The 60% mark I'm totally unsure of, it's just an assumption based on the other numbers.



Further notes:
So far, I know this attachment definitely works on bubble shower, cursed sphere, and venom. It's apparent by a precise drop in percentage of damage taken. The numbers work out to be exactly 90%, 80%, and 70% (60% unconfirmed); there is no estimation on these. Also unconfirmed, but I have a hunch that this works on status effects as well. I was hit with a mandragora's dream flower, which put both myself and the puppet to sleep. The effect wore off my puppet a few seconds before it wore off me. If it had been a partial resist, then the sleep duration would have been cut by half, not just by a few seconds. I believe a 10% reduction was applied to the status effect duration as well.



Conclusions:
This attachment is situational, but the situations in which it's useful come up a lot. I would say it's best used whenever AoEs are present, especially if the puppet is going to be hit by the same AoE move repeatedly. It may still be worth equipping even if there are multiple AoEs in a scenario, on the offchance a move gets used twice in a row. You have to know your enemy to protect yourself against AoEs. If you're in a party, your puppet is not likely to get hit directly by the enemy; defense attachments may not be needed unless physical AoEs are a threat. Likewise, evasion attachments only work on physical attacks that are capable of being dodged, and mana jammers only work on some forms of magic damage. The analyzer appears to protect against all damage types, and may be the only attachment capable of reducing certain types of damage. For example, only the analyzer can reduce the damage taken from bubble shower and breath attacks. Also, if the analyzer is proven to work against status effects, it may be desirable in other situations as well. The same rules apply. If only one or two moves are used repeatedly, the cut duration on a status effect would be worth it. I'll have to test that one again, because it could be quite useful in situations where the eraser is undesirable.








Quote:
If this works on Citadel Buster, may need to get a few LSmates to come PUP to proto-ultima instead :o
The puppet would have to be hit with it more than once, so probably not. Although, I suppose with mana jammer I and II plus some water maneuvers, you could push the damage down to 70%, or 60% with merits. With auto-repair I and II on, the puppet may actually survive. You could try it with the sharpshot head and valoredge body for more water + light slots. Were you implying to use puppet sacrifices? lol
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#10 Jul 12 2007 at 12:46 AM Rating: Decent
Scholar
**
489 posts
interesting results.. the AI seems very weird tho.. Perhaps it can only analyze 1 type of mob at a time, so if you switch to a different mob, all 'analysis' is reset.. I'd recommend tests with cactuars. 1000 needle damage would give you better numbers to work percentages on as long as Equalizer is off. If needleshot doesnt affect analysis, then you should be getting clearer numbers like 500 -> 450 -> 400.. which probably help you analyze the trend better
____________________________
Arciel Spira | SMN PUP BST DRG RDM
Bahamut
wilddragonchase.com
#11 Jul 12 2007 at 9:55 AM Rating: Excellent
Scholar
***
1,975 posts
Quote:
Perhaps it can only analyze 1 type of mob at a time, so if you switch to a different mob, all 'analysis' is reset
The analyzer has no knowledge of mobs. It only knows what special moves it was hit with. You can fight all the mobs in the world, and it will still retain the count so long as the puppet is only hit by the same special move. In fact, your puppet does not even have to be engaged to the mob. The analyzer will still take effect if you're just standing there, out of combat, and the puppet gets hit with an AoE or cone attack. It remembers what it was hit by. If you're hit by a different special attack, all analysis is reset, and it begins analyzing the new special move.





Quote:
1000 needle damage would give you better numbers to work percentages on as long as Equalizer is off. If needleshot doesnt affect analysis, then you should be getting clearer numbers like 500 -> 450 -> 400.. which probably help you analyze the trend better
I'm already getting exact numbers. The largest damage source was 200, and the percentages from that were precisely 90% (180/200) and 80% (160/200). All other percentages of damage are within the error amount of 90% and 80%. The damage trends are repeatable and predictable. The numbers are clear enough that it's easy to tell the difference between tiers of 10% reductions, unless the damage is exceptionally low (under 30 damage or so).
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#12 Jul 12 2007 at 3:06 PM Rating: Default
Scholar
**
664 posts
anyone consider doing tests in ballista? maybe have someone use an elemental weaponskill at 100%. The damage shouldn't differ much.
____________________________
"Our deeds determine us, as much as we determine our deeds." George Elliot

Urian of Caitsith: Pup 75, Drk 75
#13 Jul 13 2007 at 6:36 AM Rating: Excellent
Scholar
**
681 posts
i wonder if this would work on that one puk move that has the push back on it... that would be really useful as it tends to drain my auto's hp very quickly for some reason. testing time for myself (even if it is only a 10% reduction... that's still a reduction)
#14 Jul 13 2007 at 7:46 AM Rating: Decent
Scholar
**
724 posts
This would be useful for soloing birds in non-COP areas, since they only have 2 moves, Wing Cutter and Helldive. If your puppet is tanking that is.
____________________________
Tarutaru character: Littlegalka *PUP 75* RNG66 THF51 PLD45 NIN41 BRD41 WAR37 BST36 COR23 DRK20
Guard Skill: 205

Merits: 35 (all obtained through soloing)
Saturnis wrote:
in pup way there's no unique good setup and behaviour, we are a job bound to experimentation.
MachineKingdom (All PUP ls on Titan) website:
http://z11.invisionfree.com/machinekingdom/index.php?act=idx
#15 Jul 13 2007 at 8:01 AM Rating: Good
31 posts
Was there any confusion about how this ateachment works before?

My english isn't the best so I won't say that I really understand the english description of the Analyser. But the german translation for the Analyser is pretty clear saying that once enemy used an special attack there is a chance to resist that attack the next time it's used.

Oh and before somene gets offended by this now: It was a simple qeustion, nothing more.
____________________________
Character: Calee
Server: Seraph
San d' Oria Rank: 10
Windurst Rank: 6
ToAU: 42
ZM: 14
CoP: 2-5

"Master of Manipulation"

Pup 75/Drg 65/Whm 41/War 37/Blm 37/Nin 35/Rdm 28/Mnk 26/Smn 20/Thf 20/Rng 19/Blu 13

"If you watch the wolf too concentrated, a mouse will bite in your feet."
#16 Jul 13 2007 at 9:17 AM Rating: Decent
Scholar
*
196 posts
We knew that there is a resist in the attack. What the tests did was to show how much damage reduction would happen. It also showed that to get further benefits, the master had to use earth maneuvers as well.
#17 Jul 13 2007 at 3:22 PM Rating: Excellent
Scholar
**
384 posts
To the two above posters, yes there was a lot of confusion. The "popular theory" was that it increased shield bash rates/trigger.

In fact the wiki page still has that as an unconfirmed explanation.

I think Natey has given us some "Without-a-doubt" type info here that will hopefully quiet the shield bash rumors.

Lotan
____________________________
ClanBEB - http://www.ffxi.blueelephantbrigade.com
#18 Jul 13 2007 at 5:23 PM Rating: Excellent
Scholar
***
1,975 posts
Yeah, it was mostly to end the shield bash rumors. Beyond that, I'd like to know how this thing functions so that we can form strategies around it.

For example: there's no reason to use an earth maneuver at all with this attachment until several special moves have been used. That may be a tactical concept if you're specifically fighting an enemy with lethal AoE, as your maneuvers may be better used in other elements. If you see it use a move twice in a row, you can use an earth maneuver in preparation for the third.





Quote:
i wonder if this would work on that one puk move that has the push back on it... that would be really useful as it tends to drain my auto's hp very quickly for some reason. testing time for myself (even if it is only a 10% reduction... that's still a reduction)
I've only tested it on a few things, but it has worked on all of them so far. I'm sure it would work on wind shear. The real question is whether it also works on obfuscate (AoE flash effect). Obfuscate could reset the count on the analyzer, causing it to fire only half the time on average since there are two AoE moves to choose from. You'd only get a 5% damage reduction on average, in that case. It may still be worth equipping though. It's a tough call.
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#19 Jul 13 2007 at 10:26 PM Rating: Good
**
502 posts
Nice work! AOE damage has always been the bane of Pet Jobs in a party environment. Sounds like a good attachment to have on when fighting Goblins since the memory carries over from one mob in the chain to the next. Same for Cursed Sphere, if you keep your Auto out of the path of Venom.
#20 Jul 13 2007 at 11:03 PM Rating: Decent
Scholar
**
664 posts
Janacy wrote:
Was there any confusion about how this ateachment works before?

My english isn't the best so I won't say that I really understand the english description of the Analyser. But the german translation for the Analyser is pretty clear saying that once enemy used an special attack there is a chance to resist that attack the next time it's used.

Oh and before somene gets offended by this now: It was a simple qeustion, nothing more.


Janacy could you post the german attachment description for the tactical processor and turbo animator please. Just curious to see if its different.
____________________________
"Our deeds determine us, as much as we determine our deeds." George Elliot

Urian of Caitsith: Pup 75, Drk 75
#21 Jul 14 2007 at 5:43 PM Rating: Decent
31 posts
Quote:
Janacy could you post the german attachment description for the tactical processor and turbo animator please. Just curious to see if its different.


Tactical Processer: "Verkürzt Entscheidungszeit, begünstigt Überladung" That's not different from the english description and I also don't really understand what it is used for.


Turbo Animater: "Die verbesserte version des herkömlichen Animators. Dank der höheren Übertragungsrate werden Befehle schneller übermittelt." That only describes the 2 second faster maneuver casting.
____________________________
Character: Calee
Server: Seraph
San d' Oria Rank: 10
Windurst Rank: 6
ToAU: 42
ZM: 14
CoP: 2-5

"Master of Manipulation"

Pup 75/Drg 65/Whm 41/War 37/Blm 37/Nin 35/Rdm 28/Mnk 26/Smn 20/Thf 20/Rng 19/Blu 13

"If you watch the wolf too concentrated, a mouse will bite in your feet."
#22 Jul 14 2007 at 6:19 PM Rating: Decent
Scholar
**
664 posts
Janacy wrote:
Quote:
Janacy could you post the german attachment description for the tactical processor and turbo animator please. Just curious to see if its different.


Tactical Processer: "Verkürzt Entscheidungszeit, begünstigt Überladung" That's not different from the english description and I also don't really understand what it is used for.


Turbo Animater: "Die verbesserte version des herkömlichen Animators. Dank der höheren Übertragungsrate werden Befehle schneller übermittelt." That only describes the 2 second faster maneuver casting.


Thank you ^^
____________________________
"Our deeds determine us, as much as we determine our deeds." George Elliot

Urian of Caitsith: Pup 75, Drk 75
#23 Jul 15 2007 at 11:10 PM Rating: Excellent
Scholar
***
1,975 posts
Quote:
That only describes the 2 second faster maneuver casting.
There's no known difference other than the +2 DEX on the turbo animator. Maneuver recast time is still 10 seconds, regardless of the animator used.
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#24 Aug 01 2007 at 6:32 PM Rating: Excellent
Scholar
***
1,975 posts
Someone cross-forum posted this on KI recently: http://ffxi.killvoid.com/forums.php?m=posts&q=158261

Nudecke wrote:
I now have proof that analyzer does indeed effect TP moves and the damage done by them. I went ahead and tested it on 1000 needles. The testing isn't very complete at the moment because I was mostly playing around but the Analyzer did decrease the damage done by 1000 needles over the course of a fight. The first one did 500 damage, the 2nd one did 470 while the 3rd one did 423. This is with 1 earth maneuver up and repeated use of 1000 needles. 500 damage was done to me each of those 3 times. It would seem to have a memory as well because one cactuar did the first 1000 needles while another one did the other 2. In fact, I even logged out and recalled my automaton between the first and second 1000 needles. This testing is more concrete then the original testing done on Alla because 1000 needles does exactly 500 damage solo and can only be reduced by -dmg%.

Judging by the actual numbers, it would seem that 470 is 96% of the first 500. 423 is 90% of the 470 before that. So it seemed to have cut the first damage by 4% and the 2nd by 6%. Further testing is required of this and cactuars are the best subjects for it. I was just playing around when I noticed this but I might do some testing with it later. Btw, the reason there is only 3 1000 needles in my test is because I died and delvled -.-
In response, I decided to test this personally, because there was no way those numbers could be right. As I've stated before, bubble shower damage cannot be reduced in any way, aside from fractional resists and equipment that specifially says -x% magic damage. This alone was a good indicator that the analyzer probably affects all TP moves, since neither the equalizer nor the mana jammers can reduce its damage. I might also add that this is not true of 1000 needles, for which the damage IS reduced by the equalizer, as noted in this thread: http://ffxi.allakhazam.com/db/jobs.html?fjob=18;mid=1169801486323378729;num=1;page=1 I've also stated the percentages I've been getting are extremely reliable, always coming out to be exactly 80% or 90%.




Anyways, I did a few trials and it was behaving as normal. Unlike in my testing with bubble showers, I finally was able to get the mob to use a special move while three earth maneuvers were active.

0 Earth Maneuvers = 450/500 = 90%
1 Earth Maneuvers = 400/500 = 80%
2 Earth Maneuvers = 350/500 = 70%
3 Earth Maneuvers = 300/500 = 60%

The attachment percentages are exactly as I predicted. Even the 70% and 60% for 2 and 3 earth maneuvers are finally confirmed; I feel totally confident in these numbers now. The only thing I'm still not sure of is if the special move has to be used 4-5 times in a row to reduce by 70% and 60%. I still haven't tested that. I believe 3x is true for 80% though.




I'd also like to add that I noticed something else that's interesting. I had the puppet tank at one point, which made him subject to a second special move, "needle shot". Needle shot would reset the count for 1000 needles even though it missed every time. Thus, special moves are still counted even if they completely miss, as long as the automaton is included as a target for the move.













So what did the OP from the KI post do? I really have no idea... but this is what I think he did:

His first run, the puppet took the full 500 damage, because it was the first instance of the move. He then logged out, which thereby reset the count (the count does NOT carry over across activations). For whatever reason, the OP equipped an equalizer without telling us, because he didn't know it would affect the experiment. (I don't know of any other way to reduce 1000 needle damage, so I'm assuming it was the equalizer at work.) With one earth maneuver, the OP reduced 500 damage to 465, which is real close to SnickySnacks' reported 475 damage in the equalizer test. On the OP's third trial, the count is now the second time the TP move has been used in a row, due to the reset. Thus, the automaton took a reduced 90% damage after the equalizer damage reduction was factored in. His test is curious though. It says the analyzer is applied after other forms of damage reduction (multiplicatively). It may also imply the equalizer damage reduction is altered by the puppet's maximum HP. Hmm..
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#25 Aug 04 2007 at 3:02 AM Rating: Decent
31 posts
Quote:
There's no known difference other than the +2 DEX on the turbo animator. Maneuver recast time is still 10 seconds, regardless of the animator used.


Never mind, my mistake. I apologize.

Edited, Aug 4th 2007 10:52am by Janacy
____________________________
Character: Calee
Server: Seraph
San d' Oria Rank: 10
Windurst Rank: 6
ToAU: 42
ZM: 14
CoP: 2-5

"Master of Manipulation"

Pup 75/Drg 65/Whm 41/War 37/Blm 37/Nin 35/Rdm 28/Mnk 26/Smn 20/Thf 20/Rng 19/Blu 13

"If you watch the wolf too concentrated, a mouse will bite in your feet."
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 20 All times are in CDT
Anonymous Guests (20)