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Various Scholar Clarifications...Follow

#1 Jan 28 2009 at 2:46 PM Rating: Decent
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Hi there I am a 75 Sch on Midgard that has been playing the job since it came out got it to 75 quite fast but now I am finding myself in need of a few clarifications of the job. The first one is for the helix spells...I usually use an int setup for these spells with a few pieces for skill like the elemental torque...goliard cuffs for magic acc over viscious mufflers etc. My question for this is would I be more effective using a full int setup? Swapping out the tourque for say an enlightened chain and use the mufflers over goliard and just pump up the int and MAB, or has anyone seen skill play in a factor. My other question is when using helix's and...could put nukes into the mix to but with 5/5 stormsurge merited would the added int from hailstorm prove most effective on all of the helix or would the initial damage boost from matching the helix with its proper elemental storm be more effective? And one last random question that I have been trying...has anyone tried to Magic Burst twice on a skillchain? Alacrity + AF2 boots + thunder IV then do the same with Fire IV? I haven't fought something thats lasted long enough to truly do thorough testing but was wondering if any of you have tried? Thanks in advanced.

~Nazrial / Midgardsormr/ 75RDM 75SCH 52PLD
#2 Jan 28 2009 at 8:51 PM Rating: Decent
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http://ffxi.allakhazam.com/db/jobs.html?fjob=20;mid=1195940457214724446;num=18;page=1

Short answer to pretty much what isn't answered in the sticky....

If your helix does 115 or more, appropriate weather will increase damage by more than hailstorm's INT. If same weather is already in effect, then it would only take 105 base damage to be more from appropriate weather.

If you time it right, I would say relic boots + alacrity would probably let you MB twice. I personally wouldn't want to do this myself, as it would most certainly lend me the taste of dirt quite quickly. If you want to, try it. Next time, please read the stickies before posting.
#3 Jan 30 2009 at 3:29 PM Rating: Good
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Bugy answered the helix part already pretty well. The best bet really, is just to try it out for yourself, and see how it fairs, then choose the one you prefer. I personally go with a max MAB/INT build for my helices. if weather is used for something other than cryohelix, then yes, i match the weather to my spells, as the Obi MAB out parses the INT from capped stormsurge.

As for the alacrity > double MB thing, Yes its definitely able to be done. I did it a few times back in the early days of blm when we actually got to magic burst, so I know for a fact that even with out relic boots, you can certainly pull of double bursts.

However I'd do this cautiously and make sure that if I doubled, it would certainly either kill the mob, or be damned near it. Otherwise you might not live too long to enjoy it OR have enough confidence that you know where your enmity is, and that it wouldn't overly pull hate either at all or for too long.

Edited, Jan 30th 2009 3:30pm by xXxNaobixXx
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#4KazumeSR, Posted: Jan 30 2009 at 5:53 PM, Rating: Sub-Default, (Expand Post) wall o' text hurts my eyes :(
#5 Jan 30 2009 at 9:38 PM Rating: Default
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KazumeSR wrote:
wall o' text hurts my eyes :(


Was this even necessary? This post is more detrimental to the overall forum community than the OP's lack of sticky readings. If you had anything whatsoever to add, then I would be a little more forgiving toward your jackassary.... but so-in speaks the majority.
#6 Jan 30 2009 at 11:53 PM Rating: Good
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Quote:

If your helix does 115 or more, appropriate weather will increase damage by more than hailstorm's INT. If same weather is already in effect, then it would only take 105 base damage to be more from appropriate weather.


Ok, I didn't know this cutoff so I went puddings to see what kind of difference I'd get.

Usually to kill a pudding, I do cryohelix(182), blizzard IV (w/ice obi), thunder IV, and either blizzard IV or blizzard III and drain (sometimes drain isn't needed).
So, on earthsday with sandstorm, geohelix did (191). Followed by blizz4, thun4, blizz4. However without the boost from hailstorm on my tier 4 nukes, it takes an additional nuke to finish.

So for me roughly ~10 dmg/tick difference. But less damage overall for the same amount of mp spent, due to dmg boost from obi.

Ok, puddings don't really matter but just a little thought on helix's.

Also, fyi cryohelix with vicious mufflers (5MAB) did 180 dmg, with errant (5int)
182 dmg.


#7 Jan 31 2009 at 6:33 AM Rating: Good
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Anoobatheart wrote:
Quote:

If your helix does 115 or more, appropriate weather will increase damage by more than hailstorm's INT. If same weather is already in effect, then it would only take 105 base damage to be more from appropriate weather.


Ok, I didn't know this cutoff so I went puddings to see what kind of difference I'd get.



It isn't an official "cut off" per say. It's simply that, weather gives 10% damage with 1x weather and an extra 15% damage for 2x weather. So going by that, and the amount of damage each INT increases your helix, you can easily deduce that if the helix is ~115, 10% damage increase will be more than +7 INT will add. I'm sure it's not exact, as I didn't actually do the math, but it's a reasonable estimate.

Also, for the MAB, that's definitely expected. +5 MAB is simply +5% to your base damage. +5 INT however, is increasing the "your INT:Mob INT ratio". I would venture, on that aspect, that the 200 damage mark is pretty close to a cut-off of when adding an amount of MAB is equivalent or better to adding the same amount of INT.
#8KensaiCrossen, Posted: Jan 31 2009 at 8:01 AM, Rating: Sub-Default, (Expand Post) Was this even necessary? This post is more detrimental to the overall forum community than the OP's lack of sticky readings. If you had anything whatsoever to add, then I would be a little more forgiving toward your jackassary.... but so-in speaks the majority.
#9 Jan 31 2009 at 8:49 AM Rating: Good
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KensaiCrossen wrote:

C WUT I DID THAR?


Yes.. I see exactly what you did... you proved my last statement in that post to be true... Perhaps if you had realized that I had already added something positive toward this thread, while at the same time encouraging a more acceptable forum habit toward the OP, then you would have thought twice before attempting to be "cute" over the internet.
#10KensaiCrossen, Posted: Feb 01 2009 at 5:20 PM, Rating: Sub-Default, (Expand Post) Actually I saw your second post, Sorry you feel butthurt by me "acting cute" over the internets. Isn't that what all the cool kids do?
#11 Feb 01 2009 at 9:46 PM Rating: Decent
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Banggugyangu wrote:
It isn't an official "cut off" per say. It's simply that, weather gives 10% damage with 1x weather and an extra 15% damage for 2x weather. So going by that, and the amount of damage each INT increases your helix, you can easily deduce that if the helix is ~115, 10% damage increase will be more than +7 INT will add. I'm sure it's not exact, as I didn't actually do the math, but it's a reasonable estimate.


I haven't gone out and tested the difference in a while, but for my set up 115 seems a bit on the low side. You have to remember that Aquilo's staff also has +5 INT, so you're looking at +12 INT vs. +10% damage.

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#12 Feb 01 2009 at 10:21 PM Rating: Decent
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Lotan wrote:
I haven't gone out and tested the difference in a while, but for my set up 115 seems a bit on the low side. You have to remember that Aquilo's staff also has +5 INT, so you're looking at +12 INT vs. +10% damage.


Aquilo's would only be in effect for cryohelix, which this wasn't about in the first place.

This was regarding non-ice elemental helices being used with hailstorm for 7 more INT as opposed to their own weather effects for 10% damage.

7 INT will not increase by 12 damage. Therefore 115 is a safe number to throw out.

In fact, I just punched numbers into the magic damage calculator. At 135 INT on puddings *possible as taru* any helix that isn't cryohelix will do 112 damage with it's appropriate weather bonus. Sacrifice the appropriate weather for hailstorm with capped stormsurge, and that same helix *Which still isn't cryohelix* will do 112 damage.

Thus the cutoff for hailstorm being the better choice on any helix that isn't cryohelix is 112 damage. However, the weather bonus stays at 11 damage until your damage with INT would reach 117. At this point, the damage with the appropriate weather reaches 118. So from 118 on with appropriate weather, hailstorm would lose out.

Those numbers are only true however if the day isn't in effect as well. Oddly enough, the INT bonus is increased if you're receiving a day bonus of 10% already. If you have a day effect in progress, the number is boosted up to 127 with weather and 126 with hailstorm's INT.

If there is already an appropriate weather in effect for the day. Using the appropriate storm will give you more benefit for any value of INT that is 100 or greater. If you're fighting puddings with less than 100 INT.... you fail.
#13 Feb 02 2009 at 10:41 AM Rating: Decent
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Kind of makes you wonder why SE didn't tier the helix spells like they did with other elemental spells (ie. Geohelix being weaker than Hydrohelix etc). With the +10 elemental skill +5 INT on Aquilo's Staff, and (potential) +7 INT from Hailstorm, there's almost no reason to cast any other helix spell.

Having said that though, Luminohelix is a lot of fun to cast on those undead Qutrubs in Besieged :)
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#14 Feb 02 2009 at 10:45 AM Rating: Decent
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Sir Crystan wrote:
Kind of makes you wonder why SE didn't tier the helix spells like they did with other elemental spells (ie. Geohelix being weaker than Hydrohelix etc). With the +10 elemental skill +5 INT on Aquilo's Staff, and (potential) +7 INT from Hailstorm, there's almost no reason to cast any other helix spell.

Having said that though, Luminohelix is a lot of fun to cast on those undead Qutrubs in Besieged :)


If you're in a situation where you already have an existing weather effect, unless that effect is weak toward the current day, you'll usually be better off stacking for 2x weather and use that appropriate helix. Otherwise, it's still going to be better to stack weather to day for 20% bonus innately.
#15 Feb 03 2009 at 8:38 AM Rating: Good
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Banggugyangu wrote:
Otherwise, it's still going to be better to stack weather to day for 20% bonus innately.


My numbers disagree. Cryohelix + Hailstorm constantly outdamages most Day + Weather No-int-bonus combos (Sandstorm + earthsday for example).
And this is with only one merit in stormsurge =P

I figure there is a cutoff point where Day + Weather pulls ahead over Hailstorm, but it's probably above 220.
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#16 Feb 03 2009 at 11:02 AM Rating: Decent
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Drakonite wrote:
Banggugyangu wrote:
Otherwise, it's still going to be better to stack weather to day for 20% bonus innately.


My numbers disagree. Cryohelix + Hailstorm constantly outdamages most Day + Weather No-int-bonus combos (Sandstorm + earthsday for example).
And this is with only one merit in stormsurge =P

I figure there is a cutoff point where Day + Weather pulls ahead over Hailstorm, but it's probably above 220.


you do realize that the only way this is possible is when this inequality is true:

X + D > .10*D + D

where X = damage increased by 12 INT
D is helix damage with single weather effect.

when you factor in that 12 INT is going to be roughly 15 damage, it's simple to see that 220 is much higher than where the cutoff would be. This is also for capped stormsurge, which you don't have. A more acceptable number would be ~10 extra damage for the 8 INT. This means that your cutoff would be roughly 100 damage. And "constantly outdamages" is kind of a redundant phrase when speaking about magic. Magic damage is constant. The only variable when you cast a nuke is resistance rate. Perhaps your numbers elsewhere are caused by the lack of elemental skill. I'm not referring to resisted numbers with my math. But as someone stated a few days ago, "If you're casting a helix on anything that you would need a lot of magic accuracy on, it probably is going to have so much INT that helix damage wouldn't be worth the MP spent anyway."
#17 Feb 03 2009 at 11:32 AM Rating: Good
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I wasn't talking about resist. Numbers vary greatly depending on the mob. Helixing an EXP mob for 250+ is different from helixing a HNM for 155.

What I am talking about "cutoff" is similar in lieu of Alkalurops VS HQ Ele staves. The cutoff where Alka was better than ELE staves was around 60~80 base damage (Which is low). This is mostly due to % bonuses depending greatly on base damage. INT directly increases base damage; while weather bonuses are a straight % just like staves.

If you want a good example; I posted my numbers on the "How your helix rates" thread against KS99 Behe. Both Firesday+Firestorm and Earthsday+Sandstorm helixes did 159 damage on the dot (Consistent in over 20 casts). Earthsday+Hailstorm Cryohelix did 161.
This was with only 1 merit into stormsurge, and full Helix Merits. Logic dictates the gap will be greater with full Stormsurge.

Same thing happened with Jailer of Fortitude; where Hailstorm+Cryohelix outperformed Windstorm+Windsday+Anemohelix.

To me, I'll default to Hailstorm in Icesday, Earthsday, Windsday, Lightsday and Watersday. I'll use thunderstorm on thundersday mostly for the tiered nukes; and voidstorm for darksday. Firesday is the day I'll use whatever, probably fire or thunder.

I might have exagerated at 220, but the cutoff is greater than 165 for sure.

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#18 Feb 03 2009 at 11:53 AM Rating: Decent
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Drakonite wrote:
I wasn't talking about resist. Numbers vary greatly depending on the mob. Helixing an EXP mob for 250+ is different from helixing a HNM for 155.

What I am talking about "cutoff" is similar in lieu of Alkalurops VS HQ Ele staves. The cutoff where Alka was better than ELE staves was around 60~80 base damage (Which is low). This is mostly due to % bonuses depending greatly on base damage. INT directly increases base damage; while weather bonuses are a straight % just like staves.

If you want a good example; I posted my numbers on the "How your helix rates" thread against KS99 Behe. Both Firesday+Firestorm and Earthsday+Sandstorm helixes did 159 damage on the dot (Consistent in over 20 casts). Earthsday+Hailstorm Cryohelix did 161.
This was with only 1 merit into stormsurge, and full Helix Merits. Logic dictates the gap will be greater with full Stormsurge.

Same thing happened with Jailer of Fortitude; where Hailstorm+Cryohelix outperformed Windstorm+Windsday+Anemohelix.

To me, I'll default to Hailstorm in Icesday, Earthsday, Windsday, Lightsday and Watersday. I'll use thunderstorm on thundersday mostly for the tiered nukes; and voidstorm for darksday. Firesday is the day I'll use whatever, probably fire or thunder.

I might have exagerated at 220, but the cutoff is greater than 165 for sure.



You realized that your alka vs HQ staves example basically emphasizes my own point... right? You also realize that your 161 number is AFTER the bonus from both your INT and weather effect..... right? Take the damage of a helix without weather and without INT. Now add one or the other. Now test against the remaining. Removing the roughly 10 damage from your cryohelix's extra 8 INT would yield 151 damage. Removing the 10% from that due to hailstorm would yield roughly 135 damage. This is very close to being spot on with my examples. Of course as base damage goes up higher, then you'll see more exaggerated numbers based on the % increases... but it's not hard to understand that your 8 INT is increasing by roughly 10 damage.... and 10 is 10% of 100.... therefore, @ 100 base damage, the difference between them should be close to 0.
#19 Feb 03 2009 at 6:50 PM Rating: Good
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I wasn't talking about theorycraft; but actual numbers after gear/variables are put in placce.

We JUST did another JoF (With interesting results); now with the merits I have numbers are as follow (Both with Ebu)

Windsday + Windstorm Anemohelix = 184 Damage
Windsday + Hailstorm Cryohelix = 184 Damage

So I belive I found the cutoff for total damage for Stormsurge level 1. More merits, will make Cryo pull ahead another few points.

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#20 Feb 04 2009 at 1:40 PM Rating: Default
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that's just it... it's not theory. Magic follows it's formula very strictly *unlike melee*. Each INT adds a specific amount of damage to helix spells. It's a linear increase. As you add more INT to your build, the amount of damage still follows that linear increase in damage. Weather and day bonuses are not a linear increase. Any time you directly increase by a percentage of damage, you're bonus from that has more potential by the larger base numbers.

As I stated before: The amount of damage that 12 INT will increase cryohelix by is ~15 damage. This is including the extra damage increased by the INT bonus and the 10% from hailstorm on top of that extra INT for being cryohelix.

This means that if you cast geohelix on water day with sandstorm, then cast hailstorm and cast cryohelix, you should see a ~15 damage increase.
Everything is equal in this, except cryohelix has an extra 12 INT. This adds ~14 damage which also gets checked for the 10% bonus on weather for another 1 damage totalling ~15 damage.

That means that if your geohelix did 137 damage or more, you would do more damage with geohelix on earth day with sandstorm will do at least 1 point more damage. It has to. Any other results means there's something else you're doing. There are some other gear changes... It is NOT possible for any other results. Saying otherwise would insinuate that 1 merit of stormsurge and aquilo's staff would encroach upon jupiter's T4 damage.
#21 Feb 04 2009 at 4:20 PM Rating: Good
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Banggugyangu wrote:
That means that if your geohelix did 137 damage or more, you would do more damage with geohelix on earth day with sandstorm will do at least 1 point more damage. It has to. Any other results means there's something else you're doing. There are some other gear changes... It is NOT possible for any other results. Saying otherwise would insinuate that 1 merit of stormsurge and aquilo's staff would encroach upon jupiter's T4 damage.


And this is where it shows you do not understand how base damage works. Blizzard IV has a base of 506, Thunder IV has a base of 541. Adding 12 INT will never let Blizzard IV have a higher base damage than Thunder.


Helixes have the low base of 46 (same as blizzard 1) for all elements. The formula for the BASE damage (before any %) can be simplified to 46 + INT difference. This means any +INT will give a straight, visible advantage.

Now, since we have concluded that 137 is the turning point where BASE*1.2 > (BASE+12)*1.1. The other percentages being the same, 137 will work nicely.

But let's get back to our base formula (46 + dINT). 137 Base damage means 46 base + 91 INT difference. 91 INT difference.... I got 130 total with my current Max Helix setup, that means that I'd need to fight a mob with 39 INT... so a level 40ish mob? Anything higher, helix will pull ahead



Still not convinced? Well let's let a computer do the math for us!


I played with this calculator. I managed to replicate my numbers with it; so it is accuarate. I used the following calculations that encompass my current setup + Full Stormsurge merits to find about what damage needs to be done for double bonuses to beat +12INT:

134 INT (Hailstorm) or 122 (Other non-Hail/Void/Lumin Helix)
Variable INT (Will modify until Double bonus > Hail)
MAB Tier 1
MAB stuff +9
Potency Merits: 5
Ebullience: Yes
HQ staff
Day: No (Hailstorm) Yes (Other non-Hail/Void/Lumin Helix)
Weather: Single
Calculate and Modify Enemy INT as needed.

The Enemy INT needed for Day/Weather to beat Weather/12INT on helixes with a somewhat optimal Helix build was... 17 INT, lower than expected (120 dINT). The damage helix does at this point is that of 284 total damage. MUCH higher than my rough estimate of 220 total damage.

So... if you're fighting Rarabs outside of ronfaure, feel free to use Day + Weather Combo. Otherwise, Hailstorm clearly trumphs everything short of double-weather or Darksday/Voidstorm.



Edited, Feb 4th 2009 7:13pm by Drakonite
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