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The Revised Damage FormulaFollow

#52 Mar 12 2006 at 5:03 PM Rating: Default
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Quote:

From every account I've heard, monsters in Sea take a ridiculous amount of extra damage from nukes. Note that I didn't take into account mob specific effects on magic: Your damage will always be lower on Weapons, pots, demons and the like. Though I have no experience with Sea, I assume you'll always do more damage to those monsters, too.


from what i read they take double damamge from anything when thier mouth is open. i seek a SS of a ifrits 70 bp that did around 6k daamge.

here is a thread i have where i played with the formula

http://ffxi.killvoid.com/forums.php?m=posts&q=110062
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#53 Mar 21 2006 at 11:18 PM Rating: Good
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Quote:
FYI though, the concensus is that 1 Merit point adds +2 MAB to the corresponding element

I had seen this statement on several occasions, but couldn't remember if there were any hard numbers to back it up. I decided to run some tests to see for myself. Consider this to be independent verification of the theory.

I did nuking tests as taru 75 BLM/RDM against burned bunnies (BBD, for Burned Bunny Damage) as is the accepted procedure. All casts were Blizzard IV. Day/weather did not come into play. All test cases were repeated multiple times and damage was exactly the same each time (as expected), so I will only list the damage once.


Configuration

I used 4 different equipment configs, as follows (naked except what's listed):
A: Moldavite Earring, Zenith Mitts, Igqira Weskit (+16 MAB)
B: +16 MAB kit (same as A), Eremite's ring, Eremite's ring +1 (+5 INT)
C: +16 MAB kit, Aquilo's staff (also has +5 INT)
D: Aquilo's staff only

For each config, I tested damage with 0 ice potency merits, 1 merit, and 2 merits. I neglected to collect data for config D with 0 merits (oops).

For these test cases, the damage ratios between 0, 1, and 2 merits should match the ratio of MAB, including +2 MAB for each potency merits. Here is a table of those MAB values:
Config   0 Merits  1 Merit  2 Merits  3 Merits    
  A/B/C   1.48      1.50     1.52      1.54 
  D       1.32      1.34     1.36      1.38

Results
Here are the damage numbers:
Config   0 Merits  1 Merit  2 Merits  3 Merits   
  A        979       993     1006      1019 
  B        994      1008     1021      1034 
  C       1142      1158     1173      1188 
  D       ----      1034     1049      1065

A quick check with a calculator shows (you can do this yourself, if you are so inclined) that the ratios are as expected, allowing for rounding/truncation that we cannot see. Unfotunately, without a data point at D/0, the damage difference is not large enough to say absolutely that the ratio actually changes with the lower total MAB. When I get around to adding more ice merits, I expect to be able to show that conclusively.

Update: With the data from the third merit, we can see that the potency is indeed treated as +MAB. If reducing the total MAB had no effect on the results, the 3rd merit value for condition D would be no more than 1063 damage for any reasonable rounding scenario.

Conclusion
The data is consistent with the theory that +2 elemental potency (1 merit upgrade) is calculated as +2 MAB. The theory is very likely correct.

Edited, Sat May 27 23:09:37 2006 by VxSote
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#54 Apr 04 2006 at 3:04 PM Rating: Decent
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Bump to bring up the question of mob weakness. I haven't seen conclusive data on what role if any mob weakness plays on damage, but evidence collected last night seems to suggest that it does improve damage.

I've been partying in Onzozo for the past couple of nights, performing Scission skillchains and MB'ing both Stone III and Stonega III.

On Torama, results on Stone III tended to lie between 541 and 555. Stonega III tended between 994 and 1004. On goblins, the numbers were considerably smaller, averaging in the mid-400s on Stone III and in the high 800s on Stonega III. All spells are unresisted and taken with the same gearset resulting in 64+33 Int and 1.33 MAB with a Terra's Staff, no day/weather bonuses.

I'm afraid I don't have exact numbers on the goblins as I wasn't paying exact attention, but I've calculated a rough Spell Damage Constant of 430 on Stonega III.

I'm fairly certain I remember seeing Stonega III land for 864 on a goblin Mercenary.

So either goblins have higher intelligence than I do as a black mage, they have some innate damage resistance to Stone, or coeurls take extra damage from Stone spells and all my calculations of fINT are therefore wrong. Can anyone with the freedom to test these number help me back any of this up?

EDIT: I'm an idiot and forgot to take into account the possibility that goblins also just have a higher innate MDB. Will be posting more pieces of data as I test some numbers on tiny mandra.

Edited, Tue Apr 4 16:23:21 2006 by Mwin
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#55 Apr 04 2006 at 3:14 PM Rating: Decent
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The elemental resistance stat doesn't affect damage, though I suppose it may be possible that some mobs have a +X% damage taken from a certain element, much like birds take 25% more damage from piercing weapons.

Since it's already been bumped, I'd like to add that Shell isn't Magic Defense Bonus. Also, StudioGobli's site seems to suggest that Magic Defense Bonus values are 1.10, 1.12, 1.14 and 1.16, and that MAB and MDB are divided (i.e. 1.24/1.10 for a multiplier of 1.127 for a caster with MABII and a target with MABI). The value for MDBI seems to hold true, and I can say for certain that Shell isn't Magic Defense Bonus, but I still haven't confirmed the division relationship.
#56 Apr 04 2006 at 3:35 PM Rating: Decent
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Quote:
EDIT: I'm an idiot and forgot to take into account the possibility that goblins also just have a higher innate MDB. Will be posting more pieces of data as I test some numbers on tiny mandra.

Goblin alchemists casting shell...
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#57 Apr 04 2006 at 4:01 PM Rating: Decent
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Oh yeah, forgot something. My Shell findings...
Shell I: -9/10% Magic damage taken (need more numbers)
Shell II: -14% Magic damage taken
Shell III: -19% Magic damage taken
#58 Apr 04 2006 at 4:29 PM Rating: Decent
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Some interesting data on the Spirit Lantern. With it active, I recieved the following figures on Tiny Mandragora:

Blizzard: 209
Blizzard II: 427
Blizzard III: 714 (Firesday weakness applied)
Thundaga II: 908
Stonega III: 981

With the same gear and no Spirit Lantern bonus, I had the following damage figures:

Blizzard: 191
Blizzard II: 389
Blizzard III: 723
Thundaga II: 826
Stonega III: 892

This seems to suggest that the Spirit Lantern bonus is a flat 1.1 multiplier tacked on to the end of the equation; the numbers all roughly match that ratio.

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#59 Apr 04 2006 at 5:18 PM Rating: Decent
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Other data collected from multiple casts of each spell on Tiny Mandragora as an L64 BLM on Earthsday, 36% Waning Crescent Moon, with 87 Int (92 on Ice spells), Burn, HQ staves for each element, and a total MAB of 1.38 (Innate L50 bonus, Republic Circlet and Moldavite Earring). Statistical modes as follows:

Stone: 66
Water: 103
Aero: 133
Fire: 160
Blizzard: 191
Thunder: 224
Stonega: 183
Waterga: 222
Aeroga: 262
Firaga: 320
Blizzaga: 373
Thundga: 408
Stone II: 259
Water II: 287
Aero II: 314
Fire II: 346
Blizzard II: 389
Thunder II: 418

Following datasets collected on Watersday, 33% Waning Crescent Moon, all other variables the same:

Stonega II: 455
Waterga II: 503
Aeroga II: 557
Firaga II: 630
Blizzaga II: 699
Thundaga II: 826
Stone III: 536
Water III: 578
Aero III: 625
Fire III: 672
Blizzard III: 723
Stonega III: 892

I'll collect other sets of data varying Int, MAB, and staff usage over the next few days, and hopefully we can extrapolate and refine the SDCs and multipliers. Not sure what's up with the huge damage jump between Blizzaga II and Thundaga II: I checked that one multiple times and results always came up the same.
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#60 Apr 06 2006 at 4:15 AM Rating: Default
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Some data i collected on My brother's char, he is a 65 Blm.

Started on lightningday anded on lightday

Stone 58 Lightningday
Stonega 165 Lightningday
Stone II 235 Lightningday
Stonega II 409 Lightningday
Stone III 485 Lightday
Stonega III 640 Lightday
Quake 1064 lightday
Water 92 Lightday
Flare 1177 lightday

He has 91 Int with buffs so base int by formule is 90

The #'s i am getting for the higher magics are close to the #'s in the chart, while my lower ones are totally off, plz help ^^

Base dmg by formula
Stone -48
Stonega 27
Stone 2 76
Stonega 2 200
Stone 3 209
Stonega 3 319
Quake 575
Water -24
Flare 655

He has all NQ staff's and it was in saruta so no weather. I also did 4 casts of each spell, 2 with Mildy and 2 without (stats with moldy not listed) 1 of each on a mandy and 1 on a bee (AM were done on Birds, mandies and bees died from Burn)


If someone could explain why my results are off, os let me know if i am messing the formule up or something that would be great. Hope this data helps ^^~
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#61 Apr 20 2006 at 9:51 AM Rating: Decent
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does anyone know where i can find the "tINT" for mobs?
checked bestiary, but couldn't find anything :\

EDIT: one other question for Sloppysue: do you include the "2 INT = 1 MAB" in your formula?

and also, do you get a bonus to damage if the spell you cast is strong against the element day/weather?

Edited, Thu Apr 20 13:48:42 2006 by TheOneAnonymous
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#62 Apr 21 2006 at 1:14 AM Rating: Decent
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So as a rough guide is the following summary correct?

1. Levelling parties involving non-magic mobs or even certin magic ones, MAB gear might be better than INT gear.

2. GODs and HNM, INT gear might be better.

Lets preclude races first.

Comments pls.
#63 Apr 24 2006 at 5:33 PM Rating: Good
First, sorry I haven't been on the boards much lately. Work has been a bit explodey. On to the questions...

Quote:
does anyone know where i can find the "tINT" for mobs?
checked bestiary, but couldn't find anything :\

EDIT: one other question for Sloppysue: do you include the "2 INT = 1 MAB" in your formula?

and also, do you get a bonus to damage if the spell you cast is strong against the element day/weather?


Probably the biggest criticism of this formula is that there isn't pre-existing tables of the mobs' INT. You have to "reverse engineer" the mob's INT to find it out.

Secondly, don't feel bad about believing it, because it's a pretty common fallacy, but the 2INT = 1MAB thing just isn't true. INT and MAB are completely separate and work in different ways.

For your last point, there doesn't seem to be any benefit of casting a spell that is strong to the day/weather. It could affect resistances, but I don't think I've ever seen a test over it.


On to the next poster...
Quote:
So as a rough guide is the following summary correct?

1. Levelling parties involving non-magic mobs or even certin magic ones, MAB gear might be better than INT gear.

2. GODs and HNM, INT gear might be better.

Lets preclude races first.

Comments pls.


I'd say you're pretty much correct. It hasn't been proven really one way or the other that INT affects resistance, but in case it does, loading up on it for higher INT monsters is a good idea. Also, if your INT is lower than a monster's the Tier INT multiplier starts working against you.

People still fight gods loaded up on MAB though, so it really comes down to preference.
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#64 Apr 26 2006 at 4:58 AM Rating: Decent
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Hmm will you mind if I made a spell damage calculator based on the data you have done? Just thought it might help.

Also, this Studio Gobli link posted by VXZ on the Ranger forums shows stats of the monsters (including INT).

Even though it is not a comprehensive list, mobs in the same level range seems not to differ too much in INT and can still be used as a rough range of the expected damage. 10 points in INT difference may change up to 40 damage of a Tier IV spell perhaps? Not too groundbreaking.

Edit: spelling mistakes

Edited, Wed Apr 26 05:59:08 2006 by Aluris
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#65 Apr 26 2006 at 8:35 AM Rating: Good
Aluris, by all means, calculate away! I'd love to see it Smiley: wink
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#66 Apr 27 2006 at 4:39 AM Rating: Decent
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Here is a rough one. It is included with VXZ's range attack calculator.

We may be looking into making a HTML file but active script is still out at the moment. It will require a payable web host and database and any time it goes, it goes :D

My friend did commented that it does not seem so accurate for ga III but I do not have the opporturnity to test yet (Lvl 50, no Freeze for solo and nobody seeking for PTs due to ToAU). Will appreciate if you can compare some values with those inside.

Also, I read on Studio Ghobli that for Elemental Weaponskills, the 2nd weather modifier is 15% instead of 10%. I am not sure if it is similar for elemental magic. Is there any zone which gets double weather easily but is still compartively low level? (Or could you test in U Range which do have single double and no weather quite often within the space of 1 hr).
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#67 Apr 27 2006 at 6:25 AM Rating: Decent
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Thanks for taking the time to reply the queries.

The formula makes intuitive sense, should also keep number crunchers happy.
#68 May 04 2006 at 11:07 AM Rating: Default
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hi thanx alot for this brilliant information but stil gets me wondering

what should a blm go for

MAB > int > elemental ? or ova way round what gives best attack what makes it resist less and what does elemental do thanx alot ^^
#69 May 04 2006 at 10:53 PM Rating: Decent
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Elemental skill for resist rate.

Int and MAB will depend on the mobs INT. If you have negative INT (i.e. Fighting Kirin, etc), INT may be a better choice. Otherwise most of the time, MAB will trump INT (unles you are talking about 2-3% MAB against 10 INT).
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#70 May 08 2006 at 8:24 AM Rating: Decent
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kind of a small detail, but i'm assuming that if you use staff different from spell you're casting, but not weak against; like using a Fire Staff when casting Thunder, for example <-- i guess in this case you could just remove the ESB from the equation?

and this is off topic since I'm talking about Dark Magic, but is their any way to calculate the amount of hp/mp Drain and Aspir drain from the mob?
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#71 May 15 2006 at 1:52 PM Rating: Default
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hi guys thank for answering a question do excuse me if this is out of topic but u guys seem like blm experts this is my gear

main: jupiter staff and all staffs NQ
throw: phantom tahtlum
Body weskit black cloak errant
head: iquire , AF
legs errant
feet errant , hume rse
hands zenith mitts
rings : x2 snow rings
cape: rainbow cape
earrings : moldy and the DM one sorry mind gone blank the dark magic skill + one

i know i need rost pumps but what else is there to get what is uber etc thanx for helping
#72 May 17 2006 at 6:29 PM Rating: Good
Quote:
kind of a small detail, but i'm assuming that if you use staff different from spell you're casting, but not weak against; like using a Fire Staff when casting Thunder, for example <-- i guess in this case you could just remove the ESB from the equation?


I know I'm late with this, but yes, you are right here. Casting with a neutral staff seems to have no effect.

Quote:
and this is off topic since I'm talking about Dark Magic, but is their any way to calculate the amount of hp/mp Drain and Aspir drain from the mob?


Sorry to say, it seems to be very random, though based on your INT and Dark Magic skill. I seem to recall seeing a test on this subject, but it was years ago and my memory is fuzzy. Sorry I can't get you more info!
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#73 May 17 2006 at 6:55 PM Rating: Decent
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Quote:
I know I'm late with this, but yes, you are right here. Casting with a neutral staff seems to have no effect.


no worries. school has taken my life away. i can relate :\

anyway, tyvm for replyin Sue :D
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#74 Jul 28 2006 at 4:50 PM Rating: Default
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I am having trobble solving my equadions i cant figure out where i am messing up. i wanted a system of equadions to cross check the MAB bouns from trait and to get the most accerate info on the AM II bases

i am getting around 655 for base and 2.6~ damamge per int

my system is as follows:

[(88-1)x+y]z=1166
[(144-1)x+y]z=1314
[(85-1)x+y](z+.05)=1202

i have no pnecy merits yet and i want to find out how much of a bouns we get on meriting the new AM II on mbs.

here is a test i did in north gusta to try get the true bonus on sorcs mitts. i took 2 level 1 smns to sc for me:

http://www.killingifrit.com/forums.php?m=posts&q=126704

Edited, Jul 28th 2006 at 5:59pm EDT by RambustheRDMtaru

i forgot to factor out the magic attack bonus now i am getting 710 base damage with 2 points per int its working with all 3 equadions though i still wnated to prove the trait my self >.>

Edited, Jul 30th 2006 at 7:41pm EDT by RambustheRDMtaru
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#75 Aug 24 2006 at 11:05 PM Rating: Good
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Sloppysue wrote:
In order to get these numbers, we go out and cast Burn on a level 0 mob and the strip away the other factors in the equation to get the constant. The accuracy on these numbers depends on there being no such thing as negative INT


When I read this and first considered the concept of burning a mob to get to a known INT level, I interpreted it to mean that one could burn a mob's INT all the way down to zero. Why? Because nobody knew for sure, it was a toss up, and as a programmer, I count starting at zero far more often than I count starting at one. And zero fit sue's non-negative assumption just as well as one, so why not?

Lately, I've noticed that a number of other people believe that the minimum INT is one, not zero. I've been trying to figure out a practical way to test this, when I stumbled upon what I believe to be the answer.

Today in besieged, I got hit with heat wave from an Aerial Torpedo, which gives burn. Nasty burn. I was blm/whm, wearing a lot of +INT gear. Well, I started taking off the gear, and the -INT portion of my stats grew more and more negative until I was wearing nothing but a Penitent's Rope (+5 INT). My INT was listed as 76-74. I took off the rope, and my int changed to 76-75. I toggled it off and on a few times to be certain, and saw the same result each time.

So, it appears that burn will indeed reduce INT no further than 1; not 0 as I had believed. It also appears that I have a couple posts to go edit.

As a side note, for anyone wishing ro replicate my results: The HP loss from this lovely burn was something close to 38 HP/tick. Stoneskin isn't good for long under those conditions, so don't get distracted and die while trying to undress yourself ;)

If only I had had a low-level bunny nearby to nuke a couple times... I wonder if I can manage to warp to a starter city and play around a little bit next time. This might also be good for testing if INT really does have any effect on resists or not. Bring a WHM friend!
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#76 Aug 25 2006 at 1:31 AM Rating: Good
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That's kind of ironic, Vx, I was just testing something myself and I stumbled upon the same thing. I did this with Nashmau Stew on a LV1 job, which is listed on Somepage as VIT -10, AGI -10, INT -10, MND -10, and CHR -10. I noticed on my status page that it took me all the way down to 1 on all of the above stats, not 0 . By the way, Nashmau Stew also removes some unknown amount of MP. >_>;

Since the post was bumped earlier, I'll go ahead and post my question here since it relates to this.

Sloppysue wrote:
Also, if your INT is lower than a monster's the Tier INT multiplier starts working against you.


I'm confused about this from an encounter with an Air Elemental. I picked on an Air Elemental in Tahrongi Canyon and let it cast Aero on me while I had 143 INT total. According to the damage formula and the spell I cast on it, the Air Elemental had around 24 INT. Most of the Aero casts did 2 damage to me (which seems like resists, because of the next fact), but one did 19 damage, which is close to the base damage for Aero 1. Following the formula strictly, it should be doing 0 damage all the time, or at the very least, it should not be so close to Aero's base damage of ~20. I suppose it's also worth mentioning that I was subbing White Mage, so it seems to me that that 1 damage was shaved off because of that, and not due to an INT penalty. (Found a source for Magic Defense Bonus, supposedly it's 12 with WHM sub, so POSSIBLY, what could have occured is 20 base * 0.88 magic defense * 1.1 possible day bonus = 19 damage after removing decimals. I'm not sure if elementals have Magic Attack Bonus or not. That could possibly compensate for a lack of day bonus if it did not kick in for the poor elemental.)

So either one of two things is going on: monster's are darned cheaters or there is some kind of floor to the INT check. If there are floors, they may be different for different spells such as with the ceiling counterparts, perhaps to the extent where it's irrelevant for spells you'd use on XP monsters or HNM.

I've been trying to find a monster that has a significant INT advantage over me that I could use in an experiment, but I've been unsuccessful. HNM are difficult to test on now that there is a chance that a portion of the damage is being shaved off thanks to the "nerf."

Edit : I edit a lot. Sorry. (*'-')b

Edited, Aug 25th 2006 at 5:28am EDT by Iresire

Edited, Aug 25th 2006 at 5:29am EDT by Iresire
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#77 Aug 25 2006 at 10:55 AM Rating: Good
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Iresire wrote:

So either one of two things is going on: monster's are darned cheaters or there is some kind of floor to the INT check. If there are floors, they may be different for different spells such as with the ceiling counterparts, perhaps to the extent where it's irrelevant for spells you'd use on XP monsters or HNM.


First, I'm gonna say all mobs are cheaters.
Second, I'd be willin to bet that all elementals get the weather bonus added on to their spells, that may account for the extra dmg. If we as blms get a chance at a weather bonus on our nukes, I would assume the elemental, being the weather, would get it automatically.
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#78 Sep 19 2006 at 6:20 PM Rating: Decent
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Necro time!

Waterga - 58

Aeroga - 83

Blizzaga - 144

Stonega II - 200? 201? Came out to like 200.56565656 or something random.

Waterga II - 232

Aeroga II - 266

Thundaga II - 431

Stonega III - 434

Anyone want to confirm/deny those SDCs? I had thunder/ice potency merits but that was really all that could be skewed that I knew of. Might have done math wrong.
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#79 Sep 30 2006 at 8:24 PM Rating: Decent
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I'm a little curious about something I haven't managed to find thus far in the thread. Has anyone figured out the base damage constants for the AMII? I know that all AMII have the same base damage but have as of yet been unable to FIND what that is.

Also, I realize a concern of mine (not being able to tell what the enemy's INT is for the dmg formula) is already posted here. I'm attempting to make (over the long term of course) a complete bestiary OF the enemy INT levels. Perhaps we can see trends amongst families of monsters, or locate perfect monsters for more magic tests. (I know there will be a good bit of bumps in the road, so anyone else who has made any progress in finding some bestiary INT levels already would be greatly appreciated.) I'll try to make a thread for it once I feel I have enough completed tests to be of use to BLMs. (Also... if someone has already started a list like this, please kindly stop me from taking all the time out of my schedule to try and figure out what someone else already is).

Thx for the dmg thread! It has helped a lot in some of my curiousities about how BLM works ^^

Edited, Sep 30th 2006 at 10:25pm PDT by Hapernack
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#80 Oct 01 2006 at 10:33 PM Rating: Good
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Hasn't been added to this thread yet, buuuuuuut...

Go here
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#81 Oct 01 2006 at 11:07 PM Rating: Decent
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Ah thank you very much.

Also in response to one of the earlier comments, the monsters you're talking about are the Ul'hpemde or the Om'hpemde found in Al'Taeiu. After a little while the monster will open up its mouth and take double damage from whatever attack it takes next (This includes melee hits so if you want to try and set a high damage record, you're going to need to make sure the creature doesn't get struck and close its mouth).

Nukes don't really do a TON of damage... the monsters in sea take the most damage (That I've seen thus far) from Summoner Blood Pacts *Most noteably Ifrit's lv 70 Bloodpact: Flaming Crush*. I've seen SMN who strike when the mouth is open for 5700 dmg or greater.

The rest of the monsters in sea (Aerns, Xzomit, Yovra, and the Phuabo) don't take any abnormal amount of damage although they each have a very weird and unique quality.
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Mindel wrote:
Before =28, I never would have considered putting Old Bay Seasoning on crotch lice. Thanks for that. Really.

Whaleporn wrote:
I'd love to go into fanfest with a baseball bat with 'Absolute virtue' written on it. I wouldn't hurt anyone, just walk around smashing tables, displays, merchandise. When begged to stop, I would simply say "YOU HAVE TO STOP IT'S REGEN." then continue smashing.
#82 Oct 03 2006 at 6:40 AM Rating: Decent
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Quote:
Damage = [(cINT - tINT) x TIM + SDC] x MAB x ESB x DWB


I've got a question about the bolded section there, has that been tested to come out just like that, as successive multipliers? I've always kinda assumed that ESB and DWB were tacked onto your MAB and then multiplied to everything else, I'm just curious if it's been shown that my assumption is incorrect.

I wouldn't doubt it has, I'm just curious.
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#83 Oct 03 2006 at 6:11 PM Rating: Decent
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Top of my head I can't link you, but I believed I saw it once. Just bust out your Rairin Obi and test it yourself.
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#84 Apr 26 2007 at 1:53 PM Rating: Decent
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Does elemental statuses on equiptment effect anything in this? Like, if you have a piece of gear that has +3 to fire and earth or something? or is that purely for defensive resistance?
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#85 Apr 26 2007 at 2:23 PM Rating: Decent
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holy necrobump batman!

No... elemental thigns from equipment do not increase your damage at all, rather they are purely for increased resistance.

I would ask you nicely to please refrain from bumping year old things.
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#86 Apr 26 2007 at 2:36 PM Rating: Decent
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I didn't bump anything. Its stickied in the Arcane Toom of Doom. I just read it today for the first time and felt I had a legitamate question.
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#87 Apr 26 2007 at 8:04 PM Rating: Good
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In autumn's defense, you bothered to read the stickies which says a lot more about you than most of the morons re-posting the same stupid questions over and over because they can't search through more than 5 threads at a time.

To answer and confirm, no elemental stats on equipment are elemental resistance and not elemental power. Your spells are affected only by MAB and INT (and a very few select other modifiers which come into purely conditional play).
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Versatility is good, but being badass is better.
Mindel wrote:
Before =28, I never would have considered putting Old Bay Seasoning on crotch lice. Thanks for that. Really.

Whaleporn wrote:
I'd love to go into fanfest with a baseball bat with 'Absolute virtue' written on it. I wouldn't hurt anyone, just walk around smashing tables, displays, merchandise. When begged to stop, I would simply say "YOU HAVE TO STOP IT'S REGEN." then continue smashing.
#88 Apr 30 2007 at 9:07 AM Rating: Decent
28 posts
Quote:
[/quote]Quote:
*blink blink*


I kind of overreached with that statement...technically they only proved VIT affects Cure V. The interesting thing though, is that it makes more of a difference than Healing Skill.

Here's the link:

http://ffxi.allakhazam.com/db/jobs.ht...m=57;page=1

You have to dig farther down in the thread to see the evidence for VIT.[quote]


Kinda outdated, but it was found that all Cures not just V was found to be affected by vit, although by very little and you should refrain from really building a VIT build for cures.

Edit: Found the post
http://ffxi.allakhazam.com/db/jobs.html?fjob=1;mid=1169434271106867364;num=19;page=1

for those of you too lazy to skim here's the formula

+2Vit = +1hp
+2Mnd = +3hp
+5skill = +2hp

So the formula I come up with is:
((vit/2)+1) + (mnd/2)x3 + ((skill+/5)+random#)x2 + 380 = CureV
random# = -1 or 0 or +1 (so it basically randoms from -1 to +1)

Edited, Apr 30th 2007 11:14am by Shadowsigmax
#89 Feb 25 2008 at 10:39 AM Rating: Default
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Quote:
Spell Damage Constant (SDC)
===========================

Spell Earth Water Wind Fire Blizz Thunder
I 5 11 20 30 41 55
I -ga 43 -- -- 119 -- 172
II 78 90 108 128 150 173
II-ga -- -- -- 312 350 --
III 210 236 265 295 320 345
IV 381 410 440 472 506 541
III-ga -- 479 526 588 642 697
Ancient 577 630 552 657 526 603


is this updated yet? i even got pics to prove newer charts:

http://www.killingifrit.com/forums.php?m=posts&q=167595


http://wiki.ffxiclopedia.org/wiki/Calculating_Magic_Damage

thunder I> thunder III i was able to get the numbers givin here as a SCH/WHM on level 1 mobs, stone I> bliz I i got the int decay effect so i thought id try imps to quote those bases.

Quote:
Spell Earth Water Wind Fire Blizzard Thunder
I 10 16 25 35 46 60
II 78 95 113 133 155 178
III 210 236 265 295 320 345
IV 381 410 440 472 506 541
I-ga 56 74 93 120 145 172
II-ga 201 232 266 312 350 392
III-ga 434 480 527 589 642 697
AM I 577 630 552 657 526 603
AM II 710 710 710 710 710 710
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