The Sealed Dagger: A Ninja Guide |
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The Sealed Dagger: A Ninja Guide
Ochu and Samnuha Coat have been shown to both be Magic Burst Bonus II, so with 2 Ochus, Samnuha Coat, Locus Ring, Mujin Band and 4/4 MB+8 Herculean (prob better off with Relic head if you're 5/5 in a :San spell), we can reach +76 Magic Burst assuming no attainable cap on MB II. Could be interesting.
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Odin.Llewelyn said: » Ochu and Samnuha Coat have been shown to both be Magic Burst Bonus II, so with 2 Ochus, Samnuha Coat, Locus Ring, Mujin Band and 4/4 MB+8 Herculean (prob better off with Relic head if you're 5/5 in a :San spell), we can reach +76 Magic Burst assuming no attainable cap on MB II. Could be interesting. Odin.Llewelyn said: » Ochu and Samnuha Coat have been shown to both be Magic Burst Bonus II, so with 2 Ochus, Samnuha Coat, Locus Ring, Mujin Band and 4/4 MB+8 Herculean (prob better off with Relic head if you're 5/5 in a :San spell), we can reach +76 Magic Burst assuming no attainable cap on MB II. Could be interesting. +83 Magic Burst Damage. We get MBB II job trait also. Did they fix the Job Traits/Gifts to also display MB/MBII ?
Might be worth testing to see if there's a cap on MBB II
I tried with all the mb gear I had on nin and it goes to at least 61%
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Odin.Llewelyn said: » I tried with all the mb gear I had on nin and it goes to at least 61% Should try Ochu x2, Samnuha and Mujin band only. Expected result should be 46%, if it is 40% then we can assume that the trait is indeed MBB II and not its own stand-alone bonus. We can also assume the cap is 40% on MBB II. I was just testing san nukes the other day... glad to know it was wasted time haha!!
Now the big debate, for those of us with AG weapons, do we drop them for 2nd ochu if nuking is an option? My Kikoku is worried :D I would hate to not have metsu. Asura.Azagarth said: » I was just testing san nukes the other day... glad to know it was wasted time haha!! Now the big debate, for those of us with AG weapons, do we drop them for 2nd ochu if nuking is an option? My Kikoku is worried :D I would hate to not have metsu. Possibly not. I guess it depends on if you can hit 99,999 cap without it, or if the DPS/WS DMG from meleeing would beat the DMG from the extra 13% MBB on Ochu Assuming the situation you're in. If all you're doing is openning/closing sc to mb, and your melee damage/acc is bad. Then yeah might as well go with dual ochu.
I will test a bit tonight if I have time and post a few numbers for us to look at. I love nin nuking and this update has been very cool for me :D I have been working on a macc set to see if its usable on higher tier nms also (no testing yet)
I assume this is the ideal set we all want to shoot for atm (2nd ochu depending). Am I missing anything big? Also hattori hands, activation only or full timed when futae is up? I keep hearing different stories. ItemSet 344322 Set assume max aug on samnuha and ochu. Herc assumes 8 Magic burst dmg and 25 mab/macc This sets us at 39% MBDII and only 34 MBD. I would love how to figure out that last 6%! Makes me question if relic+1 will still be top nuking head since we can cap out 6% MBD on herc head, get a ton more macc/mab and int in the process too..... mathy people I summon you! :D Magic Burst Bonus is only one stat. Ninja doesn't get any base magic attack bonus like other jobs and only gets 28 through gifts. Straight up magic attack bonus holds a lot of value in that respect. Ninjutsu V values are also pretty low, so INT is fairly good. I wouldn't be surprised to see options like Shiva's Rings +1 beating out MBB rings and such or RMEA (particularly Heishi because of aftermath) for Ninjutsu because of the extra base magic damage. I suppose we could spreadsheet it to see what comes out on top.
i would assume /rdm would be utilized if going strait for nuke power, thats 24 mab so not terrible at all ;D
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Almost sure I read it somewhere but cant find it anymore. Do we know what exactly the elemental resistance down of the nukes does? Is it just MEva- for that element? And are the numbers for Ichi/Ni/San the same?
-30 elemental resistance to the stated element. iirc ichi and ni were the same so was believed to be for san also
Fenrir.Snaps said: » Magic Burst Bonus is only one stat. Ninja doesn't get any base magic attack bonus like other jobs and only gets 28 through gifts. Straight up magic attack bonus holds a lot of value in that respect. Ninjutsu V values are also pretty low, so INT is fairly good. I wouldn't be surprised to see options like Shiva's Rings +1 beating out MBB rings and such or RMEA (particularly Heishi because of aftermath) for Ninjutsu because of the extra base magic damage. I suppose we could spreadsheet it to see what comes out on top. Clearly you were speaking about the additional MB damage bonus you receive from skillchains activated through Aeonic weapons, forgot about that. But again in realistic situations you won't be the one doing the SCs but a SCH, no? Unless you're thinking about some other type of content, I had HELMs and top tier NMs in mind. AG RMEA weapons have a good amount of MDMG and higher than average Macc but I'm not sure that would beat other options. If we rule MB out another good option is the perf augment Sinister Reign Dagger. That's: Macc+35 Mdmg+118 Macc Skill+215 Mab+44 INT+10 (and FC+5% which doesn't contribute to damage but I guess it can be nice in general?) Ochu has: INT+12 Mab+14 Mdmg+108 Macc Skill+201 Ninjutsu+10 (converts into roughly macc+10) AG RMEAs have: Mdmg+186 Macc skill+242 Considering we found out skill converts to macc at roughly 50% RMEAs has less overall macc than Malevolence, a lot more Mdmg but no Int and no Mab. I'm not sure about Mdmg but I thought that was only good to make lowtier stuff into decent and didn't have such a huge impact on high tier stuff since the amount of damage it adds is static and gets added at the end after all other calculations? I might be underestimating Mdmg, I'm not sure. Regardless of all this, I'm not sure it's ever gonna be useful to spam Ninjutsu nukes without MB, except for funz and lolz. In "realistic" situations you're always gonna have to rely on Magic Bursts and so it becomes unwise to dualwield anything other than perfect Ochus I think, no? Offline
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Asura.Mewwgoat said: » -30 elemental resistance to the stated element. iirc ichi and ni were the same so was believed to be for san also Also would be nice to get a confirmation for San spells as well (cant play atm so cannot do it ><)and then put it in the OP here for future reference ~ Offline
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Asura.Sechs said: » Considering we found out skill converts to macc at roughly 50% RMEAs has less overall macc than Malevolence, a lot more Mdmg but no Int and no Mab. Not quite sure how strong that effect is compared to MAB or something else but shouldnt forget about that when considering Ochu. Bahadir said: » So it would be equivalent to -30 MEva for that element? Or are there any further differences between elemental resistance and MEva? SE recently gave us exact data on how much -meva Languor and Frazzle provide, and also how much -elementalresistance Threnodies provide. Comparing those 2 values it's quite evident that it's not a 1:1 conversion value. Most of us thought -elemental resistance was the same as -meva but applying to a single element, but appearently it's not, unless SE *** up and gave us larger values for Threnodies. I assume the -elemental reistance that Ninjutsu spell give is the same type of debuff as RDM's enspell T2 and BRD's Threnodies, just different values. Frazzle3 and Languor provide a quite noticeable difference, especially if you got Idris. T1 Threnodies provide a laughable difference, T2 Threnodies are clearly better but it's nowhere close what even just a Dunna Languor, and that conflicts with the numbers SE gave us which, again, hint that whatever it is, it's not "-meva specific for a single element" but something else. Bahadir said: » Asura.Sechs said: » Considering we found out skill converts to macc at roughly 50% RMEAs has less overall macc than Malevolence, a lot more Mdmg but no Int and no Mab. Skill does contribute to macc for sure, not sure what conversion system is used for skill>Macc, but it does provide an increase there. Offline
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Asura.Sechs said: » Frazzle3 and Languor provide a quite noticeable difference, especially if you got Idris. T1 Threnodies provide a laughable difference, T2 Threnodies are clearly better but clearly it's nowhere close what even just a Dunna Languor, and that conflicts with the numbers SE gave us which, again, hints that whatever it is, it's not "-meva specific for a single element" but something else. Offline
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Asura.Sechs said: » I honestly don't remember this at all, you might be right though? Skill does contribute to macc for sure, not sure what conversion system is used for skill>Macc, but it does provide an increase there. https://www.bg-wiki.com/bg/Category:Ninjutsu They give formulars for the dmg boost. Ichi: % Boost = (Ninjutsu Skill - 50)*.5 Ni:% Boost = (Ninjutsu Skill - 125)*.5 San:% Boost = (Ninjutsu Skill - 275)*.5 but they make it look like there is a cap to how much Ninjutsu+ contributes to dmg....would like to confirm that again actually. Hope thats wrong. Offline
Fenrir.Snaps said: » Ninjutsu V values are also pretty low, so INT is fairly good. Asura.Azagarth said: » I would love how to figure out that last 6%! Also how would using Ryuo Somen and Ryuo Somen +1 path D compare to Mochi. Hatsuburi +1? Offline
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Verda said: » INT I'm pretty sure doesn't affect base damage for ninjitsu at all, I've never tested it but I have read that several times Argh I wish I could play to test this right now... Offline
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Verda said: » Fenrir.Snaps said: » Ninjutsu V values are also pretty low, so INT is fairly good. Asura.Azagarth said: » I would love how to figure out that last 6%! Also how would using Ryuo Somen and Ryuo Somen +1 path D compare to Mochi. Hatsuburi +1? http://ffxi.allakhazam.com/forum.html?forum=247&mid=1288878905174087582 Not sure, but I think this implies that Ninjutsu is effected by int. BG wiki has M values listed for ninjutsu. Offline
allakhazam was actually one place I read about int not affecting damage, just accuracy, that post seems pretty conclusive though so I'm more inclined to trust it thanks eliroo.
Asura.Sechs said: » Clearly you were speaking about the additional MB damage bonus you receive from skillchains activated through Aeonic weapons, forgot about that. But again in realistic situations you won't be the one doing the SCs but a SCH, no? Unless you're thinking about some other type of content, I had HELMs and top tier NMs in mind. Aeonic aftermath provides both magic burst and skillchain bonus, up to 10% at 3k tp. The magic burst is either mbb2, or something else altogether. Offline
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Now I have to ask cause it all seems strange to me. How exactly do MB calculations work. BGwiki gives the formular
Damage Dealt = D × MTDR × Staff × Affinity × SDT × Resist × MB × MBB × Day & Weather × MAB/MDB × TMDA × Potency Multipliers This looks like (ignoring the flooring after each multiplication for now) as 1 MBB = 1 MAB which doesnt sound right...what am I missing? Offline
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I'm not very well versed on magic damage formulas but reading up on BG wiki it seems that Ninjutsu skill plays a role up to a certain point. For the SAN spells having 475 skill doubles the damage of ninjutsu (Or so I assume based off of the table given). With full job points and merits you get 469 base. I'm wondering wearing a skill+ Torque would be the best neck piece as it would be bring your bonus from 97% to 100%. For Ni spells you only need 325 skill to reach the cap so any additional Ninjutsu after that seems pointless.
I also have no idea where this bonus falls into the equation. Here is where I am pulling it from : https://www.bg-wiki.com/bg/Category:Ninjutsu Also while INT plays a role in Ninjutsu damage, it seems to be very small the M value is 1.5 which means at dINT 200 you are only gaining an additional 300 based damage, I guess that adds up with multpliers though. Offline
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Bahadir said: » Now I have to ask cause it all seems strange to me. How exactly do MB calculations work. BGwiki gives the formular Damage Dealt = D × MTDR × Staff × Affinity × SDT × Resist × MB × MBB × Day & Weather × MAB/MDB × TMDA × Potency Multipliers This looks like (ignoring the flooring after each multiplication for now) as 1 MBB = 1 MAB which doesnt sound right...what am I missing? I guess I can try to figure this out, I'm not sure how the gifts work so I will ignore those. Solve for the D : D = mDMG + V + (dINT × M) Mdmg = 226 (assuming just 2 ochus and 5 effect merits, this value is probably higher with gifts and such) dINT = Let's assume its 200, 200 int vs a mob with 0 int. D = 226 + 40(job points) + 134 + (200*1.5) D = 700 D= 800 while under the effects of Futae MB = 1.3 MBB = X (Interchangeable values for testing) MAB = Y (Interchangeable values for testing) Potency Multiplier = 2.25 or 2.75 w/ Futae assuming the Ninjuts skill bonus takes place here (It could just take place by multiplying the D values) So we get some sketchy formula: Damage Dealt = 700(800) * 1.3 * X * Y * Potency Multipliers Is the simplified formula assuming 0 Int and no MDB or MDT on the mob we are hitting. So like Under futae w/ 83 MBB and 250 MAB and 475 skill Damage = 800 * 1.3 * 1.83 * 3.5 * 2.75 = 18318.3 Which is no where near 99,999 ><. I have no idea how to figure these formulas out. Edit: Potency multipliers apply seperately so it would be Damage = 800 * 1.3 * 1.83 * 3.5 * 2 * 1.25 * 1.5 = 24979.5 |
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