eliroo said: »
Damage Dealt = 700(800) * 1.3 * X * Y * Potency Multipliers
MBB x MAB is not equal to MAB + MBB -_-
so nvm my previous post ^^
The Sealed Dagger: A Ninja Guide |
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The Sealed Dagger: A Ninja Guide
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eliroo said: » Damage Dealt = 700(800) * 1.3 * X * Y * Potency Multipliers MBB x MAB is not equal to MAB + MBB -_- so nvm my previous post ^^ Offline
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eliroo said: » Which is no where near 99,999 ><. I have no idea how to figure these formulas out. Idris geo would be -30 MDB so lets add that to the formular. eliroo said: » So like Under futae w/ 83 MBB and 250 MAB and 475 skill Damage = 800 * 1.3 * 1.83 * 3.5 * 2 * 1.25 * 1.5 = 24979.5 Damage = 800 * 1.3 * 1.83 * 3.5/0.7 * 2 * 1.25 * 1.5 = 35685 Well not quite 99k yet but we r getting closer ^^ Bahadir said: » eliroo said: » Which is no where near 99,999 ><. I have no idea how to figure these formulas out. Idris geo would be -30 MDB so lets add that to the formular. eliroo said: » So like Under futae w/ 83 MBB and 250 MAB and 475 skill Damage = 800 * 1.3 * 1.83 * 3.5 * 2 * 1.25 * 1.5 = 24979.5 Damage = 800 * 1.3 * 1.83 * 3.5/0.7 * 2 * 1.25 * 1.5 = 35685 Well not quite 99k yet but we r getting closer ^^ Your formula isn't accounting for the Magic Burst damage update. From what I read, MB damage was doubled. So that pre-update, if you had Magic Burst Damage + 30% in gear, that part of the formula went from multiplying your damage from 1.3, to 2.6 So to give a test case for the formula. This is my actual set. With the bottom set and listed augments I have been testing/playing with apex jagils and crabs and have a pretty good baseline on san nukes now.
Non resisted I avg about 17857 +-750~ (assume mob lv etc for this). This is without futae, /rdm (24 mab) and with star syllable (25 mab). I use these 2 variables simply for the low MAB augs on my herc, and I wanted to see what dmg will be with good augs on herc which would be close to this dmg when i go /war w/o a trust. Easy enough to take them out, or put them into equation. When I test I always use gessho, koru, KoH, star, and qultada for the cp roll :D so you can see there is NO buff outside of star that is adding anything. I stray from using innin to get a better baseline. I normally tank so innin isnt to practical anyhow, but to give an idea of how important it is for nukes, I was playing last night and my nukes for just 30 mins of testing (when innin was fresh) did around 23k~ +-1k nice jump of about 5k~ which makes sense with innin being a 30% bonus from my understanding. Last night All of my futae nukes did 36-46k dmg, I am unsure why the huge difference on those, need much more testing the 10~ i did is not sufficient, though 42k is normally what I would see over months of nin soloing I do there when burning ring. ItemSet 346025 Andartia - 20 int 10 mab 20macc/ma dmg herc legs macc 15 mab 15 mbd 6% herc feet mab 20 mbd 8% Leyline - 14 mab 14 macc samnuah - only 1 macc aug..... so you can see nothing stellar, I will be spamming ferns here soon and be broke again :D It is very apparent from this last few pages that we know jack ***about nin nukes. If anyone is good at testing please do, this seems to be one of the more important functions of nin in cp, and yet we are throwing whatever gear on hoping. I do have ele obi too, I never get to use it though. I want to but my GS just isnt working to change it on day/weather. If anyone is good at lua please check mine out and see if you can see why. Its messy! Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') end include('Include/AugmentedGear.lua') -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() state.Buff.Migawari = buffactive.migawari or false state.Buff.Doom = buffactive.doom or false state.Buff.Yonin = buffactive.Yonin or false state.Buff.Innin = buffactive.Innin or false state.Buff.Futae = buffactive.Futae or false determine_haste_group() end ------------------------------------------------------------------------------------------------------------------- -- User setup functions for this job. Recommend that these be overridden in a sidecar file. ------------------------------------------------------------------------------------------------------------------- -- Setup vars that are user-dependent. Can override this function in a sidecar file. function user_setup() state.OffenseMode:options('Normal', 'Acc', 'HighAcc') state.HybridMode:options('Normal', 'Evasion', 'PDT') state.WeaponskillMode:options('Normal', 'Acc', 'Mod') state.CastingMode:options( 'MAB', 'Normal') state.PhysicalDefenseMode:options('PDT', 'MDT') gear.MovementFeet = {name="Hachiya Kyahan +1"} gear.DayFeet = "Rao sune-ate" gear.NightFeet = "Hachiya Kyahan +1" select_movement_feet() select_default_macro_book() end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Precast sets -------------------------------------- Andartia={} Andartia.MAB={ name="Andartia's Mantle", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','"Mag.Atk.Bns."+10',}} Andartia.DA= { name="Andartia's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Dbl.Atk."+10',}} Andartia.WSD= { name="Andartia's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}} -- Precast sets to enhance JAs sets.precast.JA['Mijin Gakure'] = {legs="Mochizuki Hakama"} sets.precast.JA['Futae'] = {Hands="Hattori Tekko +1"} sets.precast.JA['Sange'] = {legs="Mochizuki Chainmail +1"} -- Waltz set (chr and vit) sets.precast.Waltz = {} -- Don't need any special gear for Healing Waltz. sets.precast.Waltz['Healing Waltz'] = {} -- Set for acc on steps, since Yonin drops acc a fair bit sets.precast.Step = {neck="Subtlety Spec."} sets.precast.Flourish1 = {waist="Chaac Belt"} -- Fast cast sets for spells sets.precast.FC = { ammo="Amar Cluster", head={ name="Herculean Helm", augments={'Accuracy+29','"Triple Atk."+3','DEX+9','Attack+5',}}, body={ name="Mochi. Chainmail +1", augments={'Enhances "Sange" effect',}}, hands={ name="Leyline Gloves", augments={'Accuracy+12','Mag. Acc.+14','"Mag.Atk.Bns."+15','"Fast Cast"+2',}}, legs={ name="Rawhide Trousers", augments={'MP+50','"Fast Cast"+5','"Refresh"+1',}}, feet={ name="Mochi. Kyahan +1", augments={'Reduces elem. ninjutsu III cast time',}}, neck="Willpower Torque", waist="Druid's Rope", left_ear="Halasz Earring", right_ear="Loquac. Earring", left_ring="Prolix Ring", right_ring="Defending Ring", back="Mujin Mantle", } sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {ammo="Staunch Tathlum", neck="Magoraga Beads", body="Mochi. Chainmail +1", feet=HercFeet.FC, back=Andartia.DA}) -- Snapshot for ranged sets.precast.RA = {hands="Manibozho Gloves",legs="Nahtirah Trousers",feet="Wurrukatte Boots"} -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = {ammo="Seething bomblet", head=HercHead.TA, body=HercBody.WSD, hands=HercHands.WSD, legs="Hiza. Hizayoroi +1", feet=HercFeet.WSD, neck="Fotia Gorget", waist="Windbuffet Belt +1", left_ear="Brutal Earring", right_ear="Cessance Earring", left_ring="Epona's Ring", right_ring="Apate Ring", back=Andartia.WSD} sets.precast.WS.Acc = set_combine(sets.precast.WS, {ammo="Seething bomblet", head=HercHead.ACC, body=HercBody.WSD, hands=HercHands.ACC, legs="Hiza. Hizayoroi +1", feet=HercFeet.CRITACC, neck="Fotia Gorget", waist="Grunfeld Belt", left_ear="Mache Earring", right_ear="Cessance Earring", left_ring="Epona's Ring", right_ring="Apate Ring", back=Andartia.WSD}) -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Blade: Ten'] = set_combine(sets.precast.WS, {ammo="Seething bomblet", head="Lilitu headpiece", neck="Caro necklace", hands=HercHands.WSD, waist="Grunfeld rope", body=HercBody.WSD, legs="Hiza. Hizayoroi +1", feet=HercFeet.WSD, left_ear="Mache Earring", left_ring="Ifrit Ring +1", right_ring="Ifrit Ring +1"}) sets.precast.WS['Blade: Shun'] = set_combine(sets.precast.WS, { head="Lilitu headpiece", body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}}, hands=HercHands.ACC, legs="Samnuha tights", feet=HercFeet.CRITACC, waist="Thunder belt", back=Andartia.DA, right_ring="Ramuh Ring"}) sets.precast.WS['Blade: Metsu'] = set_combine(sets.precast.WS, { ammo="Jukukik feather", head="Lilitu headpiece", neck="Caro necklace", body=HercBody.WSD, hands=HercHands.WSD, legs=HercLegs.WSD, left_ear="Mache Earring", right_ear="Mache Earring", feet=HercFeet.WSD, waist="Grunfeld rope", right_ring="Ramuh Ring", left_ring="Ramuh Ring"}) sets.precast.WS['Blade: Hi'] = { ammo="Yetshila", head={ name="Adhemar Bonnet", augments={'DEX+10','AGI+10','Accuracy+15',}}, body=HercBody.CRIT, hands={ name="Ryuo Tekko", augments={'DEX+10','Accuracy+20','"Dbl.Atk."+3',}}, legs=HercLegs.CRIT, feet=HercFeet.CRIT, neck="Rancor Collar", waist="Windbuffet Belt +1", left_ear="Brutal Earring", right_ear="Cessance Earring", left_ring="Epona's Ring", right_ring="Apate Ring", back=Andartia.WSD} -------------------------------------- -- Midcast sets -------------------------------------- sets.midcast.FastRecast = { ear2="Loquacious Earring",ring1="Prolix Ring"} sets.midcast.SelfNinjutsu = {ammo="Staunch Tathlum", head="Hachiya hatsuburi +1", body="Foppish Tunica", hands={ name="Rawhide Gloves", augments={'Mag. Acc.+15','INT+7','MND+7',}}, legs="Wukong's Haka. +1", feet={ name="Mochi. Kyahan +1", augments={'Reduces elem. ninjutsu III cast time',}}, neck="Willpower Torque", waist="Druid's Rope", left_ear="Stealth Earring", right_ear="Loquac. Earring", left_ring="Prolix Ring", right_ring="Evanescence Ring", back="Mujin Mantle",} sets.midcast.Utsusemi = set_combine(sets.midcast.SelfNinjutsu, { feet="Hattori Kyahan", back=Andartia.DA}) sets.midcast.ElementalNinjutsu = { ammo="Seething bomblet", head={ name="Mochi. Hatsuburi +1", augments={'Increases elem. ninjutsu III damage',}}, body="Samnuha coat", Hands="Leyline gloves", legs=HercLegs.MAB, feet=HercFeet.MBD, neck="Deviant Necklace", waist="Cimmerian sash", left_ear="Friomisi Earring", right_ear="Static Earring", left_ring="Stikini Ring", right_ring="Stikini Ring", back=Andartia.MAB,} sets.midcast.ElementalNinjutsu.MAB = { ammo="Seething bomblet", head={ name="Mochi. Hatsuburi +1", augments={'Increases elem. ninjutsu III damage',}}, body="Samnuha coat", Hands="Leyline gloves", legs=HercLegs.MAB, feet=HercFeet.MBD, neck="Deviant Necklace", waist="Cimmerian sash", left_ear="Friomisi Earring", right_ear="Static Earring", left_ring="Locus Ring", right_ring="Mujin Band", back=Andartia.MAB,} sets.midcast.NinjutsuDebuff = { ammo="Hydrocera", head="Hachi. Hatsu. +1", body="Samnuha coat", hands=HercHands.MACC, legs={ name="Rawhide Trousers", augments={'MP+50','"Fast Cast"+5','"Refresh"+1',}}, feet=HercFeet.MAB, neck="Ninjutsu Torque", waist="Ovate rope", left_ear="Stealth Earring", right_ear="Ninjutsu Earring", left_ring="Stikini Ring", right_ring="Stikini Ring", back=Andartia.MAB,} sets.midcast.NinjutsuBuff = { ammo="Staunch Tathlum", head="Hachiya hatsuburi +1", body="Foppish Tunica", hands={ name="Rawhide Gloves", augments={'Mag. Acc.+15','INT+7','MND+7',}}, legs="Wukong's Haka. +1", feet="Mochi. Kyahan +1", neck="Ninjutsu Torque", waist="Cimmerian Rope", left_ear="Stealth Earring", right_ear="Ninjutsu Earring", left_ring="Stikini Ring", right_ring="Stikini Ring", back="Mujin Mantle",} sets.midcast.RA = {} -------------------------------------- -- Idle/resting/defense/etc sets -------------------------------------- -- Resting sets sets.resting = {ammo="Amar Cluster", head="Rao kabuto", body="Hizamaru haramaki +1", hands="Rao kote", legs={ name="Rao Haidate", augments={'Accuracy+20','"Dbl.Atk."+3','Pet: Accuracy+20',}}, feet=gear.MovementFeet, neck="Wiglen Gorget", waist="Flume Belt", left_ear="Infused Earring", right_ear="Dawn Earring", left_ring="Shneddick Ring", right_ring="Defending Ring", back="Shadow mantle"} -- Idle sets sets.idle = {ammo="Amar Cluster", head="Rao kabuto", body="Hizamaru haramaki +1", hands="Rao kote", legs={ name="Rao Haidate", augments={'Accuracy+20','"Dbl.Atk."+3','Pet: Accuracy+20',}}, feet=gear.MovementFeet, neck="Wiglen Gorget", waist="Flume Belt", left_ear="Infused Earring", right_ear="Dawn Earring", left_ring="Shneddick Ring", right_ring="Defending Ring", back="Shadow mantle"} sets.idle.Town = {ammo="Amar Cluster", head="Rao kabuto", body="Hizamaru haramaki +1", hands="Rao kote", legs={ name="Rao Haidate", augments={'Accuracy+20','"Dbl.Atk."+3','Pet: Accuracy+20',}}, feet=gear.MovementFeet, neck="Wiglen Gorget", waist="Flume Belt", left_ear="Infused Earring", right_ear="Dawn Earring", left_ring="Shneddick Ring", right_ring="Defending Ring", back="Shadow mantle"} sets.idle.Weak = {ammo="Amar Cluster", head="Rao kabuto", body="Hizamaru haramaki +1", hands="Rao kote", legs={ name="Rao Haidate", augments={'Accuracy+20','"Dbl.Atk."+3','Pet: Accuracy+20',}}, feet=gear.MovementFeet, neck="Wiglen Gorget", waist="Flume Belt", left_ear="Infused Earring", right_ear="Dawn Earring", left_ring="Shneddick Ring", right_ring="Defending Ring", back="Shadow mantle"} -- Defense sets sets.defense.Evasion = {neck="Subtlety Spec.", back="Yokaze Mantle"} sets.defense.PDT = { ammo="Togakushi Shuriken", head={ name="Ryuo Somen", augments={'STR+10','DEX+10','Accuracy+15',}}, body="Emet Harness +1", hands=HercHands.PDT, legs=HercLegs.DT, feet=HercFeet.DT, neck="Loricate Torque", waist="Flume Belt", left_ear="Cessance Earring", right_ear="Suppanomimi", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back="Solemnity Cape", } sets.defense.MDT = { ammo="Togakushi Shuriken", head={ name="Dampening Tam", augments={'DEX+9','Accuracy+13','Mag. Acc.+14','Quadruple Attack +2',}}, body="Hiza. Haramaki +1", hands={ name="Floral Gauntlets", augments={'Rng.Acc.+15','Accuracy+15','"Triple Atk."+3','Magic dmg. taken -4%',}}, legs=HercLegs.DT, feet=HercFeet.DT, neck="Loricate Torque", waist="Flume Belt", left_ear="Brutal Earring", right_ear="Static Earring", left_ring={ name="Dark Ring", augments={'Magic dmg. taken -5%',}}, right_ring="Defending Ring", back="Solemnity Cape", } sets.Kiting = {left_ring="Shneddick Ring",feet=gear.MovementFeet} -------------------------------------- -- Engaged sets -------------------------------------- -- Normal melee group sets.engaged = {ammo="Togakushi Shuriken", head="Ryuo somen", body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}}, hands="Floral gauntlets", legs="Samnuha tights", feet="Hiza. Sune-Ate +1", neck="Erudition necklace", waist="Patentia sash", left_ear="Brutal Earring", right_ear="Suppanomimi", left_ring="Epona's Ring", right_ring="Petrov Ring", back=Andartia.DA} sets.engaged.Acc = {ammo="Togakushi Shuriken", head="Ryuo somen", body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}}, hands="Floral gauntlets", legs=HercLegs.TA, feet="Hiza. Sune-Ate +1", neck="Erudition necklace", waist="Patentia sash", left_ear="Brutal Earring", right_ear="Suppanomimi", left_ring="Epona's Ring", right_ring="Petrov Ring", back=Andartia.DA} sets.engaged.HighAcc = {ammo="Togakushi Shuriken", head="Ryuo somen", body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}}, hands="Floral gauntlets", legs=HercLegs.ACC, feet="Hiza. Sune-Ate +1", neck="Subtlety Spec.", waist="Patentia sash", left_ear="Cessance Earring", right_ear="Suppanomimi", left_ring="Epona's Ring", right_ring="Cacoethic Ring", back=Andartia.DA} sets.engaged.Evasion = {} sets.engaged.Acc.Evasion = {} sets.engaged.PDT = {} sets.engaged.Acc.PDT = {} -- Custom melee group: High Haste (~20% DW) sets.engaged.HighHaste = {ammo="Togakushi Shuriken", head="Ryuo somen", body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}}, hands=HercHands.TA, legs=HercLegs.TA, feet="Hiza. Sune-Ate +1", neck="Erudition necklace", waist="Windbuffet belt +1", left_ear="Brutal Earring", right_ear="Cessance earring", left_ring="Epona's Ring", right_ring="Petrov Ring", back=Andartia.DA} sets.engaged.Acc.HighHaste = {ammo="Togakushi Shuriken", head="Ryuo somen", body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}}, hands=HercHands.TA, legs=HercLegs.TA, feet="Hiza. Sune-Ate +1", neck="Erudition necklace", waist="Windbuffet belt +1", left_ear="Brutal Earring", right_ear="Cessance earring", left_ring="Epona's Ring", right_ring="Petrov Ring", back=Andartia.DA} sets.engaged.HighAcc.HighHaste = {ammo="Togakushi Shuriken", head="Ryuo somen", body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}}, hands=HercHands.ACC, legs=HercLegs.ACC, feet="Hiza. Sune-Ate +1", neck="Subtlety Spec.", waist="Kentarch belt +1", left_ear="Cessance Earring", right_ear="Cessance earring", left_ring="Epona's Ring", right_ring="Cacoethic Ring", back=Andartia.DA} sets.engaged.Evasion.HighHaste = {} sets.engaged.Acc.Evasion.HighHaste = {} sets.engaged.PDT.HighHaste = {} sets.engaged.Acc.PDT.HighHaste = {} -- Custom melee group: Embrava Haste (7% DW) sets.engaged.EmbravaHaste = {} sets.engaged.HighAcc.EmbravaHaste = {} sets.engaged.Acc.EmbravaHaste = {} sets.engaged.Evasion.EmbravaHaste = {} sets.engaged.Acc.Evasion.EmbravaHaste = {} sets.engaged.PDT.EmbravaHaste = {} sets.engaged.Acc.PDT.EmbravaHaste = {} -- Custom melee group: Max Haste (0% DW) sets.engaged.MaxHaste = {ammo="Togakushi Shuriken", head="Adhemar bonnet", body=HercBody.CRIT, hands=HercHands.TA, legs=HercLegs.TA, feet=HercFeet.TA, neck="Erudition necklace", waist="Windbuffet Belt +1", left_ear="Brutal Earring", right_ear="Cessance earring", left_ring="Epona's Ring", right_ring="Petrov Ring", back=Andartia.DA} sets.engaged.Acc.MaxHaste = {ammo="Togakushi Shuriken", head=HercHead.TA, body=HercBody.CRIT, hands=HercHands.TA, legs=HercLegs.TA, feet=HercFeet.TA, neck="Erudition necklace", waist="Windbuffet Belt +1", left_ear="Brutal Earring", right_ear="Cessance earring", left_ring="Epona's Ring", right_ring="Petrov Ring", back=Andartia.DA} sets.engaged.HighAcc.MaxHaste = {ammo="Togakushi Shuriken", head=HercHead.ACC, body=HercBody.CRIT, hands=HercHands.ACC, legs=HercLegs.ACC, feet=HercFeet.CRITACC, neck="Subtlety Spec.", waist="Kentarch Belt +1", left_ear="Mache Earring", right_ear="Cessance earring", left_ring="Epona's Ring", right_ring="Cacoethic Ring", back=Andartia.DA} sets.engaged.Evasion.MaxHaste = {} sets.engaged.Acc.Evasion.MaxHaste = {} sets.engaged.PDT.MaxHaste = {} sets.engaged.Acc.PDT.MaxHaste = {} -------------------------------------- -- Custom buff sets -------------------------------------- sets.buff.Migawari = {body="Adhemar Jacket"} sets.buff.Doom = {ring2="Saida Ring"} sets.buff.Yonin = {} sets.buff.Innin = {} end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- -- Run after the general midcast() is done. -- eventArgs is the same one used in job_midcast, in case information needs to be persisted. function job_post_midcast(spell, action, spellMap, eventArgs) if state.Buff.Doom then equip(sets.buff.Doom) end end -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. function job_aftercast(spell, action, spellMap, eventArgs) if not spell.interrupted and spell.english == "Migawari: Ichi" then state.Buff.Migawari = true end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- function job_buff_change(buff, gain) if S{'haste','march','embrava','haste samba'}:contains(buff:lower()) then determine_haste_group() handle_equipping_gear(player.status) elseif state.Buff[buff] ~= nil then handle_equipping_gear(player.status) end end function job_status_change(new_status, old_status) if new_status == 'Idle' then select_movement_feet() end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- Get custom spell maps function job_get_spell_map(spell, default_spell_map) if spell.skill == "Ninjutsu" then if not default_spell_map then if spell.target.type == 'SELF' then return 'NinjutsuBuff' else return 'NinjutsuDebuff' end end end end -- Modify the default idle set after it was constructed. function customize_idle_set(idleSet) if state.Buff.Migawari then idleSet = set_combine(idleSet, sets.buff.Migawari) end if state.Buff.Doom then idleSet = set_combine(idleSet, sets.buff.Doom) end return idleSet end -- Modify the default melee set after it was constructed. function customize_melee_set(meleeSet) if state.Buff.Migawari then meleeSet = set_combine(meleeSet, sets.buff.Migawari) end if state.Buff.Doom then meleeSet = set_combine(meleeSet, sets.buff.Doom) end return meleeSet end -- Called by the default 'update' self-command. function job_update(cmdParams, eventArgs) select_movement_feet() determine_haste_group() end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- function determine_haste_group() classes.CustomMeleeGroups:clear() if buffactive.embrava and (buffactive.march == 2 or (buffactive.march and buffactive.haste)) then classes.CustomMeleeGroups:append('MaxHaste') elseif buffactive.march == 2 and buffactive.haste then classes.CustomMeleeGroups:append('MaxHaste') elseif buffactive.embrava and (buffactive.haste or buffactive.march) then classes.CustomMeleeGroups:append('EmbravaHaste') elseif buffactive.haste then classes.CustomMeleeGroups:append('HighHaste') elseif buffactive.march == 2 then classes.CustomMeleeGroups:append('HighHaste') elseif buffactive.march == 1 and buffactive['haste samba'] then classes.CustomMeleeGroups:append('HighHaste') end end function select_movement_feet() if world.time >= 17*60 or world.time < 7*60 then gear.MovementFeet.name = gear.NightFeet else gear.MovementFeet.name = gear.DayFeet end end function job_post_precast(spell, action, spellMap, eventArgs) if spell.type == 'WeaponSkill' then if world.time >= 17*60 or world.time < 7*60 then -- Dusk to Dawn time. equip({ear1="Lugra Earring +1", ear2="Lugra Earring"}) end end end function job_post_midcast(spell, action, spellMap, eventArgs) if spell.skill == 'ElementalNinjutsu' then if spell.element == world.day_element or spell.element == world.weather_element then equip(sets.midcast.ElementalNinjutsu,{waist="Hachirin-no-Obi"}) end end end -- Select default macro book on initial load or subjob change. function select_default_macro_book() -- Default macro set/book if player.sub_job == 'DNC' then set_macro_page(1, 4) elseif player.sub_job == 'WAR' then set_macro_page(2, 4) elseif player.sub_job == 'RUN' then set_macro_page(3, 4) elseif player.sub_job == 'RDM' then set_macro_page(4, 4) else set_macro_page(1, 4) end end I would also love to still know if hattori tekko need to be on for only futae activation or fulltime. My GS only has them on activation, I could never get anything to work to keep them on when I nuke and have futae up... coding isnt my strong point. Any pointers to are welcomed for my gearsets :D I never show them to people. Offline
Posts: 229
I created a quick spread sheet to check the currently used forumlar. Things I accounted for are:
- Gear (the set posted on last page) - Just took 100 Base Int as I cannot log in to check right now - /Rdm for MAB trait II - Innin bonus - Futae - Gifts - JP categories - Enemy Int and MDB - Day/Weather - Mochi. Hatsu. +1 Bonus - Ninjutsu skill bonus (assuming cap at 100% bonus) - updated MB multiplier (assumed to be double the old) (did I forget something?) With the set above, an Enemy with 0 Int and 0 MDB, Innin and Futae up, capped JPs, matching day/double weather, Mochi head for a 5/5 San spell, Idris Geo for MDB-30, 6 step SC and Ninjutsu skill >275 the forumlar gives me 161608.912 dmg (ignored flooring). Thats >99k but pretty unrealistic situations... But when I remove the Geo and make it a normal 2 Step SC im still at ~98k dmg. Now all depends on the enemies Int...what numbers should I test here? Your text to link here...
sadly doesnt list Int values at all, but only post i know of that atleast list stats somewhat. Offline
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Asura.Azagarth said: » Your text to link here... sadly doesnt list Int values at all, but only post i know of that atleast list stats somewhat. Bahadir said: » Asura.Azagarth said: » Your text to link here... sadly doesnt list Int values at all, but only post i know of that atleast list stats somewhat. honestly not sure. I am not a great math person haha. Hopefully someone a little wiser than me can chime in. Feel free to use my gearset i posted above. If you get 18k~ on a base non futae/innin nuke (/rdm and star for +24 mab) then you know your formula is working pretty dang close. if you see its way off, we can start to make assumptions about mob int. I could care less if we have the perfect formula/dats. It would be nice, but even something to give a general ballpark would be sufficient, say within 3-5k. Offline
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Asura.Azagarth said: » Bahadir said: » Asura.Azagarth said: » Your text to link here... sadly doesnt list Int values at all, but only post i know of that atleast list stats somewhat. honestly not sure. I am not a great math person haha. Hopefully someone a little wiser than me can chime in. Feel free to use my gearset i posted above. If you get 18k~ on a base non futae/innin nuke (/rdm and star for +24 mab) then you know your formula is working pretty dang close. if you see its way off, we can start to make assumptions about mob int. I could care less if we have the perfect formula/dats. It would be nice, but even something to give a general ballpark would be sufficient, say within 3-5k. Offline
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Asura.Azagarth said: » So to give a test case for the formula. This is my actual set. With the bottom set and listed augments I have been testing/playing with apex jagils and crabs and have a pretty good baseline on san nukes now. Well I think we know enough. You have 170 MAB // 50 MBB D = 354+ 134 + 300 788 * 2.6 * 1.5 * 2.7 * 1.25 * 2 = 20744.1 Assuming There is no MDB, Resists and dINT is 200. So it sounds like we are pretty close to the formula. If dINT was even half then you would be looking at around 16-17k damage. Conversely if you used another Ochu in place of Kikoku the formula would be D = 276 + 134 + 318 728 * 2.6 * 1.63 * 2.84 * 1.25 * 2 = 21905.37 Funny enough, I calculated it without the extra 12 int before, afterwards the 12 int made about a 800-900 damage difference. Offline
How would using Ryuo Somen and Ryuo Somen +1 path D compare to Mochi. Hatsuburi +1? It seems odd to me SE would make an abjuration piece suited just for ninja nuking but the relic head would still be better. The ninjitsu damage +15 is counted as mab? The wording makes it seem base damage. Maybe the San boost is really that good but no one mentions the abjuration head so just want to be sure.
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Asura.Azagarth said: » honestly not sure. I am not a great math person haha. Hopefully someone a little wiser than me can chime in. Feel free to use my gearset i posted above. If you get 18k~ on a base non futae/innin nuke (/rdm and star for +24 mab) then you know your formula is working pretty dang close. if you see its way off, we can start to make assumptions about mob int. I could care less if we have the perfect formula/dats. It would be nice, but even something to give a general ballpark would be sufficient, say within 3-5k. - No Innin - no Futae - 100 base Int - Mob with 0 Int and MDB - No Weather/Day correlation - San Spell 5/5 in 2nd catergory but not in first! - Skill 475+ Then I get ~11k dmg. I guess the 0 MDB is ok to assume but need to add some Int numbers. Player Int would be nice to know as well (base before any gear is applied just with Stat merits). Furthermore only day adds already about 1k dmg so are you sure non of this applied? And do you have merits in first or only in 2nd merit category? Offline
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Verda said: » How would using Ryuo Somen and Ryuo Somen +1 path D compare to Mochi. Hatsuburi +1? It seems odd to me SE would make an abjuration piece suited just for ninja nuking but the relic head would still be better. The ninjitsu damage +15 is counted as mab? The wording makes it seem base damage. Maybe the San boost is really that good but no one mentions the abjuration head so just want to be sure. EDIT: Here I assume the Ninjutsu skill does NOT add more dmg and is caped by other sources already. Offline
Alright thanks for the answer it's good to know :)
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Verda said: » How would using Ryuo Somen and Ryuo Somen +1 path D compare to Mochi. Hatsuburi +1? It seems odd to me SE would make an abjuration piece suited just for ninja nuking but the relic head would still be better. The ninjitsu damage +15 is counted as mab? The wording makes it seem base damage. Maybe the San boost is really that good but no one mentions the abjuration head so just want to be sure. According to all the information I can find Ninjutsu skill only effects damage up to a certain point(Which is 100% damage): 250 Skill for Ichi 325 Skill for Ni 475 Skill for San 417+16(Merits)+36(Gifts) = 469 which is a 97% bonus to ninjutsu. So you hardly benefit from the skill on the Ryou. It is probably BiS for enfeebles and Migawari. My post earlier about Heishi was assuming that you'd also be meleeing. It's not just about the aftermath, the magic damage is likely non-negligible. I'm assuming the base D for San ninjutsu works like this (the value for skill capping at 475).
D = (mDMG + 134 + 1.5*dINT)*(1 + (skill % 275)/200) If your ninjutsu bonus is capped (475) then this can be simplified. D = (2 * mDMG + 268 + 3*dINT) mDMG term comes from weapon and job points. That's a fairly low base damage term and a delta of 156 (78 * 2) on your base damage is probably going to be significant. I haven't tested to see which parts of the D term are multiplied by the ninjutsu skill modifier, it's possibly that mDMG isn't. For nuking without meleeing, I would put my money on dual Malevolence or Malevolence/Ochu. It lacks magic burst bonus but 30 mab is a lot, especially for ninja. Offline
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Fenrir.Snaps said: » My post earlier about Heishi was assuming that you'd also be meleeing. It's not just about the aftermath, the magic damage is likely non-negligible. I'm assuming the base D for San ninjutsu works like this (the value for skill capping at 475). D = (mDMG + 134 + 1.5*dINT)*(1 + (skill % 275)/200) If your ninjutsu bonus is capped (475) then this can be simplified. D = (2 * mDMG + 268 + 3*dINT) mDMG term comes from weapon and job points. That's a fairly low base damage term and a delta of 156 (78 * 2) on your base damage is probably going to be significant. I haven't tested to see which parts of the D term are multiplied by the ninjutsu skill modifier, it's possibly that mDMG isn't. For nuking without meleeing, I would put my money on dual Malevolence or Malevolence/Ochu. It lacks magic burst bonus but 30 mab is a lot, especially for ninja. The same allakhazam post I made earlier discusses how skill adds to ninjutsu damage. It seems suggest that the multiplier takes place after D is calculated. Offline
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Was little bored and decided run my base formula with some actual values and try to compare Kikoku/Ochu, Ochu/Mal and Ochu/Ochu.
I could have missed a lot of things but this is just based off of my knowledge Quote: Assume 200 dInt Mal/Ochu MDMG - 118(Mal)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 710 (w dInt) MAB - 44(Mal) + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 309 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 67 Damage Dealt = 710 * 2.6 * 1.67 * 4.09 * 1.25 * 2 = 31521.8345 Futae = 810 * 2.6 * 1.67 * 4.09 * 1.25 * 2 * 1.5 = 53942.29425 Kikoku/Ochu MDMG - 186(Kik)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 766 (w dInt) MAB - + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 265 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 67 Damage Dealt = 766 * 2.6 * 1.67 * 3.65 * 1.25 * 2 = 30349.49 Futae = 866 * 2.6 * 1.67 * 3.65 * 1.25 * 2 * 1.5 = 51467.35 Ochu x 2 MDMG - 108(O1)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 700 (w dInt) MAB - 14(Mal) + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 279 MBB - 26(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 80 Damage Dealt = 700 * 2.6 * 1.80 * 3.79 * 1.25 * 2 = 31040.1 Futae = 800 * 2.6 * 1.80 * 3.79 * 1.25 * 2 * 1.5 = 53211.6 dINT 200 is fairly large, I question how realistic that is on anything relevant (including Apex mobs). It cuts into the marginal gains from RMEA magic damage. That said I would try estimating malx2, I think it's going to be the best nuking option in any non-melee situation.
Also in regards to the allakazam post, it was made before ilvl weapons/job points existed. I think the inferred conclusion that the ninjutsu multiplier is applied to mDMG is reasonable but unless we've tested it you can't say for sure. Skillchains, for example, have some multipliers that are not applied to mDMG. Offline
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Quote: Assume 100 dInt Mal/Ochu MDMG - 118(Mal)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 560 (w dInt) MAB - 44(Mal) + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 309 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 67 Damage Dealt = 560 * 2.6 * 1.67 * 4.09 * 1.25 * 2 = 24862.29 Futae = 660 * 2.6 * 1.67 * 4.09 * 1.25 * 2 * 1.5 = 43952.98 Kik/Ochu MDMG - 186(Kik)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 616 (w dInt) MAB - + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 265 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 67 Damage Dealt = 616 * 2.6 * 1.67 * 3.65 * 1.25 * 2 = 24406.38 Futae = 716 * 2.6 * 1.67 * 3.65 * 1.25 * 2 * 1.5 = 42552.68 Ochux2 MDMG - 108(O1)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 550 (w dInt) MAB - 14(Mal) + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 279 MBB - 26(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 80 Damage Dealt = 550 * 2.6 * 1.80 * 3.79 * 1.25 * 2 = 24388.65 Futae = 650 * 2.6 * 1.80 * 3.79 * 1.25 * 2 * 1.5 = 43234.42 Malx2 MDMG - 118(Mal)) + 118(W2) + 40(JP) + 10(Merits) +134 (V) Total - 570 (w dInt) MAB - 44(Mal) + 44(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 339 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 54 Damage Dealt = 570 * 2.6 * 1.54 * 4.39 * 1.25 * 2 = 25048.023 Futae = 670 * 2.6 * 1.54 * 4.39 * 1.25 * 2 * 1.5 = 44163.61 Lowered dInt to 100 (Honestly, no idea what a good value for that is). I do think that the ninjutsu bonus applies after D is calculated. I can't find any other way to explain doing 99,999 damage. but of course, someone would have to test. eliroo said: » Quote: Assume 100 dInt Mal/Ochu MDMG - 118(Mal)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 560 (w dInt) MAB - 44(Mal) + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 309 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 67 Damage Dealt = 560 * 2.6 * 1.67 * 4.09 * 1.25 * 2 = 24862.29 Futae = 660 * 2.6 * 1.67 * 4.09 * 1.25 * 2 * 1.5 = 43952.98 Kik/Ochu MDMG - 186(Kik)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 616 (w dInt) MAB - + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 265 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 67 Damage Dealt = 616 * 2.6 * 1.67 * 3.65 * 1.25 * 2 = 24406.38 Futae = 716 * 2.6 * 1.67 * 3.65 * 1.25 * 2 * 1.5 = 42552.68 Ochux2 MDMG - 108(O1)) + 108(W2) + 40(JP) + 10(Merits) +134 (V) Total - 550 (w dInt) MAB - 14(Mal) + 14(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 279 MBB - 26(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 80 Damage Dealt = 550 * 2.6 * 1.80 * 3.79 * 1.25 * 2 = 24388.65 Futae = 650 * 2.6 * 1.80 * 3.79 * 1.25 * 2 * 1.5 = 43234.42 Malx2 MDMG - 118(Mal)) + 118(W2) + 40(JP) + 10(Merits) +134 (V) Total - 570 (w dInt) MAB - 44(Mal) + 44(Ochu) + 6(ammo) + 30(head) + 10 (Deviant/Sanctity) + 10 (Friomosi) + 35 (SR Body) + 35 (Herc Gloves) + 10 (Amb cap ) + 7 (Eschan Stone) + 35 (Herc Pants) + 45 ( Herc boots) + 28 (gifts) Total - 339 MBB - 13(Ochu) + 5 (Static) + 5 (Locus) + 5 (Mujin) + 8 (SR body) + 24 (herc) + 7 (job trait) Total - 54 Damage Dealt = 570 * 2.6 * 1.54 * 4.39 * 1.25 * 2 = 25048.023 Futae = 670 * 2.6 * 1.54 * 4.39 * 1.25 * 2 * 1.5 = 44163.61 Lowered dInt to 100 (Honestly, no idea what a good value for that is). I do think that the ninjutsu bonus applies after D is calculated. I can't find any other way to explain doing 99,999 damage. but of course, someone would have to test. Weather + Obi, and Geo doing Malaise might get that up there. Bahadir said: » Asura.Azagarth said: » Bahadir said: » Asura.Azagarth said: » Your text to link here... sadly doesnt list Int values at all, but only post i know of that atleast list stats somewhat. honestly not sure. I am not a great math person haha. Hopefully someone a little wiser than me can chime in. Feel free to use my gearset i posted above. If you get 18k~ on a base non futae/innin nuke (/rdm and star for +24 mab) then you know your formula is working pretty dang close. if you see its way off, we can start to make assumptions about mob int. I could care less if we have the perfect formula/dats. It would be nice, but even something to give a general ballpark would be sufficient, say within 3-5k. I think eliroo with the math got close enough, and i think Dint100 number was very accurate at 17k~ This is nice to see. However I dont think I nuke in 475 nin skill atm with my CP, which means that probably will be a big deal. To give an idea (my last week 4 hrs testing was on locus ring vs stikini) I was with another nin equally geared as I am, AG kik etc. he was using innin and pulling 21k~ which is expected, I wasnt and was pulling the same posted numbers above, 17k~. When I swappped in stikini ring, and the sash over (no functioning obi and locus) I could not see a differnce at all in dmg, I know its there but I didnt run the math well enough to get a concrete answer. My max however I saw was exactly 300 dmg more with locus+mujin over dual stikini. It would not surprise me if nin skill played a very important part up to that 475 point, acting as a base addition before all multipliers. I just couldnt explain why 10 skill was keeping the dmg so close to 10% MBD (I actually had though mujin band maybe didnt break cap for nin nukes and was trying to test that) Offline
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Soo worked a bit on that sheet I mentioned earlier and it accounts for everything that came to my mind except for Hatori Gloves +1 effect on Futae.
EDIT: updated version of the sheet in a post below. Here you can set pretty much everything and its described as well how stuff is calculated. If any1 has suggestions or comments feel free to post ~ Btw I checked and Wild Rabbits in Ronfaure are supposed to have Int 6. If some1 wants some reference value. Don't really keep up with NIN, but I noticed that JP wiki had different cap for the Ninjutsu skill bonus to Ni spells than NA wiki (and that BG's source never actually tested to see where it caps). Went to test on rabbits. Figured I'd also test if mDMG was added before the bonus too, since people were mentioning it (JP wiki also states that skill bonus is applied after the final damage, but no source).
40 mDMG (JP) 97 INT (91 dINT) 28 MAB (gifts) Ichi: 271 28 + 40 + 76/2 = 106 106 * 1.28 * 2 = 271 Ni: 542 69 + 40 + 91 = 200 200 * 1.28 * 2 = 512 200 * 1.28 * 2.12 = 542 186+40 mDMG (Aeonic+JP) 97 INT (91 dINT) 28 MAB (gifts) Ichi: 747 28 + 186 + 40 + 76/2 = 292 292 * 1.28 * 2 = 747 Ni: 1047 69 + 186 + 40 + 91 = 386 386 * 1.28 * 2 = 988 386 * 1.28 * 2.12 = 1047 - Ninjutsu skill bonus caps at 2.12 bonus (350 skill) for Ni, not 2 (325 skill). - mDMG, both from JP and gear, is applied before bonus. It's reasonable to believe that San bonus also passes x2 (475 skill) and could possibly go as high as 2.25 (525 skill). loving it!
Cant believe according to that ghastly > seething..... Def gona have to change that Offline
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Fixed some bugs (credit for most of them to Flippant) and uploaded new version. Basically the Ninjutsu bonus calculations were a bit off. Included the possibility to change the Ninjutsu bonus cap as well. At least for San some1 has to still test it. Set it to the one for Ni for now.
EDIT: uploaded a new version that includes buffs now https://drive.google.com/file/d/0BxLbA6DbeOriS0NqbXNwUENmRFE/view?usp=sharing Still happy about more comments ^^ Asura.Azagarth said: » loving it! Cant believe according to that ghastly > seething..... Def gona have to change that Offline
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All this is only about dmg so far. I guess MAcc would be the real problem for Nins in high lvl content. I dont know how we compare to jobs like Blm? We do get 20 MAcc from JP and have some options to dual wield weapons with a lot of MAcc. But feels like we r missing a lot.
Macc was already the issue on Apex Mobs which are all but high level content.
My damage with Ninjutsu was oscillating so much because of the extremely high rate of resists I was getting, and my gear isn't optimal of course but not teh ***either. Plus you have to consider that magic bursts already provide quite a large amount of macc. I was noticing a big difference when Focus or Languor (and/or Frazzle) was being used in the pt, my average numbers skyrocketed and resists suddenly became rare. So in a realistic environment, even if you're getting Languor and Focus, I don't think you're gonna be able to ignore macc completely. It kinda depends on the slot of course, but for a slot like Ammo Pamphredo Tathlum likely seems the best compromise. Edit: when I was getting my resists I wasn't JP capped yet, and no ambuscade cape. Thsoe 2 aspects alone make a huge difference, but I still don't think we're gonna be able to trivialize macc in the majority of content. Offline
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How could one test conversion rates for Ninjutsu Skill to MAcc?
We dont have exact numbers here right? |
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