Apoc got 15 acc added to aftermath. Seems SE's favorite lube is DRK Tears(TM).
Excal is regen+30 refresh+3.
February 10th, 2016 Version Update |
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February 10th, 2016 Version Update
Apoc got 15 acc added to aftermath. Seems SE's favorite lube is DRK Tears(TM).
Excal is regen+30 refresh+3. fonewear said: » Some of the updates to relic are pretty terrible. Actually a lot of them are underwhelming. Aside from obviously the Staffs that are never going to be useful no matter what... what other ones got the shaft? Asura.Evildemon
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Fenrir.Nightfyre said: » Apoc got 15 acc added to aftermath. Seems SE's favorite lube is DRK Tears(TM). Excal is regen+30 refresh+3. They of course don't want to let apoc break the haste cap. but at least my excal has a better aftermath if i so choose to waste time with kor If anyone knows, do trusts who hold relic (bst, which name escapes me, and galka whm), do they supposedly get access to aftermaths when you use them in pt? If so, galka whm using relic ws kinda nice for the +5 refresh, but I doubt they'd change trusts too...
Valefor.Sapphire
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whoa my armageddon and DP will dispense ammo, thats pretty damn amazing if it gives a full stack.
hnnng at that +50dex and arrows dispensed by Gandiva. This exceeded my expectations. Living Bullet
DMG: 245 Delay:240 Magic Accuracy+25 "Magic Atk. Bonus"+35 COR Offline
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Quetzalcoatl.Wakmidget said: » Is this update worth coming back to the game for? Depends on how long you have been away. I'm way too far behind or else I'd prolly come and try to upgrade my Amano.
Cerberus.Cruxus said: » If anyone knows, do trusts who hold relic (bst, which name escapes me, and galka whm), do they supposedly get access to aftermaths when you use them in pt? If so, galka whm using relic ws kinda nice for the +5 refresh, but I doubt they'd change trusts too... WAAAAAAAAAAAAAIT A MINUTE
Hvergelmir DMG:275 Delay:390 MP+230 Magic Damage+279 Staff skill +269 Parrying skill +269 Magic Accuracy skill +269 "Fast Cast"+50% "Myrkr" Aftermath: Occasionally attacks for triple damage Afterglow dafuq? Most expensive and useless precast/recast piece ever? Valefor.Sapphire said: » whoa my armageddon and DP will dispense ammo, thats pretty damn amazing if it gives a full stack. hnnng at that +50dex and arrows dispensed by Gandiva. This exceeded my expectations. The coolest part is arma gives high racc dmg ammo for ranged attack and last stand, and DP gives high mab ammo for magical ws and qd. So happy that both of my legendary has a use now. :) I
Fenrir.Nightfyre said: » Cerberus.Cruxus said: » If anyone knows, do trusts who hold relic (bst, which name escapes me, and galka whm), do they supposedly get access to aftermaths when you use them in pt? If so, galka whm using relic ws kinda nice for the +5 refresh, but I doubt they'd change trusts too... I was under impression they overhauled the aftermath was across the board, my bad...and actually makes me sad that until reforged again Gungnir still keeps shock spikes... :( Fenrir.Nightfyre said: » WAAAAAAAAAAAAAIT A MINUTE Hvergelmir DMG:275 Delay:390 MP+230 Magic Damage+279 Staff skill +269 Parrying skill +269 Magic Accuracy skill +269 "Fast Cast"+50% "Myrkr" Aftermath: Occasionally attacks for triple damage Afterglow dafuq? Most expensive and useless precast macro ever? good thing it reduces your tp to 0 so you can't even myrkr. thanks obama I'm laughing so hard right now. Super duper FC piece, all but useless because using it removes the TP you were saving for its own WS!
GG SE Quetzalcoatl.Wakmidget
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Fenrir.Ramzus said: » Fenrir.Nightfyre said: » WAAAAAAAAAAAAAIT A MINUTE Hvergelmir DMG:275 Delay:390 MP+230 Magic Damage+279 Staff skill +269 Parrying skill +269 Magic Accuracy skill +269 "Fast Cast"+50% "Myrkr" Aftermath: Occasionally attacks for triple damage Afterglow dafuq? Most expensive and useless precast macro ever? good thing it reduces your tp to 0 so you can't even myrkr. thanks obama HEY!!! Not EVERYTHING in this world is Obama's fault!!! :P Fenrir.Nightfyre said: » WAAAAAAAAAAAAAIT A MINUTE Hvergelmir DMG:275 Delay:390 MP+230 Magic Damage+279 Staff skill +269 Parrying skill +269 Magic Accuracy skill +269 "Fast Cast"+50% "Myrkr" Aftermath: Occasionally attacks for triple damage Afterglow similar trend with the emp club, look like the only emps that got something extra added on lol Gambanteinn DMG:212 Delay:300 HP+135 MP+135 Magic Damage+217 Club skill +269 Parrying skill +269 Magic Accuracy skill +255 "Cursna"+100 "Dagan" Aftermath: Occasionally attacks for triple damage Afterglow That's an expensive way to ensure cursna hits, but I guess if you already have one....
Asura.Evildemon
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Siren.Bruno said: » Fenrir.Nightfyre said: » WAAAAAAAAAAAAAIT A MINUTE Hvergelmir DMG:275 Delay:390 MP+230 Magic Damage+279 Staff skill +269 Parrying skill +269 Magic Accuracy skill +269 "Fast Cast"+50% "Myrkr" Aftermath: Occasionally attacks for triple damage Afterglow similar trend with the emp club, look like the only emps that got something extra added on lol Gambanteinn DMG:212 Delay:300 HP+135 MP+135 Magic Damage+217 Club skill +269 Parrying skill +269 Magic Accuracy skill +255 "Cursna"+100 "Dagan" Aftermath: Occasionally attacks for triple damage Afterglow SE obviously was hoping more people would make these! Quetzalcoatl.Wakmidget
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Siren.Bruno said: » Fenrir.Nightfyre said: » WAAAAAAAAAAAAAIT A MINUTE Hvergelmir DMG:275 Delay:390 MP+230 Magic Damage+279 Staff skill +269 Parrying skill +269 Magic Accuracy skill +269 "Fast Cast"+50% "Myrkr" Aftermath: Occasionally attacks for triple damage Afterglow similar trend with the emp club, look like the only emps that got something extra added on lol Gambanteinn DMG:212 Delay:300 HP+135 MP+135 Magic Damage+217 Club skill +269 Parrying skill +269 Magic Accuracy skill +255 "Cursna"+100 "Dagan" Aftermath: Occasionally attacks for triple damage Afterglow That's one expensive piece of Cursna gear..... how much woul YOU pay for inventory +5? lol Siren.Bruno said: » similar trend with the emp club, look like the only emps that got something extra added on lol Gambanteinn DMG:212 Delay:300 HP+135 MP+135 Magic Damage+217 Club skill +269 Parrying skill +269 Magic Accuracy skill +255 "Cursna"+100 "Dagan" Aftermath: Occasionally attacks for triple damage Afterglow Quetzalcoatl.Wakmidget
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Well, now WHM has something useful on Mythic and Empy, they just need something cool on the relic and they will have a reason to get all 3!
I thought Cursna pieces were multiplicative, not additive. If multiplicative, Cursna +100 would double your doom removal rate, which is a far cry from 100% on most relevant dooms.
Fenrir.Nightfyre said: » I'm laughing so hard right now. Super duper FC piece, all but useless because using it removes the TP you were saving for its own WS! GG SE inc Hvegrlrmrmrirl sets with Occult Acumen builds Quetzalcoatl.Wakmidget
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Refresh +5 on Mjollnir lol. Dat idle set! (unless something better already exists by now)
Ragnarok.Martel
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Odin.Geriond said: » I thought Cursna pieces were multiplicative, not additive. If multiplicative, Cursna +100 would double your doom removal rate, which is a far cry from 100% on most relevant dooms. This of course is assuming there's no cap on this. On just the WHM's end, a 73.75% removal rate should be possible now. Assuming I haven't missed any newer cursna+ items in my calculations.(and I haven't been playing much, so that wouldn't be hard. But the real issue here, is that I'd have to /NIN or /DNC to to get 100% doom removal and still AoE it with Yagrush. That's just mean SE. lol Odin.Geriond said: » I thought Cursna pieces were multiplicative, not additive. If multiplicative, Cursna +100 would double your doom removal rate, which is a far cry from 100% on most relevant dooms. Yeah Cursna +100 =/= 100% removal rate. In fact it's a pretty bad conversion rate, though I guess if you already have Gamb it's a nice bonus. Here's the data I had bothered accumulating, Martel has some in here as well. I don't remember if I ever concluded any concrete stuff from this but it's easy to see that it isn't a 1:1 conversion at any rate https://www.bluegartr.com/threads/124448-Cursna-Testing Me said: Tests conducted in Ballista (BLU vs WHM) using Mortal Ray. Test 1 424 + 15 healing magic skill, no potency gear Mortal Ray casts: 18 Successful Cursna casts: 14/81 (+/- 17%) Test 2 424 + 16 healing magic skill, 55% potency (Haoma's ring x2 30%, Theophany pantaloons 15%, Malison medallion 10%) Mortal Ray casts: 26 Successful Cursna casts: 26/80 (+/- 32%) Test 3 424 + 16 healing magic skill, 55% potency (Haoma's ring x2 30%, Theophany pantaloons 15%, Malison medallion 10%) + Unknown % from Gendewitha galoshes and Mending cape Mortal Ray casts: 27 Successful Cursna casts: 27/65 (+/- 41%) Need to do a ton more tests and expand sample sizes on these ones, but things I'm looking at as possibilities atm: 1) Mending Cape or Gendewitha Galoshes having a larger Cursna potency bonus than other pieces. Would gravitate toward the cape having extra. 2) Healing magic skill works in tiers, and 440 just happened to break a tier in these tests. 3) Doom is based on stats somehow; INT, MND, or CHR compared between target and caster that helps to determine the base Doom removal chance. Could work for all Dooms, could work for but the BLU one. Hard to say. Need a lot more data, but those are some possibilities that I'm tossing around in my head at the moment. All this provides so far is statistical evidence that Cursna potency gear actually does something. Me said: Tests conducted in Ballista (BLU vs WHM) using Mortal Ray. Test 1 424 + 15 healing magic skill, no potency gear Mortal Ray casts: 30 Successful Cursna casts: 26/116 (+/- 22%) Test 2 424 + 16 healing magic skill, 55% potency (Haoma's ring x2 30%, Theophany pantaloons 15%, Malison medallion 10%) Mortal Ray casts: 26 Successful Cursna casts: 26/80 (+/- 33%) Test 3 424 + 16 healing magic skill, 55% potency (Haoma's ring x2 30%, Theophany pantaloons 15%, Malison medallion 10%) + Unknown % from Gendewitha galoshes and Mending cape Mortal Ray casts: 27 Successful Cursna casts: 27/65 (+/- 42%) Test 4 424 + 68 healing magic skill, no potency gear Mortal Ray casts: 32 Successful Cursna casts: 28/115 (+/- 24%) Seems skill makes very, very little difference in terms of overall success rate. This does, however, further refine the base doom removal rate and makes the third test look a little less derpy; cape+feet together being 30% most likely, meaning 15% each which falls into expected values. Overall an 85% or so boost from all that gear, which also falls in line. Pretty obvious that gear doesn't cap at 45% and that it is likely just multiplicative with base cursna doom removal rate, which is determined by healing magic skill and probably some base floor. I haven't got enough gear to determine whether or not cursna removal rate itself caps at 45% or not, nor the patience to get a sample size high enough to say for certain. However, this data is sufficient to draw basic conclusions on how cursna, and cursna enhancing gear, works. Only other test I plan to do in the immediate future is /WHM to try to get more of a feel for how skill affects removal rate; other than that, just expanding sample sizes when I can be bothered. Offline
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20 more magic accuracy and 10 more MAB... woo.. same update that gives Grioavolr higher MAB/M.Acc augments... yay...
I'm not bitter or anything, honest. Y'all can keep your fancy new aftermaths or ammunition-dispensing guns or what-have-yous. |
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