From FFXIclopedia, the free Final Fantasy XI encyclopedia
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Triple damage change & Skillchain Properties of Relic Weapons
just want to match the information from studio gobli...
ランドグリース(片手棍レリックWS) 2.75倍撃、STR40% MND40% 【連携属性】光/分解 ※ミョルニルは時々3倍撃?
Randgrith (Relic Club WS)
2.75 Multiplier, STR40% MND40%, Skillchain Properties: Light/Fragmentation
Mjollnir seems occasionally do 3x fold damage(?)
ゲイルスコグル(両手槍レリックWS) 3.00倍撃、AGI60% 【連携属性】光/湾曲? ※グングニルは謎
Geirskogul (Polearm Relic WS)
3.00 TP multiplier, AGI60%, Skillchain Properties: Light/Distortion?
Gungnir is a mystery (lol?)
南無八幡(弓術レリックWS) 2.75倍撃、STR40%、AGI40% 【連携属性】光/湾曲 ※与一の弓は時々3倍撃?
Namas Arrow (Bow Relic WS)
2.75 TP multiplier, STR40%, AGI40%, Skillchain Properties: Light/Distortion
Yoichinoyumi seems occasionally do 3x fold damage(?)
オンスロート(片手斧レリックWS) 2.75倍撃、DEX60% 【連携属性】闇/重力 ※ガトラーは時々2.5倍撃っぽい
Onslaught (Axe Relic WS)
2.75 TP multiplier, DEX60%, Skillchain Properties: Darkness/Gravitation
Guttler - It seems occasionally do 2.5 fold damage
ナイツオブラウンド(片手剣レリックWS) 3.00倍撃、STR40%、MND40% 【連携属性】光/核熱 ※エクスカリバーは時々2.5倍撃っぽい
Knights of Round (Sword Relic WS)
3.00 TP multiplier, STR40%, MND40%, Skillchain Properties: Light/Fusion
Excalibur - It seems occasionally do 2.5 fold damage
ファイナルヘヴン(格闘レリックWS) 3.00倍撃、VIT60% 【連携属性】光/核熱 ※スファライは時々3倍撃っぽい
Final Heaven (Hand-to-Hand Relic WS)
3.00 TP Multiplier, VIT 60%, Skillchain Properties: Light/Fusion
Spharai - It seems occasionally do 3 fold damage
生者必滅(片手刀レリックWS) 3.00倍撃、DEX60% 【連携属性】闇/分解 ※鬼哭は時々3倍撃っぽい 2倍撃は確認できず ※4回攻撃に見えるけど1回攻撃 二刀流でかろうじて2回攻撃?
Blade: Metsu (Katana Relic WS)
3.00 TP Multiplier, DEX60%, Skillchain Properties: Darkness/Fragmentation
Kikoku - It seems occasionally do 3 fold damage, 2 fold damage is awaiting confirmation
While it seems 4-hit attack in animation, it is 1 hit WS. Dual weild make them 2 fold attack?
カラナック(射撃レリックWS) 3.00倍撃、DEX40%、AGI40% 【連携属性】闇/分解 ※アナイアレイターは時々3倍撃っぽい
Coronach (Gun Relic WS)
3.00 TP Multiplier, DEX40%, AGI40%, Skillchain Properties: Darkness/Fragmentation
Annihilator - It seems occasionally do 3 fold damage
メタトロントーメント(両手斧レリックWS) 2.75倍撃、STR60% 【連携属性】光/核熱 ※ブラビューラは時々2倍撃っぽい
Metatron Torment (Great Axe Relic WS)
2.75 TP Multiplier, STR60%, Skillchain Properties: Light/Fusion
Bravura - It seems occasionally do 2 fold damage
スカージ(両手剣レリックWS) 3.00倍撃、MND40%、CHR40% 【連携属性】光/核熱 ※ラグナロクは時々2.5倍撃っぽい
Scourge (Great Sword Relic WS)
3.00 TP Multiplier, MND40%, CHR40%, Skillchain Properties: Light/Fusion
Ragnarok - It seems occasionally do 2.5 fold damage
零之太刀・回天(両手刀レリックWS) 3.00倍撃、STR60% 【連携属性】光/分解? ※天の叢雲は時々2.5倍撃っぽい
Tachi: Kaiten (Great Katana Relic WS)
3.00 TP Multiplier, STR60%, Skillchain Properties: Light/Fragmentation(?)
Amanomurakumo - It seems occasionally do 2.5 fold damage
カタストロフィ(両手鎌レリックWS) 2.75倍撃、INT40%、AGI40% 【連携属性】闇/重力 ※アポカリプスは時々2倍撃っぽい
Catastrophe (Scythe Relic WS)
2.75 TP Multiplier, INT40%, AGI40% Skillchain Properties: Darkness/Gravitation
Apocalypse - It seems occasionally do 2 fold damage
Claustrum / Gate of Tartarus
Hey there, I recently did some testing with my friend's Claustrum. The data and results are available here. You seem to be better versed in damage calculation than I am, so maybe you could help me determine whether fTP is fixed at 2.75 or 3.0, because I don't know how to measure it directly. --Ichthyos 13:00, 9 July 2006 (PDT)
Hi, It seems the correct number is fTP=2.75 with CHR_60%
dealing with floor function need very careful careful step.
Let me try to post the final step here:
990 = 3* [fTP* [ (72+16)+ floor(0.83* floor(65 * CHR_MOD)) ] 330 = fTP* [ 88 + floor(0.83* floor(65 * CHR_MOD)) ]
1080 = 3* [fTP* [ (72+16)+ floor(0.83* floor(87 * CHR_MOD)) ] 360 = fTP* [ 88 + floor(0.83* floor(87 * CHR_MOD)) ]
if fTP=3.0
110 = 88 + floor(0.83* floor(65 * CHR_MOD)) 22 = floor(0.83* floor(65 * CHR_MOD))
120 = 88 + floor(0.83* floor(87 * CHR_MOD)) 32 = floor(0.83* floor(87 * CHR_MOD))
now all continuos math calculation stops there, discrete calculation need special treatment.
If the MOD is really 55%:
22 = floor(0.83* floor(65 * 55%)) 22 = floor(0.83* floor( 35.75 )) 22 = floor(0.83* 35 ) 22 = floor(29.05) = 29 *NOT MATCHED*
32 = floor(0.83* floor(87 * 55%)) 32 = floor(0.83* floor( 47.85 )) 32 = floor(0.83* 47 ) 32 = floor(39) = 39 *NOT MATCHED*
So we can conclude that the mod is not 55%
My guess is just using brute force trial and error. and come with first guess: CHR_40%
22 = floor(0.83* floor(65 * 40%)) 22 = floor(0.83* floor( 26 )) 22 = floor(0.83* 26 ) 22 = floor(21.58) = 21 *NOT MATCHED, probably if it's slightly higher than 40%, it will match*
32 = floor(0.83* floor(87 * 40%)) 32 = floor(0.83* floor( 34.8 )) 32 = floor(0.83* 34 ) 32 = floor(28.22) = 28 *NOT MATCHED, need 4 more base damage to cover -> need higher MOD%*
My second guess is CHR_44% (I know it's weird... but I'm going to contradict that there is no CHR_MOD exist if the fTP really 3.0
22 = floor(0.83* floor(65 * 44%)) 22 = floor(0.83* floor( 28.6 )) 22 = floor(0.83* 28 ) 22 = floor(23.24) = 23 *NOT MATCHED, should be LOWER than 44%*
32 = floor(0.83* floor(87 * 44%)) 32 = floor(0.83* floor( 38.28 )) 32 = floor(0.83* 38 ) 32 = floor(31.54) = 31 *NOT MATCHED,should be HIGHER than 44%*
one equation request to increase the mod percentage while the other request the other way around → *CONTRADICTION*
so the last try is to try whether fTP=2.75 and CHR_60% is valid or not
if fTP=2.75
120 = 88 + floor(0.83* floor(65 * CHR_MOD)) 32 = floor(0.83* floor(65 * CHR_MOD))
130.9090... = fTP* [88 + floor( 0.83* floor(87 * CHR_MOD))] <--- I don't want to use this, round off error is happened already
so, proceed with just 1 linear equation with 2 unknown variables. best way : Intuitive guess
32 = floor(0.83* floor(65 * 60%)) 32 = floor(0.83* floor( 39 )) 32 = floor(0.83* 39 ) 32 = floor(32.37) = 32 *CORRECT*
see if it match with the second equation:
Damage = floor(Max crit pDIF* [fTP * [88 + floor( 0.83* floor(87 * 60%))]] ) 1080 = floor(3* [2.75* [88 + floor( 0.83* floor(52.2))]] ) 1080 = floor(3* [2.75* [88 + floor( 0.83* 52 )]] ) 1080 = floor(3* [2.75* [88 + 43 ]] ) 1080 = floor(3* [2.75* [ 131 ]] ) 1080 = floor(3* 360.25 ) 1080 = floor(1080.75) = 1080 *CORRECT*
probably you may check if the CHR_MOD is slightly higher than 60% (61% works, but not 62%)... but again, what's the reason making the modifier have some odd percentage number?
Hope the calculation above is clear enough --VZX 18:48, 9 July 2006 (PDT)
Thank you very much! I've added your results to the original post, and credited you at the bottom with a link to this page. --Ichthyos 19:28, 9 July 2006 (PDT)
Yup, Gate of Tartarus is single-hit WS. 10TP return every time. ^^ --Ichthyos 03:07, 13 July 2006 (EDT)
Skillchain attributes are Darkness / Distortion. --Ichthyos 04:19, 3 October 2006 (EDT)
Proposing: Category: Calculation
Proposing to make one category: Calculation with structure like this
- Calculating Physical Damage (complete)
- Magical Damage Calculation (incomplete)
- I'm going to take them from Guide by Sloppysue + double check with Japanese BLM Wiki on elemental magic damage (creating)
- There probably need some change with Weather page, and some additional page like fINT, Magic Damage Cut, and MDIF
- Summoner Pet Damage Calculation (incomplete)
- Checking reference with Studio Gobli
- Weapon Skill Damage Calculation (I think it's good to seperate the page)
- Physical Based WS (completed)
- Magical Based WS (completed)
Comments? (if you read this)--VZX 17:04, 11 August 2006 (EDT)
I like it. Maybe Calculating Physical Damage should be renamed to Physical Damage Calculation to maintain consistent nomenclature. Also, we can finally make a page with DoT Calculation as well. --Ichthyos 15:09, 24 August 2006 (EDT)
Would you be willing to write something up about ranged accuracy and damage at different Distances from the mob? --Valyana 03:25, 2 September 2006 (EDT)
Ichthyos: OK... I probably should type something now... on the structure Valyana: I can write up general guide on damage-distance, but I can't do damage-ranged accuracy one. ranged accuracy is simply... broken
Regarding Accuracy Bonus, Attack Bonus, and Defense Bonus Job Trait
I recalled there was a discussion long time ago in ffxionline, in this thread
I'm not sure whether it was confirmed untrue that these trait bonuses have pattern 10,22,35,48 stats bonus (in total) or not. If the information is still true, I'd like to change the information for each page.
Comments? any links to respond this?
Thanks for reading.--VZX 05:51, 15 September 2006 (EDT)
About the fTP article and other stuff
I didn't find out anything really, but someone over at KI was quoting that article saying that TP 100~199 = 100% modifier and 200~299 = 200% modifier, which is not the case as easily tested by WS like Spiral Hell which has its multiplier grow from 1.875 at 200 TP to 3.625 at 300 TP.
My test on this shows the multiplier barely growing from 1.875 until after 275%, when it jumps and produces damage close to the 300%
So yeah, just tried to clarify this so people wouldn't get confused.
Now, about what i think, i think SE arbitrarily asigned multipliers in increments of 25 TP (100, 125, ..., 275, 300), and that inbetween multipliers are being calculated linearly based on these asigned values. But that's just what i think.
BTW grats, you are doing a great job working on this, i am so busy lately since i got this (lame) job, i still want to make a better implementation of the damage calculation app tho, one that covers melee, ranged, ws, black magic and blue magic damage. I am wondering if you would like to help me out by providing formulas that have correct decimal precission in all of their stages, i see there is a huge load of info about this floating around, but putting it together is beyond my free time sadly.
Ilean 12:24, 26 February 2007 (EST)
TY, and about the multiplier thing...
Hey thanks for clarifying the decimal precision in the formulas, i'm aching to start coding again and this should give me a good reason to.
Now about the test, sorry, i tested it for myself back then when i was coding the damage app and wanted to find out if the multiplier growth was linear according to TP gain. Again, it's so easily tested with spiral hell since the multiplier pretty much doubles from 200 TP to 300 TP, which makes damage jump (combined with SA) from 800 at 200% TP to 1500 at 290% (i was /THF and Brutal Earring didn't exist at the time so no chance that it was double attack or something).
Maybe you can get someone who can use Groundstrike, Spiral Hell or Savage Blade to test it for you.
int(0.83 * int( 99 * .16 + 99 * .25 )) = int(0.83 * int( 15.84 + 24.75 )) = int(0.83 * int( 40.59 )) = int(0.83 * 40 ) = int( 33.2 ) = 33
It says int ( 32.2 ) = 33, is this a mistake or you forgot to say that the result is rounded up?
--Ilean 17:18, 26 February 2007 (EST)
Vali's Bow
Hey thanks for making the correction to my post on Vali's Bow. I accidentally called another item a "rare" equivalent once that wasn't a rare item, which I caught and corrected. I must of missed this one. Good luck! --Wayka 00:04, 19 March 2007 (EDT)
Stats rank for each Job
Stolen from ML's RDM 101 v2.0 Guide.
I'll ask the permission later :P. The info is too good to pass away.
| WAR | MNK | WHM | BLM | RDM | THF | PLD | DRK | BST | BRD | RNG | SMN | SAM | NIN | DRG | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| HP | B | A | E | F | D | D | C | C | C | D | E | G | B | D | C |
| MP | C | B | D | F | F | A | |||||||||
| STR | A | C | D | F | D | D | B | A | D | D | E | F | C | C | B |
| DEX | C | B | F | C | D | A | E | C | C | D | D | E | C | B | D |
| VIT | D | A | D | F | E | D | A | C | D | D | D | F | C | C | C |
| AGI | C | F | E | C | E | B | G | D | F | F | A | D | E | B | D |
| INT | F | G | E | A | C | C | G | C | E | D | E | B | D | D | F |
| MND | F | D | A | E | C | G | C | G | E | D | D | B | D | G | E |
| CHR | E | E | C | D | D | G | C | G | A | B | E | B | D | F | C |
Latent
Thanks for pointing that out, I hadn't noticed that the article was using ≤. I think <76% is clearer than ≤75%, since the latter suggests that 75% + 1 HP would not activate the latent. It also seems odd to me that it says ≤ 100% TP; I wouldn't expect the latent to be active at exactly 100% TP, but haven't tested it. --Valyana 23:59, 9 April 2007 (EDT)
Trick attk forumula
From looking at your SA and TA forumula's I have a clarification that may be in order. It seems that your formulas are only applicable for <level 60 thief main. It seems that once the assassin trait is obtained at 60 trick attk also receives the critical hit pDIF bonus much the same as Sneak Attack does. This wont affect SATA or SATA ws but it would affect TA and TA+ws dmg.
I'll quote the section I'm referring to for clarification:
THF Main Sneak Attack and Trick Attack For THF Main, during the activation of Sneak Attack and Trick Attack, the total DEX and the total AGI of your character is calculated as base damage respectedly. For Sneak Attack: Damage = (Base Damage + Total DEX) x critical hit pDIF
For Trick Attack: Damage = (Base Damage + Total AGI) x pDIF
I think the Trick Attack section should be the same as the Sneak Attack formula with only the agi vs dex swapped. Adding in the crit hit pDIF would be in order if my understanding is correct.
Feel free to correct me if I'm wrong. --Tdizzle00 13:35, 26 April 2007 (EDT)
Weapon Skill
hello,
i'm glad you liked those weapon skill tables. :) you'll notice, though, if you look again, that i didn't delete the notes you mentioned. i moved and standardized them. they were all in different places and stated different ways, i so just put them down near the tables. go look at your example, Blast Arrow. you'll see. ^^/ --Eleri 08:04, 3 May 2007 (CDT)
53/512 dia
I ran some tests on ballista the other night, 53/512 and 27/512 was i could come up with, requiring rounding up in all cases.
Ilean 22:12, 12 May 2007 (CDT)
Wanted Article
Your wanted link Hit-rate has been changed to Hit Rate to conform to FFXIclopedia:Naming Conventions. Please keep this in mind when you create the article. Thanks for your understanding. --CharitwoTalk 19:08, 24 May 2007 (CDT)
Calculating Weapon Skill Damage
Thanks for the clarification about critical hits in weapon skills. But did you mean to remove the WS gorget info? I assumed that was an accident and put it back. --Valyana 19:56, 24 May 2007 (CDT)
a/d Ratio calculation
on the pDIF page you write that Ratio, cRatio and pDIF are truncated to 3 digits, but your calculations on the pDIF.gif talk page demonstrate rounding of Ratio to two decimal places, which is slightly different. Specifically, 0.997 -> 1.00 is rounded up to two decimal places; if it were 3 significant digits it would stay as 0.997. --Valyana 09:41, 29 May 2007 (CDT)
Yes, I was assuming that /check uses the same ratio as the pDIF calculation, since I wouldn't expect them to calculate the same thing two different ways for different purposes. --Valyana 11:24, 29 May 2007 (CDT)
Acid Bolt
Most of the notes were superfluous, as they are indicated in Defense Down. There's no reason to explain the properties of a Defense Down effect on every item that can inflict it. --◄Chrisjander► t/ c 02:15, 3 June 2007 (CDT)
Distance error?
Please see Talk:Voluptuous Vivian --CharitwoTalk 17:42, 21 June 2007 (CDT)
You seemed like a good source of info for Distance, thought you could verify it. There is no way that room is 50' in any direction. --CharitwoTalk 19:50, 21 June 2007 (CDT)
<br />
There is no use nor purpose of this version in the wiki, <br> works just the same. Please do not change articles incorporating the usage with the forward slash. --CharitwoTalk 19:19, 29 June 2007 (CDT)
It doesn't matter. If you're in the habit of using the the trailing "/" it's ok. This is not something we should be trying to make a project of cleaning one way or the other //GANiMANTalk 22:20, 29 June 2007 (CDT)
Hit Rate Reference Question
On the Hit Rate page, your reference is a bluegartr topic about Arrapago Remnants with no trace of "Accuracy" or as much as "acc" in the document. Was this a mistake? If so, could you update it with the topic you intended? I'd like to read it. ^^ --Dragonspight 01:41, 11 July 2007 (CDT)
Physical Damage Over Time
pDOT(Damage/second) = Haste_function(round/second) * Average_Physical_Damage/round * Hit Rate * Multi-Hit_activation_rate_average/round
- Haste_function : Affected by Dual Wield,Haste,March (1/second)
- Delay in second =
- (Weapon Delay/58.85) for melee
- (Ranged Weapon Delay/110) + 3.0s for ranged
- Haste_function = 1/(Delay in second*(1-Haste-March)*(1-Dual Wield))
- Average_Physical_Damage/round : will be calculated accurately once pDIF distribution function is known (damage)
- Hit Rate : Affected by Accuracy and Zanshin(scalar)
- Multi-hit_activation_rate_average/round : Including Double Attack, Triple Attack, and Multi-hit weapons(scalar)
Testing Sig
another
--vzx (See me|Talk to me)
14:39, 11 September 2007 (CDT)
New calculator version
Heya how are you?
After months of being busy, moving to another town, changing jobs, etc... I finally started coding the new calculator version again.
It's much more customizable now, will cover melee, ranged, black and blue damage, and sits on top of an embeded database so you can save your entries for easier reference.
You can check it out here: [1]
Hope you can help me out with a few doubts I have ^^
--Ilean 19:23, 27 September 2007 (UTC)
Oh man...
Been a while since I walked Alla, let me check if I can remember my password and your handle.
--Ilean 21:59, 24 October 2007 (UTC)

