Talk:Thunder Staff
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Would the critical hit + effect carry over to range attacks?Onotheo 05:54, 25 November 2008 (UTC)Onotheo
It probably wont add to Ranged Attack critical hit rate, just like Senjuinrikio's/Heart Snatcher/Disector/etc latent +6% wont work on the other main/sub weapon if Dual Wielding. Please note that I am only saying 'unlikely', though. --SqueaX 12:44, 10 March 2009 (UTC)
Potency Bonus Test
I did a test of the potency increase from using a Thunder Staff using Thunder and Thunder II. I targeted low level mobs (they couldn't survive three Thunder IIIs) and cast the same spell x3 on the same mob for each test. I had no resists (as expected), and expected none since they were so low level, and this being a potency test, not an m.acc test.
First, I cast with no effecting gear to establish a base. Then I equipped "Magic Atk. Bonus" +9 (without adding any INT) and cast again. Then I removed the MAB bonus and equipped a Thunder Staff instead and cast once more. In each of these castings my base INT was the same, and the only thing that changed was MAB or Staff (exclusive of one another). These were my findings:
Spell Base MAB +9 +% Staff +% Thunder
Vs. Bat Trio125 134 7.2% 137 9.6% Thunder
Vs. Skink131 140 6.8% 143 9.1% Thunder II
Vs. Skink277 297 7.2% 305 10.1%
If someone can conduct a similar test with +10 MAB and +11 for comparison (remember to keep your base INT the same for all castings), it would be most instructive. If, for example, the results show that +10 MAB is the exact same as using a Staff, we can conclude that the potency bonus is MAB +10. --◄Chrisjander► t/ c 04:42, 6 June 2009 (UTC)

