User talk:VZX/Archive
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New page for Base Damage
Its fine with me, I mostly created the page because there was nothing saying the effect of the DMG rating on a weapon. I have no issue with it ~Andres
- Great, I'll start moving it now --VZX 08:44, 6 July 2006 (PDT)
WSC Page update
added detailed info on Alpha...
Although the original source was posted on | Studio Gobli page on Blue Magic, I found the number is identical to that of alpha old number
BTW, anyone interested in Blue Magic TP details?
BLU damage calculation detail in progress
Currently translating the BLU Damage Calculation. Check my FFXI doc often on Blue magic damage
Translation 98% done. There is few phrases I don't understand (what they're going to say)--VZX 20:26, 9 July 2006 (PDT)
Translation 100% complete. Now need maintenance to keep them updated to original ^^ --VZX 20:58, 11 July 2006 (EDT)
Hey there
I see you made some changes to fTP stuff, i'm kind of busy these days but i'll full read it asap, anything meriting updating the java app changed?
- Ilean 13:05, 9 July 2006 (PDT)
- Probably if you can do something like "save my current setup" would be good. Otherwise, if you want to add relic WS, most of the fTP multiplier and stats is available already.
- I currently working on Blue Magic translation, so check that often if you're interested.
- The second one I'm making is the damage calculator 3D visualization for ranged attack. If I know how to program with mesh in OpenGL, I'll be able to do it nicely. I'm not sure about the melee attack, it's possible but it is definitely more tedious.--VZX 17:40, 9 July 2006 (PDT)
There is some fTP value fliped on Archain's journal on Axe WS... so I posted some correction on that journal a few weeks ago--VZX 00:03, 10 July 2006 (PDT)
Please check WSC page for detailed alpha number, I've got that complete list from Studio Gobli Blue magic damage page--VZX 01:46, 10 July 2006 (PDT)
Snapshot Info
Got all the info from the merit category. it says right there what each merit gives.
Snapshot=Reduces delay by 2%
Recycle= increase rate of activation by 5%
Stealth shot= Recast 5 min, Reduces emnity by 10 (not sure what merits do)
Flashy SHot= Recast 20min, Shorten recast by 2.5 min
Ferine 18:38, 25 July 2006 (EDT)
Quick TP gain with RNG/NIN and Rajas in Merit PT
Here's the Equipment setup :
- Main : Fransisca
- Sub : Hawker's Knife
- Ranged Weapon : Othinus' Bow
- Ammo : Holy Bolt / Darksteel Bolt
- Ring : Rajas Ring
at 75, using /NIN will reduce your total delay: 288+195 = 483 to
int(int(483/2) * 0.85) = int(int(241.5) * 0.85) = 204.85 → 204 delay/swing
- Without Rajas:
- With TP calculation formula for delay 180~450, Fransisca + Hawker's will give you :
- 5.0 +(204 -180) x 6.5/270 = 5.5777... → 5.5% TP/hit → 11.0% TP/round
- and Othinus' Bow + Holy Bolt (Delay = 432+192 = 624) will give you :
- 14.5+(624 -530) x 3.5/470 = 15.2% TP
- With Rajas Ring, TP gain will be:
- Fransisca + Hawker's = 5.5 * 1.05 = 5.775% → 5.7% TP/swing → 11.4% TP/round
- Othinus' Bow = 15.2 * 1.05 = 15.96% → 15.9% TP
So,
- Calculate it right, so your Slug Shot will leave monster's HP about 10% or less
- After Slug Shot, your TP will be 15.9% and the monster will come to you
- Fransisca + Hawker's will give you 11.4% TP (Total: 27.3% TP)
- Another close range shot will give you 15.9% TP (Total: 43.2% TP)
- It seems possible to get another close range shot (Total: 59.1% TP)
- Monster should have dead before you have chance shooting for another shot / swing the Fransisca + Hawker's
- Getting the next monster...
- Put first shot (Acid / Holy bolt) on next monster (Total: 75.0% TP)
- Come close to the monster quickly and melee it (Total: 86.4% TP)
- Move back a bit and give mid-range shot (Total: 102.3% TP)
- By this time, monster HP is likely around 60%-70%. If you don't have perfect hit on those 3+1+3 steps, you still have chance to gain TP by moving back and forth + mid range shooting
- Shoot Slug Shot whenever the HP is about right
There you go, 100% + TP in quick 7 rounds
P.S :
- this also do-able when you are using Gold Musketeer's Bolt, since the TP difference from Slug Shot will only be 0.41% TP
- and of course, it's also do-able with longbow, but it'll be harder to step closer at optimum distance
Mandau - Poison + Sleep Effect?
Hey there, I was just wondering what you meant on your website by the following: "Poison seems to be 10 HP/sec + sleep effect"
Lordwafik (of Asura) tested it on a mob and he couldn't use Sleep or Sleep II to sleep a mob after the Poison had proc'd on a hit: link --Ichthyos 00:52, 8 August 2006 (EDT)
I was kinda hesitating put the info too about the sleep. Because in the WS description or weapon description, it doesn't say about sleep
Here's the whole comment from Studio Gobli
■マーシーストローク(短剣レリックWS) 3.00倍撃、STR60% 【連携属性】闇/重力 ※マンダウは時々3倍撃 ヘカトンって便利すぎね? マンダウ自体の毒は10HP/secのスリップみたい
Translated:
Mercy Stroke (Dagger Relic WS) 3.00 Multiplier, STR60% Renkei Properties Darkness/Gravitation ※Mandau sometimes does 3-fold damage Hecatomb is really useful, huh? The poison from Mandau itself seems to be スリップ with 10HP/sec
now I wasn't really sure if the word スリップ is coming from スリップル (which is the name of spell we know as "Sleep" in English version)
For the test done by Lordwafik himself, I'm not quite sure what he's trying to prove/disapprove.
Why is it neccessary to cast Sleep II after the added poison effect?
If the poison does really have the sleep effect,
then after the Poison effect: disengage, step back, if it doesn't follow you, then shouldn't we take that the mob is asleep?--VZX 01:24, 8 August 2006 (EDT)
Wafik was trying to see whether it was still possible to Sleep a mob that had been poisoned with the Mandau. I believe someone saw the text translated on your website and was wondering whether it implied that Mandau poison did not prevent Sleep. --Ichthyos 01:33, 8 August 2006 (EDT)
Would this JP wikipedia page help you figure out スリップ? --Ichthyos 01:35, 8 August 2006 (EDT)
I see
then how about the Poison + Sleep effect itself from Mandau? does the mob stop following/attacking when the poison effect kicked in?
That page of スリップ from JP ffxiclopedia is just a general meaning for english Slip (スリップ)
we know JP like to shorthand every "long" word, so my first guess of スリップ is the shorthand of スリップル--VZX 01:44, 8 August 2006 (EDT)
I asked him whether he ever observed Poison + Sleep from the Mandau, and he said:
I cant recall this ever happening to me.
--Ichthyos 07:54, 8 August 2006 (EDT)
I'll take out the "sleep" from the added effect of poison
I've checked the BBS again... there's no specific part they mention about sleep at all. so :/ I'm not really sure what's the スリップ they are talking about
Oh and I noticed that the poison is 10 HP/ 3 seconds instead of 10HP/second. I've changed that--VZX 10:16, 8 August 2006 (EDT)
I can ask Wafik to test this again. I am pretty sure that the poison effect is not nightmare. "Slip" can be a reference to a dot (for example the huge slip you get after beating the Snoll Tzar).
I just updated my BLU magic page again with Studio Gobli information, looks like word スリップ is oftenly use with spell with poison effect... so for now I just take that word meaning as "drain" instead of "sleep" or "slip".--VZX 12:17, 29 August 2006 (EDT)
Note to self about fTP add when using Sea Elemental Gorget
Studio Gobli proposed the number to be fTP+25/256, but it seems to me the number is closer to fTP+49/512.
Case : Rukenshin's Tachi: Kaiten
SA + Kaiten without relevant gorget : 1611
STR:76+75 = 151.
WSC = int(0.83* (int (151 * .60)) = 74
fSTR cap : int(88/9) + 8 = 17
Total base damage : D+fSTR+WSC = 88 + 17 + 74
fTP : 3.0
capped pDIF : 3.0
WS Damage : (D+fSTR+WSC)*fTP*pDIF = (88+17+74)*3.0*3.0 = 1611
Gorget'd WS damage using Studio Gobli's approximation:
(D+fSTR+WSC)*fTP_gobli*pDIF = (88+17+74)*(3.0+25/256)*3.0 = 1663.441406 => 1663
but the test result shows 1662 for the cap. Trimming the number to 24/256 will give me the number 1661. So, I think it's good to use finer scale for the fraction : 49/512
(D+fSTR+WSC)*fTP_VZX*pDIF = (88+17+74)*(3.0+49/512)*3.0 = 1662.392578 => 1662
fTP+25/256 is correct if the product of (D+fSTR+WSC)*fTP is an integer.
If you use
int(int((D+fSTR+WSC)*fTP)*pDIF) = int(int((88+17+74)*(3.0+25/256))*3.0) = 1662
instead of
(D+fSTR+WSC)*fTP_gobli*pDIF = (88+17+74)*(3.0+25/256)*3.0 = 1663.441406 => 1663,
the numbers match.
Thanks, that would be valid for Ruke's Kaiten case and Kirscy's Catastrophe below (taken from BG)
VZX wrote:
Kirschy wrote:
Just finished up Shadow Gorget and tested it out. Catastrophe /wout gorget was capping 1377.
Catastrophe with Shadow Gorget was capping 1425. 1425-1377= 48... which is about 3% of 1377.
With Shadow Gorget it is acting on Gravitation (The WS's secondary elemental attribute) and not Darkness.
I am kinda disappointed :/. ...
yeah... as I expected.. it's about fTP+0.1
1377/3.0 = 459
normal fTP for catastrophe is 2.75...
459/2.75 = 166.90909 -> 167 (your base damage)
if fTP is 2.85 (2.75+49/512, using 2 digit rounding), then before multiplying it with pDIF:
167*2.85 = 475.95 -> 475
475*3.0 = 1425 (exactly the same number you got)
However, Shanock's Snow Gorget test suggest that - don't round up fTP after adding 25/256 (fTP for gekko and yuki is 2.09) - round up the number of base damage * fTP instead of truncate it
Never mind what I've said above about fTP truncation didn't match Shanock's test. It does match. Thanks a lot
Shanock had 63+19 STR which will give him WSC = 50 at 75
He also used D75 base damage weapon.
Considering he capped his fSTR, he will have fSTR=18. And he WS @ TP=200% → fTP=2.00
Damage = int((D +fSTR+WSC)*fTP)*capped_pDIF
= int((75+18 +50) *2.0)*3.0
= 846
With Gorget, it should be
Damage = int((D +fSTR+WSC)*fTP_Gorget)*capped_pDIF
= int((75+18 + 50)*(2.0+25/256))*3.0
= int(143 * (2+25/256)) *3.0
= 295 * 3.0 = 885 *CORRECT*

