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PostPosted: Wed Nov 17, 2021 7:01 pm 
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Joined: Sun Dec 23, 2018 6:38 pm
Posts: 82
I wanted to confirm Nasomi used pre-2014 WS modifiers and I hadn't seen any testing on this (https://forum.square-enix.com/ffxi/threads/42588). I was particularly interested if catastrophe had AGI/INT modifiers or STR/INT modifiers so I did some testing. I can't find much concrete info on this on the forums so took it upon myself. Hopefully others are interested.

1. The test occurred in V Dunes on damselfly or weaker mobs where my cratio (attack/def) on enemies is always capped and relates to a 2-hand pDIF range of [1.83 to 2.76].
2. I wore only my weapon with the exception of some haste gear. And this translated to: 460 Attack, 89 STR, 67 AGI, 68 INT
3. fSTR is also likely capped for Apoc ( floor(103/9) = 11, add +8 to get 19)
4. fTP at any TP value for catastrophe is 2.75 (I chose not to use a gorget for testing).
5. The WSC contribution for catastrophe should be: WSC = floor(floor((AGI x 0.4)+(INT x 0.4)) x alpha) or floor(floor((67 x 0.4 + 68 x 0.4) x 0.83)) = 44
6. I took the average of 15 weaponskills, a small sample size, but I figured I would increase it if the data seemed inconclusive.
7. I then added leaping boots, emp pin, two emerald rings, squid sushi, two drone earrings, and a flagellents rope for +27 Agility. My new WSC should be: WSC = floor(floor((Modifier #1 stat x %)+(Modifier #2 stat x %)) x alpha) or floor(floor((93 x 0.4 + 68 x 0.4) x 0.83)) = 53

WS Damage Equation used for single hit:
WS Damage = (D + fSTR + WSC) x fTP x pDIF(range)

Expected damage without AGI gear should be:
Max WS Damage = (103 + 19 + 44) x 2.75 x 2.76 = 1252
Min WS Damage = (103 + 19 + 44) x 2.75 x 1.83 = 832
Actual results for 15 WS:
1268
1232
1217
1215
1211
1177
1141
1132
1100
962
961
936
878
877
858
min - 858
avg - 1077
max - 1268

Expected damage with AGI gear should be:
Max WS Damage = (103 + 19 + 53) x 2.75 x 2.76 = 1321
Min WS Damage = (103 + 19 + 53) x 2.75 x 1.83 = 878
Actual results for 15 WS:
1334
1326
1311
1250
1165
1142
1142
1101
1064
1051
1039
1015
1010
998
954
min - 954
avg - 1126
max - 1334
***There was one spike outlier of 1464 which I discuss more about below.
Conclusion: It looks like Cata is AGI dependent and Nas is using pre 2014 WS modifiers. The results fall in line with the calculations however, I wanted secondary confirmation on something more dramatic. 15 weaponskills is not a lot and the damage ranges are very close. The 2nd test was looking at Slice pre-2014 with 30% STR modifier versus post 2014 with 100% STR modifier.

1. I used a lvl 1 Bronze Zaghnal to minimize the base damage and see the greatest damage difference when WSC changes.
2. My Attack was 503 and my STR was 112. Again pDIF range of 2.51 to 2.76.
3. Scythe fSTR capped ( floor(14/9) = 1, Add +8 to get 9)
4. Slice fTP is 1.5@1000, 1.75@2000, and 2@3000. I tried to swing as close to 1000 TP as possible to stay at the 1.5 fTP value. In reality most hits accured around 1100-1200TP so I used 1.525 fTP for calculations.
5. Pre 2014 WSC = floor(floor((STR x 0.3) x 0.83) = 27
6. Post 2014 WSC = floor(floor((STR x 1) x 0.83) = 92

Expected damage for pre 2014:
Max WS Damage = (14 + 9 + 27) x 1.525 x 2.76 = 210
Min WS Damage = (14 + 9 + 27) x 1.525 x 1.83 = 140

Expected damage for post 2014:
Max WS Damage = (14 + 9 + 92) x 1.525 x 2.76 = 484
Min WS Damage = (14 + 9 + 92) x 1.525 x 1.83 = 322

Actual results for 10 WS
min - 148
avg - 198
max - 230
Conclusion, its obvious this one is pre-2014. I only went to 10 WS because results were so overwhemingly in favor of the pre-2014 modifiers.

I also noticed during the cata testing that even without Double attack gear I had one WS spike hit for 1464 dmg on the AGI build. I also checked my tp return and it was the same (139). By changing the crit pDIF to 3.15 cap I get a 1515 as a max cap which would validate this hit.
Max crit WS Damage = (103 + 19 + 53) x 2.75 x 3.15 = 1515
Min crit WS Damage = (103 + 19 + 53) x 2.75 x 2.85 = 1371
Conclusion: I am pretty convinced any WS on Nasomi can crit regardless if it says in the description. I've seen these abnormal damage spikes without DA/TA procs before on other WS and have never really understood why.

Also, some people might question the 1.83 to 2.76 pDIF ratio range. So here is a test using the level 1 weapon in dunes (cratio and fSTR are capped so only pDIF is variable).
Expected Damage = (D + fSTR)*pDIF
Expected max = (14 + 9)*2.76 = 63
Expected min = (14 + 9)*1.83 = 42

Results of 102 swings
min - 43
avg - 51
max - 61

Crits correspond to 2.85 to 3.15 pDIF or 65 to 72 damage
Results of 18 crit swings
min - 66
avg - 68
max - 72

Conclusion: pDIF values seem correct, the pDIF ranges also fall in line with Pchan and Montentens retail testing on bluegartr. Interesting read here:
https://www.bluegartr.com/threads/10816 ... and-damage

Finally, you may have noticed the calculated predictions were both very slightly lower than the actual recorded max values. Slice, which was highly dependent on the WSC during the test, was more significant. I think this may be due to Nasomi not using the 0.83 Alpha multiplier during the WSC calculation. When I make alpha 1, my WS range changes from 157 to 236 for slice... which fits the data better... even if it was a result of me swinging very late with 1300-1400 TP the calculation doesn't raise it past 230.'

You can /tell Odiin or Bolmster in game with questions or insights. I am interested in doing some spinning slash/ground strike testing next. I also notice something odd with the cratio to pdif relation in Aht Urghan on all mobs other than colibri… I am investigating further.


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PostPosted: Fri Nov 19, 2021 6:36 pm 
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Posts: 82
This next test is to see if the attack multiplier for ground strike is similar to 1.75 as seen on https://www.bg-wiki.com/index.php?title ... did=204735

1. The test occurred in B. Thickets on Colibri where my Weaponskill cratio (attack/def) on enemies would always be capped after the 1.75 multiplier.
2. I wore only a Zweihander with the exception of some haste gear. And this translated to: 376 Attack, 75 STR, 67 AGI, 68 INT
3. Colibri stats were developed by taking retail levels and actually changing my attack gear until they conned weak defense and using a 1 dmg weapon to find their VIT. Colibri lvl 71-73 have 272-282 def and 59-61 VIT.
4. My attack after the multiplier would be 376*1.75 = 658, and the amount needed to cap on the highest lvl colibri would be 2.25(cratio)*282(def) = 634. This relates to a pDIF range of 1.83 to 2.76.
5. fSTR ranged from 4 on the higher colibri to 5 on the lower.
6. fTP was set to 1.525 for the calculation using 1100TP but I was executing WS anywhere between 1000-1100.
7. WSC for Ground strike should be: WSC = floor((STR x 0.5)+(INT x 0.5)) or floor(75 x 0.5 + 68 x 0.5) = 71. I chose not to include the alpha multiplier here as it seemed not to apply in the previous test.

WS Damage Equation used for single hit:
WS Damage = (D + fSTR + WSC) x fTP x pDIF(range)

Expected damage should be:
Max WS Damage = (76 + 4 + 71) x 1.525 x 2.76 = 636
Min WS Damage = (76 + 5 + 71) x 1.525 x 1.83 = 424
Actual results for 25 WS
487
571
466
631
574
449
528
582
595
441
617
501
553
612
512
591
436
510
591
538
522
488
469
624
469
min - 436
avg - 534
max - 631

Conclusion: The 1.75 attack multiplier before entering the pDIF function seems about right on Nasomi. This test wasn't to figure out the actual value since that would require a lot of data and I'm more interesting in high level things right now. Also, the data seemed to fit perfectly this time without the alpha multiplier in the WSC equation so more supporting data for that.

I will also include my normal swing data:
At 376 attack my Cratios would be max (376/272) = 1.38 and min (376/282) = 1.33. Putting these into the pDIF functions get you (1 - 1.77).
Damage = (D + fSTR)*pDIF
min = (76 + 4)*1 = 80
max = (76 + 5)*1.77 = 143

Results of 201 swings
min -80
avg - 108
max - 138
Conclusion: more supporting data that pDIF functions derived by Montenten and Pchan during retail are close accurate here on Nas.


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PostPosted: Wed Jan 26, 2022 3:25 am 
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Posts: 82
This next test is to see if the attack multiplier for ground strike's brother, Spinning Slash, is similar to 1.5 as seen on https://www.bg-wiki.com/index.php?title ... did=204735

1. The test occurred in B. Thickets on Colibri where my Weaponskill cratio (attack/def) on enemies would not be capped after the alleged 1.5 multiplier.
2. I wore only a Zweihander with the exception of some haste gear. And this translated to: 376 Attack, 75 STR, 67 AGI, 68 INT
3. Colibri stats were developed by taking retail levels and actually changing my attack gear until they conned weak defense and using a 1 dmg weapon to find their VIT. Colibri lvl 71-73 have 272-282 def and 59-61 VIT.
4. My attack after the multiplier would be 376*1.5 = 564, and the amount needed to cap on the highest lvl colibri would be 2.25(cratio)*282(def) = 634. This relates to a pDIF range of 1.55 to 2.56.
5. fSTR ranged from 4 on the higher colibri to 5 on the lower.
6. For fTP I was executing WS anywhere between 1001-1100. I will calculate the range 2.5 to 2.55
7. WSC for SS should be: WSC = floor((STR x 0.3)+(INT x 0.3)) or floor(75 x 0.3 + 68 x 0.3) = 42. I chose not to include the alpha multiplier here as it seemed not to apply in the previous test.

WS Damage Equation used for single hit:
WS Damage = (D + fSTR + WSC) x fTP x pDIF(range)

Expected damage should be:
Max WS Damage = (76 + 5 + 42) x 2.55 x 2.56 = 796
Min WS Damage = (76 + 4 + 42) x 2.5 x 1.55 = 483
Actual results for 37 WS
485, 1020 TP
506, 1081 TP
519, 1058 TP
522, 1020 TP
530, 1001 TP
540, 1001 TP
543, 1119 TP
547, 1001 TP
583, 1100 TP
606, 1101 TP
611, 1001 TP
638, 1001 TP
639, 1020 TP
641, 1004 TP
663, 1100 TP
666, 1001 TP
684, 1020 TP
687, 1100 TP
696, 1039 TP
702, 1020 TP
707, 1001 TP
712, 1062 TP
719, 1001 TP
726, 1001 TP
757, 1062 TP
766, 1081 TP
767, 1001 TP
767, 1020 TP
778, 1081 TP
779, 1081 TP
797, 1001 TP
806, 1062 TP
812, 1001 TP
815, 1218 TP
822, 1020 TP
877, 1001 TP likely a crit
891, 1058 TP likely a crit
min - 485
avg - 690
max - 891 (but likely crit, so I would use 822)

Conclusion: There is an attack multiplier in effect and it is roughly 1.5. The min data point supports this but the max looks a bit low as a few numbers are slightly higher the calculated ranges. However, these could be due to crits, or the 1.5 multiplier may actually be closer to 1.525-1.55.

Here are the crit ranges and why I think so many may have been crits as opposed to a higher attack multiplier.
Expected crit damage should be:
Max crit WS Damage = (76 + 5 + 42) x 2.55 x 3.15 = 988
Min crit WS Damage = (76 + 4 + 42) x 2.5 x 2.6 = 795

For the 877 (TP@1001) that equates to 877/((76+5+42)*2.5) or 2.85pdif best case with the 5 fSTR so those last three are definitley crits as nothing could put the damage up that high below 1200 fTP.

Using my highest non suspect crit 822 I would back calculate a pDIF of 822/((76+5+42)*2.5) = 2.673. This then would be 2.673/1.05 = 2.55 after randomization. Using that into the pDIF function I get a cRatio of (2.546-0.1857)/1.086 = 2.173 cRatio. Which on the lowest def colibri would be a damage multiplier of 591att/272def = 2.173, which is like a 1.57 Multiplier. That is slightly high and very close to the 1.75 Ground strike multiplier to seem correct. I think I need to do more testing on this one. It's possible even this value was a crit.

And again removing the alpha modifier in the WS calculation seemed to make the most sense with the data set contributing to it not being included on Nasomi.

/tell Odiin or Bolmster in game with questions.


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PostPosted: Tue Feb 08, 2022 3:31 am 
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Posts: 82
So I wanted to explain that the three previous tests are done using post-2007 pre-2014 PDIF calculations finalized from this bluegartr thread:
https://www.bluegartr.com/threads/10816 ... ost5007405

I use these PDIF values because I tested them out on Nasomi by purchasing a whole lot of attack only gear and starting at low attack and slowly increasing while hitting monsters roughly 150-200 times. I logged the min/max/avg damage and calculated out the rest. I had to first find the def of the mobs and use a 1 damage weapon to find the VIT of the mobs.(pDIF is 1 when c-ratio is 1.25-1.5 range so that makes it easier). VIT is hard to get though in general and my conclusion is probably within +/-2. Added pictures of the data below plotted ontop of the historic Pchan/Model (similar to Montenten's as well).

At the conclusion of the test I think it is pretty clear Nasomi uses close to the same PDIF model as retail if not exactly the same. 150-200 swings isn't enough data points to be 100% sure I got the full range but it lines up so close anyway.

Also, during this time I found the c-ratio cap for 1 handers to be 2 and 2-handers to be 2.25. I didn't save the data but it so easy to see if you just go wack some really weak mobs so maybe I'll do it again and post it.

Finally, something I noticed that is odd is that all non-AhtUrghan mobs follow the model very well. But many non colibri Aht urghan mobs get a slight c-ratio bonus. I will explain/show more later. But that is either a Nasomi only thing or it explains why in retail people felt the Aht urghan mobs were weaker than their previous counterparts.
Attachment:
PDIF Nasomi Overlay.JPG
PDIF Nasomi Overlay.JPG [ 84.21 KiB | Viewed 7733 times ]


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PostPosted: Tue Feb 08, 2022 3:32 am 
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Posts: 82
Data Table
Attachment:
PDIF Data.JPG
PDIF Data.JPG [ 269.63 KiB | Viewed 7733 times ]


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PostPosted: Sat Apr 16, 2022 2:04 am 
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Posts: 82
This next test is to confirm the c-ratio cap for 1-handed weapons on Nasomi.
(2-hand cap of 2.25 was verified previously)
I used a Ridill with 476 attack in valkurm fighting hares to be attack capped.
40 base damage + 12fSTR (capped fSTR is floor(40/9)+8 = 12) = 52
The below pdif range uses Montenten's model at a c-Ratio of 2:
pdifmin should be 1.56, so Min damage melee Swing is 1.56* 52 = 81.12
pdifmax should be 2.494, so Max damage melee swing is 2.494 * 52 = 129.68

Actual values over 332 swings:
MIN: 85 (corresponds to a pDIF of 1.63 and c-ratio of 2.06)
MAX: 128 (corresponding to a pDIF of 2.46 and c-ratio of 1.97)

The max damage of 128 found was nowhere near a pDIF value of 2.76(Montenten model) and the min was slightly higher but still not close. I have sometimes needed 700 swings to see the full range so I stopped to keep myself sane. Something close to 2 is likely the c-Ratio cap for 1 handed weapons on Nasomi which would correspond to pDIF of about 2.49.


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PostPosted: Sat May 21, 2022 2:16 am 
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Posts: 82
Deadwing…
This is for you.

So I wanted to work on confirming some magic damage information since the black mage portion of the calculator is still unfinished.
I thought I would start simple. The level 1 spell "Stone".
No elemental staves, no magic bursting, no weather effects, no -ga spells…. Simple.
After I do this test I will move on to confirming some equations around Thunder IV and maybe Thundaga III.

So the equations I went to verify are for the magic damage ones for the 2011 ffxicyclopedia page below.
Magic Damage Equation found at: https://ffxiclopedia.fandom.com/wiki/Ca ... id=1355195
dINT<0 (dINT is negative), D = floor(V + dINT)
dINT>0, but less than or eqaual to inflectio,n D = floor(V + dINT*M)
dINT>0, but greater than inflection, D = floor(V + inflection + ((dINT-inflecction)*M/2))
V: is a base from the table
M: is multiplier for spell type

I specifically focused on stone.
I tested on various jobs from lvl 1 to 75 across both my characters and casted stone on wild rabbits in Ronfaure using INT rings/gear and food.
I was able to verify the base "V" value for stone is 10 since that was the first number where +1 INT = +1 Damage.
Since this value was when I had 9INT, I found that level 1 wild rabbits have 9INT.
I found "D" or damage capped at 42 and thus dINT caps at 48.
I found the inflection point by back calculating once I had those values, it was 16.
I also found the final equation is floored to the nearest integer.
In conclusion the stone spell damage equation is:

*STONE DAMAGE EQUATION*
stone base "V" = 10
Inflection = 16
M=1 (and so isn't shown in the equations below)
dINT<0 (dINT is negative), D = floor(10 + (dINT/2))
dINT>0, but less than or = to 16, D = floor(10 + dINT)
dINT>0, but greater than 16, D = floor(10 + 16 + ((dINT-16)/2))


Next I decided to work confirming the "MAB" Magic attack bonus was multiplicative with the original "D" damage.
For +MAB I used the values listed on the gear instead of the /256 value since you can't really see a difference with stone's low damage.
For example Zenith Mitts is +5MAB and thus I multiply by 1.05, but really it might be [1+12/256 = 1.046875] or [1+13/256 = 1.050781].
I found that +MAB is multiplicative and floored after the initial "D" is floored.

Hence…

*STONE DAMAGE EQUATIONS WITH MAB GEAR*
stone base = 10
inflection = 16
M=1 (and so isn't shown in the equations below)
dINT<0 (dINT is negative), D = floor[(1+(MAB/100))*floor(10 + (dINT/2))]
dINT>0, but less than or = to 16, D = floor[(1+(MAB/100))*floor(10 + dINT)]
dINT>0, but greater than 16, D = floor[(1+(MAB/100))*floor(10 + 16 + ((dINT-16)/2))]

During this test I went and fought much stronger Ogre flies and found that the base value(V = 10) and inflection point(16) remained the same.
So I believe the base and inflection will not change with different enemies. Although maybe it will change when fighting something a higher level than you.
I also started testing water and found that the base value(V=16) is accurate as listed in the tables and the inflection point, which isn't listed, is actually 25.
I didn’t have enough INT on my character at the time to find the cap, so when going from stone to water the cap raised greatly, and likely will raise again when going to fire/ice/thunder spells.
This also likely means each spell has its own unique inflection point and damage cap as well.

See attached graph and raw Data.

/tell Bolmster or Odiin in games with questions or if interested in helping vet out some more of this type of stuff on Nas.


Attachments:
File comment: Stone with +MAB test Raw Data
Stone with MAB RAW DATA.JPG
Stone with MAB RAW DATA.JPG [ 77.65 KiB | Viewed 4550 times ]
File comment: Stone Raw Data
Stone RAW DATA.JPG
Stone RAW DATA.JPG [ 162.55 KiB | Viewed 4550 times ]
File comment: Stone Graph
Stone Graph.JPG
Stone Graph.JPG [ 50.24 KiB | Viewed 4550 times ]
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PostPosted: Sun May 22, 2022 3:34 am 
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Posts: 82
Ok so I actually got around to the work on Thunder IV and Thundaga III a lot quicker than I thought.
I looked at trying to verify the "V" value and find the inflection point.
I also found the way this website explains the equation to be easier to understand: https://www.bg-wiki.com/index.php?title ... did=204014
The order of multiplication is a little different but the numbers either way are very similar.

So first thing I did was going out to ronfaure and cast Thunder IV on wild rabbits with 78 INT, my inherent +32MAB and +10 from merits, and a chat staff. It hit for 1107.
Then I jumped to 89 INT expecting to see that I was capped, but my damage raised to 1144.
I went all the way up to 112 INT (or a dINT of 103) and still couldn't find a point where I capped or find the inflection point.
So essentailly even with 103 INT over your target you still get full benefit of +1 INT on Thunder IV.

Here is the math to support this:

V = 541 from table and M = 2 for tier IV's.
At +42 MAB, a chat staff, and 108 INT I hit the Wild rabbit for 1205.
D = MAB*(staff*(V + (dINT * M))) = Floor(1.42*Floor(1.15*Floor(541 + (108-9)*2)))) = 1205
or
D= 541 + (108-9)*2 = 739
staff = 739*1.15 = 849.85 floored to 849
MAB = 849*1.42 = 1205.58 floored to 1205

I then raised my INT to 109 and hit the Wild rabbit for 1209.
D = MAB*(staff*(V + (dINT * M))) = Floor(1.42*Floor(1.15*Floor(541 + (109-9)*2)))) = 1209
If I had reached inflection @108 INT, my inflection would have been dINT=99 and…
D = MAB*(staff*(V + inflection*M + ((dINT-inflection)*M/2)))) = Floor(1.42*Floor(1.15*Floor(541 + 99*2+ ((109-9-99)*2)/2)))) = 1208

Since it was only off by 1 damage I moved to INT = 112, and hit for 1219.
D = MAB*(staff*(V + (dINT * M))) = Floor(1.42*Floor(1.15*Floor(541 + (112-9)*2)))) = 1219
If I had reached inflection @108 INT, my inflection would have been dINT=99 and…
D = MAB*(staff*(V + inflection*M + ((dINT-inflection)*M/2)))) = Floor(1.42*Floor(1.15*Floor(541 + 99*2+ ((112-9-99)*2)/2)))) = 1212

Since you never hit cap or inflection in any practical scenario you simplify the damage equation.

So here is the base equation (in my previous post I forgot the "*M" term on the 1st inflection term).
dINT<0 (dINT is negative), D = floor(V + (dINT*M/2))
dINT>0, but less than or eqaual to inflectio, D = floor(V + dINT*M)
dINT>0, but greater than inflection, D = floor(V + inflection*M + ((dINT-inflection)*M/2))
For dINT > 0, but after some cap: D = cap
V: is a base from the table
M: is multiplier for spell type, when dINT< 0 M= 1
Inflection: for dINT>0, inflection is the first dINT value where +2INT = +1 Dmg is true

Here is the practical Nasomi Thunder IV equation:
dINT<0 (dINT is negative), D = floor(541 + dINT/2)
dINT>0, D = floor(541 + dINT*2)
This is good to confirm as now we definitley know +1 INT translates to +2 base magic damage BEFORE multiplication bonuses(like MAB+ gear, staff, etc).

As a side not I was able to confirm during this test that Chatoyant staff is +%15 damage and the multiplication term is separate from the MAB+.
Also, earth weather occurred in the middle of the test and I found the detriment to be -10%.
See images below for data.

Finally,
I also confrimed thundage III has a V = 697, M = 1.5 and I couldn't find the inflection or cap up to 112 INT or 103dINT.

Here is the practical Nasomi Thundaga III equation:
dINT<0 (dINT is negative), D = floor(697 + dINT/2)
dINT>0, D = floor(697 + dINT*1.5)

I did also check the multi target damage reduction equation to work correctly with 2 mobs, 5 mobs, and 11 mobs tested.
-ga spells with 1 target = multiply by 1
2-9 targets = 0.9 - 0.05T where T is the number of targets
10 or more targets is 0.4

So another example where I hit 1110 on two wild rabbits and below is the math.
At +42 MAB, a chat staff, and 112 INT I hit 2 Wild rabbits for 1110
D = 697+103*1.5 = 851.5, floor to 851
Multi target reduction = 851*(0.9-0.05*2) = 851*0.8 = 680.8, floor to 680
Chat staff = 680*1.15 = 782
MAB+ = 782*1.42 = 1110.44 floor to 1110.

/tell Odiin or Bolmster in game with questions or friend me on discord OdiinsEye#1473
Attachment:
DATA.JPG
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PostPosted: Fri Jun 03, 2022 9:02 pm 
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i love reading this shit XD


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PostPosted: Fri Jun 24, 2022 12:49 am 
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Posts: 82
So since Nas did some changes to Magic Acc I wanted to see if there was a hard cap on level correction. Meaning if the mob was a higher level than me would my magic hit rate(or resist rate) be lower than 95%.
So I went out to RoMaeve to test on apocolyptic weapons which should be lvl 78-81. I expected at least 1% negative for each level… so to land somewhere around 90% hit rate. Instead, casting a nuetral spell (blizzard) for evil weapons my results are as follows:

75 blm/whm with 109 int and aquilos , no MAcc + gear
Total casts = 305
resists = 10
no resist = 295
total 295/305
Hit rate = 96.7%
Conclusion: There is no hardcap on magic hit rate in terms of level correction.


Next I was curious about mobs elemental resistances. So I went to Boyahda to find skimmers lvl 72-74 on my rdm since I have lower elemental skill and tried to confirm if they were strong to wind and weak to ice. Unfortunately I didn't find that. The first thing I noticed was there were DC and Even match skimmers, although the website says 72-74, conning even match would mean they are 75. So I decided to test ONLY on the even match ones.

My elemental skill was 246 and my int 69 INT with no staff or macc gear so my magic acc was:
Macc = elemental skill + f(dINT) + gear/merits
f(dINT)= floor(10+((dINT-10)/2)) [for dINT>10]
Macc = 246skill+14 = 265
***I back caculated the skimmer's INT=50 by casting stone and solving for their INT.

Casting 52 aero, 34 thunder, and 73 fire my hit rate was 100% on nuetral days and weather! Not a single resist in that entire campaign.
BUT i started casting stone and it started resisting like crazy and I took it all the way to 100 stone casts and ended at a 52-53% hit rate.
This was strange because no website lists flies as strong to earth but it looks like they get at least a +50 Magic Eva bonus against it.
Not sure what is going on here, but it could be weird Nasomi mechanics, or maybe in retail people just didn't care enough about flies and didn't verify their resistances correctly.

You can /tell Odiin/Bolmster in game with any questions or OdiinsEye #1473 on discord.


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