Killing Ifrit - a Final Fantasy community: How Dice Rolling works (Phantom Roll FAQ) - Killing Ifrit - a Final Fantasy community

Jump to content

  • 2 Pages +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

How Dice Rolling works (Phantom Roll FAQ)

#1
User is offline   Spider-Dan 

  • Greedalox
  • PipPipPipPipPip
note: Triply new and improved version!

I've seen a lot of bits and pieces on dice rolling, and I figured that (after some testing of my own) I'd provide a (edit: no longer short) guide on the mechanics of rolling dice.

As I've stated before, here are the different rolls, their level, and effect:

Roll Name               Effect                  LV      Lucky#  Unlucky#

Corsair's Roll          +EXP                    5       5       9

Ninja Roll              +Evasion                8       4       8

Hunter's Roll           +ACC/RACC               11      4       8

Chaos Roll              +ATK/RATK               14      4       8

Magus's Roll            +Magic DEF              17      2       6

Healer's Roll           +hMP                    20      3       7

Puppet Roll             +pet ACC                23      4       8

Choral Roll             -spell interruption     26      2       6

Monk's Roll             +Subtle Blow            31      3       7

Beast Roll              +pet ATK                34      4       8

Samurai Roll            +Store TP               37      2       6

Evoker's Roll           Refresh                 40      5       9

Rogue's Roll            +critical hit rate      43      5       9

Warlock's Roll          +Magic Accuracy         46      4       8

Fighter's Roll          +Double Attack          49      5       9

Drachen Roll            +pet MAB/MACC           52      3       7

Gallant's Roll          Damage reflection       55      3       7

Wizard's Roll           +Magic Attack Bonus     58      5       9

Dancer's Roll           +Regen                  61      5       9

Scholar's Roll          +Conserve MP            64      5       9

Rolls are learned by using Die (like using a scroll for a magic spell), which can be bought from Chayaya @ J-8 in Al Zahbi (for original FFXI and WoG job dice) and Jajaroon @ G-7 in Nashmau (for RoZ/ToAU job dice).

Now, as for the actual mechanics of rolling...

--
Job Abilities

At LV5, Corsair obtains two Job Abilities:

1) Phantom Roll (recast: 60 seconds)-
Starts the chosen roll. For example:

/ja "Corsair's Roll"

...would use Phantom Roll to execute the Corsair's Roll. Six cards numbered I-VI will spin around your character, then one will be selected, and your running total will be shown.

The range of the Phantom Roll effect (using the Distance plugin for Windower) is 7.9, or 15.9 with Luzaf's Ring equipped.

2) Double-Up (recast: 7 seconds)-
After executing a Phantom Roll, you will have a 45 second Double-Up window to increase the value of your Roll. Each time you use the Double-Up JA, a set of six cards will spin around you and one will be selected. That card's value will be added to the total for your current Roll. You can continue to Double-Up until either you "Bust," or the 45 second Double-Up window expires.

Furthermore, the final roll value that a party member receives corresponds to the last roll/Double-Up that they were hit with, not the last one that you performed. If you hit 5/6 members with a V Evoker's and then run over to the 6th member and Double-Up to VIII, only the 6th member (and yourself, of course) have the VIII roll. The other 4 members have V.

The command for Double-Up is simply:

/ja "Double-Up"

--
Roll Duration and "Busting"

Rolls have a 5 minute duration, which starts from the moment you execute your Phantom Roll (not the moment you execute your last Double-Up on that Roll). However, if you Double-Up and your Roll total exceeds 11, you will "Bust" and all party members will lose the benefit of that Roll. In addition, you (the COR) will receive a negative penalty; for example, if you Bust on Ninja Roll, you will receive an Evasion debuff (-Evasion) for the duration of the Bust.

Busts also last for 5 minutes, but they last for 5 minutes from the moment of the Bust, not from the beginning of the Phantom Roll that led to the Bust.

It is also important to note that when you Bust, only party members in roll range will have the corresponding roll removed. In other words, if you Bust out of range of everyone else, they will all keep their roll (this can occasionally be useful for managing roll rotation).

--
Removing/replacing Roll effects

You cannot manually cancel a Roll effect. However, a COR can overwrite a current Roll with a different Roll, provided that he does not have the desired replacement Roll active on himself. If you attempt to do a Phantom Roll for a Roll that is current active, you will receive the message, "The same roll is already active on ." Consequently, this means that you cannot "renew" a Roll like you can with a BRD song; you have to wait for it to expire (or replace it with a different Roll) first.

A COR main can provide two active Roll effects to the party. You can replace either of these effects with any inactive roll; however, if you Bust, you (the COR) can only have 1 effect active until Bust status expires (however, you can still provide two effects to the party by rotating your 1 open effect slot). If you Bust again and have double Bust status, you will be unable to successfully Roll until one of your Busts expires; any Roll attempt will result in "No effect."

Zoning will clear all Roll effects.

--
Multiple CORs in party

Much like BRD songs, you can have multiple CORs in one party providing multiple Roll effects (two per COR).

--
Lucky / Unlucky numbers

As you can see from the chart above, each Roll has a "Lucky" and "Unlucky" number. Normally, the potency of a Roll corresponds to your running total for that Roll; a Ninja Roll with a total of III provides less +Evasion than a Ninja Roll with a total of VII. However, the Lucky/Unlucky numbers are an exception; a total that matches the Lucky number will provide an effect slightly less than a total of XI (the maximum effect), while a total that matches the Unlucky number will provide the lowest benefit of any roll (a lower effect than a total of I).

--
Exact roll effects

I strongly recommend that new corsairs consult this roll calculator Excel spreadsheet, created by Kylen. It gives a statistical analysis not only by roll probability, but by the actual return on each result, telling you whether the expected increase in buff potency is worth the risk (statistically speaking, of course). You can also see the average expected return on a roll (the "Expected Value of Double-Up" for Roll #0).

It is important to note that there is a level-based penalty on Chaos Roll or Wizard's Roll when the COR is lower-level than the target:
corLVL / targetLVL x bonus total

Other rolls may also be affected by this level penalty (though Evoker's definitely is not).

Here's a quick reference to the data contained in the spreadsheet (these values do reflect the changes from the 8/27/07 patch)...

Corsair's Roll - EXP Bonus (with COR):
I    = +10% EXP

II   = +11% EXP

III  = +11% EXP

IV   = +12% EXP

V    = +20% EXP

VI   = +13% EXP

VII  = +15% EXP

VIII = +16% EXP

IX   = +8% EXP

X    = +17% EXP

XI   = +24% EXP

Avg. = +15.7% EXP


Hunter's Roll - +ACC/RACC (without RNG/with RNG):
I    = +10/25

II   = +13/28

III  = +15/30

IV   = +40/55

V    = +18/33

VI   = +20/35

VII  = +25/40

VIII = +5/20

IX   = +27/43

X    = +30/45

XI   = +50/65

Avg. = +29.6/42.6


Chaos Roll - +ATK/RATK (without DRK/with DRK):
I    = +6.3%/16%

II   = +7.8%/17.6%

III  = +9.4%/19.1%

IV   = +25%/34.8%

V    = +10.9%/20.7%

VI   = 12.5%/22.3%

VII  = +15.6%/25.4%

VIII = +3.1%/12.9%

IX   = +17.2%/27%

X    = +18.8%/28.5%

XI   = +31.2%/41%

Avg. = +18.6%/27%


Magus's Roll - +Magic Defense Bonus (without BLU/with BLU):
I    = +5/13

II   = +20/28

III  = +6/14

IV   = +8/16

V    = +9/17

VI   = +3/11

VII  = +10/18

VIII = +13/21

IX   = +14/22

X    = +15/23

XI   = +25/33

Avg. = +14.9/22.3


Healer's Roll - +hMP (without WHM/with WHM):
I    = +2/5

II   = +3/6

III  = +10/13

IV   = +4/7

V    = +4/7

VI   = +5/8

VII  = +1/4

VIII = +6/9

IX   = +7/10

X    = +7/10

XI   = +12/15

Avg. = +7.3/10


Monk's Roll - +Subtle Blow (without MNK/with MNK):
I    = +8/18

II   = +10/20

III  = +32/42

IV   = +12/22

V    = +14/24

VI   = +16/26

VII  = +4/14

VIII = +20/30

IX   = +22/32

X    = +24/34

XI   = +40/50

Avg. = +24/32.8


Samurai Roll - Store TP (without SAM/with SAM):
I    = +8/18

II   = +32/42

III  = +10/20

IV   = +12/22

V    = +14/24

VI   = +4/14

VII  = +16/26

VIII = +20/30

IX   = +22/32

X    = +24/34

XI   = +40/50

Avg. = +23.6/32.8


Evoker's Roll - Refresh (without SMN/with SMN):
I    = +1/2

II   = +1/2

III  = +1/2

IV   = +1/2

V    = +3/4

VI   = +2/3

VII  = +2/3

VIII = +2/3

IX   = +1/2

X    = +3/4

XI   = +4/5

Avg. = +2.3/3.3


Fighter's Roll - Double Attack + x (without WAR/with WAR):
I    = +1%/6%

II   = +2%/7%

III  = +3%/8%

IV   = +4%/9%

V    = +10%/15%

VI   = +5%/10%

VII  = +6%/11%

VIII = +6%/11%

IX   = +1%/6%

X    = +7%/12%

XI   = +15%/20%

Avg. = +7.2%/11.6%


Drachen Roll - +pet MAB/MACC (without DRG):
I    = +3

II   = +4

III  = +12

IV   = +5

V    = +6

VI   = +6

VII  = +2

VIII = +8

IX   = +9

X    = +10

XI   = +16

Avg. = +9.5


Gallant's Roll - % damage reflection (without PLD/with PLD):
I    = 5%/15%

II   = 8%/18%

III  = 24%/34%

IV   = 9%/19%

V    = 11%/21%

VI   = 12%/22%

VII  = 3%/13%

VIII = 15%/25%

IX   = 17%/27%

X    = 18%/28%

XI   = 30%/40%

Avg. = 18%/26.9%


Wizard's Roll - Magic Attack Bonus (without BLM/with BLM):
I    = +2/6

II   = +3/7

III  = +4/8

IV   = +4/8

V    = +10/14

VI   = +5/9

VII  = +6/10

VIII = +7/11

IX   = +1/5

X    = +7/11

XI   = +12/16

Avg. = +7.1/10.7


Dancer's Roll - +HP/tick (without DNC/with DNC):
I    = +4/7

II   = +4/7

III  = +11/14

IV   = +4/7

V    = +5/8

VI   = +6/9

VII  = +1/4

VIII = +7/10

IX   = +8/11

X    = +8/11

XI   = +14/17

Avg. = +8.3/11


Credit for the above data should go to the following:
Corsair's Roll- Asphodel (Lakshmi)
Healer's Roll- Dracont (Titan)
Samurai Roll- myself
Wizard's Roll- Dyvid (Pandemonium), myself
Dancer's Roll- myself
Hunter's, Chaos, Magus's, Monk's, Fighter's, Drachen, Gallant Roll- http://ladyluck.holy.jp/cor
0

#2
User is offline   Jak 

  • Shout spammer
  • PipPip
Pretty good guide :>
0

#3
User is offline   TheRealCyric 

  • CFH all night long
  • PipPipPip
is the effect also enhanced by having one of the pt memeber corresonding with ur roll?
like ninja roll and a ninja is in ur pt?
0

#4
User is offline   dedalius 

  • Farming crystals
  • Pip
I can use ninja roll while soloing.
0

#5
User is offline   T0taru 

  • Farming crystals
  • Pip
you can use any roll without the corresponding job, however, if you have the job in pt, it will increase the effect. knowing se, we will never know exactly how much it increases it by
0

#6
User is offline   Isiolia 

  • Sin Hunter
  • PipPipPipPipPip
They may never say, but a good number of them are pretty testable. Can just observe the ATT bonus with or without a DRK, for example.
0

#7
User is offline   Kauna 

  • Forgot echo drops
  • PipPipPipPip
Sticky please.
0

#8
User is offline   Spider-Dan 

  • Greedalox
  • PipPipPipPipPip
After further testing, Double-Up's recast is 7 seconds, not 10. Hey, it was 5 AM, cut me some slack. =P

Original post has been edited accordingly.
0

#9
User is offline   norrec 

  • Raise plz
  • PipPip
we'll see with evoker's roll i think it'll be easy ^^

if u get the lucky nbre+a smn in party u'll get 300 mp/tick x)
0

#10
User is offline   Friction v2.2c 

  • Popped purple
  • PipPipPip
COR is lots of fun lol, I was going to lvl BLU but then I saw the COR job quest cutscene and I decided to level COR instead :x
0

#11
User is offline   Dilly 

  • Shout spammer
  • PipPip
So, erm, let me clairfy something, or have it clarified:

Rolls affect the whole party, and they affect all members regardless of job, so if you use the "Evoker's Roll" it will grant all members of the party within range the "Refresh" effect (Effectiveness based on number, obviously)? It's like bard in how the rolls will affect everyone within range regardless of what "Job" the roll was aimed at, or what jobs are currently in your party?

EDIT:: IT's just that if the correct job is in your party, it makes it better by an unkown amount?
0

#12
User is offline   Spider-Dan 

  • Greedalox
  • PipPipPipPipPip
Dilly, that's correct.
0

#13
User is offline   Ninja Moogle 

  • Cactuar Needle
  • PipPip
like cor but i dont wanna spend all my gil on gun stuff
0

#14
User is offline   Dilly 

  • Shout spammer
  • PipPip
Spider-Dan :
Dilly, that's correct.


Okay, well Corsairs are gonna be fecking sexy then. o.o;;
I went to Valkurm just to watch some in action, since I don't have the job yet. x3;
0

#15
User is offline   Jak 

  • Shout spammer
  • PipPip
question: Since i can only have 2 buffs at a time, does the same thing go for my party members ? if i cast a 3rd one will it overwrite one of theres ? And when i have a bust can they only have 1 buff like me ?
0

#16
User is offline   Spider-Dan 

  • Greedalox
  • PipPipPipPipPip
Updated the original post to correct some info on Unlucky Numbers and renewing rolls, as well as to add some hard numbers on roll results.
0

#17
User is offline   Anologue 

  • Cactuar Needle
  • PipPip
Jak :
question: Since i can only have 2 buffs at a time, does the same thing go for my party members ? if i cast a 3rd one will it overwrite one of theres ? And when i have a bust can they only have 1 buff like me ?


No.

Remember rolls affect people IN RANGE.
So if you give choas roll, and hunter's roll to people in range only the people in range will have it.

Run out of range of the melee's, and use wizard's roll and evoker's roll near the mages, so that they will have those two

that's four rolls.

If you bust, you can still give your party all the buffs you want. Except you, the corsair, will only have one buff on yourself until the bust effect wears off.
0

#18
User is offline   Spider-Dan 

  • Greedalox
  • PipPipPipPipPip
Updated the original post to include Chaos Roll % and Evoker's Roll returns. I'm also moving the Chaos Roll testing I did down here:

LV35 COR/RNG, 131 ATK
II = 5 = 3.8% increase
III = 5 = 3.8% increase
IV = 15 = 11.5% increase
V = 8 = 6.1% increase
VI = 9 = 6.9% increase
VII = 9 = 6.9% increase
VIII = 1 = 0.8% increase
IX = 10 = 7.6% increase
X = 12 = 9.2% increase
XI = 24 = 18.3% increase
Bust = -9 = 6.9% decrease

LV35 COR/RNG, 152 ATK
II = 6 = 3.9% increase
III = 6 = 3.9% increase
IV = 17 = 11.2% increase
V = 9 = 5.9% increase
VI = 10 = 6.6% increase
VII = 10 = 6.6% increase
VIII = 1 = 0.7% increase
IX = 12 = 7.9% increase
X = 14 = 9.2% increase
XI = 27 = 17.8% increase
Bust = -10 = 6.6% decrease

35COR/WAR (133 ATK)
I = 5
II = 5
III = 5
IV = 15
V = 8
VI = 9
VII = 9
VIII = 1
IX = 10
X = 12
XI = 24
Bust = -9

35COR/WAR with Berserk (166 ATK)
I = 5
II = 5
III = 5
IV = 15
V = 8
VI = 9
VII = 9
VIII = 1
IX = 11 (!)
X = 12
XI = 24
Bust = -9

37COR/RNG (138 ATK) partied with 69WAR/NIN (289 ATK)
I = 5 (3.6% increase) / 6 (2.1% increase)
II = 5 (3.6% increase) / 6 (2.1% increase)
III = 5 (3.6% increase) / 6 (2.1% increase)
IV = 16 (11.6% increase) / 19 (6.6% increase)
V = 8 (5.8% increase) / 10 (3.5% increase)
VI = 9 (6.5% increase) / 11 (3.8% increase)
VII = 9 (6.5% increase) / 11 (3.8% increase)
VIII = 1 (0.7% increase) / 2 (0.7% increase)
IX = 11 (8.0% increase) / 13 (4.5% increase)
X = 12 (8.7% increase) / 14 (4.8% increase)
XI = 25 (18.1% increase) / 29 (10.0% increase)
Bust = -9 (6.5% decrease) / 0

edit: Also adding Arek's Healer's Roll data in here, as I no longer have a link to the original thread:

Arek from Remora has provided the following data on Healer's Roll (as a 34COR/13RDM):
Total Roll  1st tick   2nd tick   3rd tick   4th tick   Effect

No Roll       12         25         39         54       --

  I            13         27         42         58      hMP +1    

  II           13         27         42         58      hMP +1

  III          19         39         60         82      hMP +7

  IV           14         29         45         62      hMP +2

  V            14         29         45         62      hMP +2

  VI           15         31         48         66      hMP +3

  VII          13         27         42         58      hMP +1

  VIII         16         33         51         70      hMP +4

  IX           16         33         51         70      hMP +4

  X            17         35         54         74      hMP +5

  XI           21         43         66        >88*     hMP +9

BUST           9         19         30         42      hMP -3

0

#19
User is offline   Draxyl 

  • AM MB the SC!
  • PipPipPipPip
/praise Spider-Dan, good cheat sheet for an aspriring cor. I copied the #'s for all the rolls done onto a txt, along with your mantra so I'm all set for any situation:

(Spider-Dan)
1) If I'm on the Lucky #, stay;
2) If total is less than 6 and I have one Bust, Double-Up;
3) If total is less than 7 and I have no Bust, Double-Up;
4) If total is 7 and Unlucky # is 7, and I have no Bust, Double-Up;
5) If none of the above is the case, stay.

0

#20
User is offline   kylen 

  • CFH all night long
  • PipPipPip
Might want to update this with the new Wizard's Roll data from Zorak's test, since it looks like Archain might have been experiencing a level difference penalty testing Wizard's on a 75 BLM as his 58 COR.

Zorak's data:

No BLM:
BUST = -4MAB (To the Cor only)
1 = 2MAB
2 = 2MAB
3 = 3MAB
4 = 3MAB
5 = 9MAB (Lucky)
6 = 4MAB
7 = 5MAB
8 = 5MAB
9 = 1MAB (Unlucky)
10 = 6MAB
11 = 12MAB

With BLM:
BUST = -4MAB (To the Cor only)
1 = 6MAB
2 = 6MAB
3 = 7MAB
4 = 7MAB
5 = 13MAB (Lucky)
6 = 8MAB
7 = 9MAB
8 = 9MAB
9 = 5MAB (Unlucky)
10 = 10MAB
11 = 16MAB

Plugging these numbers into the roll calculator:
Wizard's Roll, no BLM            

Roll #    Roll Value    Expected Value of Double-up    Double up?

0    0    6.166816701    Yes

1    2    6.000128601    Yes

2    2    5.857253086    Yes

3    3    5.449074074    Yes

4    3    5.527777778    Yes

5    9    6.027777778    No

6    4    5.166666667    Yes

7    5    4.333333333    No

8    5    3.5    No

9    1    3    Yes

10    6    2    No

11    12    0    No


Wizard's Roll, with BLM            

Roll #    Roll Value    Expected Value of Double-up    Double up?

0    0    9.694208676    Yes

1    6    9.595036008    Yes

2    6    9.510030864    Yes

3    7    8.865740741    Yes

4    7    9.027777778    Yes

5    13    9.527777778    No

6    8    8.166666667    Yes

7    9    6.666666667    No

8    9    5.166666667    No

9    5    4.333333333    No

10    10    2.666666667    No

11    16    0    No


So if a BLM asks you how much MAB you'll be giving them with Wizard's Roll, you can tell them that on average they can expect a bonus of 9.69 smile.gif
0

Share this topic:


  • 2 Pages +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic


1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users