Corsair :love :love
I guess this confirms that Intelligence doesn't directly affect magic attack. Unless Darus is lying.
Evoker's Roll: and Quick Draw: *Real* Info. Updated!
#103
Posted 01 May 2006 - 03:08 PM
Kayven :
My thoughts exactly.
ragingtoxin :
40 already? What the fuck...
40 already? What the fuck...
My thoughts exactly.
I'm partying with 53COR, 53BLU and 53PUP right now XD
#104
Posted 02 May 2006 - 06:02 PM
TP based?
i'm testing it and always doing 66-69 while my TPs are below 100% :dozingoff
i'm testing it and always doing 66-69 while my TPs are below 100% :dozingoff
#105
Posted 06 May 2006 - 12:01 PM
This might sound really stupid, but could you try using +element resist items with the appropriate card? I know it will more than likely do absolutely nothing, but I'm just curious.
#106
Posted 06 May 2006 - 04:54 PM
Level 51 Staves effect Magic Atk bonus. NQ gives magic aatk+15, and HQ gives magic atk+20
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
#107
Posted 06 May 2006 - 06:20 PM
Anologue :
Level 51 Staves effect Magic Atk bonus. NQ gives magic aatk+15, and HQ gives magic atk+20
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
Level 51 Staves effect Magic Atk bonus. NQ gives magic aatk+15, and HQ gives magic atk+20
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
Erm, isn't MAB +1 damage per every hundred damage, for each point of MAB? I fail to see how you can get over 400 when it usually does 130-150...
Corsair's gun + iron bullets would be a base D:41 + (D:55x2), which is 151 base QD. You'd need like 150 MAB to get it up to 400 >.>;
#108
Posted 06 May 2006 - 07:14 PM
Anologue :
Level 51 Staves effect Magic Atk bonus. NQ gives magic aatk+15, and HQ gives magic atk+20
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
Level 51 Staves effect Magic Atk bonus. NQ gives magic aatk+15, and HQ gives magic atk+20
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
NQ Ele. Staves = 10%+ MAB
HQ Ele. Staves = 15%+ MAB
I think that my Thunder/Ice Merits could increase of Quick Draw dmg
#109
Posted 06 May 2006 - 09:09 PM
(ragingtoxin)
Corsair's gun + iron bullets would be a base D:41 + (D:55x2), which is 151 base QD. You'd need like 150 MAB to get it up to 400 >.>;
I believe the way it is calculated is (D41+D55) *2, which would be 192 base. HQ elemental staff would push that to 220. With /BLM, Uggalepih Pendant, Moldavite Earring, and Republic Circlet (MAB+32), that's 290 damage. I think that's the best non-day/weather-related damage you can get (excluding Wizard's Roll).
(Xyon)
I think that my Thunder/Ice Merits could increase of Quick Draw dmg
BLM-specific merits only apply when your main job is BLM75.
#110
Posted 06 May 2006 - 11:39 PM
Anologue :
Level 51 Staves effect Magic Atk bonus. NQ gives magic aatk+15, and HQ gives magic atk+20
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
Level 51 Staves effect Magic Atk bonus. NQ gives magic aatk+15, and HQ gives magic atk+20
Black mage gets its second magic atk+ job trait at 30 (i believe). so one I ding 60 Im ganna try spamming magic atk and see if I can shit out over 400 with quick draw.
THAT would be sexy.
LVL 51 staves DO NOT affect magic attack bonus. The bonus given by the staff is a separate entity, and calculated separately from MAB. You can see how it works in a thread linked in the static on Alla BLM forum, found at http://ffxi.allakhazam.com/db/jobs.html?fj...9;num=50;page=1
In case anyone is working out damage formula's or whatever, it may come out slightly differently.
edit: gg, the url= link that the bbcode put in for me doesnt work? lol
#111
Posted 15 May 2006 - 03:02 AM
You could enlist a SMN with Diabolos to help you test the effects of MAB using Dream Shroud...
#112
Posted 02 June 2006 - 01:37 PM
From what I can tell from quick draw, is that the formula has nothing to do with the mobs stats, def, elemental weaknesses or strengths.
I dont understand what determines it yet but 95% of the time I either get the quick draw damage to be Gun DMG + Bullet DMG or (Gun DMG + Bullet DMG)x2 so as i have deluxe carbine and iron bulets at the moment I get 32+55 or (32+55)x2 which is 87 or 174, but occasionally i get another damage from quick draw thats very low but this is very rare. I first thought that if you used the correct element after the debuff of the same element youd get the x2 effect but this doesnt appear to be true.
So I dont think INT or M.atk effects quick draws damage although I may be wrong, and to the poster who said he gets 300 quick draws, I'm very curious as to how.
For Evokers, a smn in the PT gives a bonus +1MP/tick to everyone, even if the SMN isnt in the buff radius - they just have to be present in the PT
For the roll without the smn its like this,
Roll a 1: 1 (2 with SMN)
Roll a 2: 1 (2 with SMN)
Roll a 3: 1 (2 with SMN)
Roll a 4: 1 (2 with SMN)
Roll a 5: 3 (4 with SMN)
Roll a 6: 1 (2 with SMN)
Roll a 7: 1 (2 with SMN)
Roll an 8: 2 (3 with SMN)
Roll a 9: 1 (2 with SMN)
Roll a 10: 2 (3 with SMN)
Roll an 11: 4 (5 with SMN)
and bust effect gives yourself -1MP/tick but the floor is 0, for instance a roll of 5 with no SMN (+3mp/tick) plus an evokers bust, it would give just +2MP/tick to yourself but if you just had the evokers buff you MP doesnt decrease.
Hopes this clears some things up for some people.
I dont understand what determines it yet but 95% of the time I either get the quick draw damage to be Gun DMG + Bullet DMG or (Gun DMG + Bullet DMG)x2 so as i have deluxe carbine and iron bulets at the moment I get 32+55 or (32+55)x2 which is 87 or 174, but occasionally i get another damage from quick draw thats very low but this is very rare. I first thought that if you used the correct element after the debuff of the same element youd get the x2 effect but this doesnt appear to be true.
So I dont think INT or M.atk effects quick draws damage although I may be wrong, and to the poster who said he gets 300 quick draws, I'm very curious as to how.
For Evokers, a smn in the PT gives a bonus +1MP/tick to everyone, even if the SMN isnt in the buff radius - they just have to be present in the PT
For the roll without the smn its like this,
Roll a 1: 1 (2 with SMN)
Roll a 2: 1 (2 with SMN)
Roll a 3: 1 (2 with SMN)
Roll a 4: 1 (2 with SMN)
Roll a 5: 3 (4 with SMN)
Roll a 6: 1 (2 with SMN)
Roll a 7: 1 (2 with SMN)
Roll an 8: 2 (3 with SMN)
Roll a 9: 1 (2 with SMN)
Roll a 10: 2 (3 with SMN)
Roll an 11: 4 (5 with SMN)
and bust effect gives yourself -1MP/tick but the floor is 0, for instance a roll of 5 with no SMN (+3mp/tick) plus an evokers bust, it would give just +2MP/tick to yourself but if you just had the evokers buff you MP doesnt decrease.
Hopes this clears some things up for some people.
#113
Posted 02 June 2006 - 03:52 PM
Magic Attack Bonus does affect Quick Draw. I swap in a Moldavite Earring in my macros- gives me an extra 5% damage (from 182 damage up to 191 damage). I tested the potency of Wizard's Roll using Quick Draw. I've played around with elemental staves, Moldavite Earring, and Wizards Roll, but wasn't really impressed with the damage increase (capped at around 240ish, I think...)
With a Corsair's Gun +1, Iron Bullets, a Moldavite Earring, a Novio Earring, +1 staff, and a Wizard's Roll (XI) with a BLM in the party, I'd think you could break 300 damage, but not by much...
With a Corsair's Gun +1, Iron Bullets, a Moldavite Earring, a Novio Earring, +1 staff, and a Wizard's Roll (XI) with a BLM in the party, I'd think you could break 300 damage, but not by much...
#114
Posted 02 June 2006 - 05:12 PM
I did some testing today on this. Found that the elemental weakness of a mob does not effect the dmg from QD, and also QD acts like the Ninjutsu elemental wheel and lowers the resistance/raises magic dmg of the element stronger to the card you used. Found all this out by haveing one of my friends take me out to the mire and he tanked and mob that was IT+++++ to me so i did the lowest dmg possible always lol. Following the wheel always made my next shot do more dmg then the cards I used at random.
I don't know if useing cards strong to the mobs weakness allows you to resist less but I can 100% say that it will not add dmg considering that every shot which I did not follow the wheel did the EXACT same dmg.
I don't know if useing cards strong to the mobs weakness allows you to resist less but I can 100% say that it will not add dmg considering that every shot which I did not follow the wheel did the EXACT same dmg.
#115
Posted 02 June 2006 - 09:54 PM
Yinnyth :
Magic Attack Bonus does affect Quick Draw. I swap in a Moldavite Earring in my macros- gives me an extra 5% damage (from 182 damage up to 191 damage). I tested the potency of Wizard's Roll using Quick Draw. I've played around with elemental staves, Moldavite Earring, and Wizards Roll, but wasn't really impressed with the damage increase (capped at around 240ish, I think...)
With a Corsair's Gun +1, Iron Bullets, a Moldavite Earring, a Novio Earring, +1 staff, and a Wizard's Roll (XI) with a BLM in the party, I'd think you could break 300 damage, but not by much...
Magic Attack Bonus does affect Quick Draw. I swap in a Moldavite Earring in my macros- gives me an extra 5% damage (from 182 damage up to 191 damage). I tested the potency of Wizard's Roll using Quick Draw. I've played around with elemental staves, Moldavite Earring, and Wizards Roll, but wasn't really impressed with the damage increase (capped at around 240ish, I think...)
With a Corsair's Gun +1, Iron Bullets, a Moldavite Earring, a Novio Earring, +1 staff, and a Wizard's Roll (XI) with a BLM in the party, I'd think you could break 300 damage, but not by much...
I lol'd.
Like...
Your sea ls would give the novio earring...
to the Corsair.
Maybe if you're a blm main, but hell, that's still a pretty rare sight. (The earring I mean, not a blm main..)
#116
Posted 15 June 2006 - 10:22 PM
elemental staves also help your Quick Draw dmg by 15% dmg i think. i didn't do a long test, i'm not 100% sure. my light shots and ice shost did about 170-180~ at lvl 55. then i change to fire staff, my fire shots did 200-210~ dmg. on the last mob, i changed to light staff, light shot was able to do 214 dmg.
#117
Posted 16 June 2006 - 08:39 AM
Something that I keep meaning to comment on because I actually havent seen it mentioned and it isnt relevent for the vast majority of corsairs just yet - I never subbed mage so I didnt notice before I reached endgame.
If you bust an Evokers roll, there actually is a negative effect. Any further evokers roll will give the corsair 1 less mp per tick than it would have. You dont lose mp, but you lose 1 per tick if you have evokers roll. That is, if you roll an 11 without a smn in the pt, you would usually get 4/tick. If you have a busted evokers roll, and then reroll to 11, you only get 3 per tick.
If you bust an Evokers roll, there actually is a negative effect. Any further evokers roll will give the corsair 1 less mp per tick than it would have. You dont lose mp, but you lose 1 per tick if you have evokers roll. That is, if you roll an 11 without a smn in the pt, you would usually get 4/tick. If you have a busted evokers roll, and then reroll to 11, you only get 3 per tick.
#118
Posted 16 June 2006 - 04:20 PM
I can pretty much say that Quick Draw also works on M.acc, and it can be resisted to 50% and I've noticed as some creatures have higher elemental resistances in some elements your more likely to be resisted. Against crawlers I almost never (i don't remember it happening but it could have) got resisted on ice shot, and theyre weka to ice. On lesser colibri I get resisted a lot on wind shot, and Warlocks roll helps a lot- i was just testing to try to understand quick draw.
#119
Posted 05 July 2006 - 07:36 AM
i don't think that the power of bullets equip will affect cause u don't shot bullets when u make quickdraw
#120
Posted 05 July 2006 - 09:29 AM
norrec :
i don't think that the power of bullets equip will affect cause u don't shot bullets when u make quickdraw
i don't think that the power of bullets equip will affect cause u don't shot bullets when u make quickdraw
Then you'd be wrong, because they do.
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