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Stats!! you guys look at this yet?

#1
User is offline   Demireamer 

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ok so a friedn point me over to .allakhazam to look at a post by kegsay

http://ffxi.allakhaz...044188308454532

][spoiler]I said quite a while ago that I would be working on Physical Blood Pacts, here are the results of my work.SummaryHow are physical blood pacts calculated? Why does for example, Barracuda Dive do in the hundreds and Spinning Dive in the thousands on the same monster? After all, PDIF and fSTR are the same right? What other factors are at play? What makes (particularly Lv70 BPs) just so damn reliable? The answer to this question is as follows:Physical BP Damage = (D+fSTR)xMxPDIFwhere:-*M is a multiplier which varies on each BP.*fSTR is as normal for melee damage.-Like Bare Fisted Hand-to-Hand Skill, the avatar has no Weapon Rank. This means fSTR caps are -1 to 8.*PDIF is as normal for melee damage.*D is the avatars"base damage", which thusfar has no formula figured out, estimates put it at D47~49 @ Lv75, though it is unclear how this is worked out, it may involve Avatar Level. See "Value of D and Avatar Attack" for more information.Blood Pacts in italics may need further sample sets which may shift the multiplier +-0.5, so treat those as tentative results.**Some of Titan said:



good info or BS, and go


EDIT:Kegsay's LJ seems to have magic BP info on it as well http://kegsay.livejournal.com/
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#2
User is offline   Jeryhn 

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Looks pretty good to me, and explains a good number of things. For instance:

- Enhances Avatar Attack equipment and Physical Attack merits seem to add just that: Attack. And unfortunately, not an amount of attack that's comparable to Berserk or even Hasso. The effect is small enough so that you'll only see a real practical difference on siginificantly weaker monsters with lower defense (EP, DC), which is something the majority of us already knew. However, every little bit helps, and there aren't exactly any other superior options.

- I've personally suspected that Bloodpacts were simply multipliers based upon the avatar's Base Damage (DMG), but I am also personally not too confident into my math-making abilities, which is why I've never run the numbers myself. What Kegsay's numbers explain is why certain Bloodpacts perform more efficiently than others, despite most summoned avatars (read: Celestials) having the same base stats (thus, it would be unlikely that Bloodpacts would have stat mods similar to a player's weaponskills), while the Bloodpacts in question themselves contain the same number of hits (see Predator Claws vs. Chaotic Strike). This also explains why Eclipse Bite is seemingly weaker than the level 70 Physical Bloodpacts while Fenrir's base damage seems to be higher than that of the Celestial Avatars, even if you try inflating Fenrir's STR with Ecliptic Growl, and even if all three hits land.

- One thing to note about this data is the finding that most of the damage from a multihit physical Bloodpact comes from the initial attack. Seeing how Bloodpacts function exactly like weaponskills once the Summoner executes them, this seems to be in-line with some of the findings on Blue Gartr that multihit weaponskills seem highly dependent upon their initial hit as well. This can explain why Bloodpacts such as Predator Claws and Rush can deal very little damage on occasion, even though Avatar TP gain suggests that only one or two hits are being missed.

My only real concern about the numbers run is the fact that Physical Bloodpacts were purposely nerfed vs. low level monsters back in December 2004.
http://wiki.ffxiclop..._Update_Details
After this update, Physical Bloodpacts vs. Too Weak monsters would experience strange damage variances. This aspect of Physical Bloodpacts can lead to erroneous information concerning Kegsay's estimates of an avatar's Base Damage rating, unless I've missed something within his numbers that defines this variance beyond random numbers associated with pDIF.

So what does this all really mean? Well, it may mean that Physical Accuracy merits may pull ahead damage-wise of Physical Attack merits for those summoners who don't inflate their accuracy through Summoning skill (whether it be from lack of skilling to not having access to the gear), assuming they are choosing one or the other based upon their merit preferences (totally unexpected, amirite?).
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#3
User is offline   dakpluto 

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View PostJeryhn, on 11 October 2009 - 11:57 PM, said:

summoners who don't inflate their accuracy through Summoning skill


The next major testing that needs to happen for SMN. Big time.
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#4
User is offline   Demireamer 

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wow Jeryhn you just keep a list of smn updates some ware?

i was tring to run the math yesterday, to see if it worked, and i couldn't seem to get the number to work for the level 0 mobs, now i think i know why

might try and re run it today to look for a level modifier for level 0 mobs, having a simple 12x modifier seems much to simple to me but if it works yay
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#5
User is offline   Corrderio 

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Jeryhn is like the ultimate SMN addict >.>
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