dustinfoley wrote:
Lady Jinte wrote:
- Sharpshot's ranged damage (not ranged attack) is modded by both STR and DEX; you can see this yourself by taking sharpshot out and shooting a bunny in west ronf, then using a thunder maneuver, and shooting another bunny. The damage will be different, every time.
- Sharpshot's ranged attacks have a ridiculously high fSTR; I needed 102 STR to cap fSTR vs level bunnies/worms in west ronf with 1 VIT (guaranteed 1 VIT by subbing blm and using Choke). That's a dSTR of 101. It does cap, though, unlike avatar fSTR. Damage values went up with increasing str from 0 to+10, but everything after +10 showed no change in damage, up to +37 str.
- - An interesting discovery, Daze has the same damage potential as Armor Shatterer, and a greater damage potential than Armor Piercer. Average WS numbers were: Arcuballista: 1200~1300, Daze: 2700~2800, Armor Piercer: 2100~2200, Armor Shatterer: 2700~2800
- .
I did similar testing by accident a while ago while trying to figure out the WSC for the new WS. In abyssea its super easy to see when you can add +100 str and see the ranged dmg go up to 500ish from the base 250ish, it also makes it hard to test if STR is actually a X% wsc or if it was just increasing the base dmg.
Nice to know about daze, never seen it do more then 700 on exp mobs.
Edited, Dec 28th 2011 12:55pm by dustinfoley STR definitely has no impact on ranged damage outside of fSTR3 (fSTR = melee fSTR, fSTR2 = ranged fSTR, sharpshot's fSTR behaves differently than both, thus fSTR3) and ranged attack (ignoring actual WS), and it also seems that I may be a bit off with my "fDEX" theory. Basically, it's looking like ranged attacks calculate as non-crit ranged ws, with a moderate~significant dex mod. AGI does not impact ranged damage in anyway aside from ranged acc. Now that I've gotten the skill-> damage component figured out; (((skill-5)/9)*3); I can start working on using lower levels and differing str/dex values to figure out str/dex exactly.
The most interesting thing I've pulled from this so far, is that at 99, given the current real lack of need for magic skill merits, since they don't give us any new spells, for people who use sharpshot with any regularity, ranged skill merits look like they'll be more beneficial, since +20 skill gives weapon damage +9 from the 99 skill cap (+18 does not give +9, only +6, and +19 would not, if it were possible to achieve that amount).
edit: also, random info for kenkonken, from byrth;
kenkonken's martial arts does affect TP/hit, it just didn't look like it at 75 because of our base delay and the level 75 value giving the same TP hit as it would w/o the 75 value;
Kenkonken (75): Enhances "Martial Arts" effect: Delay -20
Kenkonken (80): Enhances "Martial Arts" effect II: Delay -30
Kenkonken (85): Enhances "Martial Arts" effect III: Delay -40
Kenkonken (90): Enhances "Martial Arts" effect IV: Delay -45
Kenkonken (95): Enhances "Martial Arts" effect IV: Delay -45
Probable values:
Kenkonken (99): Enhances "Martial Arts" effect V: Delay -49 or -50
-50 fits the pattern, but -49 seems more likely, because it gives KKK exactly +0 delay, and doesn't give them negative delay
Also, I've done a little playing around with the overload effect; in the 16 hours I spent testing yesterday, I was literally spamming thunder maneuvers and fire maneuvers almost the entire time, and didn't overload once. After I finished, I sat down and spammed wind maneuvers every 10 seconds until I finally overloaded, at 15 maneuvers (this is using sharpshot, without AF3+2 body, af hands, or buffoon's collar (I had heatsink on because I was to tired/lazy to take it off, but it's the same value as af hands/buffoon's collar individually, so using sharpshot and guaranteeing that I would have less AGI the entire way through basically negated it)). Without Statustimer, I can't be certain, but the overload lasted somewhere between 45~60 seconds, which for a 15 maneuver overload is outrageously short

. I can't do any real definitive testing with them yet, but I would make a ballpark guesstimate that they either A: increase the burden threshold by a huge amount, or B: act something like a combination of condenser and cooldown, negating the initial overload and reducing total burden by ~1/2, but still allowing overload after a certain point, likely when accumulated burden is halved but still high enough to allow overload to proc.
Edited, Dec 28th 2011 12:59pm by Jinte