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#402 Feb 12 2013 at 4:48 PM Rating: Good
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ty, I see your point.
I was thinking the low damage would be a non crit, and the high woudl have a crit, but the numbers aren't working out that way.
I don't think its a guarenteed. crit.. but I'm not really sure.
and actually 1 point of base damage difference probably woudl about to a 12 point difference in damage in the case of foot kick.. which lines up w/ the low damage * 1.05 would be 12 less than the max damage I have....

looks like it is a 1 vit diffeence.

I added a few edit notes on previous post at same time as you responding... leaf dagger seems to be the only ranged ready move.

I'll need to double check INT for pet magical ws's... I just remember being very frustrated testing all the different stats and MAB was the only help in damage... and you could only get 680 damage on CW from Shasra... normal is 280 iirc. tp didn't affect damage for it either.

Edited, Feb 12th 2013 5:51pm by Xilk
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#403 Feb 12 2013 at 8:45 PM Rating: Good
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I went to Aby-Uleguerand and started collecting some samples vs EM bluffalo.
The frequency spike is not hard to see.

Hobs
GorefangHobs
Melee
104: 19
105: 17
+ 106: 26
107: 18
108: 20
109: 19
110: 4
111: 10
112: 8
113: 2
114: 6
115: 4
116: 6
117: 6
118: 6
119: 5
120: 8
121: 5
122: 5
123: 3
124: 4
125: 4
126: 4
127: 13
128: 4
129: 4
130: 9
131: 9
132: 5
133: 8
^ 135: 4
136: 15
137: 8
138: 5
139: 6
140: 6
141: 5
142: 7
143: 3
144: 3
145: 4
146: 5
147: 8
148: 6
149: 4
150: 5
151: 7
152: 3
153: 6
154: 5
155: 5
156: 6
157: 5
158: 2
159: 3
160: 5
161: 3
162: 5
163: 5
164: 4
165: 6
166: 6
167: 11
168: 4
170: 3
171: 11
172: 3
173: 8
174: 5
175: 7
176: 8
177: 7
178: 4
179: 1
180: 5
181: 9
182: 1
183: 2
184: 3
185: 2
Melee Crits
208: 1
209: 2
214: 2
215: 2
+ 216: 5
217: 1
218: 3
219: 1
220: 1
221: 2
223: 1
226: 2
227: 1
228: 3
229: 1
230: 2
231: 2
233: 2
234: 1
235: 3
236: 1
238: 1
239: 3
240: 1
241: 1
242: 1
243: 2
244: 1
^ 245: 3
246: 1
247: 1
249: 1
250: 1
251: 2
253: 2
254: 2
255: 1
256: 1
258: 1
261: 1
264: 1
265: 1
267: 2
270: 2
272: 1
273: 3
274: 2
275: 2
277: 1
280: 1
281: 3
283: 2
285: 2
286: 3
287: 3
290: 3
291: 1
295: 1
296: 1
300: 1


Raphie
CrudeRaphie
Melee
74: 1
75: 1
76: 2
77: 5
78: 3
79: 5
80: 3
81: 5
82: 5
83: 5
84: 2
85: 5
86: 5
87: 5
88: 6
89: 3
90: 7
91: 3
92: 4
93: 2
94: 3
95: 5
96: 1
97: 2
99: 7
100: 3
101: 5
102: 7
103: 6
104: 5
105: 3
106: 4
107: 20
^ 108: 19
+ 109: 26
110: 13
111: 24
112: 23
113: 1
114: 4
115: 9
116: 3
117: 2
118: 2
119: 5
120: 2
121: 1
122: 2
123: 4
124: 1
125: 3
126: 4
127: 1
128: 1
Melee Crits
+ 157: 1
+ 163: 1
+ 185: 1
+ 207: 1
+^ 216: 1
+ 228: 1
+ 230: 1
+ 232: 1
+ 235: 1


Lulush
LuckyLulush
Melee
81: 1
82: 2
83: 4
84: 3
85: 5
86: 2
87: 2
88: 5
89: 2
90: 3
91: 2
92: 2
93: 2
94: 4
95: 4
96: 1
97: 3
98: 2
100: 2
101: 2
102: 1
+ 103: 15
104: 4
^ 105: 14
106: 14
107: 14
108: 7
109: 1
110: 2
111: 3
112: 1
113: 1
114: 1
116: 3
117: 3
118: 3
119: 1
120: 3
121: 1
122: 2
124: 3
125: 4
126: 3
127: 1
128: 2
132: 1
133: 2
134: 1
135: 1
136: 1
Melee Crits
168: 1
175: 1
+ 177: 2
178: 1
180: 1
183: 1
+ 188: 2
+ 192: 2
196: 1
+ 200: 2
+ 204: 2
^ 205: 1
208: 1
210: 1
+ 220: 2
221: 1
225: 1
232: 1
+ 233: 2
236: 1
237: 1
243: 1
245: 1
246: 1
249: 1
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#404 Feb 13 2013 at 9:54 AM Rating: Good
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So, ignoring crit defense bonus / attack bonus because I'm not sure which pet has how much. 99 Bluffalo have -14% and I think WAR pets have +8%, so crit pDIFs should probably be divided by 0.86 for non-WARs and 0.94 for WARs:
Hobs : 104 base damage vs. EM Bluffalo; 1~1.778 pDIF (non-crit); 2~2.88 pDIF (crit without correction)
Crude: 107 base damage vs. EM Bluffalo; 0.69~1.196 pDIF (non-crit); 1.467~2.196 (crit without correction)
Lucky: 103 base damage vs. EM Bluffalo; 0.786~1.32 pDIF (non-crit); 1.631~2.417 (crit without correction)

So Crude < Lucky < Hobs for Attack, and Lucky < Hobs < Crude for base damage (including fSTR).
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#405 Feb 13 2013 at 10:38 AM Rating: Excellent
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Getting samples w/ varying str+ from atma should help lock in on exact str values for pets. though it probably won't work for hobs in this case. Adding more str to hobs will probably make it so we don't touch the 1.0 pdif level.

If I get varying attack+ on pets it be able to figure out the attack vs bluffalo, no?
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#406 Feb 13 2013 at 12:19 PM Rating: Good
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We don't know how pDIF maps onto Attack for pets/Avatars, so you won't be able to tell their exact Attack. However, if you added 50 Attack to Crude and suddenly he had the same pDIF max/min as Lucky, then you could say that Lucky has 50 more Attack than Crude without the boost. You can quantify them relative to each other.
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#407 Feb 13 2013 at 10:54 PM Rating: Excellent
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I collected a sample of 500 hits using Hobs vs EM Bluffalo.
Using atma, I had +190 Attack.

melee 158/248
crit 264/356

I think this indicates that ratio still caps at 4.0 for pets and not just pdif capping at 4.0 after level correction. Meaning, you don't need level correction to get to 4.0pdf.. though it looks rather challenging to do so. I might find a different level 99 mob in abyssea to do it on. Most will have significantly lower def than Bluffalo. Still shoudl probably figure exact str values for whatever pet I try to get attack on first though. and I'll have to get def and vit for the level 99 versions of a new target mob.

I wonder if my lizard testing could be still useful if this is the case.


Edited, Feb 14th 2013 12:01am by Xilk
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#408 Feb 14 2013 at 10:00 AM Rating: Good
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If Hobs has a base damage of 104, then 4.0 pDIF is 416 damage.
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#409 Feb 14 2013 at 11:33 AM Rating: Good
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Byrthnoth wrote:
If Hobs has a base damage of 104, then 4.0 pDIF is 416 damage.


Yes, I know I didn't get up to 4.0. However I got above 2.0 for non crit hits. I got up to 2.38. Also even though there was some level correction, when I was working the bluffalo up to level 99, I got up to 432 damage on crit hits. This also indicates that I was very close to capping it for the slightly lower level bluffalo. I'm not sure what he min level is for them, I would guess level 90. but I'm confident that its not enough for level correction to give them a full 2.0 pdif.

Following the kuftal lizard testing, I thought perhaps ratio really caps at 2.0, but level correction can take pdif up to 4.0.
This makes me think that ratio can indeed go up to 4.0 still without the need for level correction. Assuming 4.0 is more likely than an arbitrary point between 2.0 and 4.0.

I would need to add alot more to ratio on hobs to be sure it can go up to 4.0. Like.. roll beast roll from corsair, and using both aymur and ferine cabasset +2 and dia 2/3 on target...
or I can choose another level 99 target w/ lower def.

Edited, Feb 14th 2013 12:36pm by Xilk

Mostly, I'm interested in repeating your methods to confirm base damage and str of celestial avatars.
Its not clear to me which samples and formulas you used.

Edited, Feb 14th 2013 3:44pm by Xilk

Edited, Feb 14th 2013 4:07pm by Xilk
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#410 Feb 14 2013 at 8:19 PM Rating: Good
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I've been collecting some data w/ varying str from EM bluffalo. I do not have them all yet, but so far it makes me think that the Base damage estimates Figster generated (assuming pets work much like players) is rather accurate. I think he floored it incorrectly though. iirc, you don't floor the inverse of a function which has a flooring in the original.
Here is a small table of data showing base damage of a few pets.

 
Pet		str+0	str+20	str+50	str+130 
Lucky Lulush	103	108	114	134 
Discreet Louise	106	110	117	134 
Crude Raphie	107	111	118	134 
Bugeyed Broncha	104	108	115	134 
Dipper Yuly	99	101	110	132 
 


... That is, making a table of possible D and STR value vs EM bluffalo, the most likely option for lulush is 108 D and 85 str, imo. There is another option of 109 base damage, but the level 0 tests support a 108 base damage. Options for ~96 damage and lower all work, but the str values get very very large. I don't believe those are correct though.
I believe the stat such as str, and dex will be similar to what player stats would be for different races and jobs, w/out a subjob. 73 is what I have for Yuly (taru thf at 99 would have 69 str) so far, and 93 for Raphie which is a bit higher than expected.

134 for a base damage cap confuses me a bit. I suspected it would match the caps seen vs level 0 mobs.. more like 128~131 (from level 0 mob tests), if they existed at all. I suspected there would not be a cap, however, my last sample showed the same upper limit for raphie as for lulush, louise, and broncha. The numbers should have been slightly higher. I estimated Raphie w/ +130 str to have a base damage of 137 if not capped.... also my lulush estimate would put 108 D and 205 str at 130 base damage, but this sample went up to 134.

Edit: Updated Table.


Edited, Feb 15th 2013 12:51pm by Xilk
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#411 Feb 15 2013 at 3:40 PM Rating: Good
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a tad more analysis...
I redid a few of the base damage values. I used bumblee data samples for the level 0 mob base damage estimates instead of the mix of bees/mandys
I also double checked the base damages to the Weapon rank formula to check if fSTR vs D rating balanced out right. This nudged a few D values by 1 or 2, particularly for raphie, louise, and Yuly.
With the updated D values, the str+0 and str+20 samples all line up w/ known fSTR formulas. but none of the str+50 samples match up. They model has them 1 point off for str+50 values, and they are close on the str+130 values also though 1 below and 2 above.. if it is really a cap, then the above values would not matter.

Doesn't look like I'm getting to bluffalo vit +100 afterall.

I"m wondering if I'm doing something a little wrong. Please see example:

107: 4
108: 4
109: 3
110: 6
111: 15
112: 18
+ 113: 25
^ 114: 12
115: 21
116: 3
117: 6
118: 2


This is part of a sample.
There is an obvious frequency spike. However, where would you say it starts? 111? or 110?
The reason I woudl doubt 111 is because it is not quite 1.05 range. that woudl include 116 which it appears this sample does not.

my one off problems might be due to a mistake like this.

I see this in many of my samples. There is a high peak in the frequency spike, but there may be slightly lower levels 1 point above and below it, which are still much higher than the further points.

Edited, Feb 15th 2013 6:29pm by Xilk
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#412 Feb 16 2013 at 3:58 AM Rating: Good
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Hmm... I guess in that situation I would say that you need more data, but the base damage is *probably* 110. It might be worth starring those values in the table. I get the relationship between +STR and D to be almost totally linear.

The first three values of Discreet Louise, Bugeyed Broncha, and Crude Raphie line up well for a lot of different VIT values. I cannot get the fourth to fit into the fSTR equation, but it is high by about 3-4 base damage, so it can't be capping. I do agree it is suspicious that many of them have 134 base damage in the +130 STR case, but if it is a cap then I think it's weird that they hit it so soon.

However, we have to keep in mind that these equations were developed at the level 75 cap using weapons that had fSTRs caps of about 19 max. +130 STR is way out of the range that they possibly could have tested, and would not have been relevant to player calculations at level 75. Perhaps fSTR has another slope change after dSTAT=100. This is still almost untestable with melee weapons. Apocalypse 99 should be able to test up to delta STR = 100, but even it can't test above that. I guess the justification for making a slope change that only monsters can see would basically be to enhance their ability to one-shot low level players. Even then, +130 STR is something like Kirin vs. a level 5 player at 75 (assuming his STR is similar to his INT). There's just no reason to have a dramatic change in the upper limits of an equation that will never be reached.

Lucky's values do work with the equations, and work for:
D108, 91 STR
D109, 87 STR
D110, 83 STR
D111, 79 STR
D112, 75 STR
D113, 71 STR
D114, 67 STR

Yuly is a new kind of strange. Its fSTR curve is finally very nonlinear, but I also can't seem to fit it.
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#413 Feb 16 2013 at 9:24 AM Rating: Excellent
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Updated table. I got Yuly wrong on 1 sample, and Raphie's 134 sample is probably 135... that strange thing w/ the 1/2 peaks is the question on which value is more accurate.
 
Pet		str+0	str+20	str+30	str+50	str+130 
Lucky Lulush	103	108	111	114	134 
Discreet Louise	106	110	112	117	134 
Crude Raphie	107	111	113	118	135 
Bugeyed Broncha	104	108	111	115	134 
Dipper Yuly	99	101	106	110	129 


Edited, Feb 16th 2013 11:07am by Xilk
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#414 Feb 18 2013 at 8:52 PM Rating: Excellent
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Xilk wrote:
melee 158/248
crit 264/356


Byrthnoth wrote:
If Hobs has a base damage of 104, then 4.0 pDIF is 416 damage.


Xilk wrote:
Yes, I know I didn't get up to 4.0. However I got above 2.0 for non crit hits. I got up to 2.38. Also even though there was some level correction, when I was working the bluffalo up to level 99, I got up to 432 damage on crit hits. This also indicates that I was very close to capping it for the slightly lower level bluffalo. I'm not sure what he min level is for them, I would guess level 90. but I'm confident that its not enough for level correction to give them a full 2.0 pdif.


I'm not seeing it. Your damage range for non-crits was 158 to 248, which is a pDif range of 1.519 to 2.385. 1.519 implies a cRatio of 1.96 (max); 2.385 implies a cRatio of 1.90 (min).

264 to 356 range for crits is 2.356 to 3.173 (after removing CAB), which is a 2.73 to 2.80 crit ratio.. a bit less than 1.0 more than the non-crit cRatio.

Xilk wrote:

107: 4
108: 4
109: 3
110: 6
111: 15
112: 18
+ 113: 25
^ 114: 12
115: 21
116: 3
117: 6
118: 2


This is part of a sample.
There is an obvious frequency spike. However, where would you say it starts? 111? or 110?
The reason I woudl doubt 111 is because it is not quite 1.05 range. that woudl include 116 which it appears this sample does not.


The spike looks clearly 111 to me.

Average non-spike frequency is 4. Therefore subtract 4 from all the spike candidates.

110: 2
111: 11
112: 14
113: 21
114: 8
115: 17
116: 0

A 5% spread starting at 110.0 would go to 115.5.
A 5% spread starting at 111.0 would go to 116.55.

You'd expect approximately 18% of the values to fall within each whole number increment, and 9% to fall in the last ~0.5 increment. For this sample set, that would be about 13 per whole number increment, and 6 on the final 0.5.

If base was 110, then we end up with an excess of values on 115: 17, where we expect 6.
If base was 111, then we end up with a deficit of values on 116: 0, where we expect 6.

The difference from expectation is closer for the 111 base, being off by 6 rather than 11. Combined with the severe lack of values on the 110 whole number increment (2, where we expect 13), and 111 becomes a near certain candidate.

That still leaves a bit of uncertainty about the deficiency of the last increment, however I've seen similar deficiencies in a number of other samples where we knew exactly what the base damage was, so the anomaly is not entirely inconsistant with what we know (though still strange in its own way).

#415 Mar 01 2013 at 6:16 PM Rating: Excellent
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Wasn't sure where to post this...

You know that glitch with Run Wild where you Leave your pet at the 4min 58sec mark and try to use Call Beast at the point where Run Wild's effect would normally force-Leave whatever pet you had out? Sorry if the wording is confusing, but if you try it out you'll find that you summon a "Ghost Pet" that you can't use any Pet commands on. It'll just follow you around... And if you use the glitch multiple times...

They just follow you around and get in the way, haha. But it's kinda fun to see (except for when you Leave a pet at the 5min-Run-Wild mark with intention of Calling a pet for usage... in that case, you're screwed.)
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#416 Mar 02 2013 at 11:47 AM Rating: Good
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I feel SE would **** many brix if they saw that.
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#417 Mar 28 2013 at 3:42 PM Rating: Good
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So how are BST pets doing damage-wise post-patch?

Also, are there any Ready moves that are boosted a lot by these changes? It's possible some of them had Attack Boosts in the past that were pretty much irrelevant because you were capping Ratio on everything, but now it might actually matter.

Edited, Mar 28th 2013 5:43pm by Byrthnoth
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#418 Apr 15 2013 at 11:03 PM Rating: Good
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Hey Xilk and Bookmarku,

Recently Windower v4 came out with a Lua interface and I've been making some addons for it. One of the addons (battlemod) analyzes the incoming "action packets" that are sent basically for any battle-related interaction between players/NPCs and reconstructs the chat log. Tonight Vlor pointed out to me that Gauge wasn't working with it. I don't really have time to fix that part, but I did take a brief look at the data before logging and think I know how I'll do it.

Anyway, I know that you guys were interested in how Gauge works and there's a mysterious number sent with the Gauge packet. When I investigated the mysterious number sent with the /check packet, I realized that it was actually level. I don't know what the one sent with the gauge packet is, but it's probably something. Each level of "Gauge" has its own unique message in the .dats (id=210~214 in dialog4.xml in the addons/libs/resources folder), so logically it wouldn't be related to that. It might be related to some kind of sub-state within each gauge level, or it could be something totally different like monster charm resistance.

Either way, I made an addon that will print out the mysterious "param" and the message id# to the console. Give it a whirl if you feel like gauging some stuff!
https://www.dropbox.com/s/pgb4oxb7bctsu17/gauge.zip

My only data point with it was attempting to gauge a Bumblebee in West Sarutabaruta. I got message 214 ("you can totally charm this, brah!" of course) and the param value was 3. Bumblebees are thought to a level of -1, so 3 probably is not level. It is possible that it is monster CHR, for all I know, although that sounds low to me.
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#419 Apr 15 2013 at 11:21 PM Rating: Good
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Okay, I got interested myself and went out and tested it against a ladybug using whatever CHR gear I had about at the moment.

"param" is proportional to dCHR. So I (92 base CHR) got these results against a level 100 Resplendent Luckybug:
* Naked: 37 - Message 213 ("might be able to charm")
* Skadi body +1: 25 - Message 213 ("might be able to charm")
* Skadi body +1 and CHR+6 Anwig Salade: 19 - Message 214 ("should be able to charm")
* Skadi body +1, CHR+6 Anwig Salade, and Dance Shoes: 16 - Message 214 ("should be able to charm")
* Skadi body +1, CHR+6 Anwig Salade, Dance Shoes, and Balrahn's Ring: 16 - Message 214 ("should be able to charm")

So it doesn't seem to account for MAcc, just CHR.

Against low level Goblins and mid-level frogs (neither charmable) it was always 0. I don't know why it was 3 against very low level Bees and junk.



Edit:
Anyway, this isn't necessarily dCHR. It might be something like (Monster CHR - Player CHR +25), and flooring the value (to 3?) may note when charm rate caps. Needs more testing, preferably with some other way to determine CHR like BLU nukes.

Edited, Apr 16th 2013 1:37am by Byrthnoth
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#420 Apr 16 2013 at 3:11 PM Rating: Excellent
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If I may just take a moment to gush over how fantastic Battlemod is... *-*
There are so many reasons to love this addon.
Being able to filter pets, but still have my own damage shown... Filter out all the Kraken Club spam, but still see WS damage...
It's so wonderful. :D

It's great how your actions (like WS, Curing Waltz) pop up as they happen, instead of having a big ol' delay. And the colored names make it very easy to read, too.

OK, ANYWAY!

Thanks for the heads-up on the hidden Gauge packet, though I'm still trying to figure out how to activate your lil' gauge.lua...
Very interesting!
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#421 Apr 16 2013 at 7:37 PM Rating: Good
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You can load it by extracting it in your addon directory and typing "//lua l gauge" in game. It will write to your console.

It is more complicated than just dCHR. Check this out:

DNC/BST vs. level 103 Maca Maca (Black mandy)
94+65 CHR = 55 (159 CHR) - Chatoyant Staff
+60 CHR = 58 (154 CHR)
+40 CHR = 68 (134 CHR)
+20 CHR = 78 (114 CHR)
+6 CHR = 85 (100 CHR)
+5 CHR = 85 (99 CHR)
+0 CHR = 88 (94 CHR)

BST/WHM vs. level 103 Maca Maca
141 CHR = 54
134 CHR = 58
114 CHR = 68
94 CHR = 78

So it looks like they both have the same slope (2 CHR = -1 Param), but BST gets a 10 Param bonus. Remember that lower = better charm rate. All of these were "Difficult," I think. <50 seems to be "might be able"

BST/WHM vs. Lizards in Morimar
Level 103 Lizard = 59
Level 102 Lizard = 49
Assuming their stats didn't change much, this indicates that there's about a 10 "param" penalty per dLVL.
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#422 Apr 17 2013 at 4:13 AM Rating: Excellent
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Well, that is very handy...

So from trying this out, and having read your info as well, the Param indicates your likelihood of mischarming? And the difference between a Mandragora and a Lizard is what we'd expect, haha. Maybe it's even close to the actual mischarm percentage.

Down in Rala Waterways, BST/DNC:
Level 102 Depthswalker Crab, CHR 124, Param 52, message 212
Level 101 Chalybeous Slime, CHR 124, Param 70, message 212

So we're seeing the Resist Charm trait, ya? :)

Maybe you've already received reports, but Battlemod is telling me that level 101 mobs are EM, and level 103 mobs are T. Thanks! <3
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#423 Apr 17 2013 at 6:50 AM Rating: Good
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Well, 10 of that probably comes from the increase in level, but the other ~8 might be some kind of resist charm trait. If you look at my stuff, you'll notice that black mandies (resistant to charm) were about 10 above lizards (not resistant).
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#424 Apr 22 2013 at 9:19 PM Rating: Excellent
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I posted some more on this over on BG:
http://www.bluegartr.com/threads/108197-Random-Facts-Thread-Abilities?p=5687902&viewfull=1#post5687902

We need to determine the CHR of these monsters. This could be kind of a big break as far as MAcc testing goes, I guess!
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#425 Jul 08 2013 at 6:09 PM Rating: Excellent
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It's been a while since this thread has seen some love...

So - new BST jug mechanics as of the July 8th update? Here's some info from testing SlipperySilas (which hilariously is one of the many pets that can have its level raised above 99):

Beast Affinity 5/5, Call Beast w/ Augmented Monster Gloves +2 (so potentially max level 114?, assuming the cap on this pet has been set that high):

Equipped Brethren Axe (iLvl 113): MaxHP - 3454
Equipped Aalak' Axe +1 (iLvl 101): MaxHP - 3394
No Weapon: MaxHP - 3388
Re-equip Brethren Axe (iLvl 113): MaxHP - 3454

This is all done with the same pet, so your pet's level changes to reflect the current Main Hand weapon based on its Item Level. You can even test this while you're standing around switching between a high iLvl weapon and no weapon (HP% will drop from 100% down to 98%ish).

As far as the increase in MaxHP for SlipperySilas, the jump between levels seems very tiny compared to the level 99 and below:
Level        MaxHP 
 95          3214 
 96          3258 
 97          3300 
 98          3344 
 99          3388

So it was gaining about ~44 HP/level up to level 99. But the jump from 99 -> 101 saw an HP increase of only +6.

Edit: It's a similar situation for GooeyGerard.
No Weapon: MaxHP 4298
iLvl 101: MaxHP 4304
iLvl 113: MaxHP 4374

So since it's not akin to an "actual" increase in level, but merely the addition of stats, perhaps the jump from level 99 -> 101 meant gaining HP+6, STR+6, DEX+6, etc... And while there hasn't been enough testing at this point to say whether or not they're capping at "level 113" or "level 109" or what-have-you (and I don't have Kerehcatl, which I think is iLvl 119...) it seems like the max stat bonus is in the +70~80 range, similar to the Alternator. BUT we'll see if that holds true once more testing has been done. :)

Oh yeah, I also tested a couple of jug pets that had natural level caps of 99 (CrudeRaphie and such) and they don't break the 99 cap without the assistance of Beast Affinity merits, which makes 5/5 Beast Affinity basically mandatory, lawl.

Edited, Jul 8th 2013 10:56pm by Bookmarku
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#426 Jul 09 2013 at 5:10 PM Rating: Excellent
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More testing in progress today. :)

We actually have an excellent pet for testing whether or not the "Augmented" levels of Beast Affinity work in a post-100 environment. NurseryNazuna!

Nursery caps at level 86 naturally, and with 5/5 Beast Affinity caps at 96, and furthermore with augmented Monster Gloves +2 NurseryNazuna caps at 99 (should be level 101 if all levels of the Beast Affinity boost were accounted for...).
  Level     Max HP 
   99        6148

So similar to the tests from yesterday, we would expect an HP increase (and other stat+) in accordance to the Item Level bonus of the equipped weapon. However...
     Weapon             Nursery's Max HP 
      None                   6148 
  Aalak' Axe  (iLvl 100)     6148 
Aalak' Axe +1 (iLvl 101)     6148 
 Brethren Axe (iLvl 113)     6148

So... I'm not so sure that NurseryNazuna actually receives any of the post-100 stat bonuses, and also this calls into question whether the augmented Beast Affinity levels will have any impact on 100+ pets in general (so possibly any pet on the Version Update list will actually just cap at level 109, more testing to come...). CraftyClyvonne should be able to reach level 100 with Aalak' Axe or higher iLvl weapon - just need to craft some of these and check!

Edit: Ok, crafted some Cunning Brain Broth finally... CraftyClyvonne has a level 99 Max HP of 5526 (and his regular level cap is 90, so he should be either level 100 or level 105 depending on whether the augmented Monster Gloves +2 are functioning). As with the previous test, the pet is summoned while the Gloves +2 are equipped.
     Weapon             Crafty's Max HP 
      None                   5526 
  Aalak' Axe  (iLvl 100)     5526 
Aalak' Axe +1 (iLvl 101)     5534 
 Brethren Axe (iLvl 113)     5564

This seems to indicate that the augmented Beast Affinity merits ARE working beyond level 100. Crafty's Max HP shows a jump of +38 between iLvl 101 and iLvl 113 (which is an increase about half the size of Gooey's, possibly indicating a cut-off around iLvl 105, which fits the idea of the Monster Gloves +2 working). So it could simply be a case of Nursery being an exception in all of this - the Sheep's level was boosted from 96 -> 99 with the augmented Beast Affinity, but when it came time to calculate the additional iLvl jump, those final 2 levels get lost in the mix somehow.

Edit2: One thing of note from that last test is that the first stat boost doesn't seem to occur until you equip an iLvl 101+ Axe. Someone can feel free to correct me on this, but I'm pretty sure that MaxHP testing with Healing Salves is only accurate within +/- 1. It's possible that the first stat boost is only +1 (I don't know how likely that is, but this is still all very new...) and if Healing Salve is restoring 2763 that means it's either telling me the Max HP is 5526 / 2 or 5527 / 2 (and then rounded down). So I've got 5/5 Beast Affinity merits and I'm using Call Beast with Crafty again to try and summon a level 100 pet (which means no Monster Gloves +2 this time).

Gotta head to work for now, but will post results later... Also of note: Monster Gloves +2 are pretty essential to all of this, since if you use the NQ/+1 version and end up with a level 98 pet, none of the post-100 boosts will be effective, regardless of Beast Affinity merits and whatnot. This note only made sense in reference to the CraftyClyvonne test, so gonna scratch it out...

Edited, Jul 10th 2013 7:01pm by Bookmarku
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