User talk:VZX

Hello there!
Hey ^^/ I don't know how to reply in wiki lol--VZX 17:35, 10 June 2006 (PDT)

/

Hi ^_^)d Daniel 04:33, 8 June 2006 (PDT)

testing
testing to post a message --VZX 17:35, 10 June 2006 (PDT)

weapon skill page change
I'd like to edit the weapon skill page... but looks like a lot of things to do

I want tag support :(

--VZX 01:30, 23 June 2006 (PDT)

Copy paste from my FFXI Doc... probably will do gradual change to main article

Physical Damage Calculation
Physical damage is calculated by multiplying your base damage with attack/defense function
 * Damage = Base Damage x pDIF 

Base Damage
Base damage is the sum of these following things So, Base Damage = (D + (aD) + fSTR(2)) for normal attack and Base Damage = (D + (aD) + fSTR(2) + WSC)* fTP for WS for THF Main SATA+WS: '''Base Damage = (D + fSTR + WSC)* fTP + Total AGI + Total DEX)
 * Weapon Base Damage (D)
 * Ammo Damage (if the calculation is for ranged attack) (aD)
 * Function of your STR - monster VIT (fSTR or fSTR2)
 * Weapon Skill Secondary Attribute Modifier (WSC) (only for WS Calculation)

Weapon Rank, fSTR,and fSTR2
Looks like I need seperate pages for these 3

Weapon Rank
Weapon Rank is calculated by floor(Weapon Damage Rating/9)

fSTR
fSTR is the damage bonus from your STR - monster VIT for melee attack
 * fSTR is calculated by fSTR2/2. So, melee attack needs roughly 4~6 STR to increase fSTR value by 1
 * When STR-VIT value is high, fSTR can be approximated by (your STR - monster VIT+4)/4
 * fSTR and fSTR2 value is somehow affected by weapon rank
 * The upper cap of fSTR is ( weapon rank+8)

fSTR2
fSTR2 is the damage bonus from your STR - monster VIT for ranged attack
 * It takes roughly 2~3 more STR to increase fSTR2 by 1 depending on how big is your STR - mob VIT value
 * When STR-VIT value is high, fSTR2 can be approximated by (your STR - monster VIT+4)/2 and
 * fSTR2 value is somehow affected by weapon rank
 * The upper cap of fSTR2 is ( weapon rank+8) x 2

WSC
WSC is the Weapon Skill secondary modifier Usually every weapon skills have 1 or 2 default stats for WSC. For example, All archery WS have STR_16% and AGI_25% which means 16% of your STR and 25% of your AGI will be calculated as base damage when performing all archery  WS
 * There's variable α(Alpha) which scales down your WSC value as you level up higher.
 * Here's the list of &alpha; for each level (range)
 * Lv75 ... 0.83
 * Lv74 ... 0.83
 * Lv73 ... 0.84
 * Lv72 ... 0.84
 * Lv67 ... 0.86 or 0.87 (Maybe 0.87)
 * Lv60 ... 0.90 or 0.91 (Maybe 0.90)
 * Lv40 ... 0.94 ～ 0.94
 * Lv37 ... 0.94 ～ 0.99
 * Lv31 ... 0.94 ～ 0.99


 * So, the WSC calculation is
 * WSC = floor(stat_percentage_1 x stat_1 + (stat_percentage_2 x stat_2)) x &alpha; 

Level Correction Function and pDIF
pDIF is the attack/defense function taking your (level corrected) Attack and Defense ratio and output a randomized number in certain value range.

Before proceeding to the function itself. Let me introduce you to a new variable that modifies your Attack Defense ratio before passing into the function

The Level Correction function
The Level Correction function is a function which modifies your (r)attack / monster defense ratio beforee passing them to pDIF function. Let's say you have 400 attack/ ranged attack and the monster have 400 defense. So your (r)atk/def ratio is 1. If you the monster has a higher level than you, then level corrected ratio is needed before calculating the pDIF. Otherwise, when fighting EM monster or lower, your atk/def ratio will be left as is before plugging them into the pDIF function.(In other words, level correction value is 0)  For this example, Let's say you are fighting level 81 monster and your own character is a level 75 character. Let Ratio as the value of your (r)atk divided by monster defense Ratio = your (r)atk/monster defense Melee cRatio = Ratio - 0.050 x level difference  Ranged cRatio = Ratio - 0.025 x level difference 

So after the level correction, your melee attack ratio is 0.7 and your ranged attack ratio is 0.85

The min and max value of pDIF is the lower bound and upper bound of damage fluctuation.

pDIF

 * Melee and Ranged pDIF have different formulas :

Melee Attack

 * max pDIF have the formulas :
 * {| border="0" cellpadding="2" cellspacing="2"

! Ratio Range ! BGCOLOR="#FFEFD5" align="left"|Function Value
 * - style="background:#ffdead;" align="left"
 * - style="background:#ffdead;" align="left"
 * 0 &le; cRatio &lt; 6/12
 * BGCOLOR="#FFEFD5" align="left"|fMax(cRatio) = 0.4 + 6/5 x cRatio
 * - style="background:#ffdead;" align="left"
 * 6/12 &le; cRatio &le; 10/12
 * BGCOLOR="#FFEFD5" align="left"|fMax(cRatio) = 1
 * - style="background:#ffdead;" align="left"
 * 10/12 &lt; cRatio &le; 24/12
 * BGCOLOR="#FFEFD5" align="left" |fMax(cRatio) = 1 + 6/5 x (cRatio - 10/12)
 * }


 * and Min pDIF have the formulas :
 * {| border="0" cellpadding="2" cellspacing="2"

! Ratio Range ! BGCOLOR="#FFEFD5" align="left"|Function Value if fMin &lt; 0 &rarr; fMin = 0
 * - style="background:#ffdead;" align="left"
 * - style="background:#ffdead;" align="left"
 * 0 &le; cRatio &lt; 15/12
 * BGCOLOR="#FFEFD5" align="left"|fMin(cRatio) = 6/5 x (cRatio - 5/12)
 * - style="background:#ffdead;" align="left"
 * 15/12 &le; cRatio &le; 18/12
 * BGCOLOR="#FFEFD5" align="left"|fMin(cRatio) = 1
 * - style="background:#ffdead;" align="left"
 * 18/12 &lt; cRatio &le; 24/12
 * BGCOLOR="#FFEFD5" align="left" |fMin(cRatio) = 1 + 6/5 x (cRatio - 18/12)
 * }
 * When cRatio exceeds 2.0, cRatio is 2.0 (capped for melee)
 * Melee Critical Hit
 * When critical hit occurs, your pDIF will be raised by 1 and the max pDIF cap is 3.0 instead of 2.4
 * Examples :
 * When your pDIF is 0.4 and you score a critical hit, your pDIF is raised to 1.4
 * When your pDIF is 2.3 and you score a critical hit, your pDIF is raised to 3.0
 * When your pDIF is -0.4 and you score a critical hit, your pDIF is raised to 0.6, but your normal attack will have pDIF=0

Ranged Attack

 * {| border="0" cellpadding="2" cellspacing="2"

! Ratio Range ! BGCOLOR="#FFEFD5" align="left"|Function Value
 * - style="background:#ffdead;" align="left"
 * - style="background:#ffdead;" align="left"
 * 0 &le; cRatio &lt; 0.9
 * BGCOLOR="#FFEFD5" align="left"|fMax(cRatio) = 10/9 x cRatio
 * - style="background:#ffdead;" align="left"
 * 0.9 &le; cRatio &le; 1.1
 * BGCOLOR="#FFEFD5" align="left"|fMax(cRatio) = 1
 * - style="background:#ffdead;" align="left"
 * 1.1 &lt; cRatio &le; 3.0
 * BGCOLOR="#FFEFD5" align="left" |fMax(cRatio) = 1.1 + (cRatio - 1.1)
 * }


 * {| border="0" cellpadding="2" cellspacing="2"

! Ratio Range ! BGCOLOR="#FFEFD5" align="left"|Function Value
 * - style="background:#ffdead;" align="left"
 * - style="background:#ffdead;" align="left"
 * 0 &le; cRatio &lt; 0.9
 * BGCOLOR="#FFEFD5" align="left"|fMin(cRatio) = cRatio
 * - style="background:#ffdead;" align="left"
 * 0.9 &le; cRatio &le; 1.1
 * BGCOLOR="#FFEFD5" align="left"|fMin(cRatio) = 1
 * - style="background:#ffdead;" align="left"
 * 1.1 &lt; cRatio &le; 3.0
 * BGCOLOR="#FFEFD5" align="left" |fMin(cRatio) = 1 + 20/19 x (cRatio - 1.1)
 * }
 * When cRatio exceeds 3.0, cRatio is 3.0 (capped for ranged)


 * Ranged Critical Hit
 * Ranged critical hit always multiply your pDIF by 1.25
 * Example :
 * When your pDIF is 3.0 and you score a critical hit, your pDIF will be 3.75

Quick TP gain with RNG/NIN and Rajas in Merit PT
Here's the Equipment setup :


 * Main : Fransisca


 * Sub : Hawker's Knife


 * Ranged Weapon : Othinus' Bow


 * Ammo : Holy Bolt / Darksteel Bolt


 * Ring : Rajas Ring

at 75, using /NIN will reduce your total delay: 288+192 = 480 to

480 * 0.85 = 408


 * Without Rajas:
 * With TP calculation formula for delay 180~450, Fransisca + Hawker's will give you :


 * 5.0 +(408 -180) x 6.5/270 = 10.4888... = 10.49% TP


 * and Othinus' Bow + Holy Bolt (Delay = 432+192 = 624) will give you :


 * 14.5+(624 -530) x 3.5/470 = 15.2% TP


 * With Rajas Ring, TP gain will be:


 * Fransisca + Hawker's = 10.49 * 1.05 = 11.01% TP &rarr; 11.0% TP


 * Othinus' Bow = 15.2 * 1.05 = 15.96% &rarr; 15.9% TP

So,


 * Calculate it right, so your Slug Shot will leave monster's HP about 10% or less
 * 1) After Slug Shot, your TP will be 15.96% and the monster will come to you
 * 2) Fransisca + Hawker's will give you 11.01% TP (Total: 26.9% TP)
 * 3) Another close range shot will give you 15.96% TP (Total: 42.8% TP)
 * 4) It seems possible to get another close range shot (Total: 58.7% TP)
 * Monster should have dead before you have chance shooting for another shot / swing the Fransisca + Hawker's


 * Getting the next monster...
 * 1) Put first shot (Acid / Holy bolt) on next monster (Total: 74.6% TP)
 * 2) Come close to the monster quickly and melee it (Total: 85.6% TP)
 * 3) Move back a bit and give mid-range shot (Total: 101.5% TP)
 * By this time, monster HP is likely around 60%-70%. If you don't have perfect hit on those 3+1+3 steps, you still have chance to gain TP by moving back and forth + mid range shooting


 * Shoot Slug Shot whenever the HP is about right

There you go, 100% + TP in quick 7 rounds

P.S :


 * this also do-able when you are using Gold Musketeer's Bolt, since the TP difference from Slug Shot will only be 0.41% TP
 * and of course, it's also do-able with longbow, but it'll be harder to step closer at optimum distance

^^
Lol i didn't know how to reply either :3
 * Ilean 10:50, 25 June 2006 (PDT)

Triple damage change & Skillchain Properties of Relic Weapons
just want to match the information from studio gobli...

南無八幡（弓術レリックＷＳ） 2.75倍撃、STR40%、AGI40％　【連携属性】光/湾曲 ※与一の弓は時々3倍撃？ Namas Arrow (Bow Relic WS) 2.75 TP multiplier, STR40%, AGI40%, Skillchain Property: Light/Distortion Yoichinoyumi seems occasionally do 3x fold damage(?)

オンスロート（片手斧レリックＷＳ） 2.75倍撃、DEX60%　【連携属性】闇/重力 ※ガトラーは時々2.5倍撃っぽい Onslaught (Axe Relic WS) 2.75 TP multiplier, DEX60%, Skillchain Properties: Darkness/Gravitation Guttler - It seems occasionally do 2.5 fold damage

ナイツオブラウンド（片手剣レリックＷＳ） 3.00倍撃、STR40%、MND40%　【連携属性】光/核熱 ※エクスカリバーは時々2.5倍撃っぽい Knights of Round (Sword Relic WS) 3.00 TP multiplier, STR40%, MND40%, Skillchain Properties: Light/Fusion Excalibur - It seems occasionally do 2.5 fold damage

ファイナルヘヴン（格闘レリックＷＳ） 3.00倍撃、VIT60%　【連携属性】光/核熱 ※スファライは時々3倍撃っぽい Final Heaven (Hand 2 Hand Relic WS) 3.00 TP Multiplier, VIT 60%, Skillchain Properties: Light/Fusion Spharai - It seems occasionally do 3 fold damage

生者必滅（片手刀レリックＷＳ） 3.00倍撃、DEX60%　【連携属性】闇/分解 ※鬼哭は時々3倍撃っぽい　2倍撃は確認できず ※4回攻撃に見えるけど1回攻撃　二刀流でかろうじて2回攻撃？ Blade: Metsu (Katana Relic WS) 3.00 TP Multiplier, DEX60%, Skillchain Properties: Darkness/Fragmentation Kikoku - It seems occasionally do 3 fold damage, 2 fold damage is awaiting confirmation While it seems 4-hit attack in animation, it is 1 hit WS. Dual weild make them 2 fold attack?

カラナック（射撃レリックＷＳ） 3.00倍撃、DEX40%、AGI40%　【連携属性】闇/分解 ※アナイアレイターは時々3倍撃っぽい Coronach (Gun Relic WS) 3.00 TP Multiplier, DEX40%, AGI40%, Skillchain Properties: Darkness/Fragmentation Annihilator - It seems occasionally do 3 fold damage

メタトロントーメント（両手斧レリックＷＳ） 2.75倍撃、STR60%　【連携属性】光/核熱 ※ブラビューラは時々2倍撃っぽい Metatron Torment (Great Axe Relic WS) 2.75 TP Multiplier, STR60%, Skillchain Properties: Light/Fusion Bravura - It seems occasionally do 2 fold damage

スカージ（両手剣レリックＷＳ） 3.00倍撃、MND40%、CHR40%　【連携属性】光/核熱 ※ラグナロクは時々2.5倍撃っぽい Scourge (Great Swird Relic WS) 3.00 TP Multiplier, MND40%, CHR40%, Skillchain Properties: Light/Fusion Ragnarok - It seems occasionally do 2.5 fold damage

零之太刀・回天（両手刀レリックＷＳ） 3.00倍撃、STR60%　【連携属性】光/分解？ ※天の叢雲は時々2.5倍撃っぽい Tachi: Kaiten (Great Katana Relic WS) 3.00 TP Multiplier, STR60%, Skillchain Properties: Light/Fusion(?) Amanomurakumo - It seems occasionally do 2.5 fold damage

カタストロフィ（両手鎌レリックＷＳ） 2.75倍撃、INT40%、AGI40%　【連携属性】闇/重力 ※アポカリプスは時々2倍撃っぽい Catastrophe (Great Katana Relic WS) 2.75 TP Multiplier, INT40%, AGI40% Skillchain Properties: Darkness/Gravitation Apocalypse - It seems occasionally do 2 fold damage

New page for Base Damage
Its fine with me, I mostly created the page because there was nothing saying the effect of the DMG rating on a weapon. I have no issue with it ~Andres
 * Great, I'll start moving it now --VZX 08:44, 6 July 2006 (PDT)

WSC Page update
added detailed info on Alpha... Although the original source was posted on |Studio Gobli page on Blue Magic, I found the number is identical to that of alpha old number BTW, anyone interested in Blue Magic TP details?