User talk:VZX

/Archive is over here

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+195 = 483 to

480 * 0.85 = 410.55 &rarr; 410


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


 * 5.0 +(410 -180) x 6.5/270 = 10.5370... &rarr; 10.5% 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 = 10.5 * 1.05 = 11.025% 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 15.9% and the monster will come to you
 * 2) Fransisca + Hawker's will give you 11.0% TP (Total: 26.9% TP)
 * 3) Another close range shot will give you 15.9% 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
 * Unfortunately, Ebow + 90 delay arrows users must use kriegsbeil + fransisca to achieve this step

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

ランドグリース（片手棍レリックＷＳ） 2.75倍撃、STR40％ MND40％　【連携属性】光/分解 ※ミョルニルは時々3倍撃？ Randgrith (Relic Club WS) 2.75 Multiplier, STR40% MND40%, Skillchain Properties: Light/Fragmentation Mjollnir seems occasionally do 3x fold damage(?)

ゲイルスコグル（両手槍レリックＷＳ） 3.00倍撃、AGI60％　【連携属性】光/湾曲？ ※グングニルは謎 Geirskogul (Polearm Relic WS) 3.00 TP multiplier, AGI60%, Skillchain Properties: Light/Distortion? Gungnir is a mystery (lol?)

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 Properties: 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-to-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 Sword 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/Fragmentation(?) 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 (Scythe Relic WS) 2.75 TP Multiplier, INT40%, AGI40% Skillchain Properties: Darkness/Gravitation Apocalypse - It seems occasionally do 2 fold damage

Claustrum / Gate of Tartarus
Hey there, I recently did some testing with my friend's Claustrum. The data and results are available here. You seem to be better versed in damage calculation than I am, so maybe you could help me determine whether fTP is fixed at 2.75 or 3.0, because I don't know how to measure it directly. --Ichthyos 13:00, 9 July 2006 (PDT)

Hi, It seems the correct number is fTP=2.75 with CHR_60% dealing with floor function need very careful careful step. Let me try to post the final step here: 990 = 3* [fTP* [ (72+16)+ floor(0.83* floor(65 * CHR_MOD)) ] 330 =    fTP* [    88  + floor(0.83* floor(65 * CHR_MOD)) ]

1080 = 3* [fTP* [ (72+16)+ floor(0.83* floor(87 * CHR_MOD)) ] 360 =    fTP* [    88  + floor(0.83* floor(87 * CHR_MOD)) ] if fTP=3.0 110 = 88 + floor(0.83* floor(65 * CHR_MOD)) 22 =     floor(0.83* floor(65 * CHR_MOD))

120 = 88 + floor(0.83* floor(87 * CHR_MOD)) 32 =     floor(0.83* floor(87 * CHR_MOD))

now all continuos math calculation stops there, discrete calculation need special treatment. If the MOD is really 55%: 22 = floor(0.83* floor(65 * 55%)) 22 = floor(0.83* floor( 35.75 )) 22 = floor(0.83*      35       ) 22 = floor(29.05) = 29 *NOT MATCHED*

32 = floor(0.83* floor(87 * 55%)) 32 = floor(0.83* floor( 47.85 )) 32 = floor(0.83*      47       ) 32 = floor(39) = 39 *NOT MATCHED* So we can conclude that the mod is not 55%

My guess is just using brute force trial and error. and come with first guess: CHR_40% 22 = floor(0.83* floor(65 * 40%)) 22 = floor(0.83* floor(  26   )) 22 = floor(0.83*      26       ) 22 = floor(21.58) = 21 *NOT MATCHED, probably if it's slightly higher than 40%, it will match*

32 = floor(0.83* floor(87 * 40%)) 32 = floor(0.83* floor( 34.8  )) 32 = floor(0.83*      34       ) 32 = floor(28.22) = 28 *NOT MATCHED, need 4 more base damage to cover -> need higher MOD%*

My second guess is CHR_44% (I know it's weird... but I'm going to contradict that there is no CHR_MOD exist if the fTP really 3.0 22 = floor(0.83* floor(65 * 44%))  22 = floor(0.83* floor(  28.6  )) 22 = floor(0.83*       28       ) 22 = floor(23.24) = 23 *NOT MATCHED, should be LOWER than 44%*

32 = floor(0.83* floor(87 * 44%)) 32 = floor(0.83* floor( 38.28 )) 32 = floor(0.83*      38       ) 32 = floor(31.54) = 31 *NOT MATCHED,should be HIGHER than 44%* one equation request to increase the mod percentage while the other request the other way around &rarr; *CONTRADICTION* so the last try is to try whether fTP=2.75 and CHR_60% is valid or not if fTP=2.75 120 = 88 + floor(0.83* floor(65 * CHR_MOD)) 32 =     floor(0.83* floor(65 * CHR_MOD))

130.9090... = fTP* [88 + floor( 0.83* floor(87 * CHR_MOD))] <--- I don't want to use this, round off error is happened already

so, proceed with just 1 linear equation with 2 unknown variables. best way : Intuitive guess 32 = floor(0.83* floor(65 * 60%)) 32 = floor(0.83* floor(  39   )) 32 = floor(0.83*       39      ) 32 = floor(32.37) = 32 *CORRECT* see if it match with the second equation: Damage = floor(Max crit pDIF* [fTP * [88 + floor( 0.83* floor(87 * 60%))]] ) 1080 = floor(3*             [2.75* [88 + floor( 0.83* floor(52.2))]] ) 1080 = floor(3*             [2.75* [88 + floor( 0.83*     52     )]] ) 1080 = floor(3*             [2.75* [88 +            43            ]] ) 1080 = floor(3*             [2.75* [             131              ]] ) 1080 = floor(3*                            360.25                    ) 1080 = floor(1080.75) = 1080 *CORRECT*

probably you may check if the CHR_MOD is slightly higher than 60% (61% works, but not 62%)... but again, what's the reason making the modifier have some odd percentage number? Hope the calculation above is clear enough --VZX 18:48, 9 July 2006 (PDT)

Thank you very much! I've added your results to the original post, and credited you at the bottom with a link to this page. --Ichthyos 19:28, 9 July 2006 (PDT)

Yup, Gate of Tartarus is single-hit WS. 10TP return every time. ^^ --Ichthyos 03:07, 13 July 2006 (EDT)

Mandau - Poison + Sleep --VZX 12:17, 29 August 2006 (EDT)Effect?
Hey there, I was just wondering what you meant on your website by the following: "Poison seems to be 10 HP/sec + sleep effect"

Lordwafik (of Asura) tested it on a mob and he couldn't use Sleep or Sleep II to sleep a mob after the Poison had proc'd on a hit: link --Ichthyos 00:52, 8 August 2006 (EDT)

I was kinda hesitating put the info too about the sleep. Because in the WS description or weapon description, it doesn't say about sleep Here's the whole comment from Studio Gobli

■マーシーストローク（短剣レリックＷＳ） 3.00倍撃、STR60％　【連携属性】闇/重力 ※マンダウは時々3倍撃 ヘカトンって便利すぎね？ マンダウ自体の毒は10HP/secのスリップみたい

Translated: Mercy Stroke (Dagger Relic WS) 3.00 Multiplier, STR60%   Renkei Properties Darkness/Gravitation ※Mandau sometimes does 3-fold damage Hecatomb is really useful, huh? The poison from Mandau itself seems to be スリップ with 10HP/sec

now I wasn't really sure if the word スリップ is coming from スリップル (which is the name of spell we know as "Sleep" in English version) For the test done by Lordwafik himself, I'm not quite sure what he's trying to prove/disapprove. Why is it neccessary to cast Sleep II after the added poison effect? If the poison does really have the sleep effect, then after the Poison effect: disengage, step back, if it doesn't follow you, then shouldn't we take that the mob is asleep?--VZX 01:24, 8 August 2006 (EDT)

Wafik was trying to see whether it was still possible to Sleep a mob that had been poisoned with the Mandau. I believe someone saw the text translated on your website and was wondering whether it implied that Mandau poison did not prevent Sleep. --Ichthyos 01:33, 8 August 2006 (EDT)

Would this JP wikipedia page help you figure out スリップ? --Ichthyos 01:35, 8 August 2006 (EDT)

I see then how about the Poison + Sleep effect itself from Mandau? does the mob stop following/attacking when the poison effect kicked in?

That page of スリップ from JP ffxiclopedia is just a general meaning for english Slip (スリップ) we know JP like to shorthand every "long" word, so my first guess of スリップ is the shorthand of スリップル--VZX 01:44, 8 August 2006 (EDT)

I asked him whether he ever observed Poison + Sleep from the Mandau, and he said: I cant recall this ever happening to me. --Ichthyos 07:54, 8 August 2006 (EDT) I'll take out the "sleep" from the added effect of poison I've checked the BBS again... there's no specific part they mention about sleep at all. so :/ I'm not really sure what's the スリップ they are talking about Oh and I noticed that the poison is 10 HP/ 3 seconds instead of 10HP/second. I've changed that--VZX 10:16, 8 August 2006 (EDT)

I can ask Wafik to test this again. I am pretty sure that the poison effect is not nightmare. "Slip" can be a reference to a dot (for example the huge slip you get after beating the Snoll Tzar).

I just updated my BLU magic page again with Studio Gobli information, looks like word スリップ is oftenly use with spell with poison effect... so for now I just take that word meaning as "drain" instead of "sleep" or "slip".--VZX 12:17, 29 August 2006 (EDT)

Proposing: Category: Calculation
Proposing to make one category: Calculation with structure like this
 * Calculating Physical Damage (complete)
 * Base Damage
 * fSTR2
 * Weapon Base Damage
 * Weapon Rank
 * Level Correction Function and pDIF


 * Magical Damage Calculation (incomplete)
 * I'm going to take them from Guide by Sloppysue + double check with Japanese BLM Wiki on elemental magic damage (creating)
 * There probably need some change with Weather page, and some additional page like fINT, Magic Damage Cut, and MDIF


 * Summoner Pet Damage Calculation (incomplete)
 * Checking reference with Studio Gobli


 * Weapon Skill Damage Calculation (I think it's good to seperate the page)
 * Physical Based WS (completed)
 * Magical Based WS (completed)

Comments? (if you read this)--VZX 17:04, 11 August 2006 (EDT)

I like it. Maybe Calculating Physical Damage should be renamed to Physical Damage Calculation to maintain consistent nomenclature. Also, we can finally make a page with DoT Calculation as well. --Ichthyos 15:09, 24 August 2006 (EDT)