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|align="center" BGCOLOR="#D5D9FF"|Nin. |
|align="center" BGCOLOR="#D5D9FF"|Nin. |
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|align="center" BGCOLOR="#D5D9FF"|102(cap) |
|align="center" BGCOLOR="#D5D9FF"|102(cap) |
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− | |align="center" BGCOLOR="#D5D9FF"| |
+ | |align="center" BGCOLOR="#D5D9FF"|300% |
− | |align="center" BGCOLOR="#D5D9FF"| |
+ | |align="center" BGCOLOR="#D5D9FF"|78 |
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Revision as of 22:55, 12 December 2007
Verification Data
Level |
Race |
Subjob |
SMN Skill |
Carby TP |
Output |
13 | Elvaan | Blk. Mage | 31(cap) | 0% | 12 |
28 | Taru | Ninja | 87(cap) | 0% | 42 |
28 | Taru | Blk. Mage | 87(cap) | 0% | 42 |
28 | Taru | Wht. Mage | 87(cap) | 0% | 42 |
28 | Taru | Ninja | 87(cap) | 300% | 60 |
28 | Taru | Wht. Mage | 87(cap) | 300% | 60 |
28 | Mithra | Wht. Mage | 84 | 0% | 42 |
29 | Mithra | Wht. Mage | 86 | 0% | 43 |
29 | Elvaan | Blk. Mage | 87 | 0% | 43 |
28 | Mithra | Blk. Mage | 80 | 0% | 46(LTDay) |
29 | Mithra | Wht. Mage | 87 | 0% | 47(LTDay) |
29 | Elvaan | Blk. Mage | 87 | 0% | 38(DKDay) |
30 | Elvaan | Nin | 90 | 0% | 44 |
30 | Mithra | Wht. Mage | 91 | 0% | 44 |
30 | Taru | Blk. Mage | 91 | 0% | 44 |
33 | Taru | Nin. | 102(cap) | 0% | 53 |
33 | Taru | Nin. | 102(cap) | 300% | 78 |
Observations
- In neither condition (0 or 300% TP) does carby heal for the "proposed" formula's amount
- At level 28 it should be 64 HP by the (Level*2)+8 formula
- The impact of TP so far seems to be 2HP for 33% TP
- 24% TP doesn't seem to have an impact and you still get 42 HP at level 28.
- Subjob appears to have no impact on the value.
- Race appears to have no impact on the value.
- Lightsday seems to have a random chance of boost. Darksday seems to have a corresponding random chance of penalty.
- The boost and penalty seem to be consistent at least at 0% TP.
Have you tried a subjob that increases MND? or used equipment that increases MND? I know this probably doesn't effect it, but it's good to rule it out. --Chrisjander 17:03, 4 March 2007 (EST)
I've noticed that spells have a random change to be boosted or penalized on days that correspond or oppose the element of the spell being cast. This bonus/penalty seems to always be 10%, and is seen most easily in healing spells (because resistance isn't a factor). Good to see it applies to blood pacts. --Chrisjander 22:46, 5 March 2007 (EST)