Would the critical hit + effect carry over to range attacks?Onotheo 05:54, 25 November 2008 (UTC)Onotheo
It probably wont add to Ranged Attack critical hit rate, just like Senjuinrikio's/Heart Snatcher/Disector/etc latent +6% wont work on the other main/sub weapon if Dual Wielding. Please note that I am only saying 'unlikely', though. --SqueaX 12:44, 10 March 2009 (UTC)
Potency Bonus Test
I did a test of the potency increase from using a Thunder Staff using Thunder and Thunder II. I targeted low level mobs (they couldn't survive three Thunder IIIs) and cast the same spell x3 on the same mob for each test. I had no resists (as expected), and expected none since they were so low level, and this being a potency test, not an m.acc test.
First, I cast with no effecting gear to establish a base. Then I equipped "Magic Atk. Bonus" +9 (without adding any INT) and cast again. Then I removed the MAB bonus and equipped a Thunder Staff instead and cast once more. In each of these castings my base INT was the same, and the only thing that changed was MAB or Staff (exclusive of one another). These were my findings:
Spell Base MAB +9 +% Staff +% Thunder
Vs. Bat Trio
125 134 7.2% 137 9.6% Thunder
131 140 6.8% 143 9.1% Thunder II
277 297 7.2% 305 10.1%
If someone can conduct a similar test with +10 MAB and +11 for comparison (remember to keep your base INT the same for all castings), it would be most instructive. If, for example, the results show that +10 MAB is the exact same as using a Staff, we can conclude that the potency bonus is MAB +10. --◄Chrisjander► t/ c 04:42, 6 June 2009 (UTC)
The hidden effect on the staves are NOT MAB. They're direct magic damage+%. You're always going to get about +10% damage from a NQ staff (not exactly due to rounding), because it's calculated elsewhere in the formula. You get less and less of an increase per point of MAB as you add more. Example:
Say your nuke without any MAB+ from gear or traits and no elemental stave, and it does exactly 1000 damage. Add 5 MAB (assume the target has 0 MDB for sake of simplicity), that'll give you 1050 damage. A 5% increase from 1000. Add 5 more MAB. 1100 damage, a ~4.76% increase from 1050. Add 5 more MAB. 1150 damage, a ~4.55% increase from 1100. --Bsphil 02:38, January 25, 2010 (UTC)
It is +20 for NQs and +30 for HQs, which translates directly to +20% land rate and +30% land rate respectively if your land rate is already over 50% (+10% and +15% land rate if you're under 50%). Stop changing this back to assumptions made back before people even tested magic accuracy.
--Bsphil 02:38, January 25, 2010 (UTC)