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# Help with elemental ninjutsu (ni/san) in AbysseaFollow

Nov 04 2010 at 7:55 AM Rating: Excellent
2,236 posts
From a comment made here (or possibly on BG), in the back of my mind I was remembering ninjutsu nukes as being fairly decent in Abyssea. In a discussion with a friend today, was offering to let him help out on a Cirein kill later, as we got the pop for it tonight. He has nin as one of his mains, and I was wondering about the viability of him using it to nuke in this fight.

We picked up Minikin Monstrosity atma the other night, and got Baying Moon a while back, so he has the two main atma I'd think you'd want for this sort of thing, so I had him run in to do a quick test of the damage potential. He didn't gear for anything in particular (Moldavite left in mog house, etc), and wasn't using his staves. Results:

Ni: 234
San: 397

So, the numbers seem promising.

I ran out to do some quick tests on the damage formulas (my nin is 75, mostly unmerited), since I couldn't find anything on wiki or a quick search here. What I got (for ni) is:

+1 int = +1 damage
Since I was testing on level 0 mobs, and had a good +80 int over them and wasn't seeing the referenced inflection point noted on the wiki for basic nukes, I'll assume that that holds for the entire dInt range.

~~~

According to wiki:
V = base damage
M = dInt multiplier

Base V for :ni is 78
Base V for :san is 105
Base M for :ni is 1.0
Base M for :san is 1.5

M appears to be true for :ni (I don't have any :san to test), but V does not.

Nin/war vs lvl 0 mobs:
70 int: 133
74 int: 137
77 int: 140

Given the 1.0 M from the magic damage page, that shows that at 70+ dInt, it still hasn't reached an inflection point of reducing the value of additional int. Seems you can treat int as +1 base damage for all dInt.

The magic damage page says that :ni has a V of 78. If that's the case, dInt for the first test should be 55, indicating a level 0 mob has a 15 int. That seems highly unlikely, given that Burn can reduce the mob's int to 0 (or 1, at least). Level 0 mobs also shouldn't have an int higher than 10. Retesting as nin/blm with Burn (-9 int), which should reduce the mob's Int to no higher than 1:

+24 MAB from trait

76 int: 178 => 144
83 int: 187 => 151

Given 76 int vs Burned is 144, while 77 int vs non-Burned is 140, damage increased by the equivalent of 5 int. 5 int seems a likely value for the int of a level 0 mob, which would be the max amount the Burn could reduce (max for the spell would be -9).

Therefore the base V for :ni should be 68, not 78. I can't verify :san just yet (only 1 merit point on hand).

From my friend's test (and removing 30 MAB):
Ni: 234 => 180
San: 397 => 306

Given at least a 120 Int (base + MM atma), and the fact that M is 1.5 for san vs 1.0 for ni, about 60 of that can be attributed to the different int multiplier. That reduces the difference in damage to 66. To reduce to +36 would require another 60 int being present, which is highly unlikely (he wasn't geared for it). The V value for san needs to be verified.

Given this, I'm going to have to assume that V for san is incorrect as well. Until I can test this, will go with +60 on base damage, for 128.

~~~

Innin applies as a multiplier to total damage after staff multiplier is applied. So damage is: base * MAB * Staff * Innin.
Innin multiplier ranged from +30% immediately after use to +10% when it was just about to end.

~~~

Putting that all together, I came up with the following potential numbers:

Setup:

/rdm:
MAB2 - +24 MAB
Fast Cast 2 - 15% Fast Cast
Atma of the Minikin Monstrosity: 50 Int, +10 refresh
Atma of the Baying Moon: +30 MAB

HQ Staff (+15%)
Phantom Tathlum (+2 int)
Koga Head (+5% dmg) - Not sure where in the equation this applies; going to assume adds to Innin level
Lemegeton Medallion (+4 int) - can't use Ugg pendant because of atma refresh; may use Artemis Medal
Moldavite Earring (+5 MAB)
Morion's Earring +1 (+2 int)
Kirin's Osode (+10 int)
Dusk Gloves (3% haste)
Snow Ring (+5 int)
Snow Ring (+5 int)
Federal Army Mantle (+2 int)
Swift Belt (4% haste)
Byakko's Haidate (5% haste) - friend doesn't have Denali
Ninja Kyahan +1 (+6 int)

Int: +36 from gear, +20 from cruor buffs, +50 from atma, +106 total
MAB: +24 from sub, +5 from gear, +5 from merit, +30 from atma, +64 total
Haste: 12% from gear, 7.5% from Fast Cast, 19.5% total (34.5% with Haste, 56.5% with Marches)
Recast on San: 48 seconds innate, 39 seconds with Haste, 30 seconds with Marches

Not sure what base int for nin/rdm is at 85, going to assume ~75.

Ni base: 68 + 4 (merit) + (75 (base int) + 106 (add int) - 80 (mob int)) * 1.0 = 173
San base: 128 + 4 (merit) + (75 (base int) + 106 (add int) - 80 (mob int)) * 1.5 = 283

Assuming an even distribution of merits in both Tier 1 and Tier 2 (2 merits in 4, 1 merit in 2 for each category ninjutsu), and uses the higher damage ones for the numbers above (+4 to base damage, +5 MAB).

Damage: Base * MAB * Staff * Innin
Ni: 173 * 1.64 * 1.15 * (1.05, 1.15 ~ 1.35) = 341, 373 ~ 438
San: 283 * 1.64 * 1.15 * (1.05, 1.15 ~ 1.35) = 559, 612 ~ 719

Given sufficient haste, you should be able to clear one wheel cycle of each within the recast time of the san spells, more or less.

Assuming an average Innin bonus of 20%, that means something on the order of 405 per :Ni, 665 per :San. If you can maintain that for two full cycles (1 minute without pulling hate), that's 12,840 damage in 1 minute. Without the Innin bonus, it's 10,800 damage per minute.

Realistically, you're going to get resists, have mobs with MDB or higher Int, not always get the Innin bonus, pull hate if you're doing that much damage so have to do other stuff to interrupt the cycle, etc. Still, if you can manage even half of that damage, that's 5500-6000 damage per minute, which is the equivalent of a Blm doing 3 high tier nukes per minute for 1800-2000 damage each.

Overall, damage is between 100 and 200 DPS without any melee at all. Give about 8 TP per ~500 damage instead of 36, not counting weaponskills.

So questions:

1. Do the above numbers seem realistic?
2. Has anyone seriously tried this? If so, how well does it work?
3. Is Yagentoshiro + some other katana (no idea what else is available) a better combo than an NQ or HQ staff, given that you also have the option to melee? Lose out on a lot of magic accuracy, though... Maybe Sekka +1 with +14 m.acc, as those two together would come close to an NQ staff.

Edit: Yagentoshiro + Sekka +1 with Int/MAB would give a higher max damage than an HQ staff, but the lower m.acc probably makes it a poor tradeoff.

Edited, Nov 4th 2010 9:55am by Kinematics
Nov 04 2010 at 12:44 PM Rating: Decent
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I am currently getting ready to give this a try, and in abyssea you should be able to use the magic attack/acc temp item for quite a bit of the time. I still have a ways to go finishing gearing, and right now I will be using staffs I expect to switch to DW those MAB/INT+ katanas. The INT+ should help lower the loss of magic accuracy and the katana damage should also help the loss of ninjutsu damage. Also I expect that the +2 version next update will put them out in front. Though with that being said if it's a fight where I am no at the front line I may just go with the staff.

Also there is the atma from windurst that gives +30 MAB, and +10 int, or the other MAB one that gives +30MAB to all, and +30MAB to ice. You also can eat int+ food, and get augmented diamond rings with +6 to +8 int on them.

Also with only one Crour buff abyssite it gives you a minimum of +20 to each stat, I have seen as high as +45 to each stat. So you might be even stronger there. If you had both abyssite you would ratchet this up even more.

I wonder what sort of numbers Blade: Yu would put up with that setup?

I don't think I would use this setup all the time no need to just throw away gil like that for many events but others it could be huge.

Edited, Nov 4th 2010 2:45pm by darkhorror
Nov 04 2010 at 4:58 PM Rating: Decent
894 posts
Quote:
Setup:

/rdm:
MAB2 - +24 MAB
Fast Cast 2 - 15% Fast Cast
Atma of the Minikin Monstrosity: 50 Int, +10 refresh
Atma of the Baying Moon: +30 MAB

HQ Staff (+15%)
Phantom Tathlum (+2 int)
Koga Head (+5% dmg) - Not sure where in the equation this applies; going to assume adds to Innin level
Lemegeton Medallion (+4 int) - can't use Ugg pendant because of atma refresh; may use Artemis Medal
Moldavite Earring (+5 MAB)
Morion's Earring +1 (+2 int)
Kirin's Osode (+10 int)
Dusk Gloves (3% haste)
Snow Ring (+5 int)
Snow Ring (+5 int)
Federal Army Mantle (+2 int)
Swift Belt (4% haste)
Byakko's Haidate (5% haste) - friend doesn't have Denali
Ninja Kyahan +1 (+6 int)

Personally i'd use the following inplace of the stroked items, because i have BLM/SCH/RDM leveled so there is no space for meriting Ninjutsu skill.
1) Ninjutsu Torque
2) Ocean belt(Hume RSE) INT+4
3) Sangoma Lappa(INT+6)
4) AF2 feet: Skill+10

then again the mass amount of INT from the Atma and cruor buffs will probably nullify the need for skill+ items.

Edit: i recall Ni nukes doing more dmg before the last update when they supposedly buffed San nukes.

Edited, Nov 5th 2010 12:08am by Sequ
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Nov 06 2010 at 3:34 AM Rating: Excellent
2,236 posts

Nin friend. No tier 1 ninjutsu merits. 1 merit in each San spell. So, no extra offset to be figured from either merit category.

Elvaan nin/whm, 66 base int.

Tested vs lvl 0 mobs that I used Burn on.

+0 int: 231 damage
+10 int: 246 damage

Confirms the 1.5 M value for the San line.

66 base int would then mean 99 damage vs the mobs, which would have been reduced to 0 int. 99 damage removed from 231 leaves 132 as the base V for the spells, not the 105 listed on the wiki. Fairly close to my estimated 128.

Tested relic head as well. With +12 int (thus 249 nominal damage), using head and Moldavite, damage was 273, which implies that it's +5 MAB that adds with the Moldavite. If it were a separate effect, damage would have been 274.

Nov 13 2010 at 10:26 PM Rating: Decent
2,890 posts
Kin,

I believe tier 1 merits can increase base D by +2 per merit. The wiki entry might be taking into account someone who did testing with full merits in one? IDK just trying to think why your numbers were they way they were.

Personally I think SE build the merits to be such that a NIN would pick one or two of the spells and max them out. I could imagine someone with 5/5 Hyoton effect and 5/5 Hyoton SAN would be able to do a pretty good nuke, especially if they uses Futuae with it.
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lolgaxe wrote:
Nothing in this game is impossible if you set yourself to the task of actually doing it. Even dumb people can only hold you back for so long.

Lucinus wrote:
when you're hefting something that deadly, you don't miss - mobs get the **** out of the way instead...
Nov 15 2010 at 3:11 AM Rating: Excellent
2,236 posts
saevellakshmi wrote:
Kin,

I believe tier 1 merits can increase base D by +2 per merit. The wiki entry might be taking into account someone who did testing with full merits in one? IDK just trying to think why your numbers were they way they were.

Personally I think SE build the merits to be such that a NIN would pick one or two of the spells and max them out. I could imagine someone with 5/5 Hyoton effect and 5/5 Hyoton SAN would be able to do a pretty good nuke, especially if they uses Futuae with it.

Yes, I can see that being the cause of the discrepancy on the :ni damage value, though not the :san value.

As for merits, I'm not sure at this point, so probably shouldn't speculate.
Nov 22 2010 at 6:31 AM Rating: Decent
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228 posts
saevellakshmi wrote:
Personally I think SE build the merits to be such that a NIN would pick one or two of the spells and max them out. I could imagine someone with 5/5 Hyoton effect and 5/5 Hyoton SAN would be able to do a pretty good nuke, especially if they uses Futuae with it.

I'm sure I'll sound dumb now, but why Hyoton instead of, say, Raiton?
Nov 23 2010 at 11:33 AM Rating: Good
2,418 posts
Akumas wrote:
saevellakshmi wrote:
Personally I think SE build the merits to be such that a NIN would pick one or two of the spells and max them out. I could imagine someone with 5/5 Hyoton effect and 5/5 Hyoton SAN would be able to do a pretty good nuke, especially if they uses Futuae with it.

I'm sure I'll sound dumb now, but why Hyoton instead of, say, Raiton?

Tsurara are dirt cheap?
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Nov 24 2010 at 8:40 AM Rating: Decent
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Akumas wrote:
saevellakshmi wrote:
Personally I think SE build the merits to be such that a NIN would pick one or two of the spells and max them out. I could imagine someone with 5/5 Hyoton effect and 5/5 Hyoton SAN would be able to do a pretty good nuke, especially if they uses Futuae with it.

I'm sure I'll sound dumb now, but why Hyoton instead of, say, Raiton?

Because I just pulled an element out of a\$\$. Actually Ice seems to be the safest element in general, few things we frequently fight resist it, most things are either neutral or weak to it. The best choice would be one dark-aligned element and one light-aligned element and they would preferably be back to back on the wheel so you could quickly cast both. Fire/Ice work that way, but I'm sure other combos / setups could be as valid.
____________________________
RoTZ: Complete DM: O
CoP: Complete AN: O
99 SAM, RDM, BLU, WAR, PLD, DRK

lolgaxe wrote:
Nothing in this game is impossible if you set yourself to the task of actually doing it. Even dumb people can only hold you back for so long.

Lucinus wrote:
when you're hefting something that deadly, you don't miss - mobs get the **** out of the way instead...
Nov 24 2010 at 6:04 PM Rating: Good
802 posts
A guy in my LS has...I think the Ice SAN nuke fully merited, and on level 0 Mobs he was able to just barely breach 1k damage. I know he has a massive build for it though, I'll have to ask him what gear he uses for it.
Nov 26 2010 at 4:24 AM Rating: Decent
2,890 posts
Well I've always seen the San spells as a way to quickly deal a few hundred points of damage without consuming MP. If the first one lands the second will almost always hit for full damage provided the mob isn't resistant to that element.
____________________________
RoTZ: Complete DM: O
CoP: Complete AN: O
99 SAM, RDM, BLU, WAR, PLD, DRK

lolgaxe wrote:
Nothing in this game is impossible if you set yourself to the task of actually doing it. Even dumb people can only hold you back for so long.

Lucinus wrote:
when you're hefting something that deadly, you don't miss - mobs get the **** out of the way instead...
Dec 03 2010 at 5:19 PM Rating: Excellent
2,236 posts
Update notes makes this potentially even more interesting. Will have to completely redo all the math it probably, though.
Dec 05 2010 at 12:28 PM Rating: Good
2 posts
From my (very) few tests, I have found that dual wielding MAB Sekka+1s gives the most damage, Sekka+1/Yagentoshiro comes next, followed by HQ staves doing the least amount of damage. Note that I ruled out nuking with HQ staves from some prior testing outside Abyssea and have since sold them, but HQ staff dmg is more than just 1 Sekka+1 but less than the Sekka+1/Yagentoshiro combo. Heres the numbers I have:
```
NIN85/RDM42

Mob: IT Frigatebirds

Atma: Minikin Monstrosity +50INT
Atma of the Beyond  +30MAB/+30Ice MAB

Merits: 1 point into each san spell
4/5 Hyoton effect

Tested alone so none of these numbers include Innin

San   Ni
Sekka+1/Sekka+1:   626   352
Ascetics Tonic:   706   399
Tonic+Hyoton:   936   533

San   Ni
Sekka+1/Yagent.:   608   347
Ascetics Tonic:   694   395

San   Ni
Sekka+1/**     :   574   327
Ascetics Tonic:   660   376

-----------------------------

**Any weapon w/o nuke dmg bonuses
```

Heres my gear setup:
http://img63.imageshack.us/img63/1126/gear0.png
MAB Sekka+1/MAB Sekka+1
Phantom Tathlum
Yasha Jinpachi
Ninjutsu Torque
Moldavite Earring
Stealth Earring
Kirin's Osode
Marine Gloves
Snow Ring
Snow Ring
Federal Army Mantle
Ocean Rope
Sangoma Lappas
Denali Gamashes

My gear setup for Blade:Yu is some mashup of half melee gear and half nuking gear that I threw together.
http://img31.imageshack.us/img31/4503/32882828.png

Quote:
2. Has anyone seriously tried this? If so, how well does it work?

I've been nuking on ninja since for a while now (since around WoTG came out) and it works good situationally and it's really great in Abyssea. I've done a few manaburns with BLMs and SCHs where I'll tank and everyone just unloads nonstop. Just pop Yonin for extra hate and spam San nukes. After 2 nukes everyone can just start dropping their highest tier stuff and holding hate isn't a problem at all. With Ni spells, I'll only drop a few until my Sans are ready to go. Ni nukes just don't really cut it at all in Abyssea.

Regarding HQ staves: With the +50INT from Atma of the Minikin Monstrosity resists aren't that big of a deal. The only mobs I've had problems with are things where the BLMs are next to me nuking T4s for 150-200dmg; everything other than that is fine w/o the staves (and I doubt they would help in that situation anyway).

From my experience (past and now), the best way to go about deciding whether you should spam nukes or melee is if you're nukes don't land for ~80% of their full damage then it's usually just better to melee. Problem is if you aren't sure then you're stuck with mage atmas and meleeing is going to fail anyway. So it helps a TON to know ahead of time what mob you are going to be fighting and how much it will affect your nuke dmg.

Regarding Innin: If nukes land for most of their full damage then it probably isn't worth it to even bother with Innin since you will pull hate anyway. Nothing is worse than tanking mobs with Innin eva penalty.

I didn't do too much testing with Futae and this setup since I'm low on time and its a 3min recast, but I can tell you it is definitely awesome. (Sorry for the color choices):
http://img225.imageshack.us/img225/1017/ss20101205005518.jpg

Can't wait for the update tomorrow!
Dec 06 2010 at 11:21 PM Rating: Decent
2 posts
New damage post-update, same gear/atmas/merits:

948 san (No innin)
778 ni (No innin)

http://img600.imageshack.us/img600/3366/hyoton.png

I'll do some testing in a day or 2 on Ninjutsu skill vs. INT. Also, has anyone figured out where to get the new universal tools?
Dec 07 2010 at 1:41 PM Rating: Excellent
2,236 posts
Taru 75 nin/thf

Ninjutsu skill: 268

Test for M (variance based on Int) and S (variance based on skill)

Base int: 73

Ichi: 124
Ni: 232
San: 234

Ichi: 132
Ni: 249
San: 249

Add 5 skill (73 int, 273 skill)

Ichi: 124
Ni: 236
San: 234

Add 10 int and 5 skill (83 int, 273 skill)

Ichi: 132
Ni: 254
San: 249

* Skill does not affect Ichi or San spell damage.
* Skill adds to Ni spell damage at not quite a 1:1 rate. Possibly 5 skill ~= +2% damage

With base skill:
10 Int adds 8 damage to Ichi
10 Int adds 17 damage to Ni
10 Int adds 15 damage to San

San M remains at 1.5

With +5 skill:
10 Int adds 18 damage to Ni

Testing Ichi scaling:
+0 int: 124
+2 int: 126
+3 int: 126
+4 int: 128
+5 int: 128
+7 int: 130
+8 int: 132
+9 int: 132
+10 int: 132
+12 int: 132

Cap at 132?

+2 damage per +2 int (but not +1 per +1).
Cap at 73+8 vs int 5? (from previous test) mob, cap at +76 int?

Increment to 128 damage at 77 int. If mob int is 5, that means 72 dInt reaches 128 damage. V = 128-72 = 56.

San data:

234 @73
249 @83

dInt = 73 - 5 = 68
68 * 1.5 = 102
V = 234 - 102 = 132

V is the same as previously calculated

Ni data:

Previous V and M were 68 and 1.0

Expected damage with that would be:

68 dInt + 68 = 136
78 dInt + 68 = 146

Actual: 232 and 249 without the +5 skill, 236 and 254 with.

Ratio @268 skill:
73 int: 232/136 = 1.7059
83 int: 249/146 = 1.7055
Ratio @273 skill:
73 int: 236/136 = 1.7353
83 int: 254/146 = 1.7397

So skill appears to be a direct multiplier to damage, and V and M remain the same as before.

@268 skill, multiplier appears to be between 1 + 723/1024 and 1 + 729/1024
136 * (1+723/1024) = 232.0234375 >> 232 {match}
146 * (1+723/1024) = 249.083984375 >> 249 {match}

@273 skill, multiplier appears to be between 1 + 758/1024 and 1 + 760/1024
136 * (1+758/1024) = 236.671875 >> 236 {match}
146 * (1+758/1024) = 254.07421875 >> 254 {match}

5 skill has a value between 29 and 37. Possibly 6 or 7 per point of skill.
268 skill has a value of 1,747 to 1,753, between 6.519 and 6.541 per point of skill.
273 skill has a value of 1,782 to 1,784.

Some sort of base value must be in place.

7 * 268 = 1,876
7 seems a bit too high.

6 * 268 = 1,608

6 * 273 = 1,638

Probable factor: (145 + (skill * 6)) / 1024

Estimating vs Bummage's values (San only):
int: 78+134 = 212
MAB: 9+9+5 + 24 (/rdm) + 30 (atma) = 77

V = 132 + 8 (merits)
dInt = ~130?
Base Dmg = 140 + 130 * 1.5 = 335
MAB dmg: 592

Observed: 626
Possibly not using Hyoton for these tests (thus not getting the bonus damage from Atma of the Beyond)? That would imply base damage of 354 and a dInt of 148 (mob int of 64). Slightly low mob int, but still within believable range.

Results:

Ichi
----
V = 56
M = 2 * floor(dInt/2), or 1.0 for simplicity; caps at +76
Not affected by skill

Ni
--
V = 68
M = 1.0
Affected by skill: Base damage multiplied by (145 + (skill * 6)) / 1024

San
---
V = 132
M = 1.5
Not affected by skill

Innin is multiplied after the above calculations (including skill, for Ni). +30% at start, decaying to +10% at end.

Edit: fix parentheses

Edited, Dec 7th 2010 1:53pm by Kinematics

Edited, Dec 7th 2010 1:54pm by Kinematics
Dec 07 2010 at 2:02 PM Rating: Decent
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You might just have too much skill to effect Ichi and not enough skill to effect San. I had tested outside of bastok real quick before a party last night. Tried +10 skill and got a damage increase. I am heading back right now and will test again.
Dec 07 2010 at 2:19 PM Rating: Decent
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Naked 90NIN/WAR 337 skill, 74 INT

San ninjutsu without extra merits
vs Huge Hornet outside of bastok
337 skill
315 dmg

+7 skill
322 dmg

+20 skill
338 dmg

San ninjutsu 5/5, and 3/5 effect
389 base

+7
398 dmg

+20
418 dmg
Dec 07 2010 at 3:02 PM Rating: Decent
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It has a strange damage boost depending on level also did some more testing this time as 90 NIN/RDM.

120 INT
47 MAB from gear+sub

Base weak San ninjutsu
594

+3 skill
598

+5 skill
603

+7 skill
607

+8 skill
612

+10 skill
616

+13 skill
621

+15 skill
625

+17 skil
630

+18 skill
636

+20 skill
640

+22 skill
645

+25 skill
649
Dec 07 2010 at 3:17 PM Rating: Excellent
2,236 posts
Hmm. I could see that. So most likely you need a minimum skill (or possibly level) to affect damage (eg: capped skill for 40 to affect Ni, capped skill at 75 to affect San), and it's 1.0 otherwise.

Actually, it can't be capped skill at 75 for San, since that would be 269, and my +5 skill from AF would push me over that. Unless it's base skill that has to be at cap or better, and I'm 1 point shy of that. Will have to play around with that more, later.

Working from that premise, there's probably a better formulation for the scaling. You want a 1.0 multiplier at the nominal skill level.

If scaling is 6/1024 per point of skill for Ni, that would be 121 skill points for my base test over 1.0. 268-121 = 147, cap for level 48. Would need to sync down to those levels to see where skill starts affecting damage.

Unfortunately that's slightly off for the 273 skill value. 273-147 = 126 * 6 = 756, which is 2 points below the necessary value. Pretty close, though.

Dec 07 2010 at 4:42 PM Rating: Excellent
2,236 posts
Scaling the values down to account for MAB (MAB values aren't always exact with x1.47, so probly fractional rounding affecting it):

120 INT
47 MAB from gear+sub
337 skill

```Skill    Actual Dmg    -MAB Dmg
0               594         405
3               598         407
5               603         411
7               607         413
8               612         417
10              616         420
13              621         423
15              625         426
17              630         429
18              636         433
20              640         436
22              645         439
25              649         442```

Looking at that graphed, m appears to be about 1.297 with a couple of points where it jumps up (points where the rounding occured).

Overall scaling seems to be approximately 1.5 points of damage per 1 point of skill. What fraction is 1.5 of the expected original?

Since you did these against lvl 0 mobs (presumably; huge hornet mentioned in /war post), we can treat them as having 5 int. You have 120 int, so dInt of 115.

Extrapolating the expected 1.0 value for these would result in (132 + 115*1.5) = 304.5

1.5/235 = 0.00638 = 6.536/1024. This ends up being close to the values I saw with Ni. Most likely it's also a 6x factor with some baseline in skill.

Going through several iterations, I'm finding the most consistant results with a scaling factor of 1 + (5 * (skill-269)/1024). It's not a perfect match, but it's within +/- 2 points for all values, and keeps the distribution flat. Good enough for now.

Using that for the war values:

74 int = 69 dInt
Base = 132 + 69*1.5 = 235.5

Expected for +0 skill: 235 * (1 + 5*(337-269)/1024 = 313 (314 if base is rounded up)
Actual: 315

Expected for +7 skill: 235 * (1 + 5*(344-269)/1024 = 321 (322 if base is rounded up)
Actual: 322

Expected for +20 skill: 235 * (1 + 5*(357-269)/1024 = 335 (337 if base is rounded up)
Actual: 338
Dec 11 2010 at 8:45 AM Rating: Decent
Scholar
1,146 posts
After some quick testing after doing some skilling up on ninjutsu I noticed my Ni ninjutsu wasn't doing any more damage. Then went back to hornets and tested again and now I have capped damage+ from skill on Ni ninjutsu. While San ninjutsu continues to go up with skill.

Edit: which makes sense as Ni ninjutsu is better to use than San due to them being very close in damage but Ni has shorter cast and recast time. So San needs a boost to make it better.

Edited, Dec 11th 2010 10:10am by darkhorror
Dec 11 2010 at 1:14 PM Rating: Decent
Scholar
3,141 posts
Kinematics wrote:
Not sure what base int for nin/rdm is at 85, going to assume ~75.

Taru - 79
Hume - 72
Mithra - 72
Galka - 69
Elvaan - 66
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Dec 12 2010 at 2:38 PM Rating: Excellent
2,236 posts
Unfortunately SE changed the stat progression formulas, and the stat calculator hasn't been updated for that, so those numbers aren't correct. It would take a massive amount of work to pin down the new progression, which I haven't done yet, and don't know of anyone else who has either.
Dec 29 2010 at 6:35 AM Rating: Decent
Scholar
33 posts
i didn't make any proper test, but since in abyssea ninjutsu is used to trigger grellow !! i started using it on a regular basis. even without being heavily geared for that purpose the numbers are more than promising. a couple of days ago i was killing cockas in aby attohwa, and asked a blu friend to throw some occasional darkness SC to test the MB damage. with fresh innin, and futae i was was able to land hyoton san for 1100-1200, no resists happened on VT mobs
i only had 1 merit in hyoton, 1 merit in hyoton potency, 1 sekka+2 (int+mab), kirin, koga head, moldavite, 1 diamond ring and some augmented pieces here and there, which provide in total about 3 or 4 MAB, no MAB atmas
so i really think a well geared ninja can deal massive amounts of dmg
i noticed ninjutsu get rarely resisted, and they usually do in situation where also other jobs nukes don't land pretty well, using elemental wheel drop the chance of a resist to nearly 0
now i wonder what's best, going for a full san wheel, or just keeping improving hyoton/raiton?
i'm personally starting thinking san better base dmg and multiplier don't keep up with the crappy recast

Jan 06 2011 at 12:19 PM Rating: Decent
2 posts
Did some testing on Sand sweepers in Abys Altep

Atma's Used

Minkin
Ultimate
****'s Gaurdian.

Relic feet.
Jupiter's staff

2 Potency merits in Raiton

With Innin + Futae

Consistently doing

Raiton Ni: 1470
Raiton San: 1846

Didnt get to use an Asetic's Drink, since i didnt have one to use. lol

Hope That helps

Feb 14 2011 at 5:08 PM Rating: Excellent
Sage
1,807 posts
Apologies for the semi-necro, but I just skimmed over this thread while doing some quick reading on NIN. I have a comment on this:

Kinematics wrote:
given that Burn can reduce the mob's int to 0 (or 1, at least). Level 0 mobs also shouldn't have an int higher than 10. Retesting as nin/blm with Burn (-9 int), which should reduce the mob's Int to no higher than 1:
[snip]
Given 76 int vs Burned is 144, while 77 int vs non-Burned is 140, damage increased by the equivalent of 5 int. 5 int seems a likely value for the int of a level 0 mob, which would be the max amount the Burn could reduce (max for the spell would be -9).

You have indicated some uncertainty about whether burn can reduce INT all the way to 0. To the best of my knowledge, it cannot. Burn will only drop the mob to INT = 1. I posted about that here: http://ffxi.allakhazam.com/forum.html?fjob=3&mid=1137029463237848499&page=2&howmany=50#msg11564787537633527 if you are interested.

Also, as they are one of my favorite test subjects, I can tell you a level 0 bunny outside of Sandy has 6 INT. This is consistent with your finding above that burning a level 0 mob causes -5 INT. However, its INT goes from 6 to 1, not 5 to 0.

Edited, Mar 3rd 2011 12:57pm by VxSote
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