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#1 Aug 27 2010 at 9:52 PM Rating: Good
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I'm especially ecstatic that we got something in this upcoming update. Hopefully it doesn't cost too much mp to cast. ^_^
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#2 Aug 28 2010 at 1:43 AM Rating: Decent
Meh to anything that interferes with sambas and IIR doesn't generate dmg hate.
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#3 Aug 28 2010 at 5:53 AM Rating: Excellent
Enlight and endark seem more like things the jobs should have had to begin with, given the nature of the jobs.

That said, it's only part I of the update notes so we could still have something more on the way.
#4 Aug 28 2010 at 8:25 AM Rating: Good
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I like this addition. I'm slightly surprised that RDM didn't get both Enspells as well. Maybe in later levels.

I wonder if SE will allow Divine/Dark magic skill to enhance them.

/DNC = Enlight and Samba effect on offhand. We'll see if it's worth it.

Either way, it's a nice addition for those times I don't have Samba available.


Edited, Aug 28th 2010 7:31am by sixgauge
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#5 Aug 28 2010 at 9:02 AM Rating: Decent
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I'm really excited about being able to cast this enspell!!! Hope it adds a decent bit of damage on top of what we already do.
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#6 Aug 28 2010 at 9:25 PM Rating: Excellent
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sixgauge wrote:
I wonder if SE will allow Divine/Dark magic skill to enhance them.


My guess is that they'll use Divine/Dark instead of enhancing to determine damage, specifically since DRK doesn't have native enhancing skill.

sixgauge wrote:
/DNC = Enlight and Samba effect on offhand. We'll see if it's worth it.


If it works like the first line of enspells, the enspell will stop all sambas. If it works like the second line of enspells, then it'll be worth it.

sixgauge wrote:
Either way, it's a nice addition for those times I don't have Samba available.


I'm optimistic for it. I'm really hoping (but not expecting) the damage to actually add hate. It'd give us an additional tool in building hate. Given that no other enspell works that way, though, including the "enspell-like" ability of Excalibur, I'm not holding my breath.
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#7 Aug 29 2010 at 1:09 AM Rating: Good
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Quote:
Meh to anything that interferes with sambas and IIR doesn't generate dmg hate.


You're right, I was mainly referring to just adding a bit more ddlol into the picture when there is no dnc or /dnc, while doing small man event's and stuffs. But yes sambas>enspell if you can do either.
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TaimMeich wrote:
This, the Castle Zval (S) music, more than "creepy", to me sounds as "Hey, just FYI, you're in a REALLY dangerous place, and we'll eat you alive if you drop that invis and sneak, okay? - Best regards, the Kindred."

#8 Aug 29 2010 at 3:38 AM Rating: Decent
An extra 15-18 damage on hits is nice especially with Joyeuse. Now if only Reprisal duration was longer.
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#9 Aug 29 2010 at 3:06 PM Rating: Good
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Well, the actual damage from Enlight wont grant any extra hate.
But, actually casting the spell will give a little! haha...
#10 Aug 30 2010 at 7:00 PM Rating: Decent
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Well heres a Wishful thought, What if they gave light dmg and a small % of flash/stun (drk)? adn what if that flash added effect actually gained hate, not spell worth but even a portion would be nice. Also I hope we are going to see some more hate tools, they DD whippin' it out the way they can and do now really make me question my tanking aside from HNM stuff. Idc JA, Flash II, flashga, whatever. but we are going to need some more stuff. even cure bombs are wearing thin.
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#11 Aug 30 2010 at 8:41 PM Rating: Good
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The best way they could allow tanks to tank is to give a job trait or ability that increased the VE/CE caps so that we capped higher than others. This SHOULD be allowed in a subbable region or given to multiple jobs so that any tank could take advantage of it. It's definitely wishful thinking, though. Would make a great Stance for WAR - one that increased the cap and one that decreased the cap - meaning tanks could hold the line higher and some jobs could stand below it by definition.
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#12 Aug 30 2010 at 9:04 PM Rating: Decent
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Quote:
aside from HNM stuff


Lol, chances are the en spell will deal more damage than the physical damage to an hnm.

*might*

Edited, Aug 30th 2010 5:08pm by BusterSwordFTW
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TaimMeich wrote:
This, the Castle Zval (S) music, more than "creepy", to me sounds as "Hey, just FYI, you're in a REALLY dangerous place, and we'll eat you alive if you drop that invis and sneak, okay? - Best regards, the Kindred."

#13 Dec 16 2010 at 11:11 PM Rating: Excellent
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Use of Enlight.

Was going over some thoughts on enlight, and wanted to compile some data calculations here. Including in this thread rather than making a new one, even though it also somewhat relates to the Flash II thread (re: hate and damage done).


How often should it be recast? Cast time is 3 seconds. Need to correlate with melee damage done to see how much melee/weaponskill damage you're giving up by casting compared to the value of resetting the base enspell damage.

I put together a spreadsheet to calculate it. Basically, you get the most total damage when you recast Enlight when it's effect is at half the original value. EG: If your enlight cast starts off at 50 damage, you want to recast it when it gets to 25 to maximize its potential damage benefit.

Recasting at the halfway point (25 remaining) with a base of 50 damage gains you 625 damage compared to the damage you would have done by just letting the spell run its course. A general window between 15 and 35 gains you a decent amount of 500+ damage per recast. Below 15 and above 35 it falls off rapidly.

Overall average enspell damage per hit (assuming 50 base) if:

Always let spell run out before recasting: 25
Recast at 25 remaining: 38
Recast at 15 or 35 remaining: 36
Recast at 10 or 40 remaining: 33.5
Recast at 5 remaining: 30


However that's only half the question. We also need to know how much is lost in the time it takes to cast the spell relative to the spell duration. This is a bit more complicated to factor out since it also depends on weaponskill cycle time. I have a spreadsheet for damage calculations, but it would be too unwieldy to reproduce all the math here.

In any case, I built what I felt was a solid damage set for pld and then played with the number of hits remaining when recasting Enlight to see the effect on DPS.

It ends up depending on a number of factors: haste, store TP and OAT/DA rates. With higher haste, the number gets lower.

In the particular setup I had (Honorbound + Joyeuse), the optimal recast was 15 without any haste, 14 hits with just Haste, and 11 hits with Haste+2xMarch. If I turn off the OAT of Joyeuse, optimal recast goes up to 16 without any haste. If I leave the Joyeuse in place and get rid of all atmas, optimal recast is at 17 hits left. It's similar if using a sword+shield setup.

It would appear that the amount of variance is fairly small, so it's easy to get a general rule: Recast at about 15 hits left when at low haste, recast at about 10 hits left when at high haste.

If recasting at 15 hits remaining, overall average proc is 36 damage, and thus you also get an overall average bonus of +36 accuracy. That easily compensates for the lower accuracy of one-handed weapons such that pizza should never be necessary (barring certain special NMs).


This also helps in the damage department (though not hate from damage). I ran a set of numbers with mnk and pld vs a lvl 97 target, using mid-range gear for the mnk.

Atmas: RR+GH+VV

Mnk DPS: 234.596
Pld DPS: 179.375 with full Perle
Pld DPS: 184.991 with AF3+2 gear for haste

Enlight accounts for approximately 11 DPS in the pld total.

The perle gear set:

Honorbound/Joyeuse//Flame Sachet
Perle/Fortitude/Brutal/Suppa
Perle/Perle/Rajas/Hoard
Forager/Bullwhip/Perle/Perle

And weaponskill set for Vorpal Blade:

Honorbound/Joyeuse//Flame Sachet
Varangian/Gorget/Brutal/Aesir
Perle/Perle/Rajas/Flame
Forager/Anguinus/Tumbler/Perle

While there's better gear available for some spots, I was trying for mid-range/moderately accessible options.

In any case, the mnk is only 30% ahead of the pld. The mnk would pull well ahead once they got a Victory Smite weapon, but then the pld could catch back up with Chant du Cygne, so kind of balances out. I don't have CdC numbers, so not going to try to speculate on that.

This gives up most of the defense of pld (primarily the shield), but at least puts it back in the same ballpark as other DDs.



Edited, Dec 16th 2010 11:11pm by Kinematics
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
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