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#177 Dec 22 2011 at 2:31 PM Rating: Excellent
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Monster Helm +2 Augments "Killer" effects Brewtest:
300% TP Cloudsplitter - 50263 dmg
300% TP Cloudsplitter w/ Monster Helm+2 - 50263 dmg
300% TP Cloudsplitter w/ Monster Helm+2 and Killer Instinct - 57802 dmg
300% TP Cloudsplitter w/ Ferine Gausape+2 - 52776 dmg
300% TP Cloudsplitter w/ Killer Instinct - 57802
300% TP Cloudsplitter w/ Ferine Gausape+2 and Killer Instinct - 64738 dmg
300% TP Cloudsplitter w/ Monster Helm+2, Ferine Gausape+2, and Killer Instinct - 66472 dmg
300% TP Cloudsplitter w/ Monster Helm+2, Ferine Gausape+2, Beast Trousers+1, and Killer Instinct - 66472 dmg

Edit: Oh, ok -

300% TP Cloudsplitter - 50263 dmg
300% TP Cloudsplitter w/ Ferine Gausape+2 - 52776 dmg (+5%)
300% TP Cloudsplitter w/ Ferine Gausape+2 and Monster Helm+2 - 53781 dmg (+7%)
300% TP Cloudsplitter w/ Ferine Gausape+2, Monster Helm+2, and Beast Trousers+1 - 54284 dmg (+8%)

So... is Monster Helm giving me another tier of my killer trait? i.e. Vermin Killer III, etc? Or is there a direct Killer Effects+ to it?

Edited, Dec 22nd 2011 3:58pm by Bookmarku
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#178 Dec 22 2011 at 3:05 PM Rating: Good
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what was the target for these tests? both brew and non brew..

It seems to disagree. +4% damage on non-brew, but only +2.5% on brew.
then again, the non-brew was w/ killer instinct active.

That one is a bit different. w/ gausape and killer instinct I'm not sure how the calculation is happening to wind up w/ a 28% increase. It also appears you do not have any killer effects merits.
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#179 Dec 22 2011 at 3:18 PM Rating: Excellent
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Xilk wrote:
what was the target for these tests? both brew and non brew..

It seems to disagree. +4% damage on non-brew, but only +2.5% on brew.
then again, the non-brew was w/ killer instinct active.

That one is a bit different. w/ gausape and killer instinct I'm not sure how the calculation is happening to wind up w/ a 28% increase. It also appears you do not have any killer effects merits.


Ya caught me, haha. I have no Killer Effect merits.

Hmmm, the non-brew was Beach Bunny in Cape Terrigan, and the brew was Buzzfly in Misareaux Coast[A]. As for the 28% damage increase with Ferine Gausape+2 and Killer Instinct... I think it goes something like...

+15% damage from Killer Instinct effect
+7.5% damage from the +15 Killer Effect of Killer Instinct that the Body+2 adds
+5% damage from the +10 Killer Effect our Beast Killer II trait gives us, which the Body+2 also adds.

Or something like that...

Brewing Limestone Hares in Mis[A]:

No Armor - 47923
Ferine Gausape+2 - 50219 (+5%)
Monster Helm+2 and Ferine Gausape+2 - 51277 (+7%)
Monster Helm+2, Ferine Gausape+2, and Monster Trousers+1 - 51756 (+8%)

Some of the numbers look weird, because of rounding, but I think it's safe to say that Monster Helm +2 adds +5 Killer Effects, and therefore 2% damage when used in conjunction with Ferine Gausape +2. Throwing a pair of Beast Trousers into the mix will increase the Killer Effect total to +6, giving +3% damage, as seen in the Limestone Hare data.

Edited, Dec 22nd 2011 6:00pm by Bookmarku
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#180 Dec 22 2011 at 4:58 PM Rating: Good
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Did you do all of these tests with 5/5 into the merits being tested? It seems almost everything scales with merit level.

All of those numbers are consistent with Killer effect +5, right?

Edited, Dec 22nd 2011 6:00pm by Byrthnoth
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#181 Dec 22 2011 at 5:01 PM Rating: Excellent
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I switched from 5/5 Killer Instinct merits to 1/5 and I still get the same brew numbers - and that's with activating the JA while having the Monster Helm+2 equipped.

Some Killer Instinct brew numbers on Limestone Hares again:

No Armor - 47923
KI, no Armor - 55111 (+15%)
KI+Body - 61724 (+29%)
KI+Body+Legs - 62275 (+30%)
KI+Hat+Body - 63377 (+32%)
KI+Hat+Body+Legs - 63377 (+32%)

So yeah, Killer Effects+5 from Monster Helm +2, definitely.

Edited, Dec 22nd 2011 6:09pm by Bookmarku
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#182 Dec 22 2011 at 5:08 PM Rating: Good
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Yeah, I meant the effect on duration. It's likely +3 seconds duration per merit level rather than +15 seconds.

Those Killer Instinct numbers you're posting are perfectly normal, btw. It gives +15% damage and then also +15 Killer effect (+7 or 8% damage with AF3+2 body).

Edited, Dec 22nd 2011 6:09pm by Byrthnoth
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#183 Dec 22 2011 at 5:13 PM Rating: Excellent
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Ooooh, good call, dude, it was totally +3 seconds at 1/5 merits for Killer Instinct. :)
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#184 Dec 22 2011 at 5:14 PM Rating: Good
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:D

So the last thing to test is the reward enhancement on AF2+2 feet? They likely upped it by at least 2%, and I'd bet 4~5%.
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#185 Dec 22 2011 at 6:49 PM Rating: Good
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Great testing guys. So are the hands worth upgrading? Lol.
#186 Dec 22 2011 at 11:04 PM Rating: Good
Well, that'd let you get Presto Julio up to level 99 for two levels of BA instead of three. Much better than a sharp stick in the eye, but worth that much effort? Depends on how much you'd like that group 2 level in something else, I suppose.

Is it safe to say that these also have the regular Monster Gloves effect?

~sleepygirl
#187 Dec 23 2011 at 5:27 AM Rating: Excellent
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sleepygirl wrote:
Well, that'd let you get Presto Julio up to level 99 for two levels of BA instead of three. Much better than a sharp stick in the eye, but worth that much effort? Depends on how much you'd like that group 2 level in something else, I suppose.

Is it safe to say that these also have the regular Monster Gloves effect?

~sleepygirl



I"m upgrading test client now. I'm very interested in testing the +2 feet and hands. I do expect the gloves to always make pet same level and the boots to enhance reward by 25~30% that is the most significant I've seen in the monster+2's

Edit:
Okay, I confirmed the monster boots. its a +30% to reward. I didn't have time to test beast healer boost on the boots before work. 1108 naked zeta w/ 119 mind

gloves are a bit more iffy..
I tried adamantoise first... healing salve 1 restored 2106 which doesn't quite match Falkirk's hp table.
IT would imply 4212 hp. Did they tweak hp values? or is it bugged?

falcorr restore 2484 hp





Edited, Dec 23rd 2011 7:14am by Xilk
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#188 Dec 23 2011 at 6:20 AM Rating: Good
If they eliminate the level variance that sounds like it'd be worth the price of admission right there.

Byrthnoth wrote:
Voracious Trunk, I assume.

The other way is to just do tests like he just did. It probably works on 3 second ticks and we know how long it takes to heal X damage (approximately), so we should be able to figure it out. We need to compare it to the base regen rate, if that exists though.


I was thinking one could eliminate base regen by having their pet attack a campaign fortification, but timing it would still be a real hassle. I think there's probably another way, but given Voracious Trunk, it doesn't seem worth the bother unless for some reason it's giving incorrect numbers that way.

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#189 Dec 23 2011 at 6:37 AM Rating: Excellent
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Xilk wrote:
gloves are a bit more iffy..
I tried adamantoise first... healing salve 1 restored 2106 which doesn't quite match Falkirk's hp table.
IT would imply 4212 hp. Did they tweak hp values? or is it bugged?

falcorr restore 2484 hp


Hmmm! I'll go back to the test server and double check the Adamantoise Max HP levels with regular Monster Gloves. I was quite careful when I did those tests initially, though accidents do happen...

If I frigged up, then 4212 HP is the level 99 Adamantoise Max HP.

Edit: Mmmk, my bad.
 CrudeRaphie Lvl     Max HP 
      96              4050 
      97              4104 
      98              4158 
      99              4212


Edited, Dec 23rd 2011 7:48am by Bookmarku
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#190 Dec 23 2011 at 7:51 AM Rating: Excellent
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I was only able to summon 3 pets before I had to run to work. its not a large enough sample to confirm, but with your reworked table, all 3 were level 99.

I think a sample of 30 would satisfy me. I'll try it when I get some free time. Holiday is gonna be pretty busy though.

next time I catch you on test server Falkirk,I'm gonna drag you to ballista.

I'll hide my job and go as blu/blm if I have to to d2 you out of whatever you are doing.

Here's motivation, now we have to compare the regen levels of the enhanced beast healer affect from the boots.
no way you wanna do that manually.

Also, if we can confirm always level 99 jugs from monster gloves +2.. then I'll have fewer things holding me back from finishing the dd testing. I can confirm the exact base values (my current tests should be within 1 or 2 already)

I actually have a few samples I collected of fighting troll paladins in zhayolm and a few other mobs where I narrowed down their exact def and collected dd samples... btw, they have between 511 and 523 def w/ pro4 up. variance on troll level.

However, I haven't been able to figure out the exact attack values... I'll review kegsay's journal again (cuz I'm too lazy or too stupid to figure better methods for trying to determine the attack)

The thing is I'm not writing any brute force java applets to narrow the options down.

My samples so far leave the attack range for most jugs beween 600 and 1000

not nearly close enough.

Is there any NM or mob that has SUPER high def, but we know its NOT just damage reduction? Something I could identify the def, and hopefully its higher than our pets attack? However if its that high, it will be more challenging for me to identify exact def w/ my attack values on bst.

I'm kinda stumped

Edited, Dec 23rd 2011 9:03am by Xilk

Edited, Dec 23rd 2011 9:10am by Xilk
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#191 Dec 23 2011 at 7:58 AM Rating: Excellent
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Understood. :)

I just finished 10 more samples, all of them were level 99 GorefangHobs (Healing Salve for 2609 HP). More data is on the way, and it's looking a lot like level variance is out the window.
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#192 Dec 23 2011 at 9:34 AM Rating: Excellent
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Bookmarku wrote:
Test Server Update, 12/22/11
Using NurseryNazuna:
Beast Affinity      Max HP 
     1              5350 (level 89) 
     2              5588 (level 92) 
     3              5824 (level 95) 
     4              6062 (level 98) 
     5              6140 (level 99)

Increases the effectiveness of Beast Affinity so each merit level raises the pet's cap by 3.

Edited, Dec 22nd 2011 6:16pm by Bookmarku



This makes me very happy. Any pet that caps 84+ can now be called at 99. Nursery Nazuna, Chopsuey Chucky, and Amigo Sabotender are now usable again, and I like having more pets.

Granted, of the three, only Nursery Nazuna is likely to see the light of day, but there's always room for a massive HP pet in my backpack, and AoE sleep has it's uses.

Here's to hoping for an "always level 99" confirmation!

Edited, Dec 23rd 2011 9:42am by Thydonon
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#193 Dec 23 2011 at 1:20 PM Rating: Good
Xilk wrote:
The thing is I'm not writing any brute force java applets to narrow the options down.


If brute force would help, I can handle that. The math lookss simple enough, I'd just need some numbers to plug in.

~sleepygirl
#194 Dec 23 2011 at 1:43 PM Rating: Excellent
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Thanks for the testing guys! Monster Gaiters are +20%. Are the Monster gaiters +30% ontop of that or only a +10% boost. Can't wait to see more testing on the +2 hands.
#195 Dec 23 2011 at 3:00 PM Rating: Excellent
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MK187 wrote:
Thanks for the testing guys! Monster Gaiters are +20%. Are the Monster gaiters +30% ontop of that or only a +10% boost. Can't wait to see more testing on the +2 hands.


Yes, they are +30%.
monsters gaiters +2, zoraal ja's axe x1, and ogre gloves cap reward+ gear now.
this is posted a little higher on this page.
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#196 Dec 23 2011 at 4:40 PM Rating: Good
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+2 boots ogre gloves+1 ferine earring... 6-7% more reward gear and we wouldnt need to weapon swap.

Fantastic testing Bookmarku
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#197 Dec 23 2011 at 10:40 PM Rating: Decent
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I'm not to impressed with the new jugs maybe it's just me=/ Used FF on Cep-Kamuy, though he did do good damage, he was couldn't stay alive where as with Yuly, once she hit 55% HP it never budged after that. Didn't really try out CR, though I did pop him right after a PT against Asanbosam, did good for a while but he was soon taking a beating a I had to heal him and popped hardened shell. Switched to DC and MC atmas (this is on my second character who doesn't have all of his wins). On my main I used Yuly who shinned as usual on Ceps. Maybe if I use FF on my main I'll be more impressed hopefully =/
#198 Dec 24 2011 at 12:12 PM Rating: Excellent
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I thought Falkirk may have posted already.

We teamed up on test server to check regen values of reward biscuits. Voracious trunk and osmosis on blu work just great.
I believe the duration is 3 min for all of them, but I have not checked this.

Alpha - 1hp/tic
beta - 3hp/tic
epsilon 11hp/tic
zeta 14hp/tic
eta 17hp/tic
theta 20hp/tic

I"m guessing 6hp/tic and 9 hp/tic for gamma and delta respectively, We didn't have them to check.
We also still need to test beast healer merits and the new augment on the monster gaiters +2. The beast healer description implies it will be +1 hp/tic for each merit. so you can add up to 5/tic. We'll confirm, and see how monster feet +2 affect this.


Also, for monster trousers +2... they do NOT increase the amount of hp of pet beyond the normal +10% from familiar.

I tested several more pets w/ the monster gloves +2. all level 99. I'm convinced that level variation is gone when using them.

Edited, Dec 24th 2011 2:42pm by Xilk
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#199 Dec 25 2011 at 9:42 PM Rating: Good
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bgwiki had "based on the pet food used and the pet's level." for the Regen effect of Reward. Any idea why I said "and the pet's level?" I can't think of a source or reason, so it may have been leftovers from the previous page.

Thanks for the testing!

Edit:
Also, I can make you guys Delta and Gamma if you want, I think.

Has anyone worked out Theta's constants? It's missing from this page, so I assume we did the testing before it was released:
http://wiki.bluegartr.com/bg/Category:Pet_Food

Edited, Dec 25th 2011 10:47pm by Byrthnoth
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#200 Dec 26 2011 at 3:03 PM Rating: Excellent
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Byrthnoth wrote:
bgwiki had "based on the pet food used and the pet's level." for the Regen effect of Reward. Any idea why I said "and the pet's level?" I can't think of a source or reason, so it may have been leftovers from the previous page.

Thanks for the testing!

Edit:
Also, I can make you guys Delta and Gamma if you want, I think.

Has anyone worked out Theta's constants? It's missing from this page, so I assume we did the testing before it was released:
http://wiki.bluegartr.com/bg/Category:Pet_Food

Edited, Dec 25th 2011 10:47pm by Byrthnoth



I went out and tested reward using theta and a few different values for mnd.

base mnd 80 (galka bst/blm level 99/49)

80 base mnd = 1700 reward
+35 = 1840
+40 = 1860
+75 = 1965

I want to say the formulat is this: 1600 + 4*(mnd - 55)

but one of my samples doesn't match it... I should test more, but I'm lazy now. I may have recorded soemthing wrong.

(fyiw/ +50% in gear those are 3k rewards in abyssea.. close outside abyssea if you've got alot of mnd)



Edited, Dec 26th 2011 4:19pm by Xilk
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#201 Dec 26 2011 at 6:49 PM Rating: Good
I did some checking, and found some testing mentioned on the wiki's talk page for Pet Food Eta suggesting that MND gives less of an increase past certain tiers.

Quote:
For MND up to 110 Reward = 1200 + 4(MND - 50)

For MND 110 to 200 Reward = 1440 + 3(MND - 110) (Simplified from: 1200 + 4(110 - 50) + 3(MND - 110))

For MND over 200 Reward = 1710 + 2(MND - 200) (Simplified from: 1200 + 4(110 - 50) + 3(200 - 110) + 2(MND - 200))

There may be another tier over that, but I don't know where exactly. --Siyual 22:23, January 10, 2011 (UTC)


If Theta follows a similar pattern, the formula for MND > 120 could be:

1860 + 3*(MND - 120)

Fits your results anyway. And I'm having trouble coming up with any other formulas that wouldn't lead to fractional hp amounts somewhere. Testing for several values in a row (say, 121,122,123) would probably give some confidence.

If there's a third tier up there, I'm guessing it would be somewhere between 200 and 240 MND.

~sleepygirl
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