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#152 Dec 10 2011 at 6:45 PM Rating: Good
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Byrthnoth wrote:
For Hippogryphs, Fantod approximately triples the damage of the next attack round. So Fantod -> Triple Attack is probably going to do more damage than any other TP move we have access to. That combination is also a really easy way to eat dirt against EP Hippogryphs, I found <_<;

BST finished getting all their tier 2 Killer effects by 99, but I haven't added the specifics to bgwiki yet.


You skipped my post! fatod quaduples the damage of the hits in the next turn. thats how I could get 3k hits in abyssea (single hits) 750 x 4 was 3k. lowest hit was 900. so it was not crit etc.. go back and read my post. its 4x damage. :P

you mean beast killer and plantoid killer match the potency of other killer effects at 99?
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#153 Dec 10 2011 at 6:54 PM Rating: Good
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Ah, sorry!

And yeah, they do. They're all 10% base at 99. I'm willing to bet that we got Tier 2 traits in the order that we got the original traits, so the easiest way to find them out would be to find when Vermin Killer upgrades and look for a pattern. 7 traits and probably 24 levels, so about one upgrade every 3 game levels. Plantoid Killer II was <=95 and Aquan Killer was <=90, but Beast Killer was >95 (I think), so maybe 78->81->84->87->90->93->96.

The problem is that we can't use Ferine Gausape on anything less than level 89. Still, I guess I could hammer out those last three pretty easily tomorrow.

One other thing:
Studio Gobli has Primal Rend as 30% DEX/40% CHR with a dSTAT term that's (BST CHR - Monster INT)*1.5. This is actually consistent with my experience (Twilight Helm gives more damage than 10 INT + 10 CHR), but I haven't personally verified it yet. Again, it'll take me like 20 seconds and a test server brew tomorrow, but if anyone wants to beat me to it please go ahead.

Edit: I confirmed it, they're right. The dSTAT term caps at 434 instead of the normal 24. Testing is on bgwiki.

Edited, Dec 11th 2011 11:31am by Byrthnoth
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#154 Dec 12 2011 at 8:07 AM Rating: Good
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Ahh, so the only way you'll cap the replacement for the dINT term (chr - int) is under brew.. so as.... Gotterdamarung was insisting, when brewing, you should go for killer effects gear + Ferine Gausape to maximize damage...
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#155 Dec 12 2011 at 3:32 PM Rating: Good
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He's probably right. If you had the option of either being perfectly geared for brewing Primal Rend/Cloudsplitter or being mostly naked with AF3+2 body and capped Intimidation rate (+25% damage), the latter option would probably do more damage. Killer Instinct with the right pet is +15 Intimidation rate and +15% damage. The right food is going to be +12 Killer. I'm sure you can squeeze another 7 killer out somewhere to cap it

38,210 base -> 54,926 after circle and AF3+2 bonuses

Atma of Beyond + Sellsword -> 79,203

If it's Lightsday and you put on Hateful Stream and Zodiac Ring -> 102,758

But yeah, brewing is all about abusing those extra term bonuses.
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#156 Dec 16 2011 at 9:48 AM Rating: Excellent
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I confirmed on the main servers that MailbusterCetas and AudaciousAnna are capped at level 95. Also, they STILL haven't placed a level cap on SlipperySilas, haha.
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#157 Dec 16 2011 at 1:20 PM Rating: Good
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Bookmarku wrote:
I confirmed on the main servers that MailbusterCetas and AudaciousAnna are capped at level 95. Also, they STILL haven't placed a level cap on SlipperySilas, haha.



LOLZZ that is funny. level 99 toad...

only as strong as a level 90 shasra dd though... so weaker still but... funny.
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#158 Dec 16 2011 at 3:45 PM Rating: Excellent
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I'm probably not the only person who has tried this, but I was playing with the Hippogryph in Ru'Avitau using Fantod (so awesome), and managed to pull this move off:

Fantod to Back Heel Combo

Not practical, but it was amusing, haha. The boost effect from Fantod lasts somewhere in the range of 15~30 seconds, maybe it varies based on TP?
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#159 Dec 16 2011 at 8:58 PM Rating: Good
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very nice.

If you got really lucky I figure you could do 9k in abyssea w/ it. Apoc, RR, GH or maybe SS.
triple attack after boost and have crit hits for all 3x of the hits.. could be up to 3k/each. but outside abyssea... yeah, thats crazy cool to pull off.

now the only question is what kind of damage can it pull off on higher level mobs outside abyssea. probably 1k at best, but dunno. Its the best spike damage we've had from a pet.

... you pet tp/hp echo looks just like mine!!

Edited, Dec 16th 2011 10:09pm by Xilk
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#160 Dec 16 2011 at 10:26 PM Rating: Excellent
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Xilk wrote:
... you pet tp/hp echo looks just like mine!!


Wuuuut. :D

So I got the Monster Jackcoat+2 today and was doing some testing to see what status ailments it removed, or whether it affected reward potency (it doesn't) or what-have-you... I went out to South Gustaberg and played with the level 1 bees. I found that it you inflict a status ailment through subjob and then charm+reward you'll get a message in the chatlog confirming that the status has worn off. Presumably this is how most of the old testing was done also?

Looking at the wiki entries for the Augmented Reward bodies, they should remove Paralyze, Poison, Blind (from Beastcoat usage), and Weight, Slow, Silence (from Monstercoat usage) respectively.

I found some discrepancies though. o _o

In performing the base tests for comparison, I found that Beast Jackcoat was able to remove Slow, Silence, and Weight effects, in addition to the effects already reported. So... what is the difference between Augments "Reward" I, II, and III? :o Suggestions?

Edit:

So, things to try out: Regeneration duration, removal of multiple status effects...

Here's me applying 5 status ailments to this poor lil' bee and then curing away all his troubles with pet food Alpha and a Monster Jackcoat+2: The Falkirk Giveth and Taketh Away

The result with the Beast Jackcoat is identical.

As far as regeneration duration is concerned, from the timestamps, Monster Jackcoat+2's regen effect was 2 minutes and 55 seconds, and when I repeated the test with Beast Jackcoat it was the same.

As a follow up to status effect removal, it doesn't remove Bio, Dia, Petrification or Doom.

Edited, Dec 17th 2011 10:08am by Bookmarku
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#161 Dec 17 2011 at 10:40 AM Rating: Excellent
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I'm confused looking at screenshot. did you use reward? its not in the log. is it filtered out?

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#162 Dec 17 2011 at 3:32 PM Rating: Excellent
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Yeah, at the part where it says Equipment Changed. I charmed and then used Reward in quick succession which is why they look out of order in the chatlog. And as soon as the reward goes off, all 5 status ailments are removed (they all have the same time stamp).

It's very easy to verify yourself, especially outside any starter town. I was 99BST/49RDM for the enfeebles.

Edit: And I'm saying you can verify this with any of the Jackcoats, because as of this writing they all appear to operate identically. Unless someone knows otherwise. o _o

Edit2: Here's another screenshot that more explicitly shows a Beast Jackcoat Reward removing a bunch of status ailments. Rewarding the Huge Hornetz.

Edited, Dec 17th 2011 5:20pm by Bookmarku
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#163 Dec 18 2011 at 12:34 AM Rating: Good
If it doesn't affect regen duration, could there be a difference in regen amount?

~sleepygirl
#164 Dec 18 2011 at 9:53 AM Rating: Decent
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What I really want to see is the +2 head and hands. Head for enhances killer effects, does it work like BST af3+2 body? also it's enhance killer instinct. Then hands for it's enhance augments call beast, and enhances beast affinity.
#165 Dec 18 2011 at 4:08 PM Rating: Excellent
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sleepygirl wrote:
If it doesn't affect regen duration, could there be a difference in regen amount?

~sleepygirl


Went out and tested this today. ^^ I fought Sabotenders, and after CourierCarrie took 455 damage from 1000 Needles (static across all three of my tests) I used Reward with particular Jackcoats. The time it took to regenerate to 100% HP was identical for both body pieces (1 minute and 50 seconds). So no change there... Still stumped. :3

Both of those tests were done with Beast Healer 4 merited, so I later did another test using the Monster Jackcoat+2 and 0 Beast Healer merits to get a comparison. It took 2 minutes and 50 seconds to regen to 100%, which was approximately the same duration as the regen effect itself.

I compiled the time stamps here.
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#166 Dec 18 2011 at 5:42 PM Rating: Good
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I hadn't thought about that before, but do you happen to know the base regen amounts for the different foods? I assume that was an alpha biscuit. Looks like about 6HP/tick base without Beast Healer merits? Does that vary with stat, you think?
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#167 Dec 18 2011 at 6:10 PM Rating: Excellent
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Byrthnoth wrote:
I hadn't thought about that before, but do you happen to know the base regen amounts for the different foods? I assume that was an alpha biscuit. Looks like about 6HP/tick base without Beast Healer merits? Does that vary with stat, you think?


Yeah, it'd be awesome to know the base regen amount... Is that the sort of thing you would test in PvP with a BLU? :o
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#168 Dec 18 2011 at 6:20 PM Rating: Excellent
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I suspect they bugged it when they added the +2.
I"m assuming the tests for status removal on regen in the past was accurate. I'm guessing they are both acting like the +2 now.

I dont' have hte +2 body yet, so I'll go see about some testing of the beast jackcoat +1 and the monster jackcoat

edit:
.. wow, I actually don't have the monster jackcoat at all.. I think bubu will be my next area of farming for awhile...
but I did confirm that beast jackcoat+1 removes slow, para, poison, blind, gravity (sleep ha), and silence.

it does not remove dia, bio or bind. I doubt it works for the blm stuff like choke, burn, etc.. but I'll take a quick look. NOPE, doesn't work on shock. I'm not gonna bother w/ rasp, burn, etc...

need help to test break or addle, but I don't think it would cure break (would be awesome if it did!) and addle probably matters less than silence for our pets.




Yes, regen amounts for pet food and poultice are exactly what I'd test in pvp w/ a bluemage.

Edited, Dec 18th 2011 10:36pm by Xilk
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#169 Dec 18 2011 at 11:13 PM Rating: Good
What does BLU bring to the process exactly? `.`
#170 Dec 19 2011 at 2:01 AM Rating: Good
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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.
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#171 Dec 19 2011 at 2:19 PM Rating: Excellent
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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.


Yes, calculating ticks and hp amounts from a % is a pain in the ****.
Voracious trunk or osmosis would do the trick for you and provide clearer results.
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#172 Dec 20 2011 at 9:21 PM Rating: Default
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Fantod does <400 dmg on EM bats in Bostaunieux Oubliette so we can all get over this BS now. SE can die in a fire.
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#173 Dec 22 2011 at 11:42 AM Rating: Excellent
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Test Server Update, 12/22/11

Testing on Monster Gloves +2 (Enhances "Beast Affinity")

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.

It's an early guess, but it feels like "Feral Howl" duration is doubled by Monster Jackcoat +2. Could be wrong though.

Monster Helm +2 (Enhances "Killer Instinct"): Each merit placed into Killer Instinct grants an additional 3 seconds of the Killer Circle Effect, to a maximum of +15 seconds at 5/5 merits. (Thanks, Byrth.)

Monster Trousers +2 (Enhances "Familiar"):

Level 86 NurseryNazuna before Familiar - 5114 Max HP
Level 86 NurseryNazuna after Familiar - 5624 Max HP

So it still adds 10% Max HP... Gonna check to see if a Charmed monster stays for more than 30 minutes...

Edited, Dec 22nd 2011 6:16pm by Bookmarku
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#174 Dec 22 2011 at 11:47 AM Rating: Good
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I expected this much on the enhances beast affinity bit. I take it you just need to have them on whenyou CB. Thats fine, already doing that for the call beast enhancement.

I'm going to hve to pop on and test some more.
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#175 Dec 22 2011 at 1:00 PM Rating: Excellent
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Monster Trousers +2 (Enhances "Familiar"): Increases Charm duration from 30 minutes to 40 minutes.

Tested this on a VT Snaggletooth Peapuk in the Boyahda Tree, and used the Familiar recast timer in the Abilities menu to verify the Charm duration.

Edit: The Reduces "Reward" recast time is -10 seconds.

I'm double-checking some of these numbers now, but here is preliminary data for Monster Helm +2's Augments "Killer" effects:

300% TP Cloudsplitter - 1242 dmg
300% TP Cloudsplitter w/ Monster Helm+2 - 1242 dmg (+0%)
300% TP Cloudsplitter w/ Monster Helm+2 and Killer Instinct - 1428 dmg (+15%)
300% TP Cloudsplitter w/ Ferine Gausape+2 and Killer Instinct - 1599 dmg (+28%)
300% TP Cloudsplitter w/ Monster Helm+2, Ferine Gausape+2 and Killer Instinct - 1642 dmg (+32%)

Edited, Dec 22nd 2011 2:49pm by Bookmarku
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#176 Dec 22 2011 at 2:25 PM Rating: Excellent
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Bookmarku wrote:
Monster Trousers +2 (Enhances "Familiar"): Increases Charm duration from 30 minutes to 40 minutes.

Tested this on a VT Snaggletooth Peapuk in the Boyahda Tree, and used the Familiar recast timer in the Abilities menu to verify the Charm duration.

Edit: The Reduces "Reward" recast time is -10 seconds.

I'm double-checking some of these numbers now, but here is preliminary data for Monster Helm +2's Augments "Killer" effects:

300% TP Cloudsplitter - 1242 dmg
300% TP Cloudsplitter w/ Monster Helm+2 - 1242 dmg (+0%)
300% TP Cloudsplitter w/ Monster Helm+2 and Killer Instinct - 1428 dmg (+15%)
300% TP Cloudsplitter w/ Ferine Gausape+2 and Killer Instinct - 1599 dmg (+28%)
300% TP Cloudsplitter w/ Monster Helm+2, Ferine Gausape+2 and Killer Instinct - 1642 dmg (+32%)

Edited, Dec 22nd 2011 2:49pm by Bookmarku



That seems a bit bugged. I'm glad they stack up, but the helm is making no improvment by itself. That tells me its not the "augments" effect we see from gausape. It appears to be more of an "enhances killer effects" trait (which is what I originally translated it as).
It seems to be a +8 killer effects boost from the last test.

I'm most interested in comparing w/ just gausape to testing gausape + helm (w/out killer instinct). might throw in beast trousers a little also to see if its an even or odd number. However this would show the killer effects + value. Frankly a +4% to the damage modification from gausape is a respectable effect.

Would need to rework whether killer effects or twilight is best for ws's again...


Edited, Dec 22nd 2011 3:28pm by Xilk
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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.

~sleepygirl
#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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