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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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