Forum Settings
       
« Previous 1 2
Reply To Thread

Killer Instict is up for Enhancement ~ very niceFollow

#1 Jan 24 2012 at 5:18 PM Rating: Good
Sage
***
2,098 posts
Quote:
Also, in regards to beastmaster’s ability “Killer Instinct,” we are planning to revamp the merit points as outlined below. As we have just begun to look into this there is a high chance it might change.

Current:
Effect duration: 1 minute
Recast time: 15 minutes
Each merit point reduces the recast timer by 2 minutes 30 seconds

Adjustment plan:
Effect duration: 3 minutes
Recast time: 5 minutes
Each merit point increases the Killer effect +2

http://forum.square-enix.com/ffxi/threads/19949-Adjustments-to-Circle-type-Job-Abilities?p=267343#post267343

I really hope they don't change this idea before they implement it.

A 5 min recast, 3 min duration makes this Tremendously more useful. It means you can keep that damage boost up 60% of the time instead of the previous 20% of the time at best.

Also, Gausape means that BST are double dipping on the killer effect boost.
+15 killer effect boost is standard, if they add 2/additinal merit it would be another +8. so +23 Killer effect for 60% of the time instead of the current best of potentially 20% of the time.

Well, we have +10 from our tier 2 killer effects already. (+8 from tier 1). 5x killer effects merits means +5. So, we would get +38 killer effect using merits and NO GEAR.
I keep killer shortbow on which would bring me up to a normal +40 killer effects. (monster helm +2 for another +5 killer effects in primal rend or maybe other WS's).

Thats +20% damage. which is separate from the +15% built into the circle effect already. I still have questions about how these interact. My last test showed +40% damage when using +37 killer effect and the +15% to damage from killer instinct.

It looks alot easier to keep an almost capped killer effects+ trait (caps at +50) and keep them up much longer.

Just making the recast a base 5 min and the duration 3 min, means we can get a big damage boost alot of the time w/ the right pet. Adding killer effects (better than current tier 1 killer effect boost) to this will make it that much better.

Either way it gives us a large damage boost. We are in a position to take much better advantageof this that other jobs getting their circle effects buffed. They only have killer for 1 mob family each(arcana, dragon, undead, demon) We have 7 mob families.

____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#2 Jan 25 2012 at 2:41 AM Rating: Good
**
983 posts
They multiply together. I agree that it is a substantial buff!
http://www.bluegartr.com/threads/103222-Dev-Tracker-%283-8-2011%29?p=5014113&viewfull=1#post5014113
____________________________
Yay for Jhereg!
http://www.ffxiah.com/player/Lakshmi/Byrth
#3 Jan 25 2012 at 7:26 AM Rating: Excellent
Sage
***
2,098 posts
Byrthnoth wrote:


thanx. yeah, I actually had that cleared up before, but forgot. sleepy brain going too many directions.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#4 Jan 25 2012 at 9:12 PM Rating: Default
Scholar
***
3,769 posts
Too bad it will only work against lizards. If you're DD'ing, you're using shasra, lulush, or hobs, so you're only giving lizard killer circle. So it's still pretty crappy.

It never should have been your pet's killer effect, but should have been all your killer effects. That's what keeps it worthless.
____________________________
Quote:
Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#5 Jan 25 2012 at 9:58 PM Rating: Good
Sage
***
2,098 posts
louispv wrote:
Too bad it will only work against lizards. If you're DD'ing, you're using shasra, lulush, or hobs, so you're only giving lizard killer circle. So it's still pretty crappy.

It never should have been your pet's killer effect, but should have been all your killer effects. That's what keeps it worthless.


nonsense. I carry lots of jugs around with me. most are quite acceptable dd (gerard and raphie being the exceptions). I really should test out Louise and Julio since the update... I have the jugs sitting in satchel, and I'm sure no one has bothered and most probably haven't remembered...

The only family we don't have a good option for at level 99 is an aquan. need a fish or something to take intimidate those amorphs away.

besides, this is also exactly the kind of place an experienced bst can show their worth vs a bandwagon bst.

Edited, Jan 25th 2012 10:59pm by Xilk
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#6 Jan 25 2012 at 11:55 PM Rating: Good
13 posts
This is a pretty nice buff for all of those Dynamis Valkurm farmers. If you're using yuly, you'll be able to take advantage of this on the DC treant and funguar rotation (or goobbues if its too crowded).
#7 Jan 26 2012 at 10:18 AM Rating: Good
Scholar
***
1,146 posts
Don't forget Gerard has corrosive ooze which is a huge damage boost to everyone in the alliance if you are fighting tougher mobs.
#8 Jan 27 2012 at 3:48 AM Rating: Default
Scholar
***
3,769 posts
Xilk wrote:
louispv wrote:
Too bad it will only work against lizards. If you're DD'ing, you're using shasra, lulush, or hobs, so you're only giving lizard killer circle. So it's still pretty crappy.

It never should have been your pet's killer effect, but should have been all your killer effects. That's what keeps it worthless.


nonsense. I carry lots of jugs around with me. most are quite acceptable dd (gerard and raphie being the exceptions). I really should test out Louise and Julio since the update... I have the jugs sitting in satchel, and I'm sure no one has bothered and most probably haven't remembered...

The only family we don't have a good option for at level 99 is an aquan. need a fish or something to take intimidate those amorphs away.

besides, this is also exactly the kind of place an experienced bst can show their worth vs a bandwagon bst.

Edited, Jan 25th 2012 10:59pm by Xilk


Except all those jugs have absolutely terrible damage. Dapper mac, merle, raphie, anna, louise, julio, cetas and fargann all do even more pitiful damage than yuly, nazuna's capped out at 86, and falcor is just meh. (if he decides to triple attack a lot he's almost as good as the beasts, but that's unreliable, and look at that price...) Gerard's damage is also terrible, slow isn't needed on anything but NM's, and you can't use corrosive ooze but once every 3 minutes, restricting him to a NM only jug.

You could perhaps get away with using seighard to get vermin killer, he's weaker than the others but not by too much, but when does a group ever fight vermin?

It should be the master's killer effects like all other circle effects. Otherwise, for anything but lizards, your bonus damage will be canceled out by the massive damage loss of an inferior pet. I suppose it could be useful to also boost your party, but I'm having a hard time picking out any NM or EXP camp other than bluffalos that we can even intimidate. EXP parties seem to favor sand sweepers, or some variety of squishy detector, and all the nasty NM's you need a boost on are demons/dragons/undead/arcana/ uncategorized.

Edited, Jan 27th 2012 4:50am by louispv
____________________________
Quote:
Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#9 Jan 27 2012 at 7:37 AM Rating: Good
Sage
***
2,098 posts
my aren't you positive...

and your wrong. you're spouting unqualified negative drivel.

you deliberately ignoring or just didn't catch it? julio's attack speed has been increased and they fixed louise. (had stats from previous funguar).

So how sucky are they now? oh! thats right, no one has even bothered to check.

you don't even know how the dd on the pets really compares.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#10 Jan 27 2012 at 9:28 AM Rating: Decent
Scholar
**
272 posts
And Nazuna is level 99 if you've finished and augmented your relic hands.
____________________________
Free Tibet!*

*With purchase of an additional Tibet of equal or greater value
#11 Jan 27 2012 at 4:13 PM Rating: Good
Avatar
****
9,356 posts
also Louise was never too bad. Not quite as good as the bunny but I loved using her anyway. Only thing is/was she is hard to get from the AH. Also I'd like to see the parses done on overall damage with boost from Killer Instinct before folks declare it isn't worth using anything but a tiger or w/e

____________________________
lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

clicky
#12 Jan 27 2012 at 8:58 PM Rating: Decent
Sage
***
2,098 posts
Olorinus wrote:
also Louise was never too bad. Not quite as good as the bunny but I loved using her anyway. Only thing is/was she is hard to get from the AH. Also I'd like to see the parses done on overall damage with boost from Killer Instinct before folks declare it isn't worth using anything but a tiger or w/e


if you have +40% damage from killer instinct (which I have already done w/out the addition +8 killer effects SE described) and you keep it up 3/5 of the time, then its an overall +24% damage for master. easy calculation there.

That is a big bonus. Next is to check if any pet makes up that different on the mob in question.

Edited, Jan 27th 2012 9:59pm by Xilk
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#13 Jan 27 2012 at 9:05 PM Rating: Decent
Sage
***
2,098 posts
Xilk wrote:
Olorinus wrote:
also Louise was never too bad. Not quite as good as the bunny but I loved using her anyway. Only thing is/was she is hard to get from the AH. Also I'd like to see the parses done on overall damage with boost from Killer Instinct before folks declare it isn't worth using anything but a tiger or w/e


if you have +40% damage from killer instinct (which I have already done w/out the addition +8 killer effects SE described) and you keep it up 3/5 of the time, then its an overall +24% damage for master. easy calculation there.

That is a big bonus. Next is to check if any pet makes up that different on the mob in question.

Edited, Jan 27th 2012 9:59pm by Xilk



Edit:
Actually, this gets me thinking of another way to compare pets that may be more useful.
I think I'm going to start collecting parses of pet performance. I think there are a few here interested in this. If we just agree upon a few benchmarks like level level of prey mob and defense, we could gather some parses and determine some benchmark comparisons for jug pet attack and def. compare them to mid-range def and high def mobs and see how the dd output is.

I would only want to collect data on level 99 pets. I would want the level range of the prey and defense range also. and then just aggregate stuff for each jug. That might be a simpler approach to it. using a parser is something many of us use.

Please let me know if you have good ideas for benchmark standards, mobs, or data organization methods.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#14 Jan 31 2012 at 8:12 PM Rating: Default
Scholar
***
3,769 posts
Xilk wrote:
my aren't you positive...

and your wrong. you're spouting unqualified negative drivel.

you deliberately ignoring or just didn't catch it? julio's attack speed has been increased and they fixed louise. (had stats from previous funguar).


Julio had double normal attack delay before the adjustment, and they lowered it to normal delay. He is still @#%^ing terrible. The fungaur is still crap. It has to double attack to do the damage of a single hit from hobs, and it's ws's do less damage.

Quote:
So how sucky are they now? oh! thats right, no one has even bothered to check.

you don't even know how the dd on the pets really compares.


If "Nobody" has checked, I guess that means you haven't either. Cause the half a stack of both sitting in my mog house since that update tells me that I have checked, and they were terrible. They were terrible fighting low EP's for trials, they were terrible against NM's in sky, and they were terrible in abyssea.

Each new round of pets have been stronger than the older ones. Hobs is a better lulush, shasra is a better clyvonne, gerard is a better fargann, falcor is a better yuly. Even mac is a better merle, though our MNK jugs have always blown. The difference is huge and obvious even to the naked eye. If your argument depends on using the old pets, and the old pets are so obviously worse than the new ones, then you are weakening yourself to give yourself a buff. Just ask SMN how well avatar's favor worked out on that front.



Edited, Jan 31st 2012 9:30pm by louispv
____________________________
Quote:
Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#15 Jan 31 2012 at 9:19 PM Rating: Excellent
Scholar
***
1,146 posts
Except pet damage is only a small part of overall damage on anything worthwhile. The extra damage from killer instinct will blow away the difference in pet damage.
#16 Jan 31 2012 at 9:33 PM Rating: Default
Scholar
***
3,769 posts
darkhorror wrote:
Except pet damage is only a small part of overall damage on anything worthwhile. The extra damage from killer instinct will blow away the difference in pet damage.


Except we will get no damage bonus at all on anything worthwhile, because 90% of worthwhile content, we don't get killer effects for. Maybe you could use it for Kaggen, Qilin and.... nightmare mandies? That's pretty much it.
____________________________
Quote:
Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#17 Feb 06 2012 at 6:00 PM Rating: Excellent
Avatar
****
9,356 posts
well if you don't get killer effects on the prey you don't have to worry about not using your best jug... so sh^t is situational, amirite? I am quick to complain but even I won't complain about a buff to one of our JA, even if it does take some juggling to make use of it.
____________________________
lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

clicky
#18 Feb 16 2012 at 7:11 AM Rating: Excellent
Sage
***
2,098 posts
doh, looks like SE realized what player recognized immediately on this killer instinct announcment.

They are changing their proposed specs for it ;.;)
we are getting baranced.

they are reducing recast to 5 min, but not increasing duration.
They switched the additional merits to extending duration instead of increasing the killer effect. so max duration w/ 5/5 merits would be 1:40...

on the plus side, the feral howl adjustment is all improvment...
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#19 Feb 16 2012 at 7:43 AM Rating: Excellent
Avatar
**
268 posts
Xilk wrote:
doh, looks like SE realized what player recognized immediately on this killer instinct announcment.

They are changing their proposed specs for it ;.;)
we are getting baranced.

they are reducing recast to 5 min, but not increasing duration.
They switched the additional merits to extending duration instead of increasing the killer effect. so max duration w/ 5/5 merits would be 1:40...

on the plus side, the feral howl adjustment is all improvment...


Dang, the killer effect adjustment would've been nice...

One thing that I wonder (because it's not explicitly stated, but it would coincide with every other Circle JA adjustment) is will they follow through with the increase from 1min to 3min in terms of basic duration? I feel like having 4 minutes out of every 5 with Killer Effect Circle potential screams insta-5/5 for me and my playstyle. If they leave it at 1 minute, though... ; ;

As for Feral Howl, 20% more accuracy actually doesn't appeal to me. I'll miss the extended duration with Monster Jackcoat+2, but it lands almost all the time on EP~DC mobs anyway. HMMMM~ I mean, this isn't gonna make it land on worthwhile NMs, so I... dunno. XD I predict it's gonna be a claiming tool/Dynamis proc still. And an occasional stun when you're doing Magian Trials or something, haha.

Hey, here's another question, if they had kept the old Killer Instinct adjustment model, do you think that the +8 Killer Effect at 5/5 would've applied to just the Beastmaster, or to all affected party members? I was never clear on that. :o

Looking at this new outline... what are you gonna merit?

Edit: I just read your comments on FFXIAH and the Official Forums - does Feral Howl miss that often on EPs for you? Maybe I have crazy luck, cause it lands at least 95% of the time for me. Even when I did like 50 Feral Howls in a row when testing the Monster Jackcoat+2 on EM~T Bluffalo, it landed 100% of the time. I never had to repeat a test because of Feral Howl accuracy.

I feel like some mobs are more prone to it than others though... I didn't think it would be so effective against Skeleton-type mobs, but it pretty much always lands on them, too. Trying to think of a mob type that it doesn't work that well on... Does it land on UFOs? Well, anyway...

Edited, Feb 16th 2012 9:05am by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#20 Feb 16 2012 at 8:05 AM Rating: Excellent
Sage
***
2,098 posts
I will probably still merit killer instinct and drop feral howl (which has been my plan since the announcment), but I've made a feedback thread on SE forums asking to get it back to 3 min duration.
if its 15 seconds from monster helm +2 and 40 seconds from additional merits, you can still get a 1:55 duration out of it.
~ 2/5 of the time you can keep it up. which is still a really great dd boost. We will still be able to boost up to +40% damage for that duration.

I was really paying attention to my feral howl during my last couple dynamis runs. I guess I should count the numbers to do a better job, but even on ep's it was only landing maybe 50% of the time... I don't mean proc, i mean just not MISS. it has some significant -acc going on...
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#21 Feb 16 2012 at 8:11 AM Rating: Excellent
Avatar
**
268 posts
Xilk wrote:
I will probably still merit killer instinct and drop feral howl (which has been my plan since the announcment), but I've made a feedback thread on SE forums asking to get it back to 3 min duration.
if its 15 seconds from monster helm +2 and 40 seconds from additional merits, you can still get a 1:55 duration out of it.
~ 2/5 of the time you can keep it up. which is still a really great dd boost. We will still be able to boost up to +40% damage for that duration.

I was really paying attention to my feral howl during my last couple dynamis runs. I guess I should count the numbers to do a better job, but even on ep's it was only landing maybe 50% of the time... I don't mean proc, i mean just not MISS. it has some significant -acc going on...


Ah, I edited my last post asking you about Feral Howl. :D Thanks for the reply.~

Do you solo Dynamis? Or do you party with other folks who are DNC main and/or DNC subjob? The reason I ask is because Feral Howl won't work during Violent Flourish's stun duration. I always curse my duo partner (and slap my own wrist) when I Feral Howl right when he VFs, because it will miss 100% of the time if the mob is already stunned by any means.

Likewise, a terror'd mob can't be stunned by Violent Flourish (though in this case, you can at least PROC with VF on a Feral Howled mob).

Edit: If I'm wrong in my assumption about your Dynamis partying situation and your knowledge of VF/FH interaction, my apologies - it could be that we just have very different Feral Howl experiences. o _o

Edit2: Those translations that were posted on BG, which gave us insight into the Relic+2 enhancements, hinted that the Killer Instinct boost was +4 seconds per merit. Anyone able to confirm that it's a 20 second extension at 5/5 with Monster Helm +2?

Edited, Feb 16th 2012 10:21am by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#22 Feb 16 2012 at 11:17 AM Rating: Excellent
Sage
***
2,098 posts
Thanks for double checking Falkirk.

I did see that translation on bg but forgot about it. Thank you for the reminder. I haven't actually finished the xp trial on my head on live server.

As far as my dynamis playing patterns... sometimes i solo and sometimes I go in duo/trio's.. but I think you hit the nail on the head.

I didn't know that about stun vs terror. I think that will make a big difference in my use of it. I've been getting complete fails on feral howl because of exactly that, usually using it on an already stunned mobs.

I dont' know if it will affect my choice of Killer instinct vs Feral Howl now. I've been sitting at 5/5 feral howl, 3/5 killer instinct & 2/5 Beast Healer for awhile now. I am sure that after the killer instinct adjustment I'll want 5/5 on those merits. I'm not sure whether I'll probably take them from Feral howl now. If the acc isn't a huge issue, I might keep 1/5 feral howl (since recast will remain 5 min) then 4/5 beast healer.


I will say i had a really cool proc the other day. I was fighting tigers in qufim, and used spiral spin to proc it. Fortuitously another not-yet-aggressive-recently-just-respawned tiger ws walking behind it and I proc'd both with Spiral Spin.
This is perhaps the first double proc I've seen on an AoE since they nerfed it. glad to know it can still happen.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#23 Feb 18 2012 at 4:42 PM Rating: Decent
Avatar
**
268 posts
Xilk wrote:
I will say i had a really cool proc the other day. I was fighting tigers in qufim, and used spiral spin to proc it. Fortuitously another not-yet-aggressive-recently-just-respawned tiger ws walking behind it and I proc'd both with Spiral Spin.
This is perhaps the first double proc I've seen on an AoE since they nerfed it. glad to know it can still happen.


Haha, wicked, I love when those happen.

You guys probably already saw this, but someone on the official forums pointed out that the omitted duration info was edited into the BST Job Adjustments Community Rep post.

"Duration increased from one minute to three. (revised February 17)"

So 4 mins out of every 5, with capped merits and enhanced Monster headpiece. :)

Edited, Feb 18th 2012 5:43pm by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#24 Feb 19 2012 at 1:54 AM Rating: Good
**
983 posts
Technically it'll be 3:40/5, but yeah. =p That's awesome!
____________________________
Yay for Jhereg!
http://www.ffxiah.com/player/Lakshmi/Byrth
#25 Feb 19 2012 at 6:43 AM Rating: Excellent
Avatar
**
268 posts
Byrthnoth wrote:
Technically it'll be 3:40/5, but yeah. =p That's awesome!


Yes, you're right. :D 3:40 with 5/5 merits.

Monster Helm +2 is now one of my favorite relic pieces, lawl. Bumping that to 4 minute duration is so awesome. ; ; <3

Edited, Feb 19th 2012 8:50am by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#26 Feb 19 2012 at 4:17 PM Rating: Good
Sage
***
2,098 posts
Bookmarku wrote:
Byrthnoth wrote:
Technically it'll be 3:40/5, but yeah. =p That's awesome!


Yes, you're right. :D 3:40 with 5/5 merits.

Monster Helm +2 is now one of my favorite relic pieces, lawl. Bumping that to 4 minute duration is so awesome. ; ; <3

Edited, Feb 19th 2012 8:50am by Bookmarku



my thoughts exactly. 4/5 of the time having killer instinct up is FANTASTIC! Looks like an overal 25% boost in damage. w/ a few spikes depending on killer effects gear.

2 more runs of dyna valkurm for xp on head piece and that trial will be done.

Edited, Feb 19th 2012 5:18pm by Xilk
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#27 Feb 20 2012 at 12:57 AM Rating: Good
**
983 posts
We actually don't know how Monster Helm is working. It could be +4 seconds per level, or it could be +1/15 duration per level. The AF1 feet for Circle jobs that got patched this past update were actually +50% duration and not +30 seconds duration, so they get 4.5 minute Circles now. We might end up with a 293 second duration with AF2+2 helm.

Here is an example:
http://wiki.bluegartr.com/bg/Arcane_Circle
____________________________
Yay for Jhereg!
http://www.ffxiah.com/player/Lakshmi/Byrth
#28 Feb 20 2012 at 11:56 AM Rating: Good
Sage
***
2,098 posts
Byrthnoth wrote:
We actually don't know how Monster Helm is working. It could be +4 seconds per level, or it could be +1/15 duration per level. The AF1 feet for Circle jobs that got patched this past update were actually +50% duration and not +30 seconds duration, so they get 4.5 minute Circles now. We might end up with a 293 second duration with AF2+2 helm.

Here is an example:
http://wiki.bluegartr.com/bg/Arcane_Circle


thank you. I guess we wait until we get it to see.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#29 Feb 24 2012 at 8:13 AM Rating: Excellent
Avatar
**
268 posts
Test Server update today, checked out the new Killer Instinct...

With 5/5 Killer Instinct merits and enhanced Monster Helm +2 the KI duration is 3:55.

Edit: Hmmmmmm! Something is wrong here... The minimum KI duration is off by 5 seconds. With only 1 merit, and no helm, it lasts 2:55. o _o I get the "Falkirk's Killer Instinct effect wears off." message around the 2:54 timer mark, so the base duration is a tad short.

Edited, Feb 24th 2012 10:37am by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#30 Mar 27 2012 at 7:56 AM Rating: Excellent
Avatar
**
268 posts
Now that the Killer Instinct update is here, it feels good, man.

50% Intimidation rate and -40% DT? I'll take it. :D
____________________________
Falkirk - Quetzalcoatl
99BST
#31 Mar 27 2012 at 2:12 PM Rating: Decent
Scholar
**
485 posts
So what I would like to know is how Killer Instinct effects fellow party members? I know party members benefit from the extra duration with merits. 3min to 4min. But can it be further enhanced? I.e. bst wears Ferine Cabasset +2 and Ferine Gausape +2 for Augments "Killer" effects and 5x killer effects merits. Do those buffs transfer to party members when the bst uses Killer Instinct? Or are those buffs for the bst only?

Short version: can a bst boost damage for party members with gear/merits when he uses Killer Instinct?

#32 Mar 27 2012 at 2:15 PM Rating: Good
Sage
***
2,098 posts
Bookmarku wrote:
Now that the Killer Instinct update is here, it feels good, man.

50% Intimidation rate and -40% DT? I'll take it. :D



Yeeha!

10% native trait
5% from monster helm +2
5% from pipilaka belt
15% from killer instinct
2% from tatami shield
2% from killer shortbow
3% from vermin earring

42% intimidation rate... I take it you are using Wizard Cookei or Ginger Cookie? for the last 10~12%?

So you are overshooting by perhaps 4%

Monster Helm +2
Killer Instinct
Native Trait
Tatami shield
Killer shortbow
Food

these seem to be pretty easily available sources for any Killer Effect BST will use.

Seems 44% Intimidation rate is pretty easy to do for BST vs any mob in our categories...

Still this opens some really cool possibilities for tanking on BST main instead of pet. (can still snarl to pet in emergency)
Unlike PDT, the intimidation can block pretty much any action the mob is taking including spells and Tp moves. So there is a 50% Chance that Firega 4.. won't go off when bst is the main target... That protects ALOT more than just me from damage. Thats a 50% paralyze when you are the target!

It makes me want to tank admantoise or behemoth w/ this setup. (horns of war here I come; even better: LEGION!!). I wonder how much damage Meteor would actually do...

did you see 1000 needles intimidated much during your test?


____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#33 Mar 27 2012 at 2:46 PM Rating: Decent
Scholar
***
3,769 posts
Intimidation is affected by your stats vs the enemy's. You won't intimidate anything worth fighting nearly that much. Very nice DT-% though. I forgot it did that.

Now to test whether it would work on spells. 1000 needles is a plantoid move, so it's damage is obviously reduced. But would, say, a spell cast by a plantoid be reduced, or is it not technically a plantoid move and would deal full damage?
____________________________
Quote:
Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#34 Mar 27 2012 at 3:46 PM Rating: Decent
Sage
***
2,098 posts
louispv wrote:
Intimidation is affected by your stats vs the enemy's. You won't intimidate anything worth fighting nearly that much. Very nice DT-% though. I forgot it did that.

Now to test whether it would work on spells. 1000 needles is a plantoid move, so it's damage is obviously reduced. But would, say, a spell cast by a plantoid be reduced, or is it not technically a plantoid move and would deal full damage?


Fixed that for you because it is completely false. We've tested and parsed this quite thoroughly.
50% of any action the mob takes that is targeted at you will be intimidated. It doesn't matter what the ability is. Its not like a blue spell which is classified as a plantoid type...

Have you honestly never seen a mob try to cast a spell on you and get intimidated instead?
I've seen it. It works.

If you cap killer effects+ (which i forgot to add tamer's ring for the occasional 3% bringing an easy 49% KE set!!) you have 50% intimidation rate, and 40% -dt... 80% of the time anyway.. because it will only last for 4/5 min. You need to go to the trouble of having the jugs and Killer effects+ food on you... but dang that's awesome. Its probably not possilbe, and definitely not worth it to try to stack this to 50% mdt or pdt gear separately... well you would only need 35% to cap it (15% from killer instinct) but still its all going to be worth 1/2 as effective...

So tank on master for 4 min... snarl when it wears off... then do it again in another minute if you need to.
I think I'll start carrying stacks of these crackers in my satchel.

____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#35 Mar 27 2012 at 4:05 PM Rating: Excellent
Sage
***
2,098 posts
Breaze wrote:
So what I would like to know is how Killer Instinct effects fellow party members? I know party members benefit from the extra duration with merits. 3min to 4min. But can it be further enhanced? I.e. bst wears Ferine Cabasset +2 and Ferine Gausape +2 for Augments "Killer" effects and 5x killer effects merits. Do those buffs transfer to party members when the bst uses Killer Instinct? Or are those buffs for the bst only?

Short version: can a bst boost damage for party members with gear/merits when he uses Killer Instinct?



Ferine Cabasset +2 doesn't affect Killer effects or Killer instinct at all.
Monster Helm +2 does. It increases KI merit potency (maximum of +1 min duration via merits) Also it gives +5 to Killer effects.
The extended duration from Monster helm +2 should affect party members. Its really just enhancing the JA so the duration is set when the JA is used.
It works the same s other circle abilities for other party members:
+15% damage dealt
-15% damage taken
+15% Killer effect

This is all the bonus other players will get. Killer effects+ on bst main will not affect other players.
This is really what is already happening w/ bst. However it is stacking higher due to Ferine Gausape +2 and the BST's higher killer effect.

this is also giving a +25% damage bonus if you have Killer effects capped this way..

This might help peak the ruinators up to 4k more often... depends on how much str I sacrifice for it..

I wish we had a magian axe that added Killer effects now ^.^.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#36 Mar 27 2012 at 4:19 PM Rating: Excellent
Avatar
**
268 posts
Breaze wrote:
Short version: can a bst boost damage for party members with gear/merits when he uses Killer Instinct?


My guess would be that you can't boost party members' Killer Instinct effect, aside from the extended duration. If it has been shown otherwise, mah bad, but that'd be my inclination. Edit: Xilk answered this faster and much better!

Xilk wrote:
10% native trait
5% from monster helm +2
5% from pipilaka belt
15% from killer instinct
2% from tatami shield
2% from killer shortbow
3% from vermin earring

42% intimidation rate... I take it you are using Wizard Cookei or Ginger Cookie? for the last 10~12%?
So you are overshooting by perhaps 4%


Yeah, you're right I used Wizard Cookie - I've got all 7 types of killer effect cookies on hand. :) And yeah, I overshot the cap... ; ;
Edit: Actually, I have 5/5 Killer Effect merits too... So I overshot by way more?

Xilk wrote:
Still this opens some really cool possibilities for tanking on BST main instead of pet. (can still snarl to pet in emergency)
Unlike PDT, the intimidation can block pretty much any action the mob is taking including spells and Tp moves. So there is a 50% Chance that Firega 4.. won't go off when bst is the main target... That protects ALOT more than just me from damage. Thats a 50% paralyze when you are the target!

It makes me want to tank admantoise or behemoth w/ this setup. (horns of war here I come; even better: LEGION!!). I wonder how much damage Meteor would actually do...

did you see 1000 needles intimidated much during your test?


I was under the impression TP moves were like WSs in that they can't be paralyzed. :o In any case, no, I never intimidated Needle Shot or 1000 Needles. Spells on the other hand, I've intimidated lots of those. :3

It was purely for goofing around, but I also wanted to poke Pancimani with the Plantoid Killer set.

Also of note, with info from this BG post by Byrthnoth, you can pass the -50% damage taken cap by taking advantage of Killer Effects.

Edited, Mar 27th 2012 6:36pm by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#37 Mar 27 2012 at 4:45 PM Rating: Excellent
Sage
***
2,098 posts
hmmm... I might have been confusing weaponskills with job abilities... Which to monster tp moves fall under? Weaponskills or Job abilities?
We should have plenty of opportunity to find out w/ the Killer Instinct builds now... you are probably right and they can't be intimidated...

I forgot about Killer effects merits also!!

15% killer effects traits + merits
15% Killer instinct
10~12% from food
helm 5%

bow 2%
shield 2%
ring 3% (but stupid latent conditions)

I'm just planning what I want my set to be (and I'm thinking aloud on the forum).. 45% is solidly covered... 47% if I stick just to HQ food.
The last 3% is a comparison of trade offs:

Tatami shield wins if I'm not dual-wielding
Killer Shortbow can be equipped anytime, but swapping for pet or petfood costs TP when shortbow goes back on. (I was doing this for over a year)
Tamer's ring gets the 3% perfectly, but has the really stupid latent making it no good for WS's

There's also an easy 5% from pipilaka belt or melaco mittens if its birds or plants.. then you dont' need to worry w/ shield vs, bow vs ring... but my inventory is overflowing enough already...
I think I'll probably be using the bow and leave it at 49% most the time. use the shield only when not dual wielding. the killer effects food stacks to 99 so I think I'll be carrying each and put them in same macro as killer instinct. they only last 3 min....

Edited, Mar 27th 2012 6:52pm by Xilk



Oh yeah! I thought of something to test!
While Killer Instinct is active, what happens when you switch pets?

Do the effects stay the same for the mob family, or do they change? (i suspect they stay the same)
I'll test this when I get home if you don't hit it first. The duration was so short before, it wasn't really a valid question.. now it might be useful to know.

Quote:
Also of note, with info from this BG post by Byrthnoth, you can pass the -50% damage taken cap by taking advantage of Killer Effects.


I remembered that, but the best you can get is 62.5%
The -dt from ferine Gausape's effect on Killer effects is 1/2 the killer effect. if you have 50% -pdt then the remaining damge is reduced by 25% (max from gausape) you only get a net reduction of 62.5% Unless the 15% from killer effect does not count towards this 50% pdt cap... which I doubt.
Its kind of tricky this way. I think you get the most benefit from killer effect bonus capped 25%. This would mean any -damage taken gear would be 25% less effective than normal.. I'm not sure where the ideal mix would be for bst. I'm guessing only a few pieces w/ large boosts would be worth it.. ~40% total from Killer instinct and killer effects bonsues seems rather worthwhile.


Edited, Mar 27th 2012 7:29pm by Xilk
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#38 Mar 27 2012 at 5:15 PM Rating: Excellent
Avatar
**
268 posts
Xilk wrote:

I think I'll probably be using the bow and leave it at 49% most the time. use the shield only when not dual wielding. the killer effects food stacks to 99 so I think I'll be carrying each and put them in same macro as killer instinct. they only last 3 min....

Oh yeah! I thought of something to test!
While Killer Instinct is active, what happens when you switch pets?

Do the effects stay the same for the mob family, or do they change? (i suspect they stay the same)
I'll test this when I get home if you don't hit it first. The duration was so short before, it wasn't really a valid question.. now it might be useful to know.


NQ food is 3 minutes if you're going that route, yeah. HQ food is quite nice, lasting 5 minutes and a lil' extra potency if you need it. :)

As for your question about pet swapping, hmmm... You're probably right about the Killer bonus remaining the same, i.e. potency against the original pet's prey. But it's worth checking out!

Edit:So, since Byrth's testing shows PDT and Killer effects being calculated in seperate steps for damage taken, would this work?...

Axe / Axe / Killer Shortbow / _______
Monster Helm +2 / Twilight Torque / Suppanomimi / Brutal Earring
Ferine Gausape +2 / Melaco Mittens / Dark Ring / Dark Ring
Mollusca Mantle / Nierenschutz / Ogier's Breeches / Jingang Greaves

Twilight Torque -5% PDT / -5% MDT
Melaco Mittens -3% PDT
Dark Ring x2 -12% PDT / -12% MDT
Mollusca Mantle -5% PDT / -5% MDT
Nierenschutz -3% PDT / -3% MDT
Ogier's Breeches -5% PDT
Jingang Greaves -3% PDT

= -36% PDT and -25% MDT from gear

An extra -15% DT from Killer instinct gives -51% PDT and -40% MDT.

Natural Trait - 10% Killer effect
Monster Helm +2 - 5% Killer effect
Killer Shortbow - 2% Killer effect
Killer Effects Merits x5 - 5% Killer effect
Killer Instinct Bonus - 15% Killer effect

That's 37% Killer effect, and if you eat HQ cookie/cracker you'll be at 49% Killer effects. Divide that value in half and you end up with an additional -24% PDT/MDT for a total of -75% PDT and -64% MDT. O_O Did I do the math right?

Edit: Found an error. :x

Edited, Mar 27th 2012 7:50pm by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#39 Mar 27 2012 at 5:40 PM Rating: Excellent
Sage
***
2,098 posts
ha! hq food is perfect then! 5 min is same as killer instinct recast! I love it!


in your plantoid killer shot, are you wearing any additional -pdt gear?

As I see it you are getting the 25% damage reduction from gausape and capped killer effects. that would reduce the 500 damage from 1000 needles to 375. Reducing that to 299 is just shy of another 20% reduction. I expect 15% reduction from killer instinct... but where is the other ~5% pdt coming from?

what neck pieces is that?


Quote:
That's 32% Killer effect, and if you eat HQ cookie/cracker you'll be at 44% Killer effects. Divide that value in half and you end up with an additional -22% PDT/MDT for a total of -73% PDT and -62% MDT. O_O Did I do the math right?


you are missing 5% on the killer effects. its 47%
15% from trait + merits
15% from Killer instinct
12% from HQ food
5% from monster helm
thats 47%
shortbow for 49%
Edited, Mar 27th 2012 7:44pm by Xilk

Edited, Mar 27th 2012 7:45pm by Xilk
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#40 Mar 27 2012 at 5:41 PM Rating: Excellent
Avatar
**
268 posts
Xilk wrote:
ha! hq food is perfect then! 5 min is same as killer instinct recast! I love it!


in your plantoid killer shot, are you wearing any additional -pdt gear?

As I see it you are getting the 25% damage reduction from gausape and capped killer effects. that would reduce the 500 damage from 1000 needles to 375. Reducing that to 299 is just shy of another 20% reduction. I expect 15% reduction from killer instinct... but where is the other ~5% pdt coming from?

what neck pieces is that?


Oh, Wiglen Gorget. You are correct, sir.

Xilk wrote:

you are missing 5% on the killer effects. its 47%
15% from trait + merits
15% from Killer instinct
12% from HQ food
5% from monster helm
thats 47%
shortbow for 49%


Sweet, thanks. :3 Corrected~

Edited, Mar 27th 2012 8:43pm by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#41 Mar 27 2012 at 5:56 PM Rating: Excellent
Sage
***
2,098 posts
your -pdt and -mdt values are correct

you would have 49% killer effect for 24% -damage taken. However, you are missing the tricky point of this.

the normal damage taken reduction, and the killer effects damage reduction are in 2 separate steps.
You cannot add them together.
you will NOT get 74% damage reduction this way.
You will get 50% physical damage reduction, then a second calculation of 24% reduction

taking it slow and easy to see we'll do it like this:
monster hits you for 100 damage!!
PDT kicks in for 50%, you take 50 damage!
Killer effect reduction kicks in for 24%
you take 38 damage!

The 24% is calculated AFTER it is already reduced by 50%
The total reduction will be 62%, not 74%
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#42 Mar 27 2012 at 5:58 PM Rating: Excellent
Avatar
**
268 posts
Ahhh, gotcha! Thanks for the clarification!
____________________________
Falkirk - Quetzalcoatl
99BST
#43 Mar 27 2012 at 6:15 PM Rating: Excellent
Sage
***
2,098 posts
that is an awesome damage reduction set btw.

and you would still be getting 55% magic reduction total from that set also... .not counting Shell

Edited, Mar 27th 2012 8:18pm by Xilk
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#44 Mar 27 2012 at 10:23 PM Rating: Excellent
Scholar
38 posts
How come no one ever brings up Beast Trousers +1 in their KE build? Is the effect different from what I'm thinking or is it just not worth it to give up the stout servant/haste/etc on the ferine pants?
#45 Mar 28 2012 at 6:43 AM Rating: Excellent
Avatar
**
268 posts
cuttysarc wrote:
How come no one ever brings up Beast Trousers +1 in their KE build? Is the effect different from what I'm thinking or is it just not worth it to give up the stout servant/haste/etc on the ferine pants?


I think it's mainly because the effect is so small compared to all the other pieces (Beast Trousers/+1 are 1% Killer effect, so that would add 0.5% PDT/MDT/Damage dealt, but depending on the rest of your setup that 0.5% might disappear due to mathematical rounding). So, yeah, it's a large trade-off that I'd only make if I didn't have other options available for that slot.
____________________________
Falkirk - Quetzalcoatl
99BST
#46 Mar 28 2012 at 6:48 AM Rating: Good
Sage
***
2,098 posts
cuttysarc wrote:
How come no one ever brings up Beast Trousers +1 in their KE build? Is the effect different from what I'm thinking or is it just not worth it to give up the stout servant/haste/etc on the ferine pants?


its useful for testing, but generally not worth it in a set. all the other pieces usually have more stats beside killer effects, or bigger stats or they are in less critical slots.

____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#47 Mar 28 2012 at 9:37 AM Rating: Excellent
Avatar
**
268 posts
From my encounter with the Sabotender in the Eastern Altepa Desert, I noticed that the Killer Effects build had a very potent effect, and without parsing it (not yet anyway) I felt that approximately half of his attacks were intimidated. Most likely the intimidation cap is 50%, unless we show otherwise in the future.

But now, on the other hand, when I used the same Plantoid Killer build against Pancimanci I noticed it wasn`t nearly as effective - was I just unlucky? I also tried, for the lulz, to use a Bird Killer set against that new Colibri VWNM, Yalungur, and it felt very unfair that even with what should`ve been 50% Killer Effects, he was still hitting me the vast majority of the time!

I put on my Plantoid Killer effects gear and picked a fight with Ghillie Dhu (a sapling NM in Konschtat Highlands, approx. level 30) to parse Intimidation Rate versus an Impossible to Gauge foe. My gear was the following:

Guttler / Tatami Shield / Killer Shortbow / ___
Monster Helm +2 / Wiglen Gorget / Vermin Earring / Brutal Earring
Ferine Gausape +2 / Brego Gloves / Paguroidea Ring / Sheltered Ring
Atheling Mantle / Pipilaka Belt / Ferine Quijotes +2 / Ferine Ocreae +2

I used MailbusterCetas and ate Wizard Cookies - and I only parsed samples during the 3min 55sec Killer Instinct duration, so all data is with 59% Killer Effects.

316 intimidation procs from a 973 sample size is 32.5% proc rate. So either Killer Effects` intimidation rate is halved (hmm) or there`s an intimidation rate cap of 33%ish on NMs. Gonna parse on Sabotenders next, with the same 59% Killer Effect build to see if the cap on regular mobs is 50%.
____________________________
Falkirk - Quetzalcoatl
99BST
#48 Mar 28 2012 at 10:42 AM Rating: Good
Sage
***
2,098 posts
I would parse a mob in abyssea w/ tons of regen
I would also try parsing something higher level than you.

It might just be NM's
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#49 Mar 28 2012 at 10:52 AM Rating: Excellent
Avatar
**
268 posts
Just finished a parse with 59% Plantoid Killer against a Sabotender:

364 intimidation procs out of 700 samples, so 52% proc rate against regular mobs. So intimidation rate is capped at 50% on non-NMs.

Edit:
Xilk wrote:
I would parse a mob in abyssea w/ tons of regen
I would also try parsing something higher level than you.

It might just be NM's


Hmm, I`m not sure if I understand what you mean. The entire point of this comparison is NM vs. non-NM behaviour with regards to intimidation proc rate. What would Abyssea mobs or high level mobs show me?

Edit2: Did an augmented Killer Effects test on Raskovnik in Aby-Konschtat using Cloudsplitter (since it was Lightsday, didn`t bother with Primal Rend). I used VV, Sea Daughter and MC atmas and had MailbusterCetas and Wizard Cookies once again.

300% TP Cloudsplitter damage on Raskovnik:

Regular Cloudsplitter - 1213 dmg
Killer Instinct - 1340 dmg (+9.9% dmg)
Killer Instinct and Ferine Gausape +2 w/Killer Effects +50% - 1554 dmg (only 16.5% higher than the Killer Instinct damage? o_o The expected damage increase was +25%...)

So wait, shouldn't that third test value be closer to 1700 dmg? Yeah, it`s lower because the bonus from killer effects capped at 33% so you only get a 16.5% damage boost, rather than the full 25%.

So versus regular mobs Killer Effects cap at 50%.
And versus NMs Killer Effects cap at 33%. See the below edit.

Edit3: Ok, did some more data collection on the test server using brews on the Treant NM, Mielikki, in Aby-Attohwa.

Brewed 300% Primal Rend damage on Mielikki (Base Primal Rend was 29654):
                          Damage       Expected     Actual     Actual Damage 
                          Bonus %       Damage      Damage       Bonus % 
Killer Instinct            15%          34102       32338          9.9% 
Killer Effects +32%        16%          34398       32805         10.5% 
Killer Effects +44%        22%          36177       32938         14.5% 
Killer Instinct            38%          40922       37409         25.1% 
+ Killer Effects +47% 
Killer Instinct            44%          42701       38402         29.0% 
+ Killer Effects +50%

Whatever bonus damage was expected to be applied to the brewed Primal Rend damage was cut to 2/3rds potency on Mielikki.

So in terms of my intimidation rate parses earlier, my 50% intimidation rate was cut down to 33% on Notorious Monster targets because of this game mechanic. My original conclusion was incorrect - it`s not that killer effects cap at 33% on NMs per se, but rather, whatever your killer effects bonus is, it will be slashed by 1/3rd when you deal damage, take damage, or intimidate an NM.

Edited, Mar 30th 2012 3:31pm by Bookmarku
____________________________
Falkirk - Quetzalcoatl
99BST
#50 Mar 28 2012 at 11:54 PM Rating: Good
**
983 posts
Khamsin on BG today reported that he saw no improvement of his damage or intimidations when using Yuly against Treants and Funguars in Dynamis - Valkurm. What is that about? Have you guys intimidated anything in Dynamis?
____________________________
Yay for Jhereg!
http://www.ffxiah.com/player/Lakshmi/Byrth
#51 Mar 29 2012 at 5:10 AM Rating: Excellent
Avatar
**
268 posts
Huh, that's bizarre! Gonna look into this... :o
____________________________
Falkirk - Quetzalcoatl
99BST
« Previous 1 2
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 14 All times are in CST
Anonymous Guests (14)