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Prime WS Information, Testing, Discussion
Fenrir.Ahlen
サーバ: Fenrir
Game: FFXI
Posts: 261
By Fenrir.Ahlen 2023-08-25 17:55:51
```
Optimized x: 95.0036423155903
Optimized y1: 5.624152021842772
Optimized y2: 12.738661700293763
Optimized y3: 18.4021950683277
Optimized y4: 1.0
Optimized y5: 1.0
```
Approximation since the random.uniform() due to the 1~1.05 randomizer. The 4 and 5 are 1 ftp hits without wsd based on 1K and 2K pdl. 95 WSC would come out to ~26% DEX and AGI mod, likely 25% each. We don't have the most data so the best guess from here would 25%/25% mod with ~5.75 / ~13 / ~18.8175 nin have 5% ws dmg from job gift not sure if u put that in
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10,481
By Ramuh.Austar 2023-08-25 18:07:39
I did and appropriate physical limit based on aftermath,which is why I also have two control sets with missed hits.
Solving for just the ftp difference based on fotia, though, gives closer to 5 for 1K and 20 for 3K. I didn't check for 2K yet.
if you can post your 1K, 2K, and 3K results on WAR again I can run those through and see what results I get for that.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3,062
By Carbuncle.Maletaru 2023-08-25 19:08:32
Quetzalcoatl.Tomasello said: »Carbuncle.Maletaru said: »
Where did you get the idea that it converts damage to HP?
"Absorbs HP and MP. Damage varies with TP."
I thought this was pending testing... To see if you can drain more hp than the mob has.
Could say that, but I'd say the null hypothesis here should be the thing the game says, until we can prove it works otherwise
E: I suppose if Cata works that way (You can drain 1k off a mob with 70 HP) then we could assume Origin works the same way (+mp)
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10,481
By Ramuh.Austar 2023-08-25 19:25:25
This is the result the WAR dataset gives me: Code Optimized x: 464.86857807118355
Optimized y1: 3.1729652885606234
Optimized y2: 9.434084901063859
Optimized y3: 1.0
Optimized y4: 1.0
I don't have a 2K dataset since you changed the stats on that test. 464 from WSC would give about 60% STR 60% VIT. I also used 68 WSD total since you mentioned 65, but WAR has 3 from gifts. The 1K all fall in this range, the 3K come up a little lower than this result.
(361 + 48 + 462) * 3.15 * (3.95 * 1.04) * 1.68 = 18935~19881
(361 + 48 + 462) * 9.50 * (3.95 * 1.10) * 1.68 = 60400~63420
Just to verify accuracy of my program, I got these results with the gun data. I did have it print out the mod % since from the results we can see that DEX and AGI gave the same increase, lines up exactly with the manual answers solving for two unknown variables. Verifying by hand, I do get a small amount difference in the posted data, perhaps there is a rounding or flooring in the formula we don't know or maybe the +0.3 to pdif cap is not a flat 0.3 and could be x/1024 like ftp values are. also possible that the ftp is off a minor amount due to being x/1024 as well. the last result is 3K with the boost agi applied, which still lined up with 70% mod and 7.5 ftp
Code Optimized x: 70.02934163903409
Optimized y1: 2.5008146909726614
Optimized y2: 4.998838496347795
Optimized y3: 7.500711171091552
Optimized y4: 7.497165962555779
By Hopalong 2023-08-25 21:16:27
You guys are the experts, but when it say convert damage to hp and absorbs damage to hp, it seems like the same thing? "Absorbs" is just a foreign translation issue? Basically its the same result.
What's more likely that they coded in? Copy/paste something like spirit taker or that code is too old so the ffxiv team used their own familiar rules. What's the common "absorb" mechanic over there?
Regardless, that's a badass weaponskill with a badass function. If I was a Dark that scythe would be my new world mission.
サーバ: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2023-08-25 22:12:40
Absorb and convert are not the same thing. Absorb is absorbing from the enemy, so if it's immune to drains or, in the case of MP drain, has no MP it will do nothing. Convert is converting damage dealt into HP/MP, so it is not reliant on the enemy having HP/MP to drain nor the enemy's resistance to drains.
An example of converting is Mystic Boon. It works on anything because it converts your damage dealt into MP. Entropy also does this. Tizona does this.
Quetzalcoatl.Tomasello said: »Valefor.Prothescar said: »No. It absorbs, it doesn't convert damage
It converts dmg on hp and it absorbs mp.
Catastrophe also converts dmg to hp and doesn't work on undead.
Details matter...
This is wrong. Catastrophe does not convert damage into HP, it absorbs an amount of HP equal to a percentage of damage dealt. Big difference. It doesn't work on undead because undeads are immune to drain effects.
By Felgarr 2023-08-26 19:37:06
Origin didnt give mp or hp from trib who is undead if that helps at all.
But it did still damage or kill the undead enemy right?
Valefor.Prothescar said: »This is wrong. Catastrophe does not convert damage into HP, it absorbs an amount of HP equal to a percentage of damage dealt. Big difference. It doesn't work on undead because undeads are immune to drain effects.
Thanks for the explanation. There's two parts I'm trying to figure out with respect to undead:
1.) Does it deal damage to Undead / can Undead be killed by Origin WS?
2.) Does it absorb HP/MP from undead? We know the answer is No, here.
サーバ: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2023-08-26 20:12:05
It deals standard physical damage. The drain is merely based on a percentage of that damage. It will still deal damage to undead but it won't drain from them.
[+]
By SimonSes 2023-09-02 17:50:20
Well my Ruthless Stroke bug report was moved to "Accepted bugs"
[+]
By Felgarr 2023-09-02 18:55:47
Well my Ruthless Stroke bug report was moved to "Accepted bugs"
From my experience, that means they've accepted the bug for translation/submission to the JP Dev team. (I once had a GM contact me in game about my bug submission so I asked them about the submission process).
In any case, I hope they make a correction.
[+]
Asura.Eiryl
By Asura.Eiryl 2023-09-02 18:57:14
"Accepted" as in "yay you can read and fill out a form"
The post is acceptable
By SimonSes 2023-09-03 01:59:59
Thx, that's still something I guess XD
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 09:42:22
So, how do you isolate wsc when you don’t know ftp values.
I had thought that you use fotia piece to do that and solve for ftp for both without fotia and with and and come out to
So I came out to the following
Wsd1 = Wd * pDif * ftp
Wsd2 = Wd * pDif * (ftp + fotia)
Solving for ftp you get:
ftp = Wsd1 / (Wd * pDif)
ftp = Wsd2 / (Wd * pDif) - fotia
Then since you know ftp is the same across both you can do:
Wsd1 / (Wd * pDif) = Wsd2 / (Wd * pDif) - fotia
Solve for Wd and you get:
Wd = (Wsd2 - Wsd1) / (pDif * fotia)
Is that right?
Wd is base weapon damage, fStr, and wsc mod
By Guyford 2023-09-12 11:35:44
I think the easiest way is to use the missed first hit samples, since they are known to be ftp 1.0
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 11:50:37
I think the easiest way is to use the missed first hit samples, since they are known to be ftp 1.0
Sure, but I'm like 200 WS in and I only have 1 of those samples
Edit: Regardless, I'm doing something wrong because my calculated WSC is way off on the naked vs. naked + fotia calc if compared to the main hand miss calc. I'm getting vastly different numbers.
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 14:57:37
Update, I've gotten some results that have brought the calculation in line with the missed hit now.
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 15:36:41
I swear there was dagger testing for 1000TP earlier in the thread but I can't find it.
I've done about 100 naked and 75 with fotia belt on rabbits and so far here is what I'm seeing for Ruthless Stroke. I "think" my math is right.
|
1000 TP |
1000 TP Fotia |
Main Hand Miss |
Min |
4273 |
4346 |
771 |
Max |
4482 |
4560 |
771 |
Possible Max? |
4486 |
4563 |
809 |
Obviously I haven't quite clamped all the results yet to account for the 1.05 randomizer, but I think enough to get close.
So far at 1000 TP I'm seeing fTP of ~5.719831337 based on the minimum value I've been able to achieve. With a WSC value of 71. Not really doing anything to figure out what makes up the WSC yet, but trying to figure out what fTP @1000 is first.
I only have 1 missed first hit, so I just included it for completion, but wanted to update.
Stats: ML 30 Mithra THF/SAM (PDL 1)
STR |
129 |
DEX |
177 |
VIT |
129 |
AGI |
170 |
INT |
132 |
MND |
117 |
CHA |
145 |
[+]
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10,481
By Ramuh.Austar 2023-09-12 16:21:33
if you keep everything the same except using a piece of fotia in place of nothing, you can solve for the ftp that way.
for example (base damage + fstr + wsc) * ftp * pdif
we we would know all besides wsc and ftp, with fotia we would have
(base damage + fstr + wsc) * (ftp + 25/256) * pdif
so using katana numbers i had open and if we use the minimum values
(155 + 25 + x) * y * (3.35 * 1.1) = 5655
and (155 + 25 + x) * (y + 25 / 256) * (3.35 * 1.1) = 5789
solving for x and y from there would give me 2116/11 for x (wsc) and 141375/34304 for y (ftp)
with the dex and agi values I have for this set, that would give me ~29% DEX/AGI and an ftp of ~4.13 which would probably be 30% and 4 ftp
x*y = 4273, x * (y + 25/256) = 4346 would give a y value of 5.7162
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 16:26:33
if you keep everything the same except using a piece of fotia in place of nothing, you can solve for the ftp that way.
for example (base damage + fstr + wsc) * ftp * pdif
we we would know all besides wsc and ftp, with fotia we would have
(base damage + fstr + wsc) * (ftp + 25/256) * pdif
so using katana numbers i had open and if we use the minimum values
(155 + 25 + x) * y * (3.35 * 1.1) = 5655
and (155 + 25 + x) * (y + 25 / 256) * (3.35 * 1.1) = 5789
solving for x and y from there would give me 2116/11 for x (wsc) and 141375/34304 for y (ftp)
with the dex and agi values I have for this set, that would give me ~29% DEX/AGI and an ftp of ~4.13 which would probably be 30% and 4 ftp
x*y = 4273, x * (y + 25/256) = 4346 would give a y value of 5.7162 That is basically exactly what I'm trying to do to get WSC, and then plugging in WSC to get fTP
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 17:01:54
what is the 1.1 you multiply pDif by in your ninja calc?
サーバ: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2023-09-12 17:30:20
Aftermath
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 18:09:24
Are we sure that am goes up before the WS? I feel like I’ve been throwing out some of my results that were more than my minimum x 1.05 because I still had am1 up.
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 19:11:19
Cerberus.Shadowmeld said: »Are we sure that am goes up before the WS? I feel like I’ve been throwing out some of my results that were more than my minimum x 1.05 because I still had am1 up.
It definitely does. 4456 with sekkanoki, 4469 with AM1. So is AM1 10%?
サーバ: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2023-09-12 19:20:12
100% affects the WS that activates AM. It is very noticeable at 3000TP. For 1000TP samples I've been making sure AM3 is up to remove any guesswork and variance, which is where the full 10% comes from. AM1 should be 4~5% or so but I haven't checked Stage 4 AM1/AM2 and I don't know how it scales between them precisely. Just keeping sure that AM3 is up before using Sekkanoki is easiest.
-------------------------
Zesho Meppo
Still going to tighten up the diff% however, from what I have right now it looks like:
WSC: 25%DEX 25%AGI
fTP: 4.0 @ 1000, +/-18.7150 @ 3000
AM3 Stage 4 Check
Lv18 Shuriken
29 D + 22 fSTR2 = 51 Base Damage
3.35 pDIF
1' Distance
170 no AM3
187 AM3
3.685 w/ 10% from AM for 187
(29D + 22 fSTR2) * 3.35pDIF = 170
(29D+ 22 fSTR2) * 3.685pDIF = 187
AM3 Potency @ Stage 4 = 10% PDL
WSC Stat Check
123+237STR (93 Diff)
25809
125+305DEX (96 Diff)<<<
27605
123+206VIT (74 Diff)
25946
123+278AGI (89 Diff)<<<
27554
117+175INT (73 Diff)
25885
108+181MND (72 Diff)
24775
107+181CHR (64 Diff)
25843
WSC is split between DEX and AGI as expected.
fTP Transfer Check
Restating the obvious but fTP does not transfer. Missed first hit Zeppos dealing ~2k.
fTP Check
ML18 NIN/SAM
Lv -1 Wild Rabbit
155D + 25fSTR = 180 Base Damage before WSC (DEX/AGI mods suspected)
3.35 pDIF + 0.1PDL (Trait) + 10% PDL (AM) = 3.685 total pDIF
+5% WSD (Gift)
1000TP No Fotia 5655~5919 (4.67% Diff) 5655
5681
5702
5717
5727
5735
5754
5759
5812
5839
5840
5841
5866
5889
5913
5919
3000TP No Fotia 24743~25946 (4.86% Diff) 24743
24764
24769
24807
24823
24858
24861
24873
24934
24973
24976
25046
25071
25089
25110
25131
25138
25156
25182
25187
25233
25280
25314
25353
25380
25381
25386
25394
25450
25487
25530
25553
25586
25591
25593
25596
25615
25645
25650
25660
25664
25675
25757
25811
25872
25928
25930
25946
1000TP Fotia 5789~6056 (4.61% Diff) 5789
5810
5817
5822
5829
5836
5838
5857
5859
5871
5897
5897
5898
5898
5906
5907
5915
5924
5937
5941
5961
5961
5966
5988
5989
5990
5996
5997
5998
6002
6003
6021
6022
6032
6039
6056
3000TP Fotia 24870~26038 (4.70% Diff) 24870
24896
24904
24920
24955
24987
25017
25043
25045
25077
25080
25103
25110
25144
25158
25167
25179
25200
25204
25237
25265
25268
25375
25376
25423
25431
25431
25475
25485
25498
25423
25479
25541
25508
25545
25546
25553
25568
25579
25631
25633
25635
25639
25649
25666
25668
25678
25684
25697
25697
25712
25735
25746
25756
25779
25811
25869
25873
25876
25899
25900
25903
25908
25924
25950
25974
25979
25979
25984
25992
26016
26038
Additional samples will get exact numbers to the decimal but there won't be massive variance from this data. Will expand on the sample size later tonight or tomorrow but for now the numbers above are my best estimate. fTP is undoubtedly slightly higher or lower (thousandths of a decimal probably) than what I have written there. In study peer review is your friend so feel free to check my math.
No Fotia Low: 24743 (23506)
Fotia Low: 25946 (24649)
No Fotia High: 25946 (24649)
Fotia High: 26038 (24737)
341 * y * 3.685 = 23506
y = 23506/(341 * 3.685)
y = 23506/1256
y = 18.7150
341 * 18.7150 * 3.685 = 23516 * 1.05 = 24691
341 * 18.81265625 * 3.685 = 23639 * 1.05 = 24820
341 * 18.7150 * 3.86925 = 24701 * 1.05 = 25936
341 * 18.81265625 * 3.86925 = 24806 * 1.05 = 26046
These values can still fall within an acceptable range but I can't make a conclusion without tightening the data.
[+]
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-12 19:26:05
That was a stage 3 done inside sortie, Ahlen further up on this page has results showing 4-10% based on AM level with a stage 4. I suppose there is a possibility that weapons might also have different amounts, but doesn't seem likely. Also possible it was 4-10% and there might have been PDL unaccounted for that gave the result of 2-8% as well.
So based on this, I should multiply my 1000TP results pDif by 1.04? Is that correct?
サーバ: Bahamut
Game: FFXI
Posts: 1,832
By Bahamut.Celebrindal 2023-09-12 20:24:47
So interesting discovery with the Pinaka, not damage related.
Was in DI messing around with Sarv, sidenote I saw 4 ws's in a row using Bayeux Arrow with a Recycle proc- no +Recycle gear in set just natural traits. And sure enough, eventually pulled hate on Azi Dahaka on the one Sarv that happened to actually use up the Arrow! He quickly gave me an immediate ride home to Mhaura, where out of instinct I popped Scavenge....and received a Bayeux Arrow.
Normally, if you try to Scavenge in a zone where you haven't fired any ammunition, you get the typical "Nothing" response- and never in a town. Even if you ever tried in Al Zahbi after using ammo during Beseiged and don't zone, you still get the "Nothing" response.
But sure enough, Scavenge in town without firing a single shot let me get the Prime Arrow back. While not gamebreaking news, it is interesting for CORs to at least just be able to jump on a 99RNG, equip their Earp, and get a bullet before heading out for content.
EDIT- the Scavenge effect appears to be guaranteed if Prime Weapon is equipped. Just dropped arrow 4x in a row in town, changing subjob to spam scavenge, and got it back every time.
Carbuncle.Papesse
サーバ: Carbuncle
Game: FFXI
Posts: 443
By Carbuncle.Papesse 2023-09-12 20:56:29
Could someone give a very rough estimation of Oshala fTP and WSC with this small sample size?
SMN/WHM
279 STR
411 INT
370 MND
73 WSD
1003 TP (no Fotia)
17554
17646
17780
17986
18100
1003 TP (Fotia Gorget)
17869
18093
18187
18450
18566
1003 TP INT+45 (no Fotia)
18248
18318
18621
18716
18749
1003 TP MND+45 (no Fotia)
18305
18348
18353
18395
18711
2006 TP (no Fotia)
35105
35432
35577
36186
36489
3000 TP (no Fotia)
52289
52406
53531
53638
53913
3000 TP (Fotia Gorget)
53155
53524
54439
54584
54802
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10,481
By Ramuh.Austar 2023-09-12 21:30:22
Code Optimized x: 27.82628383010022
Optimized y1: 4.771471050751083
Optimized y2: 4.857911130669697
Optimized y3: 4.923347127598096
Optimized y4: 4.894652576999506
Optimized y5: 9.446166724541627
Optimized y6: 13.659138192409664
Optimized y7: 13.804417733715022
Possibly ~4.5 / ~9 / ~13 with 30% INT/MND at just a glance
Is it even a physical WS?
サーバ: Bahamut
Game: FFXI
Posts: 1,832
By Bahamut.Celebrindal 2023-09-12 23:39:43
i have seen it miss using a stage3 staff on basement sortie NMs, so i'd wager its at least not 100% magical.
サーバ: Cerberus
Game: FFXI
Posts: 1,878
By Cerberus.Shadowmeld 2023-09-13 00:08:25
Based on the information provided earlier, I've adjusted the numbers a bit for Ruthless Stroke.
|
|||| |
1000 TP |
|||| |
1000 TP Fotia |
Min |
|
4271 |
|
4346 |
Max |
|
4482 |
|
4560 |
Possible Max? |
|
4484 |
|
4563 |
Possible Min? |
|
4269 |
|
4343 |
Distribution |
|
1.0494 |
|
1.0492 |
base damage: 130
fSTR: 22
pDif: 3.35
AM1 pDif Multi: 1.04
Estimated WSC: 68
Estimated fTP: 5.57223
Let's keep this thread solely for sharing information on the new prime weaponskills; WS numbers/sceenshots, hypothetical discussions on WS properties, such as stat mods and fTP, gear sets and buffs/debuffs used etc.
No discussions/comments on how much people hate sortie, why weapon requirements suck etc.
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