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STATS: What They Do

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  • STATS: What They Do

    Hi guys,

    I know these answers are spread all over the forum, but I was wondering if there is ONE place I can look to refference what all these stats do for us as BLMs:

    INT
    MAB
    Magic Accuracy
    MND
    Magic Attack Up
    Enmity
    Elemental Magic Skill
    Dark Magic Skill
    Enfeebling Magic Skill
    CHR
    (Element) +/-
    Conserve MP +

    I'm sorry if this has already been asked, but I'd really like to bookmark somewhere where everything is laid out so that I can just look up anything i have a question about. Thanks for your time.
    BLM75 RNG65 BRD50 NIN37 RDM37 WHM25 WAR25 BST21 THF7
    Cooking83
    Elemental Magic Skill Merits 1/5


    Thanks to Kazuki for the awesome sig!

  • #2
    Re: STATS: What They Do

    Dryhus helped me with this link to a fellow Elmoreb's formula for blm dd. This should answer your question as it answered mine.


    http://www.google.com/search?q=elmor...age+formula%22

    if this link does not work then try

    http://www.ffxionline.com/forums/bla....elements.html
    sigpic

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    • #3
      Re: STATS: What They Do

      Rate up. Thanks for the great guide.
      ~~~BLM SAM RNG NIN PLD~~~

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      • #4
        Re: STATS: What They Do

        INT - Decreases resists and increades damage 1-4 points
        MAB - Increase damage by a %
        Magic Accuracy - Reduces resists
        MND - Nothing for Black Magic
        Magic Attack Up - same as MAB
        Enmity - Increaces/decreases how mad the moneter gets at you.
        Elemental Magic Skill -Decreases resistance of Elemental magic.
        Dark Magic Skill -Decreases resistance of Dark magic.
        Enfeebling Magic Skill - Decreases resistance of Enfeebling magic.
        CHR - Nothing for Black Magic
        (Element) +/- - Increaces/decreses resistance of spells uses ON YOU.
        Conserve MP + - Increaces chance of only using a fraction of a spell's MP cost.
        Originally posted by Ellipses
        Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
        Originally posted by MCLV
        A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
        More Sig:

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        • #5
          Re: STATS: What They Do

          One note: Dark Magic skill increases the damage of damage-based Dark spells (Drain, Bio, Bio II, and Aspir) in addition to reducing resistance rates. Elemental Magic does not behave this way.

          INT also stops helping resist rates in a meaningful way after your INT rises above a target's (which is why you see end-game BLMs stacking Elemental skill instead of wearing Mahatma gear).


          Icemage

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          • #6
            Re: STATS: What They Do

            Thank you guys so much! Rate-ups all around. You are all so wonderful, giving me answers instead of "Why didn't you use the search function?" anectdotes. T.T

            EDIT: On a side note, I've seen the damage formula several times on serveral sites... I'm still unsure juust how accurate it might be, but it helped me understand somewhat the roles of various elements. I wanted specifics mainly, and that's what you all gave me. Thank you!
            BLM75 RNG65 BRD50 NIN37 RDM37 WHM25 WAR25 BST21 THF7
            Cooking83
            Elemental Magic Skill Merits 1/5


            Thanks to Kazuki for the awesome sig!

            Comment


            • #7
              Re: STATS: What They Do

              I'd like to add some information about Conserve MP and also Fast Cast. You can extrapolate this as it likely applies to very many things in this game.

              Most calculations in Final Fantasy XI are not based on a 1-100% chance of something occuring, rather they are on X/256. So when you see an item that gives +1% its really adding 2/256 (about +.8%) to whatever base equation determines the outcome. Or if it states it gives some_trait +1, its probably giving more like +.4% (1/256).

              Specifically, look at Fast Cast traits and items:

              Red Mage gets three fast cast traits and AF hat. Each equates to roughly 10% better casting speed, and 5% reduced recast timers. On an actual equation, FC1 is casting speed reduced 25/256, FC2 is 50/256, FC3 75/256 and with AF hat 100/256. AF2 Body would be 125/256. Recast delay bonus would be half of these values multipled by the actual recast time of a spell. Loquacious earring is roughly 3/256 based on testing (item description is vague). And I would assume Rostrum Pumps have been tested to be about the same. Who knows what the Warlock's Mantle FC trait might be, I've never seen one...

              Conserve MP would be similar, but its a better example since CMP gear has actual values listed. It's believed the base chance for Conserve MP to fire is 10%, or 25/256. And that conserve mp has set vaules of mp conservation that will randomly be used: 15/16 cost, 7/8 cost, 13/16 cost, 3/4 cost, 11/16 cost, 5/8 cost, 9/16 cost, and 1/2 cost. Rounding occurs generally not in the player's favor where the mp cost of a spell is not evenly divisible. Extrapolating the math, Conserve mp saves about 7-8% of your mp over time. Adding some CMP gear increases this marginally by around 1.5% mp/time per +5 CMP or so...
              Here are other items giving bonuses to the trait:

              # Aries Subligar: 1
              # Duende Cotehardie: 4
              # Genie Huaraches: 5
              # Genie Weskit: 2
              # Igqira Huaraches: 4
              # Igqira Weskit: 2
              # Magnetic Earring: 5
              # Sorcerer's Sabots: 5
              # Water Ring: 15


              Counter+ gear, Double/Triple attack+, critical hit +%, treasure hunter... there's no telling how many of FFXI's random calcuations are done on this scale. They have their own modifiers and base percentages, of course, but a great deal of the game's math mechanics seem to fit this model.
              Madrone Hume Female Leviathan Server
              75: RDM MNK BLM PLD BRD subs: NIN WAR DRK BLU WHM SCH DNC RNG
              AF+1 16/25, AF2 9/25, Nashira 1/5, Crimson 3/5, Pln 2/5, Yigit 5/5, Zenith 3/5, Shura 3/5, Askar 1/5, Goliard 2/5, Homam 2/5
              Merits 384/506, Bastok rank 10, Merc rank 10

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              • #8
                Re: STATS: What They Do

                Originally posted by arkaine23
                And that conserve mp has set vaules of mp conservation that will randomly be used: 15/16 cost, 7/8 cost, 13/16 cost, 3/4 cost, 11/16 cost, 5/8 cost, 9/16 cost, and 1/2 cost.
                1/2 of Raise is 75 MP.

                I've done it for 40. :wow:

                It knocked my socks off too, and I've never casted ANYTHING for such an incredible cut of MP cost before or since. It's possible it was a glitch. But in Dunes, as a level 50something, raising a nooblet, I was wearing no conserve MP gear, nor particularly skill+ gear, and yet my conserve MP trait kicked in for a solid 73% of casting cost.

                Yes, it was inspired by the Simpsons
                If you know how to download and use VRS, I am interested in being tutored.
                *There is a high likelihood anyone who tutors me will recieve mucho artses*

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                • #9
                  Re: STATS: What They Do

                  I won't refute or deny your claim. :O

                  I haven't done any CMP testing personally. But generally people use Ice Spikes (cost 16mp to cast), or warp (costs 100 mp to cast), and repeadtly cast several hundred to 1000 times, recording the results. It's possible that CMP is affected by elemental day/weather bonuses I suppose... Some have theorized the element for it is Water because of this:

                  Water Ring: Conserve MP +15

                  Edit: Located some nice FC and haste and march tests on alla and wanted to amend my numbers a bit. These are for recast times, actual spellcast time may still be 2x greater than this:

                  FC1 = 5% 12/256 (can get from rdm subjob)
                  FC2 = 2.5% 6/256 (can get from rdm subjob)
                  FC3 = 2.5% 6/256 (red mage main only)
                  RDM AF hat = 5% 12/256
                  RDM AF2 body = 5% 12/256
                  Loquacious = 1% 2/256
                  Rostrums = 1% 2/256

                  And it is assumed Warlock's mantle also gives 1%, 2/256. No one seems to have one. ; ;


                  So a typical red mage is walking around with 15% faster recasts, and 30% faster casts. Black Mages subbing Red Mage are totaling 7.5%recast/15%
                  cast and +8.5%/+17% if wearing rostrums.

                  Haste & gear applies to recasts but not to cast times. FC and Haste are mutiplicative. If you've got 36/256 from Fast Cast and then add haste spell (37/256), you mutiply both of those fractions by the original recast to get the modified recast. Bard songs @ level 75 with the best +March instrument seem to be 24/256 and 28/256... and can vary slightly with skill levels and instrument quality.


                  It wouldn't surprise me at all to find TH1 gives +5% chance at finding X treasure (12/256) on top of the base value for a certain drop. And TH2 gives another 2.5%, 6/256. And Thief's knife adds either a measly 1/256 or 2/256. Double attack procs at 25/256, and Brutal earring gives 12/256. War merits add 2/256 each, etc....
                  Last edited by arkaine23; 07-07-2006, 08:53 AM.
                  Madrone Hume Female Leviathan Server
                  75: RDM MNK BLM PLD BRD subs: NIN WAR DRK BLU WHM SCH DNC RNG
                  AF+1 16/25, AF2 9/25, Nashira 1/5, Crimson 3/5, Pln 2/5, Yigit 5/5, Zenith 3/5, Shura 3/5, Askar 1/5, Goliard 2/5, Homam 2/5
                  Merits 384/506, Bastok rank 10, Merc rank 10

                  Comment

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