Re: My spells are getting resisted a lot.
Found the info. Was buried within a thread.
Just on the surface seems rather convincing. Feel free to test away more and show otherwise if you feel its invalid.
The link to the thread is here: http://www.ffxionline.com/forums/blu...llcasting.html
Found the info. Was buried within a thread.
Just on the surface seems rather convincing. Feel free to test away more and show otherwise if you feel its invalid.
The link to the thread is here: http://www.ffxionline.com/forums/blu...llcasting.html
Originally posted by Gagnome
Okay I run a BLU giude on my LS website and heres some info that I think will give you guys an honest read. I have just copied and pasted as I wrote it, So... it may or may not have wierd details....
Important NEWS UPDATE** Testing has begun and my idea that CHR affects Magical accuracy seems to be correct. Here was a test a BLU did.
From what I've seen CHR affects the potencey of blue magic overall. I've tested on a few different mobs too.
Silence for instance will not harm a mob.
(Chaotic Eye) CHR gear on:
Ancient Bat - 41/50
Seeker Bats - 45/50
Worms in K-Tunnel - 47/50
Goblin Gambler - 42/50
Goblin Reaper - 43/50
(Chaotic Eye) INT gear on:
Ancient Bat - 15/50
Seeker Bats - 21/50
Worms in K-Tunnel - 25/50
Goblin Gambler - 12/50
Goblin Reaper - 8/50
I just used random mobs, but that is the numbers I pulled. I tried with other spells too, and the numbers were close to the same.
(Chaotic Eye) MND gear on:
Ancient Bat - 20/50
Seeker Bats - 21/50
Worms in K-Tunnel - 17/50
Goblin Gambler - 16/50
Goblin Reaper - 12/50
---
Important NEWS UPDATE**
After much experimentation in Experience Points parties and with additional help from a 75 bard fighting IT Crabs in Boyahda Tree, I've drawn several conclusions that I believe may help guide other Blue Mages to figuring out what kind of equipment they should focus on.
I believe that +CHR does have an impact on our Spell Accuracy, some spells more than others. Data suggests that +CHR does not improve Accuracy tremendously on Geist Wall or Sound Blast, but does so for MP Drainkiss.
Many will agree +CHR is a Light Based Characterstic. Take a look at the +CHR Rings, they give an additional Light resistance. MP Drainkiss is a Dark Type move. Do opposite stats boost Accuracy in their reciprocal spells? Quite Possibly.
In experience points parties, using little to no +CHR gear, I do not land MP Drain Kiss very well. Crabs resist it all too well and I usually un-set MP Drainkiss to make room for other, more reliable spells. Upon testing +CHR in Boyahda however, I believe that there is some hope for MP Drainkiss.
Accuracy of MP Drainkiss in EXP parties = Very Low, 10-15%
MP Drainkiss vs IT Robber Crab
In Boyahda, +5 CHR +ACC Gear = 2/9 ~~~ 22% Accuracy
MP Drainkiss vs IT Robber Crab
In Boyahda, +45-60 CHR +Club = 9/13 ~~~ 69% Accuracy
MP Drainkiss vs IT Robber Crab
In Boyahda, +40-45 CHR +Sword = 8/10 ~~~ 80% Accuracy
As for Sound Blast, I have data suggesting +CHR impacts the accuracy slightly, but having a main weapon of a sword vs an underleveled club has a little better affect on it.
Sound Blast (Vs IT Robber Crab Boyahda)
Club, +45-60 CHR ==== 23/40 ~~~ 58% Accuracy
Sword, +5 CHR ==== 17/25 ~~~ 68% Accuracy
Sword, +40-45 CHR ==== 21/29 ~~~ 72% Accuracy
Sound Blast is a "Purple Move," meaning it's probably tied in to DEX or Lightning (or possibly INT?), and has an Opposite Attribute of Earth? Or Vitality. I'm not too sure on that. Maybe by boosting Vitality it might improve Sound Blast's Accuracy.
A topic for discussion might be the possibility of boosting these "Anti-stats" might improve accuracy (Since boosting CHR, a light stat, helped MP Drainkiss, a dark move) with BLU spells.
Of course many of you will argue "More numbers! More sets! More data! You didn't test it enough!" And while I do agree, it's hard for me to sit still in Boyahda Tree for hours on end trying multiple theories
I've come to a self conclusion that +CHR helps certain spells, if not all, in landing. And that it does slightly improve all spells in general. It seems that wielding a weapon with a high accuracy rating seems to help BLU Magic Landing, Physical or Magical, and I think that all Blue Mages should focus on acquiring a healthy supply of +ACC gear to land their spells, +CHR to land their debuffs/drains, +INT for nuking, +MND for healing, +STR for physical spells, and +AGL for ranged nukes.
Start upgrading those Gobbiebags
Important NEWS UPDATE** Testing has begun and my idea that CHR affects Magical accuracy seems to be correct. Here was a test a BLU did.
From what I've seen CHR affects the potencey of blue magic overall. I've tested on a few different mobs too.
Silence for instance will not harm a mob.
(Chaotic Eye) CHR gear on:
Ancient Bat - 41/50
Seeker Bats - 45/50
Worms in K-Tunnel - 47/50
Goblin Gambler - 42/50
Goblin Reaper - 43/50
(Chaotic Eye) INT gear on:
Ancient Bat - 15/50
Seeker Bats - 21/50
Worms in K-Tunnel - 25/50
Goblin Gambler - 12/50
Goblin Reaper - 8/50
I just used random mobs, but that is the numbers I pulled. I tried with other spells too, and the numbers were close to the same.
(Chaotic Eye) MND gear on:
Ancient Bat - 20/50
Seeker Bats - 21/50
Worms in K-Tunnel - 17/50
Goblin Gambler - 16/50
Goblin Reaper - 12/50
---
Important NEWS UPDATE**
After much experimentation in Experience Points parties and with additional help from a 75 bard fighting IT Crabs in Boyahda Tree, I've drawn several conclusions that I believe may help guide other Blue Mages to figuring out what kind of equipment they should focus on.
I believe that +CHR does have an impact on our Spell Accuracy, some spells more than others. Data suggests that +CHR does not improve Accuracy tremendously on Geist Wall or Sound Blast, but does so for MP Drainkiss.
Many will agree +CHR is a Light Based Characterstic. Take a look at the +CHR Rings, they give an additional Light resistance. MP Drainkiss is a Dark Type move. Do opposite stats boost Accuracy in their reciprocal spells? Quite Possibly.
In experience points parties, using little to no +CHR gear, I do not land MP Drain Kiss very well. Crabs resist it all too well and I usually un-set MP Drainkiss to make room for other, more reliable spells. Upon testing +CHR in Boyahda however, I believe that there is some hope for MP Drainkiss.
Accuracy of MP Drainkiss in EXP parties = Very Low, 10-15%
MP Drainkiss vs IT Robber Crab
In Boyahda, +5 CHR +ACC Gear = 2/9 ~~~ 22% Accuracy
MP Drainkiss vs IT Robber Crab
In Boyahda, +45-60 CHR +Club = 9/13 ~~~ 69% Accuracy
MP Drainkiss vs IT Robber Crab
In Boyahda, +40-45 CHR +Sword = 8/10 ~~~ 80% Accuracy
As for Sound Blast, I have data suggesting +CHR impacts the accuracy slightly, but having a main weapon of a sword vs an underleveled club has a little better affect on it.
Sound Blast (Vs IT Robber Crab Boyahda)
Club, +45-60 CHR ==== 23/40 ~~~ 58% Accuracy
Sword, +5 CHR ==== 17/25 ~~~ 68% Accuracy
Sword, +40-45 CHR ==== 21/29 ~~~ 72% Accuracy
Sound Blast is a "Purple Move," meaning it's probably tied in to DEX or Lightning (or possibly INT?), and has an Opposite Attribute of Earth? Or Vitality. I'm not too sure on that. Maybe by boosting Vitality it might improve Sound Blast's Accuracy.
A topic for discussion might be the possibility of boosting these "Anti-stats" might improve accuracy (Since boosting CHR, a light stat, helped MP Drainkiss, a dark move) with BLU spells.
Of course many of you will argue "More numbers! More sets! More data! You didn't test it enough!" And while I do agree, it's hard for me to sit still in Boyahda Tree for hours on end trying multiple theories
I've come to a self conclusion that +CHR helps certain spells, if not all, in landing. And that it does slightly improve all spells in general. It seems that wielding a weapon with a high accuracy rating seems to help BLU Magic Landing, Physical or Magical, and I think that all Blue Mages should focus on acquiring a healthy supply of +ACC gear to land their spells, +CHR to land their debuffs/drains, +INT for nuking, +MND for healing, +STR for physical spells, and +AGL for ranged nukes.
Start upgrading those Gobbiebags
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