In the interest of improving my guide I'm working on a few sections(also making it into a web page so I don't have to update a stupid shared file link every other day!), the first being the nuking one. I want to add a MAB vs. INT section, but wanted to run a few things past you guys to make sure I'm not (completely)retarded.
I'm sure you've seen this before:
I've been trying to dig for it, but I can't find where anyone actually has figured out what the 'inflection point' is where you start getting half returns on your dINT. Just wondering if you guys had figured it out or seen it posted somewhere?
At any rate I'm trying to make this a write up comparing gear in a few slots(mostly hands, legs, and feet) to show whether the INT piece or the MAB piece in that slot would be favorable for nuking. I'm using a fictional level 82 mob with a race INT ranking of D and main/sub job rankings of C(going for a pretty average mob, most have a D INT race ranking).
I just wanted to make sure that I calculated their INT right...I came up with them having 87 INT:
Does this look correct to you? Hehe, sorry to use you guys as my proofreaders, but this is the most knowledgeable out of the RDM forums that I frequent.
Edit: Here's what I came up with on my own, cut & pasted from The Fraggles forums. Lemme know if I seem seriously offbase with anything.
I'm sure you've seen this before:
For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1)
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))
(above some critical value, adding INT becomes half as effective)
For dINT > 0, but after some cap: D = cap
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))
(above some critical value, adding INT becomes half as effective)
For dINT > 0, but after some cap: D = cap
At any rate I'm trying to make this a write up comparing gear in a few slots(mostly hands, legs, and feet) to show whether the INT piece or the MAB piece in that slot would be favorable for nuking. I'm using a fictional level 82 mob with a race INT ranking of D and main/sub job rankings of C(going for a pretty average mob, most have a D INT race ranking).
I just wanted to make sure that I calculated their INT right...I came up with them having 87 INT:
3+(82-1)*.35 + 4+(82-1)*.4 + 4+(41-1)*.4
31.35 + 36.4 + 20
31+36+20=87
31.35 + 36.4 + 20
31+36+20=87
Edit: Here's what I came up with on my own, cut & pasted from The Fraggles forums. Lemme know if I seem seriously offbase with anything.
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