View Full Version : Magic Damage + X on item level staves
Alhanelem
12-07-2013, 12:16 PM
What exactly does this do? Does it add damage directly to nukes? to your attacks? Does it affect pets? I'm unable to find info on this. None of the wikis make any mention of it in the magic damage calculation.
MakkotoParinne
12-07-2013, 03:03 PM
The new Magic Damage stat is believed to directly alter the base D value of a spell.
Say Stone II has a D value of 100. Using a weapon with Magic Damage + 150 would make Stone II 250 base damage.
Essentially, it makes lower tier nukes do a lot more damage for their MP, but becomes less useful as you go up with spell tiers. (However, staves with very high Magic Damage stats do more damage with high tier nukes than even Magian Staves, I think.)
Alhanelem
12-07-2013, 03:15 PM
Does it affect pets though? Since it appears on some SMN only staves.
MakkotoParinne
12-07-2013, 03:16 PM
Oh, it does? I'm not entirely certain how it works for pets, sorry. :(
Which staff are you referring to, by the way?
Edit: I found this page on BGwiki that might help, but I didn't see any staves that give magic damage to pets.
http://wiki.bluegartr.com/bg/Magic_Damage_(Statistic)
dasva
12-07-2013, 03:19 PM
Basically what Makkoto said. Think of it like a bunch of int but with no int multlipier and cap. It seems to work oddly though with magic ws and maybe blu spells. Might be a bug though... speaking of which might as well bring it up here. Conceptually it seems the idea of magic dmg was a way to boost magic dmg the same way weapons are getting huge boosts in magic dmg. And it works at least for low tier spells. But on magical ws (and I think magical blu spells too) it's not added directly onto base dmg but is instead after the tp multiplier. This has the effect of making it's effect on magical ws very small and keeps them sucking especially to physical that have all that dmg added on before the tp multliplier. So kinda curious was that an accident or intended?
Also unless a stat says "pet:", "avatar:", or "auto:" before it, it isn't going to effect pets. And the only other things that will effect pets are the specific levling related items. ie base weapon ilvl for bst (though bst has alot of other complicated things that can make it actually lower) and drg, and ilvl of the ammo for smn/pup
Alhanelem
12-07-2013, 03:22 PM
I was wording it as a question, not a statement, but I goofed, I was looking at Hvergelmir because I used to use it on SMN but it is also SCH and BLM.
However, I looked again and Lv 119 Nirvana has Magic Damage+217 on it.
MakkotoParinne
12-07-2013, 03:26 PM
I hope the info helped! It's a very good stat to have, and makes elemental magic much more useful again. :)
Edit: I looked at the Nirvana (119) page, and the Magic Damage stat doesn't appear after the Avatar: bonus line, so unfortunately, it doesn't affect the Avatar. :(
Alhanelem
12-07-2013, 03:48 PM
I had been pushing a lot for ilvl staves to be used in the determination for pet damage, so Ive been holding out vain hope they'd actually do it. I know it doesn't say that on it, but I'd probably still end up testing to make sure. =\
I remember posting about it before and people seeming to hate the idea, but I like it better than just having the throwing item slot boost pets (especially when the items available with this effect don't have any MP or other stats. I miss my hedgehog bomb)
On a seperate note, I'm going to take a wild guess and assume that this stat has no effect on non-helix/kaustra DoTs (e.g. indi-poison, elemental BLM dots, etc)
MakkotoParinne
12-07-2013, 04:00 PM
I'm sure they'll add more ways to boost pet classes soon, and hopefully make them accessible to everyone. It does seem pretty pointless to have a high Magic Damage stat on a non-nuking class. :(
Also, I'm pretty sure it does NOT affect those spells, which is a shame.
Alhanelem
12-07-2013, 04:13 PM
I'm sure they'll add more ways to boost pet classes soon, and hopefully make them accessible to everyone. It does seem pretty pointless to have a high Magic Damage stat on a non-nuking class.It would have been so much simpler from the beginning if they simply based pet's stats on the master's instead of needing gear that specially benefits them, just how every other MMO with pets I know of does it. =\
Kimjongil
12-07-2013, 11:43 PM
I had been pushing a lot for ilvl staves to be used in the determination for pet damage, so Ive been holding out vain hope they'd actually do it. I know it doesn't say that on it, but I'd probably still end up testing to make sure. =\
I remember posting about it before and people seeming to hate the idea, but I like it better than just having the throwing item slot boost pets (especially when the items available with this effect don't have any MP or other stats. I miss my hedgehog bomb)
On a seperate note, I'm going to take a wild guess and assume that this stat has no effect on non-helix/kaustra DoTs (e.g. indi-poison, elemental BLM dots, etc)
They help kaustra and helix. For helux they great. Not sure if it beats a 99 mot sraff for kaustra. But I have the 119 empy staff. 600 to 900 helixs on dc ev. 350 to 500 on tough is nice
Alhanelem
12-08-2013, 05:03 AM
I know, I said NON-helix/kaustra dots, which to my understanding are only modified by dINT when they are modified by anything.
(I made Hvergelmir specifically for SMN, but I am stuck on the HMP trial. It certainly is good to know that with the upgrade, the staff is suddenly useful to the other jobs that can use it.)
dasva
12-08-2013, 10:27 AM
I had been pushing a lot for ilvl staves to be used in the determination for pet damage, so Ive been holding out vain hope they'd actually do it. I know it doesn't say that on it, but I'd probably still end up testing to make sure. =\
I remember posting about it before and people seeming to hate the idea, but I like it better than just having the throwing item slot boost pets (especially when the items available with this effect don't have any MP or other stats. I miss my hedgehog bomb)
On a seperate note, I'm going to take a wild guess and assume that this stat has no effect on non-helix/kaustra DoTs (e.g. indi-poison, elemental BLM dots, etc)
I doubt they will since they already do that with ammo on top of having a staff with avatar mab +120. On top of they'd probably have to then give all the other pet jobs another slot to signifcantly boost there pets too.
And no magic dmg only effects direct dmg.
Alhanelem
12-08-2013, 10:34 AM
I doubt they will since they already do that with ammoExcept all that does is increase the pet to a set level. Designing the pet system so that the pet recieves a portion of your stats instead gives you a lot more control. Focusing on physical attacks? add strength and attack. Nukes? Add INT. Your pet gets what you get. You have MAB? pet gets it too. etc. This type of system is a lot more interesting than just increasing the pet's level.
That's how it works in pretty much every other MMO with pet classes. In FFXIV for instance, if I want to use Titan-egi (Pet made for tanking), I'll swap in VIT gear when I summon it. If I use Garuda, I'll use my usual caster gear. Ifrit? stack on the strength. FFXI is the only game I've played where the player has to sacrifice his own stats to make his pet relevant.
dasva
12-08-2013, 01:17 PM
Kinda always been this way... kinda doubt they are going to change. Hell I bet one of them might come in and say they just can't and something about 11 year old code and ps2 limations lol. Also would completely invalidate all the gear with "pet/avatar/auto/wyvern" stats
Alhanelem
12-08-2013, 02:54 PM
Kinda always been this way... kinda doubt they are going to change. Hell I bet one of them might come in and say they just can't and something about 11 year old code and ps2 limations lol. Also would completely invalidate all the gear with "pet/avatar/auto/wyvern" stats
I know, but putting the item level system was pretty much the perfect time to revise it. They could have based pets on the item level of your weapon instead of having a special item that says "Avatar: Level X" thus removing any stats for the master from our throwing slot.
Kimjongil
12-08-2013, 03:24 PM
Honestly smn can use relic staff. Unlike sch, the 119 relic staff does help avatars and smn