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Nyclia
08-03-2017, 08:24 PM
Ok, please explain to me, how any boosted ws justifies a hand-to-hand delay of 15 seconds, where you just stand around and let the mob hit you... .
PLEASE explain that to me Square Enix... .

In fact this leads to an abolition of Boost in the game... . A repeal... .
(Greetings to Trump. We see how good a repeal does to the people... <.<.)

Add: I disabled Boost until a future change. I don't want to force me to not use Boost all the time as i'm used to. This Boost adjustment is like a devalue of monk and revalue of pup. The opposite of what SE should have done, as many player should think. Well done, SE... .

Nyarlko
08-03-2017, 11:20 PM
I thought that Boost had gotten changed to a WS-onry, sorta-SneakAttack, type buff from the way it's described. Quite surprised that it's a 15sec delay tho. lol That does seem a tiny bit extreme.

Hawklaser
08-04-2017, 01:52 AM
With how the patch notes for it is worded, and it increasing delay as long as mentioned here. I have to wonder if the boost buff is now consumed on the first weapon skill, attack or job ability after it is used or if its after a set amount of time that it goes away.

The main reason I am curious, is to see if mnk/drg or drg/mnk would be worth testing now. As the notes did mention it also affecting Tp gain of the hit after using it. Drg's jumps are very good at generating TP normally. So wondering if the boost from boost would make for some absurd ws-> jump-> ws-> high jump-> ws moments if the tp and damage boost is significant enough to take advantage of the increased delay instead of being off put by it.

Morovich
08-04-2017, 02:13 AM
Just tested it on my monk and when boost is active you can't Auto attack at all it turns off your auto attack the only thing you can do is use a weapon skill or something like chi blast. I did it does last for at least like 15 seconds and then when the effect wears off you'll Auto attack and you'll have that boosted Auto attack and it does do more damage. So basically when you activate it you can use weapon skill and afterward you'll stand there for a few seconds and start Auto attacking again. But if you use like boost before you attack them up you can't attack them up with auto attack while it's active.

They NEED to reduce the auto attack increase by maybe five seconds and then it'll be ok I think or change it so that after use a weapon skill with boost you start Auto attacking again within no more than 2 seconds

Hawklaser
08-04-2017, 02:40 AM
Just tested it on my monk and when boost is active you can't Auto attack at all it turns off your auto attack the only thing you can do is use a weapon skill or something like chi blast. I did it does last for at least like 15 seconds and then when the effect wears off you'll Auto attack and you'll have that boosted Auto attack and it does do more damage. So basically when you activate it you can use weapon skill and afterward you'll stand there for a few seconds and start Auto attacking again. But if you use like boost before you attack them up you can't attack them up with auto attack while it's active.

They NEED to reduce the auto attack increase by maybe five seconds and then it'll be ok I think or change it so that after use a weapon skill with boost you start Auto attacking again within no more than 2 seconds

Hmm I may just have to test out drg/mnk tonight when I get a chance since the ws and chi blast are not consuming the buff. As there might be potential for boosted jumps leading to some very interesting results.

While I am not quite sure how h2h and the jumps interact, but pretty sure both weapons when dual wielding hit in a jump so would assume same is true for h2h. I know job traits like double attack work, as well as weapon additional effects so kicks should trigger. Mostly mentiooning this for those that have not used drg.

Pups323
08-04-2017, 07:16 AM
It also loos like boost is adding next to 0 damage to weapon skills....

Also note that the 15 sec delay goes down to like <10 seconds when fully hasted (gear, ability, magic, etc)

Nyarlko
08-04-2017, 09:59 AM
It also loos like boost is adding next to 0 damage to weapon skills....

Also note that the 15 sec delay goes down to like <10 seconds when fully hasted (gear, ability, magic, etc)

Gear haste does not affect the duration/delay, but MA+ from gear and magic haste does. Haven't checked JA haste like Samba tho.

Nyclia
08-05-2017, 02:50 AM
Ok... .

Quick question. Since people overdo it with abbreviations.
MA+ = Martial Arts? You know there is Magic Attack or Accuracy in FFXI terms.
Which wouldn't make sense on Monk.

Hawklaser
08-05-2017, 03:36 AM
Well with the extremely limited testing I did, this won't make mnk take off unless boost adds a lot more for a mnk main.

With a 23 mnk subjob, boost bumped tp gain of spirit and soul jump by ~100%. Soul returns ~ 450 for me normally and with boost I got a lil over 900. And did some engagement testing as well. So I think boost is temporarily setting weapon delay to 999 and also adding that to current time until next attack. This is due to long delay until an auto from just activating boost with weapon drawn, but if have to draw weapon get same message that happens when try to redraw a long delay weapon if mob dies after you just swung.

For the damage bonus, I got an extra ~200 damage when used boost with jump. Was against tunnel worms in south gustaberg. I used gae derg+1, hotspur lance, and sword from arke (puk-something or other). All 3 weapons got the 200 damage. Would need to do more intensive testing to pick out things better, though each of the jumps were doing within 30 dmg of each other outside of the obvious crits.(only did 5-10 tests of boost vs unboosted to get an idea of how big of a boost would get)

Any ws or jump cleared the boost buff but delay on attack was still there after the attack.

If mnk gets the same damage when it uses boost I dont think this will fix stuff unless it applies to all hits of ws's like asuran fists, and is more pronounced or it adds a ton to mnks single hit ws's.

Urmom
08-05-2017, 05:17 AM
Ok... .

Quick question. Since people overdo it with abbreviations.
MA+ = Martial Arts? You know there is Magic Attack or Accuracy in FFXI terms.
Which wouldn't make sense on Monk.

Yes. Magic accuracy is abbreviated macc, magic attack bonus is abbreviated mab,

Nyarlko
08-05-2017, 07:54 AM
Well with the extremely limited testing I did, this won't make mnk take off unless boost adds a lot more for a mnk main.

With a 23 mnk subjob, boost bumped tp gain of spirit and soul jump by ~100%. Soul returns ~ 450 for me normally and with boost I got a lil over 900. And did some engagement testing as well. So I think boost is temporarily setting weapon delay to 999 and also adding that to current time until next attack. This is due to long delay until an auto from just activating boost with weapon drawn, but if have to draw weapon get same message that happens when try to redraw a long delay weapon if mob dies after you just swung.

For the damage bonus, I got an extra ~200 damage when used boost with jump. Was against tunnel worms in south gustaberg. I used gae derg+1, hotspur lance, and sword from arke (puk-something or other). All 3 weapons got the 200 damage. Would need to do more intensive testing to pick out things better, though each of the jumps were doing within 30 dmg of each other outside of the obvious crits.(only did 5-10 tests of boost vs unboosted to get an idea of how big of a boost would get)

Any ws or jump cleared the boost buff but delay on attack was still there after the attack.

If mnk gets the same damage when it uses boost I dont think this will fix stuff unless it applies to all hits of ws's like asuran fists, and is more pronounced or it adds a ton to mnks single hit ws's.

How much damage do your Jumps do normally without Boost? Also, it's stated that effects are affected by job level, so you are not getting the full power effect.

Hawklaser
08-05-2017, 09:09 AM
I can remember the lances better than the sword. Using Hotspur lance(1 dmg), was ~85 normal, just shy of 300 with boost on the tunnel worms. I'd have to log in to check with the Gae Derg(299) again for more accurate numbers, but normals were in the 900 range, while boost was 1100 something. Sword is 100 some damage, and it followed same pattern of +200ish on the damage, used it to mix up delay to see if was based on that.(Damage was also really consistent enough that the small variation is likely due to the slight randomization in damage formula)

It mostly showed that the damage boost from boost was independent of delay and damage of the weapon.

Yeah, I may not be getting full effect, but it would have to go up a lot higher than 200ish to offset /sam or /war.

Aysha
08-05-2017, 10:42 AM
I'm going to assume that Boost is currently bugged entirely. You can't pull your weapons out if you use it outside of combat (which is in the "Accepted Bugs" section!) and it does not add any damage to WS (which is also in the "Accepted Bugs" section).

I think we should just calm down until they patch it and hopefully they get it working. From my understanding, it sounds like it should stop auto-attacking for a full attack round once it is used (to give you time to use a WS). For example if your normal delay is 3 seconds, I would assume that it is meant that Boost should stop your character from attacking for 3 seconds after you used the ability to give you time to use a weaponskill and/or any other job abilities that you intended to use before the weaponskill.

This whole 10-15 second thing I would assume is a bug. Surely they don't expect monks to stand around for 10+ seconds doing absolutely nothing, even if the thing DID in fact give +damage to weaponskills. That would make no sense whatsoever.

Most likely, the same bug that is preventing you from pulling your weapons out during the full duration of Boost is the same bug that is preventing you from swinging during the full duration of Boost.

Hawklaser
08-05-2017, 11:13 AM
I'm going to assume that Boost is currently bugged entirely. You can't pull your weapons out if you use it outside of combat (which is in the "Accepted Bugs" section!) and it does not add any damage to WS (which is also in the "Accepted Bugs" section).

I think we should just calm down until they patch it and hopefully they get it working. From my understanding, it sounds like it should stop auto-attacking for a full attack round once it is used (to give you time to use a WS). For example if your normal delay is 3 seconds, I would assume that it is meant that Boost should stop your character from attacking for 3 seconds after you used the ability to give you time to use a weaponskill and/or any other job abilities that you intended to use before the weaponskill.

This whole 10-15 second thing I would assume is a bug. Surely they don't expect monks to stand around for 10+ seconds doing absolutely nothing, even if the thing DID in fact give +damage to weaponskills. That would make no sense whatsoever.

Most likely, the same bug that is preventing you from pulling your weapons out during the full duration of Boost is the same bug that is preventing you from swinging during the full duration of Boost.

If the can't draw weapon is a bug, its been a long standing bug and not tied to boost specifically. The message I got when using boost out of combat, is the exact same I have gotten a number of times with varied number of long delay weapons if the mob dies right after you swing and end up sheathing and have to redraw for an add. Go grab a base relic weapon with 999 delay to see this if you never have before, try hitting a mob, sheathing weapon and then re-engaging a target and will not be able to until the delay has passed and have an auto attack round ready.

Which I would be perfectly fine with getting fixed for all weapons. Being able to redraw a weapon even when auto-attack is on delay cooldown.

I speculated at whats happening earlier, as it seems to be most likely thing happening. Boost is not just adjusting delay for TP gain, but also adding the same amount to the current auto-attack cooldown delay, be it at 0 and ready for an attack, or 500 from just swinging a lance. And by adding it to that active delay counter, it is causing you to not be able to draw your weapon, just like what happens with any other long delay weapon still on cooldown if it gets sheathed. It adding to the current active delay might be a bug, but I think that is intended so a random auto attack doesn't consume it before you weaponskill and the extra TP gain is to offset that wait.

Aysha
08-05-2017, 12:13 PM
If the can't draw weapon is a bug, its been a long standing bug and not tied to boost specifically. The message I got when using boost out of combat, is the exact same I have gotten a number of times with varied number of long delay weapons if the mob dies right after you swing and end up sheathing and have to redraw for an add. Go grab a base relic weapon with 999 delay to see this if you never have before, try hitting a mob, sheathing weapon and then re-engaging a target and will not be able to until the delay has passed and have an auto attack round ready.

Which I would be perfectly fine with getting fixed for all weapons. Being able to redraw a weapon even when auto-attack is on delay cooldown.

I speculated at whats happening earlier, as it seems to be most likely thing happening. Boost is not just adjusting delay for TP gain, but also adding the same amount to the current auto-attack cooldown delay, be it at 0 and ready for an attack, or 500 from just swinging a lance. And by adding it to that active delay counter, it is causing you to not be able to draw your weapon, just like what happens with any other long delay weapon still on cooldown if it gets sheathed. It adding to the current active delay might be a bug, but I think that is intended so a random auto attack doesn't consume it before you weaponskill and the extra TP gain is to offset that wait.

Nah, if you use Boost (from what I've seen of the reports) outside of combat, it locks you from pulling out your weapon during the entire duration (~17s?) regardless of whether or not you spent it with Chi Blast.

That is most definitely a bug and it's different than the "I just swung my GAX and killed something and must wait a couple seconds before pulling it back out" that's always been there.

We're talking about a buff from a JA that is preventing you from drawing your weapon entirely.

Hawklaser
08-05-2017, 12:38 PM
Nah, if you use Boost (from what I've seen of the reports) outside of combat, it locks you from pulling out your weapon during the entire duration (~17s?) regardless of whether or not you spent it with Chi Blast.

That is most definitely a bug and it's different than the "I just swung my GAX and killed something and must wait a couple seconds before pulling it back out" that's always been there.

We're talking about a buff from a JA that is preventing you from drawing your weapon entirely.

The point I am making, is that it is functioning in, and giving the exact same message as if that happened. Which is leading me to believe that using boost is changing the current delay countdown by adding a large value to it. And since Delay countdown is not at 0 meaning can auto attack, much like how when need to wait on a G.Axe, Scythe, lance, or other long delay weapon. People are just getting a bit more bent out of shape because Boost is causing a longer delay, but functioning just like any other time your delay countdown for an auto attack is not at 0 and ready to auto attack. And that lil window even without boost can cause problems at times.

So I doubt it is boost itself causing the problem, but instead the core system not letting you draw your weapon unless sitting at 0 Delay with an auto attack at the ready. Boost comes into the picture now, only because it is changing what your current delay is sitting at to prevent an auto-attack from eating boost mid combat. Current Delay and Weapon Delay are not the same thing, in case someone is getting that confused.

I checked on this in game myself while doing the testing. Jump consumes Boost the same way Chi blast would. Same results as you mention, difference is I am looking at why it is happening. Unless they can find a delay value that works to keep an auto attack from going off too early for superbuffed Mnks and normal mnks, it is likely going to take going back to the very foundation of the auto attack system to fix it.

I do agree that the current amount of delay that boost is adding is likely excessive, but I don't know what kind of value is ultimately needed for a capped martial arts, gear haste, magic haste Mnk to have enough of a window to not have an auto-attack remove boost early and not make the wait absurd for bare bone geared monks.

Either way, without seeing the exact code no one will know what is actually going on. And this is what makes the most sense based off of what I saw when I was testing out Boost with mnk as a SJ.

Nyarlko
08-05-2017, 05:08 PM
The point I am making, is that it is functioning in, and giving the exact same message as if that happened. Which is leading me to believe that using boost is changing the current delay countdown by adding a large value to it. And since Delay countdown is not at 0 meaning can auto attack, much like how when need to wait on a G.Axe, Scythe, lance, or other long delay weapon. People are just getting a bit more bent out of shape because Boost is causing a longer delay, but functioning just like any other time your delay countdown for an auto attack is not at 0 and ready to auto attack. And that lil window even without boost can cause problems at times.

So I doubt it is boost itself causing the problem, but instead the core system not letting you draw your weapon unless sitting at 0 Delay with an auto attack at the ready. Boost comes into the picture now, only because it is changing what your current delay is sitting at to prevent an auto-attack from eating boost mid combat. Current Delay and Weapon Delay are not the same thing, in case someone is getting that confused.

I checked on this in game myself while doing the testing. Jump consumes Boost the same way Chi blast would. Same results as you mention, difference is I am looking at why it is happening. Unless they can find a delay value that works to keep an auto attack from going off too early for superbuffed Mnks and normal mnks, it is likely going to take going back to the very foundation of the auto attack system to fix it.

I do agree that the current amount of delay that boost is adding is likely excessive, but I don't know what kind of value is ultimately needed for a capped martial arts, gear haste, magic haste Mnk to have enough of a window to not have an auto-attack remove boost early and not make the wait absurd for bare bone geared monks.

Either way, without seeing the exact code no one will know what is actually going on. And this is what makes the most sense based off of what I saw when I was testing out Boost with mnk as a SJ.

Boost is stated to raise delay now, but the fact that the buff is allowed to prevent you from engaging until it wears off (and you get zero benefit from it) has got to be a bug.

Hawklaser
08-05-2017, 10:04 PM
Boost is stated to raise delay now, but the fact that the buff is allowed to prevent you from engaging until it wears off (and you get zero benefit from it) has got to be a bug.

Which does need fixing. But I don't think it is the boost status itself that is causing it, instead it is the core auto-attack system not letting you engage if an auto attack is not ready. Boost is now causing this to be more of an issue as on activation as it is adding something like 2000 to current delay (likely different ammount for weapon delay) and the core system is seeing you don't have an attack ready so it won't let you draw your weapon. I'll have to do some digging, as I think there was a dev response a while back in regards to not being able to draw your weapon without an auto attack ready as intentional.

Either way, I don't think boost in this iteration is enough to fix mnk unless mnk mains are getting significantly more than 200ish damage added to base attacks and it applies to every hit in multi-hit ws or is giving a very large boost to ws.

Edit: Dev response on drawing weapons in the past.

Greetings,

We’ve got more great changes planned! I am sure you have all experienced times when you sheath your trusty weapon and can’t seem to draw it again in time to defend yourself from monster attacks.

Luckily the development team is currently looking into the below changes as a result of experiments with weapon sheathing, drawing, and attack time.


Reduction in time for sheathing and re-drawing weapons

After giving consideration to weapon attack delay as well as the necessary time it takes for the sheathing animation, we are adjusting the wait time between sheathing and re-drawing a weapon. We will be shortening the times and making it so players can draw weapons smoothly.

*We are looking to adjust the system in this way to reduce stress since it is not possible to eliminate the error message or change the weapon drawing timing. Likewise it would cause a large amount of server lag if we simply removed the wait time completely since information for drawing/sheathing is constantly sent to the server.



As long as everything goes smooth, we are planning to introduce this to the test server with the next version update. Explaining how this will feel in words only is a bit hard, so we would definitely like you all to try it out on the test server when it is implemented. :)

Shiyo
08-05-2017, 10:25 PM
On the JP forums a CM replied "yeah boost doesnt work on weapon skills and it removes boost. since it works during the interval between auto attacks you have to wait for it" and people replied back "I don't understand"

http://forum.square-enix.com/ffxi/threads/50660-%E7%8C%AB%E8%B6%B3%E7%AB%8B%E3%81%A1%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6?p=599150#post599150

Aysha
08-05-2017, 10:41 PM
On the JP forums a CM replied "yeah boost doesnt work on weapon skills and it removes boost. since it works during the interval between auto attacks you have to wait for it" and people replied back "I don't understand"

http://forum.square-enix.com/ffxi/threads/50660-%E7%8C%AB%E8%B6%B3%E7%AB%8B%E3%81%A1%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6?p=599150#post599150

Dunno who that CM was that said that but they're wrong. It's a bug, because the developers accepted it as a bug (it's in the Accepted Bugs section) which tells me Boost is supposed to apply damage to WS.

Nyarlko
08-06-2017, 04:20 AM
On the JP forums a CM replied "yeah boost doesnt work on weapon skills and it removes boost. since it works during the interval between auto attacks you have to wait for it" and people replied back "I don't understand"

http://forum.square-enix.com/ffxi/threads/50660-%E7%8C%AB%E8%B6%B3%E7%AB%8B%E3%81%A1%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6?p=599150#post599150

Salalaruru (who's one of the primary ComReps on JPside) did not address that WS are not getting the announced benefits at all, only that the delay until your next auto attack sticks around even after consuming it is working as intended. The few player replies after that are trying to figure out what it's good for now since a 1min CD seems like something intended to be used regularly and the damage increase is nice but the delay after use seems unnecessary.


Dunno who that CM was that said that but they're wrong. It's a bug, because the developers accepted it as a bug (it's in the Accepted Bugs section) which tells me Boost is supposed to apply damage to WS.

"Accepted Bugs" forum is actually just the first stage that submitted bug reports go through as long as they follow the template. ^^;; Since I followed the template with the two Boost related bug reports, they'll look into it but doesn't mean that it's been confirmed to be a bug just yet.

Hawklaser
08-06-2017, 05:35 AM
I read that JP Rep's post. He didn't say that it wasn't affecting ws. Just confirming that the auto-attack delay increase is still there after the status wears off.

If I was only seeing 200 damage increase on jumps, which were being consistent 1 hits on tunnel worms in south gustaberg. I doubt that without people doing major testing they will be able to spot if boost is making a difference on WS's unless they have one that is highly consistent in its damage, and a good target for testing it on.

Maybe a Sam/mnk would be best if got a WS that is very consistent(like under 100 dmg variation when using sekkanoki when not critting) and a lv 0 mob

Nyarlko
08-06-2017, 06:10 AM
I read that JP Rep's post. He didn't say that it wasn't affecting ws. Just confirming that the auto-attack delay increase is still there after the status wears off.

If I was only seeing 200 damage increase on jumps, which were being consistent 1 hits on tunnel worms in south gustaberg. I doubt that without people doing major testing they will be able to spot if boost is making a difference on WS's unless they have one that is highly consistent in its damage, and a good target for testing it on.

Maybe a Sam/mnk would be best if got a WS that is very consistent(like under 100 dmg variation when using sekkanoki when not critting) and a lv 0 mob

The damage variance should be larger with a fully leveled subjob. All the other JAs effectiveness is stated to be scale with MNK's level, and they are being reduced by half with /49MNK, so you are getting less than half of that with /23MNK.

Hawklaser
08-06-2017, 06:23 AM
The damage variance should be larger with a fully leveled subjob. All the other JAs effectiveness is stated to be scale with MNK's level, and they are being reduced by half with /49MNK, so you are getting less than half of that with /23MNK.

Actually, no it shouldn't be. With a higher leveled mnk subjob I might see more than +200 damage. But the variance on my Jumps and WS's would be the same when testing on level 0 mobs. Which was ~5 dmg with hotspur lance, and ~30 with Gae Derg, narrow enough that the boost bonus is very obvious. Ws's are a bit harder to control due to TP, which is why asking if Sam has a very consistent one with sekkanoki as they can control how much TP is used. That way we could easily see if it is effecting ws's which can vary by thousands on harder mobs.

Nyarlko
08-06-2017, 06:36 AM
Actually, no it shouldn't be. With a higher leveled mnk subjob I might see more than +200 damage. But the variance on my Jumps and WS's would be the same when testing on level 0 mobs. Which was ~5 dmg with hotspur lance, and ~30 with Gae Derg, narrow enough that the boost bonus is very obvious. Ws's are a bit harder to control due to TP, which is why asking if Sam has a very consistent one with sekkanoki as they can control how much TP is used. That way we could easily see if it is effecting ws's which can very by thousands on harder mobs.

Lots of testing has already been done, including a bit by myself using 3k TP WS only, and there is no determinable difference in damage when using Boost w/ WS, even for MNK main-job.

Hawklaser
08-06-2017, 06:46 AM
What has the test target been? Something like a level 0 mob? Where any normal variance in the ws's damage would be minimal. Or end game targets where it will vary a lot?

Nyarlko
08-06-2017, 07:00 AM
What has the test target been? Something like a level 0 mob? Where any normal variance in the ws's damage would be minimal. Or end game targets where it will vary a lot?

That's what most people do. I used Bight Uragnites in Yahse since they are great for holding up to TP gain and have a very narrow level range (100-101), but I was more interested in the basic mechanics than specific numbers. Tested on various jobs, various ws, and the only time I had any significant variance was due to my mule skilling up enough for Sylvie(UC) to switch to using attack bubbles instead of accuracy ones. /slapself

Just goofing around with 99DRG/49MNK vs lv75 mobs, and normal Jump is ~2k while Boost+Jump is ~4k so far, after about 5x of each. Both values are holding pretty steady, so I'd say that subjob level probably makes a much larger difference than you were expecting.

(As soon as I posted this, my Boost+Jump numbers dropped to 2.6k-3k ><;; lol Probably got a string of crits at first I guess. Still higher than normal, but comparable to Boosted melee swings.)

Hawklaser
08-06-2017, 07:26 AM
Against lv 75+ mobs, you may also be having double/triple/quad attack going off too. With 49 mnk then should be able to pin down how much it is adding when remove chances for multi hits, much like I can clearly see the +200some bonus from boost with sj at 23. Its not mob variance need to watch, its damage you do to the mob with what are testing. I'd have to go level mnk a bit, but I could pin down the bonus damage pretty fast once it hit 49 using those tunnel worms.

While Im working on getting a spell for blue, watching my damage on mobs in the area my normal swings have a range of over 100 damage(190-300 that I have seen for non-crits). With that kind of variance in normal swings spotting the 200 damage i would get from /mnk and boost would be much harder to see, so can't really test it on those mobs. But if I go to the tunnel worms outside bastok, I would almost guarantee that range of damage goes down to around 30 tops, like I was seeing with Drg. Its minimizing the variance on your swings so its more apparent. Now apply that to weaponskills which would amplify that variation in normal damage to be even larger amounts.

I was interested in basic mechanics of it as well. Without knowing how much it may add, I needed a target where my normal damage would be consistent enough where would spot the change(30 variance vs 100+ for example). A level 100 mob won't be easy to spot the change on unless you also happen to have high enough stats that your auto attack damage is in a very narrow range.

Edit as showed up mid post:



(As soon as I posted this, my Boost+Jump numbers dropped to 2.6k-3k ><;; lol Probably got a string of crits at first I guess. Still higher than normal, but comparable to Boosted melee swings.)

This here shows what I am getting at, with a range of 2.6-3k (~400), it would be hard to notice a change of 200 outside of the extreme ends and by doing 100's of tests. Which is why I used the tunnel worms, to eliminate as much of that variation as possible to make it easier to notice what is going on. Have a lot of the other people testing it been able to say its not affected by weapon damage or delay with certainty? As with what I saw I am almost 100% certain thats the case for all but TP gain.

Nyarlko
08-06-2017, 08:10 AM
Against lv 75+ mobs, you may also be having double/triple/quad attack going off too. With 49 mnk then should be able to pin down how much it is adding when remove chances for multi hits, much like I can clearly see the +200some bonus from boost with sj at 23. Its not mob variance need to watch, its damage you do to the mob with what are testing. I'd have to go level mnk a bit, but I could pin down the bonus damage pretty fast once it hit 49 using those tunnel worms.

While Im working on getting a spell for blue, watching my damage on mobs in the area my normal swings have a range of over 100 damage(190-300 that I have seen for non-crits). With that kind of variance in normal swings spotting the 200 damage i would get from /mnk and boost would be much harder to see, so can't really test it on those mobs. But if I go to the tunnel worms outside bastok, I would almost guarantee that range of damage goes down to around 30 tops, like I was seeing with Drg. Its minimizing the variance on your swings so its more apparent. Now apply that to weaponskills which would amplify that variation in normal damage to be even larger amounts.

I was interested in basic mechanics of it as well. Without knowing how much it may add, I needed a target where my normal damage would be consistent enough where would spot the change(30 variance vs 100+ for example). A level 100 mob won't be easy to spot the change on unless you also happen to have high enough stats that your auto attack damage is in a very narrow range.

This here shows what I am getting at, with a range of 2.6-3k (~400), it would be hard to notice a change of 200 outside of the extreme ends and by doing 100's of tests. Which is why I used the tunnel worms, to eliminate as much of that variation as possible to make it easier to notice what is going on. Have a lot of the other people testing it been able to say its not affected by weapon damage or delay with certainty? As with what I saw I am almost 100% certain thats the case for all but TP gain.

No multi-attacks proccing according to TP return, and actually pretty sure that Boost prevents all other procs other than critical hits from occurring. Crit Jump alone was hovering ~3k. Assuming my first few were all crits, then crit Boost+Jump was ~4k, which is a difference. My point was simply that you won't be getting the full value of Boost while using an underleveled sub, so it may be better than you are thinking it is, even if it's not amazingly awesome.

Hawklaser
08-06-2017, 08:19 AM
No multi-attacks proccing according to TP return, and actually pretty sure that Boost prevents all other procs other than critical hits from occurring. Crit Jump alone was hovering ~3k. Assuming my first few were all crits, then crit Boost+Jump was ~4k, which is a difference. My point was simply that you won't be getting the full value of Boost while using an underleveled sub, so it may be better than you are thinking it is, even if it's not amazingly awesome.

Yeah, I was not assuming that was getting the full bonus, but more asserting that Mnk mains would need to be getting much more than 200 for it address their issues, or in the case of SJ at 49 also needing to be higher to become a serious option alongside the ever useful /war and /sam. For all we know it could work in a manner similar to /sch and light/dark arts. But knowing to expect seeing at least 200ish change is still useful for those doing more intensive testing, as well as other stuff I saw.

Edit: Also, if the change isn't larger for WS's something like 200 could very easily be missed due to how much they can vary by TP, as well as all the other things that can go on when attacking high level targets such as missed hits, crits, kicks, and DA/TA/QA going off, enemy gaurding if it can, etc. So boost might indeed be effecting WS's, but might be being missed due to normal variance in WS damage on the target, as Boost's potency should be constant outside of mnk level(seemed like it in my tests so far).

So basically suggesting find a ws available to sam/mnk or mnk/sam that has very consistent damage(less than 50 dmg variance for example) on a target when TP is controlled either via 3000 or sekkanoki so can actually rule out as many variables as possible. To really see if it is affecting them or not instead of it possibly being missed in inconsistent WS damage due to being a small amount like say the 200 I was seeing.

Nyarlko
08-06-2017, 08:53 AM
Someone over on bgwiki tested here (https://www.bluegartr.com/threads/108197-Random-Facts-Thread-Abilities?p=6937544&viewfull=1#post6937544). It's roughly halved when used as subjob.

Hawklaser
08-06-2017, 09:06 AM
Interesting, though the formula for the damage boost can't be right, as I was seeing +200 with using a 1 dmg weapon and getting ~85 normal jump damage, as well as 900ish with a 299 dmg weapon. Should have been much higher damage change between weapons. So its not multiplying those numbers and stats with normal damage, as that would not mesh with the above.

So there is something else going on with how the +dmg is determined. Gonna see if can do some sam/mnk tests by first checking if normal damage/ws damage is consistent enough.

Hawklaser
08-06-2017, 09:32 AM
Well, with naked 50Sam/23 mnk, using mumeito(lv1 wep 12 dmg) Get 73-76 damage on normal swings, boost gives me a damage range of 135-138(+62 damage from boost) from initial testing. So either stats make a large difference or its not tied to subjob level. So I should be able to swap to a Combat Caster Scimitar and see +62 damage from boost as well. However with the Combat Caster Scimitar(lv 40 26 dmg) I am seeing ~+99(117-121 unboosted, 217-220 boosted limited testing) . Maybe its partly tied to weapon rank?(Puk-whatever sword, Gae Derg+1, and Hotspur might have same rank)

Working on getting some WS testing in, takes a bit for sekkanoki to cooldown.Will add to this soon as have enough to tell.

Edit - Preliminary results, Sekkanoki'ed Hobaku was doing 194-198 without boost, first one with boost was 222. Need to do a few more though looking like if Boost is modifying WS's it is via a stat modifier adjustment and not adding what it does for normal attacks. So no wonder its not being noticed affecting weapon skills if this is true. Need to do more Sekkanoki'ed Hobaku's to confirm. (again all this is on tunnel worms in south gustaberg)

Edit 2- I have yet to get an unboosted Hobaku to do over 200 damage, and a boosted one to do less than 211(222 highest). Stopped using Sekkanoki to get numbers faster, still getting very narrow damage ranges(its damage isn't tp modified so its to be expected). With the 58 Str I have, and hobaku's 60% Str mod, if understand TP modifiers right would mean Boost would be adding around a 35% to the Str modifier to make up the 22 damage difference on the high end(not too familiar with the formulas)

Edit 3- Went to test to rule out/in weapon rank, and found that boost makes the most difference on normal attacks. CC Scimitar normal attacks got more on 99blu/23mnk, and then pukwhatever basically doubled in damage(~+450) on both Drg and Blu.... So boost is in an odd spot now.

Folken
08-07-2017, 12:30 AM
"Accepted Bugs" forum is actually just the first stage that submitted bug reports go through as long as they follow the template. ^^;; Since I followed the template with the two Boost related bug reports, they'll look into it but doesn't mean that it's been confirmed to be a bug just yet.

They should really change it to "Accepted Bug Reports" so people stop making this assumption.

Nyarlko
08-07-2017, 01:46 AM
They should really change it to "Accepted Bug Reports" so people stop making this assumption.

Might be nice since lots of people don't seem to read the sticky there. What we are watching for is where they get moved to. From "Accepted Bugs" it'll get moved to one of the following, in best>worst order: "Confirmed/Planning to Address" / "Unable to Verify" / "Working as Intended".

"Confirmed/Planning to Address" = They admit it's a bug and will work on fixing it (eventually).
"Unable to Verify" = They were unable to reproduce the bug by following the steps in the bug report. This is why we need to follow the template there and be as detailed as possible with anything that is involved in causing the bug to occur.
"Working as Intended" = The "bug" is fully intentional, and/or they have no plans to change anything related to the "bug".

All the other subforums are only for the first stage of acceptance/rejection of the submission stage.

Hawklaser
08-09-2017, 03:20 PM
So has anyone done a lil more testing on boosted weaponskills? I saw that it was effecting them(as posted above), but if its only a ~35%Str mod when used as a SJ, I can see it being missed quite easily on most weapon skills(especially since they can vary a lot on harder targets) as I'm around ~300Str on my Drg.

Either way, boost likely needs a boost when it comes to using with weapon skills as is.

Urmom
08-10-2017, 12:16 AM
The vast majority math done on ws shows no definite proof that it's doing anything at all.

Hawklaser
08-10-2017, 04:05 AM
The vast majority math done on ws shows no definite proof that it's doing anything at all.

Well, I guess I'll try some testing tonight using shoulder tackle to see if I get similar results to what I got with hobaku then. If understanding formulas right and shoulder tackles fTP of 1.0, I should see at least 33% of my Str added to shoulder tackle's damage, like what I saw on 50Sam. And with shoulder tackle not having a native str mod I may be able to vary str a little via /blu and gear to see if can change the ammount added.

As to why its not being seen else where...my 99 drg with lower end gear has ~300 total Str, so 100 base damage is likely being missed unless on a multihit that copies a decent fTP, or something with a very high fTP and the testing done on lv0 mobs to minimize normal damage variation as much as possible. As I know if I had done the same testing with jump on those lv 100-101 urganites mentioned earlier I likely would not have noticed the +2xx damage with over 400 variation in baseline damage.

Urmom
08-10-2017, 06:23 AM
Well, I guess I'll try some testing tonight using shoulder tackle to see if I get similar results to what I got with hobaku then. If understanding formulas right and shoulder tackles fTP of 1.0, I should see at least 33% of my Str added to shoulder tackle's damage, like what I saw on 50Sam. And with shoulder tackle not having a native str mod I may be able to vary str a little via /blu and gear to see if can change the ammount added.

As to why its not being seen else where...my 99 drg with lower end gear has ~300 total Str, so 100 base damage is likely being missed unless on a multihit that copies a decent fTP, or something with a very high fTP and the testing done on lv0 mobs to minimize normal damage variation as much as possible. As I know if I had done the same testing with jump on those lv 100-101 urganites mentioned earlier I likely would not have noticed the +2xx damage with over 400 variation in baseline damage.

Unless they did it totally different than they did the melee hits or the other testing and the note is wrong then it's not working that way. Based on the notes and testing it is adding some independent of str and some based on str. Also remember that pdif was involved.

Easiest way to look at it is if it was working worst and most likely case scenario it's adding after ftp kind of like most of the extra stat mods like that and as such should add at a minimum as much dmg to the ws as it does to your normal hits. Though gotta make sure to account for things like crit vs not and relic procs etc and the variance that is pdif

Hawklaser
08-10-2017, 09:32 AM
Unless they did it totally different than they did the melee hits or the other testing and the note is wrong then it's not working that way. Based on the notes and testing it is adding some independent of str and some based on str. Also remember that pdif was involved.

Easiest way to look at it is if it was working worst and most likely case scenario it's adding after ftp kind of like most of the extra stat mods like that and as such should add at a minimum as much dmg to the ws as it does to your normal hits. Though gotta make sure to account for things like crit vs not and relic procs etc and the variance that is pdif

Which is why using Shoulder Tackle, as it should not be able to crit, and targeting Tunnel Worms in South Gustaberg so all of that stuff is minimized. Crits are easy to see and toss out on normal attacks, and I don't have a relic for a 23 mnk.

So far with a naked lv 23mnk/blu(no spells set, also no +str spells or gear on hand to vary str at this level) I had 30 str on the dot. For normal attacks I was seeing 59-61 damage, with boost I was seeing 318-330 which is quite nice. So far so good, working as intended.

Now with Shoulder Tackle, from what I am seeing so far, and earlier Hobaku testing, Boost is indeed effecting WS's... just no where as dramatically as normal attacks. Need more numbers to confirm better, as gonna take time without a pocket Sam or Sch to feed TP(60tp a pop takes a bit to build up). When I do Shoulder Tackle without boost, so far have gotten a range of 187-193 for damage, and with boost, the range has been 199-206. Which interestingly enough is ~10 dmg or approximately 1/3 of my Str being added to Shoulder Tackle.

Now as to where at in the formula that is being added, I'll leave that to someone else. Gonna work on getting some more numbers for a bit, if see something that tosses the above out will edit it in.

So with how Boost is working, I don't know if it fixes mnk much at all. So curious as to what would be thought of if boost was turned more into a stance like say Hasso, that could not be active(or in drastically reduced effect) with Hundred Fists? Reason would have to exclude it from Hundred Fists is it would be ridiculously broken if combined. Would make for an interesting High Damage/Delay Low TP feed mode for MNK to partly keep up with others high end WS spam. That is of course, if they don't tweak the WS and JA aspects of Boost soon.

Aysha
08-10-2017, 11:35 AM
I feel that I'm not really understanding what Boost is originally intended to do if the 10-15 second delay is actually intended.

I'm not a ridiculously geared MNK or anything (a mule with ambuscade NQ + Sparks weapon), but uh. I can have 3-4 attack rounds in the time it takes for me to land one boosted punch. Or I could Chi Blast for a couple K damage... oh wait, I could do more than 2k damage with 3-4 attack rounds, as my punches land for 200s on Apex Raptors. Okay so I can Chi Blast for ~1500 on those raptors. OR, I could land 8 punches and a kick or two for 200 each for 1600. Not seeing the point of Boost, to be honest.

Now, the Focus and Footwork changes? Oh yes. Now those I can wholly get behind. Focus is usable at the beginning of every fight just about, and Footwork can be paired with Impetus as they have the same cooldown every other fight to give a nice little hand up on damage output.

Boost? I'd say that's a complete miss.

IMO, let's just change boost to a directionless Sneak Attack and be done with it. Maybe not as dramatic as Sneak Attack, but still a similar concept. Use JA, next attack does extra damage. Boom, done, easy. This whole 10+ second delay is killing any DPS that Boost would have added. Why would I want to stand still for 10+ seconds doing nothing when I could have landed 6-8 punches in the same amount of time?

Nyarlko
08-10-2017, 12:37 PM
I feel that I'm not really understanding what Boost is originally intended to do if the 10-15 second delay is actually intended.

I'm not a ridiculously geared MNK or anything (a mule with ambuscade NQ + Sparks weapon), but uh. I can have 3-4 attack rounds in the time it takes for me to land one boosted punch. Or I could Chi Blast for a couple K damage... oh wait, I could do more than 2k damage with 3-4 attack rounds, as my punches land for 200s on Apex Raptors. Okay so I can Chi Blast for ~1500 on those raptors. OR, I could land 8 punches and a kick or two for 200 each for 1600. Not seeing the point of Boost, to be honest.

Now, the Focus and Footwork changes? Oh yes. Now those I can wholly get behind. Focus is usable at the beginning of every fight just about, and Footwork can be paired with Impetus as they have the same cooldown every other fight to give a nice little hand up on damage output.

Boost? I'd say that's a complete miss.

IMO, let's just change boost to a directionless Sneak Attack and be done with it. Maybe not as dramatic as Sneak Attack, but still a similar concept. Use JA, next attack does extra damage. Boom, done, easy. This whole 10+ second delay is killing any DPS that Boost would have added. Why would I want to stand still for 10+ seconds doing nothing when I could have landed 6-8 punches in the same amount of time?

Haste and Martial Arts (and Dual Wield, Hasso, Blitzer's Roll, etc) reduce the duration of Boost. With capped gear+magic haste (along w/ baseline MA traits) you can get it down to ~7sec w/ H2H, and even a bit lower w/ MA/DW gear. It just sucks if you are not actually gearing for it. (And currently broken w/ WS, and engage problems, etc...)

Urmom
08-11-2017, 12:36 AM
When I do Shoulder Tackle without boost, so far have gotten a range of 187-193 for damage, and with boost, the range has been 199-206. Which .That's small enough that it might be possible that's just normal randomness I think or at least most of it.

Hawklaser
08-11-2017, 01:11 AM
That's small enough that it might be possible that's just normal randomness I think or at least most of it.

I doubt it, but it will take a while for me to get enough numbers to be significant on mnk. I had done enough hobakus as 50 Sam to begin ruling out the random variation. That and as a 23 mnk I didn't have the means to vary str via blu(no +str spells that low, or pocket mage to cast +str spells/songs). This is part of why also included dmg ranges been getting from normal attacks, as have had minimal variation on them.(range of 3-4 on all but Drg which was closer to 30)

I haven't seen a shoulder tackle break 195 without boost yet though, much like hobaku did not break 200 without boost. And the range difference of highs to highs, and lows to lows has been ~1/3 of my str both times. It at least warrants looking into more with a 99 mnk with higher str (guessing a 99 with 119 gear will have 300 ish) and can vary it easier.

Urmom
08-11-2017, 02:49 AM
So some hints from SE (jp side only of course) and some testing by people reading the jp side suggest how much dmg boost you get is based on how long you wait. Which could explain why melee hits which force the wait get huge boost while for ws people are getting either low enough that can be attributed to rng or very modest boosts

Hawklaser
08-11-2017, 03:14 AM
So some hints from SE (jp side only of course) and some testing by people reading the jp side suggest how much dmg boost you get is based on how long you wait. Which could explain why melee hits which force the wait get huge boost while for ws people are getting either low enough that can be attributed to rng or very modest boosts

Could the post be linked to? I had been testing the ws's by engage-> Boost-> Run up and ws. I'll try a couple with waiting tonight to check. I should be able to see a difference if true and maybe see if there are some breakpoints on the wait.

Could be the 1/3rd Str I have been seeing is the minimum it increases which definitely would be very easy to miss even if had 300ish Str and adding only 100 damage to one hit of a weapon skill.

Nyarlko
08-11-2017, 03:36 AM
Links:

JPside weekly devpost summary (http://forum.square-enix.com/ffxi/threads/53005-8%E6%9C%884%E6%97%A5%EF%BC%88%E9%87%91%EF%BC%89%EF%BD%9E8%E6%9C%889%E6%97%A5%EF%BC%88%E6%B0%B4%EF%BC%89%E3%81%BE%E3%81%A7%E3%81%AE%E6%8A%95%E7%A8%BF%E4%B8%80%E8%A6%A7?p=599431#post599431) gave me the hint that duration remaining affected Boost damage bonus. Right-click > Translate to English > Battle Related.

BGwiki post here (https://www.bluegartr.com/threads/118737-Dev-Tracker-Discussion?p=6939771&viewfull=1#post6939771) where I posted some cursory testing which shows that there is an impact on WS if you wait til the last second. I wasn't trying to pinpoint the values involved with the buff, only that there was a notable increase by using Boost and waiting.

Appears to me that the buff is dependant on time remaining, not time elapsed.

Urmom
08-11-2017, 07:14 AM
Think you getting way too fixated on this 1/3 str thing for a single data set. Especially when SE flatly said it adds dmg AND adds dmg from str and that's how it does for regular hits. Also our understanding of regular hits suggest it's a multiplier not an addition

Nyarlko
08-11-2017, 07:56 AM
Copy/paste from the patch notes:

Boost has undergone the following adjustments.
Autoattack delay will increase while active.
The next autoattack will deal increased damage.
Then next autoattack will generate increased TP if it connects.
While active, the next weapon skill used before an autoattack occurs will deal increased damage.
The next autoattack/weapon skill will have its damage modified by STR.
The effect duration has been changed from 180 to your attack delay.
The recast time has been changed from 15 seconds to 60 seconds.

Does not indicate how much of anything beyond STR is applied to WS. It's quite possible that using a WS right away negates/trivializes the STR portion and only the base "increased damage".

Morovich
08-11-2017, 08:16 AM
So can someone just give a simple explanation now of how and when to use Boost w/o all the confusing number crunch?

Hawklaser
08-11-2017, 09:23 AM
Think you getting way too fixated on this 1/3 str thing for a single data set. Especially when SE flatly said it adds dmg AND adds dmg from str and that's how it does for regular hits. Also our understanding of regular hits suggest it's a multiplier not an addition

Now, I plan on doing some of this testing on Drg tonight so can vary str a bit more. Basically naked except weapon, and all gear except +ws damage(will find something to put in place of those peices from what I have on hand). If the damage increase on weapon skills is close to 1/3 of my Str again, would that be enough to indicate that the minimum increase is close to that for you? As I have seen that as 50sam/23mnk and 23mnk/blu so far when done weaponskill testing. If it shows up on Drg, that would be up to 4 different str values that it has happened with. Will again be doing it on tunnel worms in south gusta, and be using Leg Sweep, TP affects Stun chance, fTP of 1.0, and while it has a STR mod of 100% itself I will establish a baseline Leg Sweep value for both naked and with gear before using boost, like I have with the others. I don't care to find out what the exact % of Str it is adding, but just about everyone else was saying that boost wasn't affecting WS's at all prior to the linked dev posts spurring new testing, and my testing was showing it was. I also have given enough info here so that others could at least repeat the process to verify or disprove if they wanted, and yet to see someone else disprove or verify. I just haven't put in a lot of time to get enough numbers to rule out variation enough to pinpoint things so one could make a formula.

And the 1/3rd str is kinda important, as look at the patch notes Nyarlko posted. With it not being noticed prior, I was guessing that it might be a % based stat mod like Weaponskills normally have, and 33% would be low enough to be missed.


So can someone just give a simple explanation now of how and when to use Boost w/o all the confusing number crunch?

From what I have seen in practice(yet to test the Boost->wait->WS pattern to verify myself) Odds are best method to use boost is waiting as close to its expiration as possible before using a WS or JA, or let it run out for an enhanced auto-attack.

Problem is weighing out if the combination of wait time(and no tp feed to monster), increased TP gain on the hit, and increased damage is worth it. If it multiplies into weapon skills like auto attacks, high base fTP(such as Howling fist and its 8.0), or ones that duplicate fTP for all hits(like Stardiver, not sure if any H2H ones do) may be the best ones to use it with. The mathy stuff is to try and get to the bottom of how to best use it, and with what.

Nyarlko
08-11-2017, 09:56 AM
So can someone just give a simple explanation now of how and when to use Boost w/o all the confusing number crunch?

Engage > Boost > wait til 1sec left on Boost duration > WS

Does not work w/ magic WS, best to be fully haste/delay capped before popping Boost to minimize the standing around time.

Hawklaser
08-11-2017, 11:48 AM
Well here is what I found testing on Drg/23mnk tonight. Again, only used tunnel worms in south gusta for test targets, and as little wait as possible from using boost to ws.

Ungeared with 103 str Leg sweep did 1619-1677 for its damage range. Based on earlier testing I had done, I expected Boosted range to go up by 34,for an expected range of 1653-1711. I saw a range of 1677-1718.

With gear for a Str of 291, Leg sweep did 2384-2480. Expected damage to go up 97, for a range of 2481-2577. I saw a range of 2481-2587.

Now while I don't have enough numbers to be significant enough to pin things down precisely. I'd say being able to predict in advance the boosted ws range by simply adding 1/3 of my Str to normal Leg Sweeps, and be that close is a pretty clear indication the base +str modifier for boost to weapon skills is somewhere in the range of 30-40% of ones Str.

After this, I did a couple of tests with gear on and varying amount of boost time passed. I tried to break it up into quarters. So waiting for 0-25% of Boosts delay, I was seeing same numbers as did with no wait. If waited until between 25-50% passed, I saw the added damage about double. Waited for 50-75% it about tripled. From 75-100% it was about quadruple. This was with very little testing, just trying to see where breakpoints might be, and how much they may vary. I don't plan to do much more testing on this, but I hope it helps those interested in figuring things out more.

Urmom
08-12-2017, 12:33 AM
Now, I plan on doing some of this testing on Drg tonight so can vary str a bit more. Basically naked except weapon, and all gear except +ws damage(will find something to put in place of those peices from what I have on hand). If the damage increase on weapon skills is close to 1/3 of my Str again, would that be enough to indicate that the minimum increase is close to that for you? As I have seen that as 50sam/23mnk and 23mnk/blu so far when done weaponskill testing. If it shows up on Drg, that would be up to 4 different str values that it has happened with. Will again be doing it on tunnel worms in south gusta, and be using Leg Sweep, TP affects Stun chance, fTP of 1.0, and while it has a STR mod of 100% itself I will establish a baseline Leg Sweep value for both naked and with gear before using boost, like I have with the others. I don't care to find out what the exact % of Str it is adding, but just about everyone else was saying that boost wasn't affecting WS's at all prior to the linked dev posts spurring new testing, and my testing was showing it was. I also have given enough info here so that others could at least repeat the process to verify or disprove if they wanted, and yet to see someone else disprove or verify. I just haven't put in a lot of time to get enough numbers to rule out variation enough to pinpoint things so one could make a formula.

And the 1/3rd str is kinda important, as look at the patch notes Nyarlko posted. With it not being noticed prior, I was guessing that it might be a % based stat mod like Weaponskills normally have, and 33% would be low enough to be missed..
You'd need to account for all variables in the dmg calculation. Doing hitting low level stuff like that more or less accounts for pdif and fstr but would need decently varying weapon base dmg too. But even then it's not 1/3 str or whatever number getting added it'd be more like 1/12 getting added to base dmg being multiplied by pdif. Also given that and roundings that are done and the variability of pdif to begin with larger differences are much more conclusive. Well there is also the small possibility the boost counts as an "extra hit" so might need something you are one shotting

Again no base stat directly adds to dmg it adds to base dmg which gets multiplied by things like pdif so there is multiple stages of rounding and such. 1/400 would be even harder to notice too. Which is the number gotten for regular hits. I know what notes say also know this is supposed to give a boost independent on str which testing has shown to be much larger than the str bonus but the dev note Nyarlko posted suggests is wait time dependent. So whatever boost to dmg you get isn't going to be all from strength to begin with and apparently it's going to be variable if you don't wait

Hawklaser
08-12-2017, 03:27 AM
You'd need to account for all variables in the dmg calculation. Doing hitting low level stuff like that more or less accounts for pdif and fstr but would need decently varying weapon base dmg too. But even then it's not 1/3 str or whatever number getting added it'd be more like 1/12 getting added to base dmg being multiplied by pdif. Also given that and roundings that are done and the variability of pdif to begin with larger differences are much more conclusive. Well there is also the small possibility the boost counts as an "extra hit" so might need something you are one shotting

Again no base stat directly adds to dmg it adds to base dmg which gets multiplied by things like pdif so there is multiple stages of rounding and such. 1/400 would be even harder to notice too. Which is the number gotten for regular hits. I know what notes say also know this is supposed to give a boost independent on str which testing has shown to be much larger than the str bonus but the dev note Nyarlko posted suggests is wait time dependent. So whatever boost to dmg you get isn't going to be all from strength to begin with and apparently it's going to be variable if you don't wait

Lets see what have accounted for.

Low level mob, and same for all tests rules out pdif and fSTR.

Tachi: Hobaku, Shoulder Tackle, and Leg Sweep all have a fTP of 1.0, Tp to increased status chance, and established baseline damages prior to boost to account for native stat mods on the weaponskills. That takes care of normal ws mods, fTP, and variation from TP.

Weapons used were Mumetio (lv 1 G.katana), unarmed 23 mnk(would have to log in for skill so could give so could figure it out) and Gae derg+1 (119 lance with 299 damage). I'd say that covers weapon variation quite well.

Varied Str was 30, 58, 103, and 291. 103 and 291 were with same weapon. So I'd say that covers Str variation.

What else besides large testing sample is needed?


-Edit-
Needed to mention that establishing a baseline damage for the WS prior to using boost should also eliminate any variation besides the normal randomization inherent in the damage system. Meaning the only changes in damage should be from what boost was providing and that normal variation which would get ruled out quickly with a large sample size.

So how about this, verify or disprove my testing with some of your own. Steps would be simple, record your STR when have no +WS damage gear on, go to south gustaberg so can do testing on the same tunnel worms, establish a baseline damage range with a one-hit fTP 1.0 weaponskill that has TP -> status before using boost, estimate the expected damage range by adding 1/3 of your STR to the baseline range,then engage a worm in a manner so can boost-> ws as fast as possible without accidentally having an auto-attack kill the worm before boost to check the prediction. Note:Thanks to knowing a multiplier is tied to the damage, ensure your boost duration is at least high enough that 25% of it will not pass before a ws is used, I had over 10s durations for all of my testing, Gae Derg was over 20s.

So until someone proves otherwise with a repeatable method, I am fairly sure this is how boost is affecting a 1-hit, 1.0 fTP weapon skills with tp only affecting status like stun. Normal Weapon skill damage + (1/3 STR * Time multiplier). Time multiplier I am guessing is around 1.0, 2.0, 3.0, 4.0 for Mnk subjob broken up in 1/4 chunks of boosts elapsed duration. IE 1.0 for less than 25% duration elapsed, 4.0 for 75%+ elapsed. Now if the 1/3 STR * Time multipler is before or after fTP or is duplicated to all hits of a weapon skill, I don't know. My original intention was to prove that Boost was affecting WS's or verify if it indeed was broken, which I saw Boost affecting WS's before the waiting came into play. Everything after that, was more to help others who enjoy really digging into the math stuff pin down how its working more accurately.