“That is not dead which can eternal lie, And with strange aeons even death may die.”
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.
Last edited by Hawklaser; 08-06-2017 at 06:35 AM.
“That is not dead which can eternal lie, And with strange aeons even death may die.”
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.)
Last edited by Nyarlko; 08-06-2017 at 07:08 AM.
“That is not dead which can eternal lie, And with strange aeons even death may die.”
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:
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.
Last edited by Hawklaser; 08-06-2017 at 07:48 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.
“That is not dead which can eternal lie, And with strange aeons even death may die.”
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