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  1. #1
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Economizer View Post
    In my experience, damage rating has little to no effect on Aeolian Edge, so I think the thing to compare to Death Blossom would be that (basically assuming a sub without advanced Sword WS access). So, if it isn't too troublesome, what has been your experience between the damage of AE and DB?

    Edit: While I was under the impression Death Blossom was magical (apparently I can't read the description on the wiki despite looking at it a dozen times ) the point I originally wanted to make still stands - when deciding on sword vs. dagger for weapon skill access when you are /NIN or /DNC, which is the better weapon skill, AE or DB?
    Yeah lol, its ok we all do it sometimes.

    Death Blossom is slightly weaker then Swift Blade but otherwise the same. 50% MND 30% STR 1.25 fTP and three hits.

    Aeolian Edge is aoe wind damage, and the "D" value on your weapon has absolutely zero effect on it. A Onion dagger will produce the same AE damage as a Mandau.

    Base D is LV+2, then add WSC, multiply by fTP and tack on fINT.

    fINT = 8 + (ΔINT*M) were M=.5

    For all the older WS's fINT capped at 32 (24+8), but the newer ones with bigger M values don't seem to cap, or it's ridiculously high.

    Many of the newer ones have a different M value. Sang Blade is 2.0, Primal Rend and True Flight both are 2.0 and use a different stat (PR is CHR vs INT, TF is AGI vs INT). The rest are unknown.

    Multiply by all the percentage multiplies in sequence.

    Damage = (( Lv+2+WSC ) * fTP + fINT ) * Resist * Elemental Staves * Weather * MDIF * Magic Damage Adjustment

    Typically physical WS's will do more damage then magical ones, as we have no ammo equitable staves. BUT there is a catch, physical WS's attack values cap at a relatively low amount vs magical ones. We haven't found a cap for MDIF yet, even under brews adding more MAB seems to add more damage. Still resists factor heavily in reducing magic WS viability, and while adding accuracy helps in your melee hits for TP it doesn't help in landing magic WS's without resists.
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  2. #2
    Player Economizer's Avatar
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    Jun 2011
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    That was beyond helpful, considering all the information. I hate to sound ungrateful though, but you didn't really answer what your experience has been between the two. I know anecdotal evidence doesn't mean much when comparing numbers, but it is pretty much what I was looking for in this case.

    Quote Originally Posted by saevel View Post
    Still resists factor heavily in reducing magic WS viability, and while adding accuracy helps in your melee hits for TP it doesn't help in landing magic WS's without resists.
    I think the question here is if Magic Accuracy can lower the resist rates on magical weapon skills (I would guess that it can). If that was the case, short of SE finally releasing the magic affinity shield for all jobs I've been wanting, or increasing damage and hoping for no resists (like wearing a Magic Attack Bonus sword or shield, or off-handing something that works in the offhand with TP Bonus - not sure there are any for Red Mage though), the best option might be to offhand a weapon that gives a ton of Magic Accuracy.

    Murgleis (mACC+25) comes to mind, although getting a Mythic weapon just to offhand it is pretty silly (plus it would probably do more in the main). After that you have stuff like the Magian Trail sword with mACC+15, and other gear. Considering that some mixing of stats would probably be better, an Antares might help more (mACC+10, MAB+10), but how much resist rates could (possibly) be affected by Magic Accuracy is a bit of a toss up while having more TP generation (like from the OAT weapon, or a Joyeuse) seems to be a solid option in comparison.
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