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  1. #1
    Player Vyvian's Avatar
    Join Date
    Mar 2011
    Posts
    27
    Character
    Vyvian
    World
    Sylph
    Main Class
    MNK Lv 99
    Don't know how helpful it is, but you can also manipulate skill levels by changing to 1 job to get a certain skill, and then going to a Nomad Moogle (Selbina, Mhaura, Kazham, Rabao etc) and changing jobs with them. The limitation is if you lower a job level, it takes every job down with it, so this is good for getting your skill reduced to subjob levels without lowering the level of WHM.

    So for the sake of example, if you wanted to test like 100 healing skill, change to a job with no healing skill, and sub PLD (C skill), then set your main job level to 70, which will cap your skills. C skill with a level 35 job is 100 skill exactly. Leave the mog house as that job, and get to a nomad moogle, change jobs to whm, and you will still have 100 healing skill (although your whm will still be level 70).

    It may not be that much more helpful than what you're already doing, but it may provide additional data for specific skill points after large increases in MND or VIT (because you're using a job that is twice as high a level for the same skill).
    (1)
    MNK99 WHM99 DNC99 BRD99
    Sylph - Vyvian Bastok Rank 10

  2. #2
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Quote Originally Posted by Motenten View Post
    Well, I'd hoped you could stretch the mnd tests out to at least +20 (and vit needs a wider span as well), but working with what's available..

    And actually, if you could redo it with a skill value that's divisible by 10 (eg: add 3 merits to take it to 430 total skill, or even full merits to take it to 440 (divisible by 20)), that would eliminate one element of uncertainty for now (whether any factors are added together before flooring).
    I'll change the healing magic to 430 and retest a larger range for you tomorrow.


    Quote Originally Posted by Motenten View Post
    Testing the lowest end will require the no-subjob trick and the no-skill trick.

    For the no-subjob trick, described here.
    For the no-skill trick, as I understand it, you need to get the moogle to set your job level (41 whm for cure 4), and then choose one of the teleport options without exiting the menu. This should prevent auto-capping your skills.

    Together this should put your total power in the 30-ish range. From there you can do minor tweaks to merits and such until your cure amounts start going above baseline.
    Unfortunately this doesn't seem to work for me, upon changing primary job level, the dialogue with the GM moogle closes. Skills are auto capped whenever you use the change main job level function.

    Quote Originally Posted by Vyvian View Post
    Stat adjusting stuff
    Actually, that's pretty much what I've been doing to get the lower bounds values, the trouble is that it becomes a very complicated juggling game of stats. Adjusting merits, trying to find magian trial staves with appropriate stats, and hunting through claim slips for gear.

    The main trouble I've been having is that I'm attempting to vary one stat, whilst maintaining the other 2 so we have less variables to worry about. Although, that said, if we became 100% sure of the formula, in theory we could just work with cure-power and graph any combination of job/level/stats/skill.

    I'm on nightshift tonight, so I'm afraid I won't have time to do it today... however tomorrow I'll make a much larger sample size of MND and VIT scaling, which'll hopefully help confirm Motentens formula. I'll then change my main spreadsheet to work with cure-power rather than with skill, and then work on getting the lower bounds.

    I'm actually surprised that the change to the formula isn't being more discussed... it has a huge knock-on effect across the other jobs.
    (2)



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