Page 3 of 3 FirstFirst 1 2 3
Results 21 to 28 of 28
  1. #21
    Player
    Narfalicious's Avatar
    Join Date
    Feb 2012
    Posts
    56
    Character
    Dielladys Lightfoot
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    From what I've heard, str is better than attack til ~290ish then attack is better, no comment on int since its a more varied algorithm, though you should aim for about 290ish into as well.
    (0)

  2. #22
    Player
    Dawiichan's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    397
    Character
    Mijin Gakure
    World
    Balmung
    Main Class
    Pugilist Lv 50
    From my parsing on lvl 52 natalan sentry and kokoroon, I can say a few things about monk

    STR does more than INT on AA, however INT does affect skills like second wind.

    STR and INT do cap at 280 for AA damage, not sure about skills though since i haven't tested it.

    Atk Damage also has a significant change in damage but it does not seem to have a cap since ATK food + mega-str potion gives me over 900 atk and i get a massive damage increase with that boost.

    There are a few things I want to test on monk though. One thing is that int seems to work as a sort of magic resist penetration on blm when I fight chimera. I want to test this out on monk as well.
    (0)

  3. #23
    Player
    Narfalicious's Avatar
    Join Date
    Feb 2012
    Posts
    56
    Character
    Dielladys Lightfoot
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Str gives attack, which is why str never really caps out, though its value diminishes. Int is important beyond AA cap solely for blindside damage wise.
    (0)

  4. #24
    Player
    Drexel's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Edward Calloway
    World
    Balmung
    Main Class
    Marauder Lv 50
    The patch notes stated they raised the caps on stats as well as changed some of their affects in 1.21, 290 was the cap pre 1.21, it is unconfirmed as to what the new cap is as to my knowledge no one has tested it.
    (0)

  5. #25
    Player
    Narfalicious's Avatar
    Join Date
    Feb 2012
    Posts
    56
    Character
    Dielladys Lightfoot
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    [dev1316] The method in which player attributes are calculated into weaponskill attack power has been changed, resulting in an increase in the maximum amount an attribute can affect damage.

    looks like weaponskills only, unless there's another part of the notes I missed it in. I'm not sure anyone actually tested WS caps beforehand, just AA caps.
    (0)

  6. #26
    Player
    Drexel's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Edward Calloway
    World
    Balmung
    Main Class
    Marauder Lv 50
    Seiken did on archer, and lancer for that matter. Archer was 280 AA cap and 290 WS cap. Lancer was similar. Basicly pre 1.21 any stat above 290 save strenght for the 3:2 ATK bonus was wasted with respect to damage on all physical damage classes.

    http://forum.square-enix.com/ffxiv/t...IE-ATK-Testing

    http://forum.square-enix.com/ffxiv/t...IE-ATK-Testing
    (0)

  7. #27
    Player

    Join Date
    Aug 2011
    Posts
    40
    Just a quick question for Almalexia,

    I tested the %cooldown reduction with AF boots for Fist of Wind. You said 40% cooldown reduction with boots, 20% without. I found 20% reduction without boots, but only a 30% reduction with the boots. 28s/40s for Aura Pulse and 56s/80s for Howling Fist. Not a big deal, just wondering what is going on.

    Thanks,

    Seiken~
    (0)

  8. #28
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    I had tested DK on patch day since it was an even 60s. Just now I get 48/40s, which is indeed 20/30% as you point out.

    I am either crazy, it was 40% at one point, or my timers were off. Probably the timers.
    (0)

Page 3 of 3 FirstFirst 1 2 3

Tags for this Thread