Blade: Chi Damage Formula

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2010-06-21
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Blade: Chi Damage Formula
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Posts: 223
By Bahadir 2016-10-01 09:12:38  
Verda said: »
Teki is too, both were listed in the wiki as magical rather than hybrid. Also only the wiki seems to list them as elemental attack the in game text says elemental damage.
But your Chi dmg was not too far-off the To dmg. And except for a slightly higher WSC Blade: To should be at a clear disadvantage due to one less base hit (with same fTP). So how come the Chi dmg isnt much higher than the Blade: To dmg?
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By Verda 2016-10-01 09:35:54  
Bahadir said: »
Verda said: »
Teki is too, both were listed in the wiki as magical rather than hybrid. Also only the wiki seems to list them as elemental attack the in game text says elemental damage.
But your Chi dmg was not too far-off the To dmg. And except for a slightly higher WSC Blade: To should be at a clear disadvantage due to one less base hit (with same fTP). So how come the Chi dmg isnt much higher than the Blade: To dmg?

Different sets and buffs. I was using a mab set for the To and also had more attack boosts from a 4 song aeonic bard for the To shot. For the Chi shot I was solo and using more a physical ws set and not even a good one. Also different mob families so lots of uncontrolled variables.

Bahadir said: »
Edited my former post to add more Int+->dmg values and checked as well: Clipper Int is 20. Checked on many of them around the tower and seems like if there are different lvls they all have Int 20.

Checked as well the only magic dmg Doll NM with Bio II and it shows now MDB or MDT. Just to yield remaining info about my post even before that.

Then the damage spikes at a dINT of 95?
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By Bahadir 2016-10-01 09:51:32  
Yes. The first strange jump is at dInt95. But there is a second strange transition i found so far at dInt103 where the dmg increase is 4dmg instead of 3. However, 3->4 is easier to explain than 3->5. Ill keep working on it ^^
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By Verda 2016-10-01 10:07:20  
Bahadir said: »
556, 559, 562, 565, 568, 571, 574, 577, 580, 585 (yes...checked 5 times or so. its really 585), 588, 591, 594, 597, 600, 603, 606, 610, 613, 616
With clipper INT of 20 (how'd you test that btw ? :D)

dINT 86 = 556
dINT 87 = 559

Bahadir said: »
Dmg = floor(floor((V+dInt+mDmg)*MAB/MDB)*NinjutsuBonus)

with the following values:
V = 69 (for Ni spells)
dInt = 102 (my Int)-X (to find out)
MAB = 1.18 (gifts)
MDB = 1 (assume they dont have MDB)
NinBonus = 2.12 (446 Skill so caped)
mDmg = 20 (JPs have 10 of them)

The real dmg I get is
427 and 444 with Int+7.
I cannot find an Int/MDB combination that gives me exactly that numbers. What am I missing here?

EDIT: 444 dmg was Int+7!! not +9....just 109 in total.

dINT 86: floor(floor(69 + 86 + 20)*1.5)*2.12)=555.44 (Off by one if we floor, this kind of thing is common with estimates it may be because rather than a floor function the game uses some odd rounding function or 1.5 and 2.12 aren't accurate representations of their base 2 numbers).
dINT 87: floor(floor(69 + 87 + 20)*1.5)*2.12)=559.68
dINT 88: floor(floor(177*1.5)*2.12)=561.8
dINT 89: floor(floor(178*1.5)*2.12)=566.04
dINT 90: floor(floor(179*1.5)*2.12)=568.16

So we can see the formula is nearly correct, minus either some base two multipliers being improperly represented or the flooring function actually being an odd rounding function (different computer systems will often treat rounding differently, was actually a problem for reports being penny wise accurate and took special coding to mimic rounding for one company I worked at). Though if I had to measure a guess it'd be just something to do with the numbers being 1024 base or only one flooring step the reason for the occasional off by one discrepancies.

So your equation works :D Good job. Also thanks for doing this :)
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By Bahadir 2016-10-01 10:28:56  
Verda said: »
With clipper INT of 20 (how'd you test that btw ? :D)
Rightfully sceptical by now ^^ checked with elemental magic. Stone, Water, Aero casts with 50 MAB and the assumption that my Int is at least 50 over the clippers Int yielded exactly 20 Int for all cases and it worked for other spells as well.

Ok I got that "off by one" a lot and was always eager to find a formula that didnt do that ^^ but if we accept that and blame it on "strange rounding" I guess it works fine.
If the formular was one too low it was usually "ok" for me. But I find it strange that in some cases its one too high. Like
dINT 89: floor(floor(178*1.5)*2.12)=566.04
While the actual dmg is 565. So even with the strictest form of rounding its too high. But yea maybe its a strange 1024 based representation.
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By Bahadir 2016-10-01 12:59:30  
Just a quick heads up. Still working on the exact formulars ^^ but just found out that Blade: To does indeed have a first physical hit and magical dmg is added later. Now I cannot find numbers anymore but using it at mobs full HP compared to a mob that was almost dead dealed like 4 times the dmg.
Ill get more details later.

EDIT: was 305 vs 1428 dmg
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By Bahadir 2016-10-07 13:54:41  
Sooo....went back to slaying maaaany crabs and found some stuff out about hybrid WSs.

I tested with Blade: To (only one hit = easier to test).
Things I found out (about Blade: To. Need to check things like fTP for Chi still):

i) WSCs given on bgWiki are correct
ii) fTP is only applied to magical dmg, NOT physical one (see formula below).
iii) for Blade:To the fTP for phys is just a static 1
iv) for the magic part its fTP=0.5 for 1kTP, fTP=1.5 for 2kTP (educated guess) and fTP=2.5 for 3kTP.
v) The physical WS dmg is as stated on bgWiki with fTP=1 and multi hits like DA or the DW additional hit trigger as usual
vi) All phys hits are evaluated first (including TP return) and if the monster still lives after the last hit magical dmg is added like an add-effect without extra TP gain

Formula: TotalDmg = PhysDmg + (PhysDmg*fTP+mDmg)*MAB/MDB
where PhysDmg is the usual thing with WSCs and fSTR and pDif and so on. fTP is as mentioned in point iv).

Again experimental results if you care about numbers:

We d have to test for the other hybrid WSs if the fTP_phys is always just 1. But in general Id guess the idea is always: evaluate all phys hits and take that as base for the magical add-effect. That explains Verdas dmg spikes (TA/DA procs). I bet Flaming Crush works the same way.
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By Verda 2016-10-07 14:12:55  
awesome :D

As an addendum, I tested mikage and blade: teki, to and chi and got no huge consistent damage so I'm thinking mikage doesn't apply to ws or something :<
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By Bahadir 2016-10-07 14:25:52  
Oh good point. Didnt test Mikage. Not sure how that works with WS...
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By Verda 2016-10-12 12:19:30  
https://www.bluegartr.com/threads/121610-Rehauled-Weapon-Skills-tier-lists?p=6143442&viewfull=1#post6143442

That post might interest you it seems to imply (at least to me) what you said about the physical hits not having any fTP associated, for flaming arrow, at least if that was just testing the first hits, it's the only way it'd be 1 ftp every time I can think of.
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