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Magic Acc. Issues #27

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Aeniesh opened this issue Oct 2, 2018 · 11 comments
Closed

Magic Acc. Issues #27

Aeniesh opened this issue Oct 2, 2018 · 11 comments
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@Aeniesh
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Aeniesh commented Oct 2, 2018

In a dunes party with lv sync @15, as blm and ele damage is all over the place. My INT is 22+7 w/o food and out of 10 cast, 3 were actual dmg (55-70) and the rest were just horrible (8-12)

@roriffxi
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roriffxi commented Oct 3, 2018

In addition to the magic accuracy issues, magic damage looks to be off. It would seem that magic atk bonus (at least from traits) isn't properly affecting magic damage.

with 45+30 int my Fire2 is hitting for 210 unresisted against Dancing Jewel in Crawlers nest at level 40.

If i remove my gear and have 45+3 (food was still in effect) and this dropped my unresisted dmg to 183. Exactly 27 points less, which is how much int was removed.

Being a lvl 40 black mage I should have +24 MAB from traits, which is affected by INT, so you'd expect roughly 1.24 points of damage added /removed per point of int added / removed

Also, i'm getting 1/2 resists on magic bursts against XP mobs... that should be basically impossible

@Mattygs6
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I was also seeing 3/4th resist using burst2 on fafnir.. 450ish damage on a MB. He can also no longer be hit by water or wind spells accurately like kupo, not sure what retail was like.

@Mattygs6
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Iirc rori, int wasn’t always 1 dmg per point. There is a lot of other math involved including spell tier and dInt. I haven’t thoroughly tested MAB yet so I can’t be sure.

@Lilswitche
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Fafnir on retail had no resistance to Thunder, Wind, Water or Earth based nukes. Fire/Ice on the other hand - good luck.

@Mattygs6
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After a certain amount of dInt, You will likely only see 1 dmg per 2 int on T1/2 spells and eventually they cap. I would try to see 1-2 int at a time what the unresisted dmg is but I’m guessing the math is correct in this case.

Resistance is definitely wrong however

@roriffxi
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roriffxi commented Oct 13, 2018

Tier2 spells have a multiplier of 1. So unless you're hitting the soft cap of dint, adding 1 point of int will add 1 point of damage without magic attack bonus modifiers.

At level 40 against mobs in CN there is no way I should be surpassing the dInt soft cap.

http://ffxiclopedia.wikia.com/wiki/Calculating_Magic_Damage

Due to this being a Tier2 spell with no weather, staff, or magic burst stuff to worry about the damage formula should simplify down to:

D = V+(dINT * M) * MAB
For the spell Fire II (the Wiki values haven't been updated to the new retail values which are higher, so this is era correct).
V = 133, M = 1
For a level 40 blm MAB = 1.24

At this point that is D= 133 + (dINT * 1) * 1.24
Simpliefies to
D = 133 + dINT * 1.24

Since my +INT score was swinging by 27 points and my damage was only being modified by 27 points, it can be safely inferred that I have not crossed the Inflection point (something that I don't think exists in DSP). Otherwise I would expect my damage to change by some value less than 27.

Since the Modifier is 1 because it is a Tier2 spell it actually doesn't matter if my dINT is > 0 or < 0 because either way it's modified by 1.

If we assume, for the sake of argument, that the monsters I am fighting have an Int of 0, then my damage should have been
133 + 75 * 1.24 = 257.97 floored so 257

If i take away 27 int it should drop to 133 + 48 * 1.24 = 224.44 floored so 224, a 33 point difference which is 1.22 dmg per point of in repeating. Due to the flooring that puts it where i'd expect, due to MAB.

So, theres no way that MAB from traits is being properly calculated in this scenario.

@roriffxi
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Level 54, 58+18 Int. earth staff. elemental seal Quake gets 50% resisted by the goblin veternarians bat in 60 cap pso'xja.

Elemental seal should never be resisted by an xp mob unless the mob is somehow immune / extremely resistant to that specific element, which a bat isnt.

@slassen slassen added this to Critical Bugs / Potential Exploits in Development Dec 13, 2018
@erenik
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erenik commented Mar 29, 2019

I agree that the magic burst resistance seems to be off. In dunes at lvl 14 Fire with INT+10 on flies does a consistent 60ish damage, and 80 damage in magic burst, but the resistance when magic bursting seems to be similar as normal casts (e.g. halved, quarter, eighth). During magic burst the resistance should be lower, so mainly proccing 100% damage or 50% if it resists a bit (ofc depending on enemy mob lvl, but for exp parties it would not resist a lot if at all during MB).

https://ffxiclopedia.fandom.com/wiki/Magic_Burst?oldid=335471
"In all cases, a Magic Burst greatly increases Magic Accuracy, making a Resist less likely. "

@erenik
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erenik commented Mar 29, 2019

The rate of half resists also seem much lower than in retail (compared to quarter and eighth), which is described a bit here: https://ffxiclopedia.fandom.com/wiki/Magic_Hit_Rate

@erenik
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erenik commented Mar 30, 2019

Just as an example, this should barely be possible, MB max resisting and normal spells full-damaging:
image

@Shoruto Shoruto added the Combat label Oct 31, 2020
@59blargedy
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resolved in March 1, 2021 update.

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