note: FFXIOnline forums still break code tag. See allakhazam or KI for the pretty version of this thread.
I've seen a lot of bits and pieces on dice rolling, and I figured that (after some testing of my own) I'd provide a (edit: no longer short) guide on the mechanics of rolling dice.
As I've stated before, here are the different rolls, their level, and effect:
[code]Roll Name Effect LV Lucky# Unlucky#
Corsair's Roll +EXP 5 5 9
Ninja Roll +Evasion 8 4 8
Hunter's Roll +ACC/RACC 11 4 8
Chaos Roll +ATK/RATK 14 4 8
Magus's Roll +Magic DEF 17 2 6
Healer's Roll +hMP 20 3 7
Puppet Roll +pet ACC 23 4 8
Choral Roll -spell interruption 26 2 6
Monk's Roll +Subtle Blow 31 3 7
Beast Roll +pet ATK 34 4 8
Samurai Roll +Store TP 37 2 6
Evoker's Roll Refresh 40 5 9
Rogue's Roll +critical hit rate 43 5 9
Warlock's Roll +Magic Accuracy 46 4 8
Fighter's Roll +Double Attack 49 5 9
Drachen Roll +pet MAB/MACC 52 3 7
Gallant's Roll Damage reflection 55 3 7
Wizard's Roll +Magic Attack Bonus 58 5 9
Dancer's Roll +Regen 61 5 9
Scholar's Roll +Conserve MP 64 5 9[/code]
Rolls are learned by using Die (like using a scroll for a magic spell), which can be bought from Chayaya @ J-8 in Al Zahbi (for original FFXI and WoG job dice) and Jajaroon @ G-7 in Nashmau (for RoZ/ToAU job dice).
Now, as for the actual mechanics of rolling...
--
Job Abilities
At LV5, Corsair obtains two Job Abilities:
1) Phantom Roll (recast: 60 seconds)-
Starts the chosen roll. For example:
/ja "Corsair's Roll" <me>
...would use Phantom Roll to execute the Corsair's Roll. Six cards numbered I-VI will spin around your character, then one will be selected, and your running total will be shown.
The range of the Phantom Roll effect (using the Distance plugin for Windower) is 7.9, or 15.9 with Luzaf's Ring equipped.
2) Double-Up (recast: 7 seconds)-
After executing a Phantom Roll, you will have a 45 second Double-Up window to increase the value of your Roll. Each time you use the Double-Up JA, a set of six cards will spin around you and one will be selected. That card's value will be added to the total for your current Roll. You can continue to Double-Up until either you "Bust," or the 45 second Double-Up window expires.
Furthermore, the final roll value that a party member receives corresponds to the last roll/Double-Up that they were hit with, not the last one that you performed. If you hit 5/6 members with a V Evoker's and then run over to the 6th member and Double-Up to VIII, only the 6th member (and yourself, of course) have the VIII roll. The other 4 members have V.
The command for Double-Up is simply:
/ja "Double-Up" <me>
--
Roll Duration and "Busting"
Rolls have a 5 minute duration, which starts from the moment you execute your Phantom Roll (not the moment you execute your last Double-Up on that Roll). However, if you Double-Up and your Roll total exceeds 11, you will "Bust" and all party members will lose the benefit of that Roll. In addition, you (the COR) will receive a negative penalty; for example, if you Bust on Ninja Roll, you will receive an Evasion debuff (-Evasion) for the duration of the Bust.
Busts also last for 5 minutes, but they last for 5 minutes from the moment of the Bust, not from the beginning of the Phantom Roll that led to the Bust.
It is also important to note that when you Bust, only party members in roll range will have the corresponding roll removed. In other words, if you Bust out of range of everyone else, they will all keep their roll (this can occasionally be useful for managing roll rotation).
--
Removing/replacing Roll effects
You cannot manually cancel a Roll effect. However, a COR can overwrite a current Roll with a different Roll, provided that he does not have the desired replacement Roll active on himself. If you attempt to do a Phantom Roll for a Roll that is current active, you will receive the message, "The same roll is already active on <me>." Consequently, this means that you cannot "renew" a Roll like you can with a BRD song; you have to wait for it to expire (or replace it with a different Roll) first.
A COR main can provide two active Roll effects to the party. You can replace either of these effects with any inactive roll; however, if you Bust, you (the COR) can only have 1 effect active until Bust status expires (however, you can still provide two effects to the party by rotating your 1 open effect slot). If you Bust again and have double Bust status, you will be unable to successfully Roll until one of your Busts expires; any Roll attempt will result in "No effect."
Zoning will clear all Roll effects.
--
Multiple CORs in party
Much like BRD songs, you can have multiple CORs in one party providing multiple Roll effects (two per COR).
--
Lucky / Unlucky numbers
As you can see from the chart above, each Roll has a "Lucky" and "Unlucky" number. Normally, the potency of a Roll corresponds to your running total for that Roll; a Ninja Roll with a total of III provides less +Evasion than a Ninja Roll with a total of VII. However, the Lucky/Unlucky numbers are an exception; a total that matches the Lucky number will provide an effect slightly less than a total of XI (the maximum effect), while a total that matches the Unlucky number will provide the lowest benefit of any roll (a lower effect than a total of I).
--
Exact roll effects
I strongly recommend that new corsairs consult this roll calculator Excel spreadsheet, created by Kylen. It gives a statistical analysis not only by roll probability, but by the actual return on each result, telling you whether the expected increase in buff potency is worth the risk (statistically speaking, of course). You can also see the average expected return on a roll (the "Expected Value of Double-Up" for Roll #0).
It is important to note that there is a level-based penalty on Chaos Roll or Wizard's Roll when the COR is lower-level than the target:
[code]corLVL / targetLVL x bonus total[/code]
Other rolls may also be affected by this level penalty (though Evoker's definitely is not).
Here's a quick reference to the data contained in the spreadsheet (these values do reflect the changes from the 8/27/07 patch)...
Corsair's Roll - EXP Bonus (with COR):
[code]I = +10% EXP
II = +11% EXP
III = +11% EXP
IV = +12% EXP
V = +20% EXP
VI = +13% EXP
VII = +15% EXP
VIII = +16% EXP
IX = +8% EXP
X = +17% EXP
XI = +24% EXP
Avg. = +15.7% EXP[/code]
Hunter's Roll - +ACC/RACC (without RNG/with RNG):
[code]I = +10/25
II = +13/28
III = +15/30
IV = +40/55
V = +18/33
VI = +20/35
VII = +25/40
VIII = +5/20
IX = +27/43
X = +30/45
XI = +50/65
Avg. = +29.6/42.6[/code]
Chaos Roll - +ATK/RATK (without DRK/with DRK):
[code]I = +6.3%/16%
II = +7.8%/17.6%
III = +9.4%/19.1%
IV = +25%/34.8%
V = +10.9%/20.7%
VI = 12.5%/22.3%
VII = +15.6%/25.4%
VIII = +3.1%/12.9%
IX = +17.2%/27%
X = +18.8%/28.5%
XI = +31.2%/41%
Avg. = +18.6%/27%[/code]
Magus's Roll - +Magic Defense Bonus (without BLU/with BLU):
[code]I = +5/13
II = +20/28
III = +6/14
IV = +8/16
V = +9/17
VI = +3/11
VII = +10/18
VIII = +13/21
IX = +14/22
X = +15/23
XI = +25/33
Avg. = +14.9/22.3[/code]
Healer's Roll - +hMP (without WHM/with WHM):
[code]I = +2/5
II = +3/6
III = +10/13
IV = +4/7
V = +4/7
VI = +5/8
VII = +1/4
VIII = +6/9
IX = +7/10
X = +7/10
XI = +12/15
Avg. = +7.3/10[/code]
Monk's Roll - +Subtle Blow (without MNK/with MNK):
[code]I = +8/18
II = +10/20
III = +32/42
IV = +12/22
V = +14/24
VI = +16/26
VII = +4/14
VIII = +20/30
IX = +22/32
X = +24/34
XI = +40/50
Avg. = +24/32.8[/code]
Samurai Roll - Store TP (without SAM/with SAM):
[code]I = +8/18
II = +32/42
III = +10/20
IV = +12/22
V = +14/24
VI = +4/14
VII = +16/26
VIII = +20/30
IX = +22/32
X = +24/34
XI = +40/50
Avg. = +23.6/32.8[/code]
Evoker's Roll - Refresh (without SMN/with SMN):
[code]I = +1/2
II = +1/2
III = +1/2
IV = +1/2
V = +3/4
VI = +2/3
VII = +2/3
VIII = +2/3
IX = +1/2
X = +3/4
XI = +4/5
Avg. = +2.3/3.3[/code]
Fighter's Roll - Double Attack + x (without WAR/with WAR):
[code]I = +1%/6%
II = +2%/7%
III = +3%/8%
IV = +4%/9%
V = +10%/15%
VI = +5%/10%
VII = +6%/11%
VIII = +6%/11%
IX = +1%/6%
X = +7%/12%
XI = +15%/20%
Avg. = +7.2%/11.6%[/code]
Drachen Roll - +pet MAB/MACC (without DRG):
[code]I = +3
II = +4
III = +12
IV = +5
V = +6
VI = +6
VII = +2
VIII = +8
IX = +9
X = +10
XI = +16
Avg. = +9.5[/code]
Gallant's Roll - % damage reflection (without PLD/with PLD):
[code]I = 5%/15%
II = 8%/18%
III = 24%/34%
IV = 9%/19%
V = 11%/21%
VI = 12%/22%
VII = 3%/13%
VIII = 15%/25%
IX = 17%/27%
X = 18%/28%
XI = 30%/40%
Avg. = 18%/26.9%[/code]
Wizard's Roll - Magic Attack Bonus (without BLM/with BLM):
[code]I = +2/6
II = +3/7
III = +4/8
IV = +4/8
V = +10/14
VI = +5/9
VII = +6/10
VIII = +7/11
IX = +1/5
X = +7/11
XI = +12/16
Avg. = +7.1/10.7[/code]
Dancer's Roll - +HP/tick (without DNC/with DNC):
[code]I = +4/7
II = +4/7
III = +11/14
IV = +4/7
V = +5/8
VI = +6/9
VII = +1/4
VIII = +7/10
IX = +8/11
X = +8/11
XI = +14/17
Avg. = +8.3/11[/code]
Credit for the above data should go to the following:
Corsair's Roll- Asphodel (Lakshmi)
Healer's Roll- Dracont (Titan)
Samurai Roll- myself
Wizard's Roll- Dyvid (Pandemonium), myself
Dancer's Roll- myself
Hunter's, Chaos, Magus's, Monk's, Fighter's, Drachen, Gallant Roll- FrontPage - All or Nothing -FF11コルセア応æ´ã‚µã‚¤ãƒˆ-
I've seen a lot of bits and pieces on dice rolling, and I figured that (after some testing of my own) I'd provide a (edit: no longer short) guide on the mechanics of rolling dice.
As I've stated before, here are the different rolls, their level, and effect:
[code]Roll Name Effect LV Lucky# Unlucky#
Corsair's Roll +EXP 5 5 9
Ninja Roll +Evasion 8 4 8
Hunter's Roll +ACC/RACC 11 4 8
Chaos Roll +ATK/RATK 14 4 8
Magus's Roll +Magic DEF 17 2 6
Healer's Roll +hMP 20 3 7
Puppet Roll +pet ACC 23 4 8
Choral Roll -spell interruption 26 2 6
Monk's Roll +Subtle Blow 31 3 7
Beast Roll +pet ATK 34 4 8
Samurai Roll +Store TP 37 2 6
Evoker's Roll Refresh 40 5 9
Rogue's Roll +critical hit rate 43 5 9
Warlock's Roll +Magic Accuracy 46 4 8
Fighter's Roll +Double Attack 49 5 9
Drachen Roll +pet MAB/MACC 52 3 7
Gallant's Roll Damage reflection 55 3 7
Wizard's Roll +Magic Attack Bonus 58 5 9
Dancer's Roll +Regen 61 5 9
Scholar's Roll +Conserve MP 64 5 9[/code]
Rolls are learned by using Die (like using a scroll for a magic spell), which can be bought from Chayaya @ J-8 in Al Zahbi (for original FFXI and WoG job dice) and Jajaroon @ G-7 in Nashmau (for RoZ/ToAU job dice).
Now, as for the actual mechanics of rolling...
--
Job Abilities
At LV5, Corsair obtains two Job Abilities:
1) Phantom Roll (recast: 60 seconds)-
Starts the chosen roll. For example:
/ja "Corsair's Roll" <me>
...would use Phantom Roll to execute the Corsair's Roll. Six cards numbered I-VI will spin around your character, then one will be selected, and your running total will be shown.
The range of the Phantom Roll effect (using the Distance plugin for Windower) is 7.9, or 15.9 with Luzaf's Ring equipped.
2) Double-Up (recast: 7 seconds)-
After executing a Phantom Roll, you will have a 45 second Double-Up window to increase the value of your Roll. Each time you use the Double-Up JA, a set of six cards will spin around you and one will be selected. That card's value will be added to the total for your current Roll. You can continue to Double-Up until either you "Bust," or the 45 second Double-Up window expires.
Furthermore, the final roll value that a party member receives corresponds to the last roll/Double-Up that they were hit with, not the last one that you performed. If you hit 5/6 members with a V Evoker's and then run over to the 6th member and Double-Up to VIII, only the 6th member (and yourself, of course) have the VIII roll. The other 4 members have V.
The command for Double-Up is simply:
/ja "Double-Up" <me>
--
Roll Duration and "Busting"
Rolls have a 5 minute duration, which starts from the moment you execute your Phantom Roll (not the moment you execute your last Double-Up on that Roll). However, if you Double-Up and your Roll total exceeds 11, you will "Bust" and all party members will lose the benefit of that Roll. In addition, you (the COR) will receive a negative penalty; for example, if you Bust on Ninja Roll, you will receive an Evasion debuff (-Evasion) for the duration of the Bust.
Busts also last for 5 minutes, but they last for 5 minutes from the moment of the Bust, not from the beginning of the Phantom Roll that led to the Bust.
It is also important to note that when you Bust, only party members in roll range will have the corresponding roll removed. In other words, if you Bust out of range of everyone else, they will all keep their roll (this can occasionally be useful for managing roll rotation).
--
Removing/replacing Roll effects
You cannot manually cancel a Roll effect. However, a COR can overwrite a current Roll with a different Roll, provided that he does not have the desired replacement Roll active on himself. If you attempt to do a Phantom Roll for a Roll that is current active, you will receive the message, "The same roll is already active on <me>." Consequently, this means that you cannot "renew" a Roll like you can with a BRD song; you have to wait for it to expire (or replace it with a different Roll) first.
A COR main can provide two active Roll effects to the party. You can replace either of these effects with any inactive roll; however, if you Bust, you (the COR) can only have 1 effect active until Bust status expires (however, you can still provide two effects to the party by rotating your 1 open effect slot). If you Bust again and have double Bust status, you will be unable to successfully Roll until one of your Busts expires; any Roll attempt will result in "No effect."
Zoning will clear all Roll effects.
--
Multiple CORs in party
Much like BRD songs, you can have multiple CORs in one party providing multiple Roll effects (two per COR).
--
Lucky / Unlucky numbers
As you can see from the chart above, each Roll has a "Lucky" and "Unlucky" number. Normally, the potency of a Roll corresponds to your running total for that Roll; a Ninja Roll with a total of III provides less +Evasion than a Ninja Roll with a total of VII. However, the Lucky/Unlucky numbers are an exception; a total that matches the Lucky number will provide an effect slightly less than a total of XI (the maximum effect), while a total that matches the Unlucky number will provide the lowest benefit of any roll (a lower effect than a total of I).
--
Exact roll effects
I strongly recommend that new corsairs consult this roll calculator Excel spreadsheet, created by Kylen. It gives a statistical analysis not only by roll probability, but by the actual return on each result, telling you whether the expected increase in buff potency is worth the risk (statistically speaking, of course). You can also see the average expected return on a roll (the "Expected Value of Double-Up" for Roll #0).
It is important to note that there is a level-based penalty on Chaos Roll or Wizard's Roll when the COR is lower-level than the target:
[code]corLVL / targetLVL x bonus total[/code]
Other rolls may also be affected by this level penalty (though Evoker's definitely is not).
Here's a quick reference to the data contained in the spreadsheet (these values do reflect the changes from the 8/27/07 patch)...
Corsair's Roll - EXP Bonus (with COR):
[code]I = +10% EXP
II = +11% EXP
III = +11% EXP
IV = +12% EXP
V = +20% EXP
VI = +13% EXP
VII = +15% EXP
VIII = +16% EXP
IX = +8% EXP
X = +17% EXP
XI = +24% EXP
Avg. = +15.7% EXP[/code]
Hunter's Roll - +ACC/RACC (without RNG/with RNG):
[code]I = +10/25
II = +13/28
III = +15/30
IV = +40/55
V = +18/33
VI = +20/35
VII = +25/40
VIII = +5/20
IX = +27/43
X = +30/45
XI = +50/65
Avg. = +29.6/42.6[/code]
Chaos Roll - +ATK/RATK (without DRK/with DRK):
[code]I = +6.3%/16%
II = +7.8%/17.6%
III = +9.4%/19.1%
IV = +25%/34.8%
V = +10.9%/20.7%
VI = 12.5%/22.3%
VII = +15.6%/25.4%
VIII = +3.1%/12.9%
IX = +17.2%/27%
X = +18.8%/28.5%
XI = +31.2%/41%
Avg. = +18.6%/27%[/code]
Magus's Roll - +Magic Defense Bonus (without BLU/with BLU):
[code]I = +5/13
II = +20/28
III = +6/14
IV = +8/16
V = +9/17
VI = +3/11
VII = +10/18
VIII = +13/21
IX = +14/22
X = +15/23
XI = +25/33
Avg. = +14.9/22.3[/code]
Healer's Roll - +hMP (without WHM/with WHM):
[code]I = +2/5
II = +3/6
III = +10/13
IV = +4/7
V = +4/7
VI = +5/8
VII = +1/4
VIII = +6/9
IX = +7/10
X = +7/10
XI = +12/15
Avg. = +7.3/10[/code]
Monk's Roll - +Subtle Blow (without MNK/with MNK):
[code]I = +8/18
II = +10/20
III = +32/42
IV = +12/22
V = +14/24
VI = +16/26
VII = +4/14
VIII = +20/30
IX = +22/32
X = +24/34
XI = +40/50
Avg. = +24/32.8[/code]
Samurai Roll - Store TP (without SAM/with SAM):
[code]I = +8/18
II = +32/42
III = +10/20
IV = +12/22
V = +14/24
VI = +4/14
VII = +16/26
VIII = +20/30
IX = +22/32
X = +24/34
XI = +40/50
Avg. = +23.6/32.8[/code]
Evoker's Roll - Refresh (without SMN/with SMN):
[code]I = +1/2
II = +1/2
III = +1/2
IV = +1/2
V = +3/4
VI = +2/3
VII = +2/3
VIII = +2/3
IX = +1/2
X = +3/4
XI = +4/5
Avg. = +2.3/3.3[/code]
Fighter's Roll - Double Attack + x (without WAR/with WAR):
[code]I = +1%/6%
II = +2%/7%
III = +3%/8%
IV = +4%/9%
V = +10%/15%
VI = +5%/10%
VII = +6%/11%
VIII = +6%/11%
IX = +1%/6%
X = +7%/12%
XI = +15%/20%
Avg. = +7.2%/11.6%[/code]
Drachen Roll - +pet MAB/MACC (without DRG):
[code]I = +3
II = +4
III = +12
IV = +5
V = +6
VI = +6
VII = +2
VIII = +8
IX = +9
X = +10
XI = +16
Avg. = +9.5[/code]
Gallant's Roll - % damage reflection (without PLD/with PLD):
[code]I = 5%/15%
II = 8%/18%
III = 24%/34%
IV = 9%/19%
V = 11%/21%
VI = 12%/22%
VII = 3%/13%
VIII = 15%/25%
IX = 17%/27%
X = 18%/28%
XI = 30%/40%
Avg. = 18%/26.9%[/code]
Wizard's Roll - Magic Attack Bonus (without BLM/with BLM):
[code]I = +2/6
II = +3/7
III = +4/8
IV = +4/8
V = +10/14
VI = +5/9
VII = +6/10
VIII = +7/11
IX = +1/5
X = +7/11
XI = +12/16
Avg. = +7.1/10.7[/code]
Dancer's Roll - +HP/tick (without DNC/with DNC):
[code]I = +4/7
II = +4/7
III = +11/14
IV = +4/7
V = +5/8
VI = +6/9
VII = +1/4
VIII = +7/10
IX = +8/11
X = +8/11
XI = +14/17
Avg. = +8.3/11[/code]
Credit for the above data should go to the following:
Corsair's Roll- Asphodel (Lakshmi)
Healer's Roll- Dracont (Titan)
Samurai Roll- myself
Wizard's Roll- Dyvid (Pandemonium), myself
Dancer's Roll- myself
Hunter's, Chaos, Magus's, Monk's, Fighter's, Drachen, Gallant Roll- FrontPage - All or Nothing -FF11コルセア応æ´ã‚µã‚¤ãƒˆ-
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