Crossposting from here to preserve this valuable data before it gets lost permanently:
Originally Posted by Delekii
First, the data.
The tests were done with a Naked 75COR, a Naked 75NIN and a Naked 75BRD/RDM or RDM/BLM (he swapped). All readings were taken from fresh recasts of the spell, with Shot applied at point of casting where appropriate.
3 Numbers are listed for each debuff - first is before debuff, second is after debuff, and third is after quick draw. Where multiple sets are listed, I did multiple tests for whatever reason. First thing to note is that the effect is not random - it affects the same spell the same way each time as you will see.
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Hyoton: Ni:
Fire resist 0 -30 0
Fire resist 0 -30 0
Light Threnody: Light resist 0 -50 -50
Bio I:
Attack: 321 304 288 (95%) DoT enhanced from 3>6
Attack: 321 304 288 (95%) DoT enhanced from 3>6
Attack: 321 304 288 (95%) DoT enhanced from 3>6
Dia II:
Defense: 145 130 122 (53%) (Forgot to check DoT enhancement)
Defense: 145 130 122 (53%) (Forgot to check DoT enhancement)
Bio II:
Attack: 321 288 272 (48%) DoT enhanced from 7 > 10
Attack: 321 288 272 (48%) DoT enhanced from 7 > 10
BLM/RDM Slow vs Utsusemi:NI
Recast: 45 52 57 (71%)
BRD/RDM Battlefield Elegy vs Utsusemi:ICHI (incase some cap was being reached)
Recast: 0:30 0:37 0:37
Recast: 0:30 0:37 0:37
BRD/RDM Carnage Elegy + Slow vs Utsusemi:ICHI
Recast: 0:30 0:50 0:53 - only affecting the slow9
Frost:
Agility: 75 75-9 75-13 (44%)
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Most important things learned from this:
1. Quick Shot no longer effects Bard songs at all. Big uber mega Crying or Very sad Crying or Very sad Crying or Very sad . I am pretty certain this was "fixed" because I am _almost_ 100% sure it used to when I first reached 40, and the firsts HNM's I faught as COR, bards could not reapply their elegies before they wore off, because the enhanced one was "stronger" than the originally applied one - this is no longer the case (as the bard was able to reapply elegy after I earth shotted). I used to use it on elegy with bard all the time in exp, maybe it was just placebo. It works on slow though, so not entirely wasted. These days, I just use it on Dia, and I will have to rethink using earth shot on HNM's Sad
2. Quick Shot's effect on Ninja debuffs is actually negative - as far as I can tell it removes the elemental resist debuff. This is retarded, and I would like to test it differently only I had no other tools on me. Hyoton is Ice based, but perhaps the debuff element of the spell is water based, as it reduces fire resist? I only had Ice cards to test with, no fire or water, but I think I may be clutching to straws.
3. The effect it has on debuffs is not consistent, even between tiers of the same spell. It is however consistent on the exact same spell, which is quite confusing. Take Bio and Bio2. The effect of Dark shot on Bio1 is almost a 100% increase in effect. 321 304 288 (-17, -33), effect increased by 95%, and also interestingly, 288 attack is the same amount that a BioII drops his attack to without being enhanced. That is to say in terms of Attack down, Enhanced Bio I = Non-enhanced Bio II. But, in terms of DoT, it does not. Bio1 naturally does 3/tick damage, enhanced does 6. Bio2 does 7/tick naturally, and that goes to 10 with enhancement.
4. Enhanced spells count as a tier higher than they are.
Enhanced Dia1 is greater than Bio1 and Dia2
Enhanced Bio1 is greater than Dia2 and Bio2
Enhanced Dia2 is greater than Bio2
By greater than, I mean that if you cast Bio2 over an enhanced Dia2, it will not overwrite Dia2 (but it will still do the initial damage).
Lowing w/ Apollo's Staff, Azure Lore, and Fire Shot
TP = -5TP/Tic RoT
MP = -3MP/Tic RoT
-65TP Reduced, -35MP Reduced
*Bypasses Shadows
*Resistance Buildup in Ballista had an effect on it's duration or Lowing is widely varying
*As with many BLU spells, QD does not seem to effect it.
*Effect mentioned in description graphic is incorrect, it does inflict Plague. It does nothing to HP.
Base DEF = 317 DEF
Base DEF w/ Acid Bolt = 277 DEF (-40DEF)
Base DEF w/ Acid Bolt & Wind Shot = 277 DEF (No Change)
Base DEF w/ Acid Bolt & Light Shot = 277 DEF (No Change)
Base DEF w/ Acid Bolt & Dark Shot = 277 DEF (No Change)
Acid Bolts can't be QD'd?
Base DEF = 317 DEF
Base DEF w/ Acid Bolt = 277 DEF (-40DEF)
Base DEF w/ Acid Bolt and Dia II = 245 DEF (-32DEF)
Base DEF w/ Acid Bolt, Dia II, and Light Shot = 229 DEF (-16DEF)
Base DEF w/ Dia II and Light Shot (Acid Bolt wear) = 268 DEF (+39DEF)
Base DEF = 261 DEF
Base DEF w/ Frightful Roar = 234 DEF (-27DEF)
Base DEF w/ Frightful Roar & Dia II = 207 DEF (-27DEF)
Base DEF w/ Frightful Roar, Dia II, and Light Shot = 194 DEF (-13DEF)
Base DEF = 261 DEF
Base DEF w/ Enervation = 235 DEF (-26DEF)
Base DEF w/ Enervation & Dark Shot = 235 DEF (No Change)
Acid Bolt DEF Down duration was 60 Sec with and without Wind Shot.
Pretty sure bolts can't be affected, but isn't Acid also a Water effect and not just Dark?
It was pretty much all but confirmed that BRD magic isn't affected, I had tried it with a BRD a long while back and I saw no noticible improvements with Threnody Effects.
Hojo and Elegy stack, Slow and Elegy Stack, but Hojo and Slow don't since they're essentially the same. Carnage Elegy is already 50% Slow, Slow II is 37%. If COR could affect Carnage Elegy, that would be rather obscene, so i guess it had to be Hojo and Slow instead.
Not affecting BLU magic directly isn't surprising, as COR and BLU oppose each other by theme, though it is rather odd since some BLU magic is basically Black or White magic with new names and varying effects.
So it seems like its pretty much still:
Black, White and Ninjutsu enfeebles that are only affected.
When Dia and Acid Bolts are in play, Light Shot almost seems like one of our strongest options. If Demon Arrows and Bio II are used, Dark Shot seems very good, too.
That made my head hurt a little, as the key ingrediant for all "acid" items is vitrol, which is water based. But I looked up the details on ffxilopedia and saw that spells of the Wind element do have some DEF Down/VIT Down status effects while Earth has the defensive spells/attributs. Earth is weak to Wind so that makes sense.
Although Acid is a liquid, I don't think most people here would be reaching for the nearest acid when a fire breaks out.
I mean, I'm no chemist, but come on . . .
(Summary: liquid != water.)
Yellow Mage and Armando the Sig 3
Originally Posted by IM
Armando: Joyeuse makes for some delicious farming.
Armando: I should start coming /BLU for pure power.
Yellow Mage: Which sub gives you huge power?
Armando: That would be /WAR.
Yellow Mage: Ah, I see.
Yellow Mage: Would /Galka give you thick fat? XD
Armando: Yes, unless it's a Galka DNC, then it has a chance at having own tempo.
Armando: In Soviet Russia, L Cancels you.
Yellow Mage: Smashing like it's 1999.
Brawlers to the end.
A bit of a necro, I couldn't really think of a better place to stick this, but in QD news, I've discovered that aside from the normal goodness we know about QD(0 TP feed, etc.), a couple of new points:
Light/Dark Shot create almost no emnity, 1 point of CE for each. This means that almost any action done against a mob you've slept with Light Shot will easily pull hate off of you. Beats Sleep/Lullaby by alot in those regards.
Elemental QD shots are affected by MAB/MDB as you know, however QD seems to completely ignore Shell and TMDA. This means that while you will see a cut in damage against RDMs, WHMs, and mobs with Magic Defense Boost TP moves, you will still hit QD for full damage against things that normal get a damage reduction, such as Ahrimans, Wyrms, Weapons, and Jailer of Temperance and Flying Spears in SE Apollyon(who are immune to magic damage, 100% TMDA). You won't see the 50% reduction from Pots, however they are still RDM mobs, so you will get a bit of a cut from their MDB trait. I would assume it also works fine on Hyperion in NE Apollyon, but I have yet to try that zone as COR.
It's probably obvious, but Sea Obis work for QD as well, if you do Kirin often I would recommend picking up a Furin Obi, as Wind Shot works best against him and there is often Wind weather in his room.
Anyways, that's I'll I've learned recently, I'm hoping to stockpile some Light Cards to do an AGI vs. MAcc test some time in the near future.
This means that while you will see a cut in damage against RDMs, WHMs, and mobs with Magic Defense Boost TP moves, you will still hit QD for full damage against things that normal get a damage reduction, such as Ahrimans, Wyrms, Weapons, and Jailer of Temperance and Flying Spears in SE Apollyon(who are immune to magic damage, 100% TMDA).
Just to add to this, Quick Draw suffers a 40% damage reduction against Jailer of Love (possibly due to MDB?)
Just to add to this, Quick Draw suffers a 40% damage reduction against Jailer of Love (possibly due to MDB?)
That's odd for sure, that's too large of cut for MDB traits unless they gave him an insane amount of it, but I personally haven't fought JoL yet. And now that I think of it, Campaign Mobs seem to get a cut in QD damage as well, however in my experiences it seemed to be more of a damage cap than a % cut, I need to test that more.
That would be extremely screwy though if practically every mob that had TMDA, including other Jailers and even Wyrms, didn't get a cut against QD while JoL did.