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Drecent_Elvaan
10-06-2005, 08:59 PM
Well as you can see in the title, does apollo or light (which one really works?) staff really effects the additional effect on Holy Bolt?:eek: and AGI is the DMG modifier for Xbow/Gun right? and STR is the modifier for bow correct?

Caspian
10-06-2005, 10:35 PM
Not sure about the apollo staff, but as for the agi/str question. STR is the main modifier for ws's on both weapons for dmg. With bow, it is the only secondary modifier, for gun and xbow both agi and str are secondary modifiers. As far as I know, only str affects the dmg for any of the weapons with normal atks, agi only affects ranged accuracy. (Only exception I know of is MND for holy bolt dmg)
As far as light/apollo staff affecting holy dmg, im not sure but does light staff give +MND? I'm guessing you're asking about a hidden effect (like the elemental bonus hidden). Not sure on that one, or heard of anyone trying.

EDIT: typed "latent" effect rather than "hidden" ><

Nodachi
10-06-2005, 11:09 PM
Both light and Apollo up the additional effect of holy bolt damage. Yup.

Spider-Dan
10-11-2005, 11:15 PM
Not sure about the apollo staff, but as for the agi/str question. STR is the main modifier for ws's on both weapons for dmg. With bow, it is the only secondary modifier, for gun and xbow both agi and str are secondary modifiers.
That's incorrect. Archery secondary modifiers are AGI/STR, while Marksmanship secondary modifier is only AGI.

As far as light/apollo staff affecting holy dmg, im not sure but does light staff give +MND? I'm guessing you're asking about a hidden effect (like the elemental bonus hidden). Not sure on that one, or heard of anyone trying.
Yes, light/apollo staff does increase holy bolt damage. Furthermore, it seems that there's a cap on holy effect damage; no matter how much MND you add, it doesn't seem possible to break high 60s/low 70s.

However, two factors can push you over this "cap":

1) light/Apollo staff
2) lightsday

My personal high is 73 additional effect (103 total MND with a light staff on lightsday vs. a T Caretaker). The other RNGs who helped test this were able to reach low 90s with Apollo staff on Lightsday against TW mobs in Qufim.

Jei
10-11-2005, 11:19 PM
90 from additional effects alone? wow that's nice.

Caspian
10-12-2005, 01:39 PM
That's incorrect. Archery secondary modifiers are AGI/STR, while Marksmanship secondary modifier is only AGI.

Do'h! Might help if I actually proofread my posts and crosschecked my references before posting ><. My bad dan.

Spider-Dan
10-12-2005, 02:14 PM
90 from additional effects alone? wow that's nice.
Sorry, that was a typo. I meant low 80s.

Helmon
05-06-2006, 03:43 AM
Light Staff increases damage by 10%
Apollo Staff increases damage by 15%

Icemage
05-06-2006, 08:30 AM
There are a few other things that can affect Holy Bolt damage:

Darksday should impact it randomly by -10%, as well as Gloom weather (1 darkness icon, randomly -10%) weather, or Darkness weather (2 darkness icon, -10% to -20%). Note that the arena for the Shadow Lord, as well as Dynamis, are always permanently Darkness weather.

Lightsday, as mentioned, will occasionally boost by 10%. Aurora (1 light icon) weather can boost by 10% randomly, and Stellar Glare (2 light icon) weather can boost by 10-20%. All three of these bonuses can be made consistent by wearing a Korin Obi:

http://ffxi.somepage.com/itemdb/6559


Icemage

Blood Red Poet
05-06-2006, 08:34 AM
Icemage, don't you mean 0 to 10%(and maybe factors inbetween percents), not randomly 10%.

VZX
05-06-2006, 08:52 AM
There are a few other things that can affect Holy Bolt damage:

Darksday should impact it randomly by -10%, as well as Gloom weather (1 darkness icon, randomly -10%) weather, or Darkness weather (2 darkness icon, -10% to -20%). Note that the arena for the Shadow Lord, as well as Dynamis, are always permanently Darkness weather.

Lightsday, as mentioned, will occasionally boost by 10%. Aurora (1 light icon) weather can boost by 10% randomly, and Stellar Glare (2 light icon) weather can boost by 10-20%. All three of these bonuses can be made consistent by wearing a Korin Obi:

http://ffxi.somepage.com/itemdb/6559


Icemage
hmm so what's the total benefit then?
30% light damage up?

Icemage
05-06-2006, 08:58 AM
Re: BRP

Yes, I probably should have been more specific. Each bonus gives either 0%, 10%, or 20% respectively, as appropriate to the conditions.

hmm so what's the total benefit then?
30% light damage up?

With a Korin Obi on Lightsday during Stellar Glare weather (2 light icons), yes, you'd get a consistent +30% damage boost.


Icemage

VZX
05-06-2006, 09:44 AM
Did you see someone testing this ? or maybe you did test this by yourself?
Thanks for the info though. This might be a good replacement for RK Belt for TP

Spider-Dan
05-07-2006, 11:39 PM
Korin Obi is a static 10% boost on Lightsday only, as opposed to the occasional boost (but MND+2) you'd get with RKB+2.

I thought about trying to get a Korin Obi, but ultimately decided that it's essentially inventory-1. If there was an exp spot that consisently had light/double light weather, maybe. But I doubt I'll even remember to wear Korin Obi on Lightsday during the course of an exp party.

Icemage
05-10-2006, 04:05 PM
Did you see someone testing this ? or maybe you did test this by yourself?
Thanks for the info though. This might be a good replacement for RK Belt for TP

I own the Suirin (Water) and Anrin (Dark) Obis, and several of my LS members have the light obi. All of us have tested and confirmed the bonus effects. All of the following occur naturally anyway, but only rarely. The obis make the bonus effects 100% consistent:

+10% damage during appropriate day
+10% damage per correct weather icon
+10% Cure Potency for light obi per day/weather icon

The light and dark elemental obis in particular are popular due to the constant presence of 2xDark weather in Dynamis, and the 2xLight weather in parts of Limbus.


Icemage

Avoklex
05-11-2006, 05:38 AM
ANything you see with a +MND stat on it, will always affect Holy Bolt damage.

Apple Pie
05-14-2006, 06:08 PM
It's a little off topic but has anyone tried out new elemental arrows like Earth Arrow?

Additional effects are much more powerful than those of old ones. You may want to check this.
http://grendal.sppd.ne.jp/FF11/diary/200605/12/earth_arrow.wmv

So far, I learned they were increased by

1) Elemental staves corresponding (e.g. Earth Staff on Earth Arrow)
2) INT

However, Magic Attack Bonus didn't seem to affect them.

I'm not sure if they are still good against IT mobs in XP PT but someone may want to try them out.

Jei
05-14-2006, 06:37 PM
omg ∑(゜△゜;) Σ(゜д゜|||) ((((゜Д゜;) )) how much is the normal earth damage without earth staff apple pie??
Will this work with Corsair's elemental shot?? Wow.

Apple Pie
05-15-2006, 02:02 AM
I didn't really check the difference but I guess it is the same as what staves offer. I mean, 10% increase with NQ and 15% increase with HQ. Moreover, I confirmed opposite elements (e.g. Wind Staff for Earth Arrow) did decrease additional effects.

As for Corsair's Quick Draw, I heard it was enhanced by both elemental staves and Magic Attack Bonus. Not sure how INT works on it yet.

Armando
05-15-2006, 05:19 AM
The people on Allakhazam say INT doesn't affect it, but I didn't see any experimental data.

VZX
05-15-2006, 08:43 AM
dan's tested INT doesn't affect the old elemental arrows, not the new one

but 100+ added effect is crazy, apple pie. How much INT+ did you put on that?
I saw my friend only got 20~30 in merit PT (the fly in caedarva mire). Still.. it's a respectable number coming from high base damage weapon

Macht
05-15-2006, 09:50 AM
Wonder if the +light element on items effect it in any way. Something a friend and I had tested with Barrage DEX and +thunder element actually improved Barrage's output for us. Did 200 Barrages with +12 DEX and +120 Thunder, 50 Barrages with I think it was +18 DEX and 200 Barrages without anything.

Consistantly on EM With the added effects it fell into something like:

+120 Thunder (1500-1700-2000 Damage)
+18 DEX (1300-1500-1700 Damage)
nothing (0-800-1400 Damage)

If you are wondering how we pushed Thunder so high it was MalFlash, 2 Grace Earring +1 (Didn't use Vigor we planned to for another theory), Grace Ring +1, Wolf Mantel +1, and Elemental Charm. All that along with Barthundra pushed it past 100.

We had tested it with Earth staff since it had +thunder, we should of tried with Thunder staff too but didn't think about it. The staff we used made the results vary wildly. Not certain though if the reason was due to the -rng. acc (at the time the weapon I had was the highest +rng. acc. on me the next closest was only +5 rng. acc.) or just that the Earth staff just had some adverse hidden effect to it.

It was as clear as night and day though when we did it with the +thunder and without. With the +thunder it consitantly reached near 2000 Damage, without the +thunder most frequent damage was around 800 and could drop even worse.

Anyway, pointless to this thread. Though I wonder if pushing those elements would have any effect to them.

Caspian
05-15-2006, 09:54 AM
But it didn't have any affect at all on your regular shots?

Spider-Dan
05-15-2006, 10:41 PM
I didn't really check the difference but I guess it is the same as what staves offer. I mean, 10% increase with NQ and 15% increase with HQ. Moreover, I confirmed opposite elements (e.g. Wind Staff for Earth Arrow) did decrease additional effects.

As for Corsair's Quick Draw, I heard it was enhanced by both elemental staves and Magic Attack Bonus. Not sure how INT works on it yet.
Quick Draw damage is simply (gun DMG + bullet DMG) * 2 with MAB and elemental staff bonuses applied.

The people on Allakhazam say INT doesn't affect it, but I didn't see any experimental data.
http://www.ffxionline.com/forums/ranger/52830-test.int.effect.elemental.arrows.html

But like VZX said, that's for the old LV45 elemental arrows.

Apple Pie
05-17-2006, 03:38 AM
but 100+ added effect is crazy, apple pie. How much INT+ did you put on that?
I don't remember how much INT I had exactly at that time but I guess I had around 100 INT. It might be hard for RNGs to reach this number without sacrificing RACC and RATK. Therefore, we may not be able to expect such high extra damages in both XP and merit PTs.

However, 20 - 30 points of extra damage are still nice, I think. The good example is the comparison between Dark Bolt (D50) and Holy Bolt (D32). The former has higher base damage (D50 - D32 = D18) but additional effects of the latter makes up for it.

Comparing Demon Arrow (D34) and these new elemental Arrows (D27), the difference of their base damage is only 7. Therefore, I believe they do better than Demon and even better than Kabura unless additional effects are resisted often.

As a matter of fact, Earth Arrow does much better than Demon at 60-capped Ballista. I don't have nothing to boost INT other than AF1 hat but the average of its extra damages is around 40 ~ 45 (Highest one is over 60 points) as RNG60/SAM30. The combo of Selene's Bow and Demon Arrow usually does 100 points of damage but Earth Arrow does something like 85 + (40 ~ 45). No matter how much DEF and VIT they have, they always take 40 ~ 45 extra damage. That's really nice.

Armando
05-17-2006, 07:19 AM
Spider-Dan, I was referring to Quick Draw ^^; I saw your elemental arrow test (the old ones,) always found it odd that Holy Bolts work with MND and those don't work with INT.

Also, I saw something strange in Apple Pie's video. The added effect was consistently 38-40, however, when you scored a critical, it jumped up to 48. That's more than a 10% bonus, so it couldn't have been the day. I didn't notice any weather effects. Do criticals affect the added effect on these?

VZX
05-17-2006, 09:33 AM
Also, I saw something strange in Apple Pie's video. The added effect was consistently 38-40, however, when you scored a critical, it jumped up to 48. That's more than a 10% bonus, so it couldn't have been the day. I didn't notice any weather effects. Do criticals affect the added effect on these?

no.. the 37~40 was his bow/arrow damage. and the add effect was always over 100 (which is really amazing, considering holy bolt add damage only cap at 64, and you need a lot of MND gear or certain condition to reach that number)

Armando
05-17-2006, 09:53 AM
Oh...OH. I thought it was weird the supposed added effect was coming in first. Wow. Jesus. That's crazy. Well, then, another question: is it based solely off of your INT, or the difference between your INT and the mob's? In other words, would casting Burn increase Earth/Wind/Water Arrow added effect damage?

Apple Pie
05-17-2006, 10:34 AM
is it based solely off of your INT, or the difference between your INT and the mob's?
As long as I check the parser of 60-capped ballista matches, the answer seems to be the latter - the difference between our INT and the mob's.

I am not joking, nor do I try to insult other races but additional effects are often over 50 points and sometimes over 60 against Galka and Elvaan attackers. In fact, the highest damage I saw was 64 so far and it was against my friend Elvaan WAR/SAM with Byrnie (INT -3) on. When I shoot Earth Arrows on Mages on the other hand, I don't see such high numbers.

It must be too early to make a conclusion on this because I need more proof but it may make sense if these additional effects are treated the same as elemental magic spells.

VZX
05-17-2006, 11:51 AM
considering add effect to be over 100... do you think that this new elemental arrows add effect have better scalability than holy bolts? I've never personally seen 64 coming out from my holy bolt. even on too weak mob on Qufim. and my MND was +22.

Armando
05-17-2006, 12:13 PM
From all I've heard, Holy Bolts have a hard cap on their damage. It may just be that.

Spider-Dan
05-17-2006, 04:56 PM
Base Holy effect cap is +64 damage, before Light Staff/day/weather modifiers. Maximum possible Holy effect damage is 64 * 1.15 (Apollo's) * 1.1 (Lightsday) * 1.2 (double light weather) = 97 damage