PDA

View Full Version : In-depth Quick Draw test


Spider-Dan
11-04-2006, 01:48 AM
Crossposting from here (http://www.theorderls.com/phpBB2/viewtopic.php?t=10414) to preserve this valuable data before it gets lost permanently:

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.

--------------------------------------------------------------------------------------------
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 Carnage Elegy vs Utsusemi:NI
Recast: 45 1:07 1:07
Recast: 45 1:07 1:07

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%)

--------------------------------------------------------------------------------------------
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).



Quick Draw not affecting elegy is fucking loss.

Malacite
04-12-2007, 04:00 PM
O - O

Armando
04-12-2007, 04:15 PM
Jesus Christ. Thanks for the crosspost, that's some awesome data.

Spider-Dan
08-19-2007, 09:58 AM
Here's another one:
http://www.ultimals.com/forums/showthread.php?p=54002&highlight=#post54002
Lowing

Lowing w/ no staff buff

TP = -5TP/Tic RoT
MP = -3MP/Tic RoT

-95TP Reduced, -57MP Reduced

Lowing w/ Vulcan's Staff

TP = -5TP/Tic RoT
MP = -3MP/Tic RoT

-85TP Reduced, -43MP Reduced


Lowing w/ Neptune's Staff
61+15 MND

TP = -5TP/Tic RoT
MP = -3MP/Tic RoT

-90TP Reduced, -54MP Reduced

Lowing w/ Apollo's Staff and Convergence

TP = -5TP/Tic RoT
MP = -3MP/Tic RoT

-55TP Reduced, -33MP Reduced

Lowing w/ Apollo's Staff and Fire Shot

TP = -5TP/Tic RoT
MP = -3MP/Tic RoT

-70TP Reduced, -38MP Reduced

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.

---------------------------------------------------------
TP Reduction

Light of Penance
190TP --> 187TP = 3TP Reduction
162TP --> 160TP = 2TP Reduction

Feather Tickle
187TP --> 162TP = 25TP Reduction
160TP --> 116TP = 44TP Reduction

---------------------------------------------------------

Dia III Stack Test (-15.0% DEF Down)


Base DEF = 245 DEF

Cocoon DEF = 367 DEF
Cocoon DEF w/ Dia III = 330 DEF (-37DEF)
Cocoon DEF w/ Dia III & Light Shot = 317 DEF (13DEF)

Base DEF = 245 DEF
Base DEF w/ Dia III = 207 DEF (-38DEF)
Base DEF w/ Dia III & Light Shot = 145 DEF (-62DEF)

Cocoon + Minne Base = 607 DEF
Cocoon + Minne Base w/ Dia III = 545 DEF (-62DEF)
Cocoon + Minne Base w/ Dia III & Light Shot = 525 DEF (-20DEF)

Base DEF = 317 DEF
Base DEF w/ Dia II = 284 DEF (-33DEF)
Base DEF w/ Dia II & Light Shot = 268 DEF (-16DEF)

Dia II DoT = -2HP/Tic DoT
Dia II DoT w/ Light Shot = -3HP/Tic DoT

Dia III DoT = -3HP/Tic DoT (x2 Dia III Merits)
Dia III DoT w/ Light Shot = -4HP/Tic DoT (x2 Dia III Merits)



Missed Light Shot effect
Base DEF = 317 DEF
Base DEF w/ Dia III = 268 DEF (-49DEF)
Base DEF w/ Dia III & Missed Light Shot = 252 DEF (-16DEF)

Dia III DoT from -3HP/Tic DoT to -4HP/Tic DoT with missed Light Shot. Effect still takes hold with a miss message.

http://archain.ultimals.com/images/0%20Testing/Missed%20Light%20Shot.JPG

---------------------------------------------------------

Bio II Test (-10% ATT Down)


Bio II w/200 Dark Skill
ATT 355
Starting HP = 1015 HP

Base ATT = 355 ATT
Base ATT w/ Bio II = 300 ATT (-55ATT)
Base ATT w/ Bio II & Dark Shot = 283 ATT (-17ATT)

Base ATT = 261 ATT
Base ATT w/ Terror Touch = 222 ATT (-39ATT)

DoT w/ Bio II = -5HP/Tic DoT
DoT w/ Bio II & Dark Shot = -8HP/Tic DoT

---------------------------------------------------------

Acid Bolt Testing (-12.5% DEF Down)


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.

---------------------------------------------------------

Requiem Test


Requiem VI = -8HP/Tic DoT
Requiem VI w/ Light Shot = -8HP/Tic DoT (No Change)

---------------------------------------------------------

Threnody Test


Earth Threnody

Earth Threnody = +30 to -20 Earth Resistance
Earth Threnody w/ Wind Shot = -20 Earth Resist (No Change)
Earth Threnody w/ Earth Shot = -20 Earth Resist (No Change)

---------------------------------------------------------

Elegy Test


Cocoon /recast Normal = 0:59 (60 sec)
Cocoon /recast w/ Elegy = 1:29 (1:30 sec)
**Open test, burned Earth Cards**

---------------------------------------------------------

Cold Wave


59 Base AGI
860 Starting HP

Regular Cold Wave
-39 AGI
-18HP/Tic DoT

Ice Shot Cold Wave
-39 AGI
-18HP/Tic DoT (No Change)

---------------------------------------------------------

Frightful Roar


Wind Shot has no effect.

Base DEF = 261 DEF
Base DEF w/ Frightful Roar = 234 DEF (-27DEF)
Base DEF w/ Frightful Roar and Wind Shot = 234 DEF

Up to this point...

Omgwtfbbqkitten
08-19-2007, 10:42 AM
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.

Good info overall.

Spider-Dan
08-21-2007, 12:15 PM
Acid bolt effect is wind-based.

Omgwtfbbqkitten
08-21-2007, 01:43 PM
Acid bolt effect is wind-based.

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.

Sort of.

Defense Down (http://wiki.ffxiclopedia.org/Defense_Down)

Acid is still a liquid, though. :worry:

Yellow Mage
08-21-2007, 02:05 PM
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.)

Omgwtfbbqkitten
08-21-2007, 02:47 PM
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.)

Yes, that is totally where I was going with that :rolleyes:

Callisto
02-27-2008, 08:34 AM
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.

Kylen
02-28-2008, 06:58 AM
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?)

Callisto
02-28-2008, 07:18 AM
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.

Armando
02-28-2008, 07:50 AM
Great info Callisto.

But what the hell does TMDA stand for? I know what it is, but I can't figure out the acronym you're using.

Omgwtfbbqkitten
02-28-2008, 07:51 AM
I was wondering the same. Making up acronyms isn't cool :P

Kylen
02-28-2008, 08:54 AM
Target Magic Damage Adjustment

Callisto
02-28-2008, 08:59 AM
Target Magic Damage Adjustment

That, and ffxiclopedia made it up, not me, check the Calculating Magic Damage article.