Quote (hasteful @ Nov 20 2015 02:36pm)
Ah, I knew I had seen something like this, before, but couldn't find it. Thanks, haste!
I'm trying to run a calculation to agree to the game's output. I have a XIV Sword w/ 121 EE, and my character sheet shows 129 str & 42 dex. I'm calculating (rounded to the nearest whole number):
14 * ( 1 + ( 0.01 * 121 ) + ( 0.0075 * 129 ) + ( .0025 * 42 ) ≈ 46
140 * ( 1 + ( 0.01 * 121 ) + ( 0.0075 * 129 ) + ( .0025 * 42 ) ≈ 460
If I calculate them EE & str/dex seperately (order doesn't matter), I get ≈ 64 - 641.
In game, I get 71 - 718. So, something is definitely missing, here. I'm using the weapon's base numbers according to
THIS post. Anyone know where the discrepancy may be coming from?
Also, for the armors: vit only applied to the physical portion, and int only to the magic portion, right? So, chain armor gets the same physical damage reduction benefits that plate gets (though, with a smaller base), with the added bonus of also utilizing int for spell damage? That seems to swing the balance pretty hard against plate. Also, robes and padded robes are missing. Does anyone know these ratios?
The graphic is a little confusing about int's contribution. The first two images tell me that each point of int gives 1% EE to damaging spells, and 0.5% EE to heals.
I don't understand the other 3. They seem to say that Heal Mastery from weapons & armor have reduced effectiveness, and heal mastery from damaging spells has no effect. Is that true? So, if I'm a caster with lightning in my main accessory and wild heal in my secondary, the Heal Mastery on my lightning charm doesn't do anything for me???