Calculating Magic Damage

Wakmidget1

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Wakmidget
http://wiki.ffxiclopedia.org/wiki/Calculating_Magic_Damage



Actual Damage

Actual Damage is calculated by multiplying the following factors in order and flooring after each step.
1) D
2) Multiple-Target Damage Reduction
3) resist
4) Staff Bonus
5) Day | Weather Bonus
6) Magic Burst Bonus
6a) Magic Burst Bonus Gear #1
6b) Magic Burst Bonus Gear #2
7) MAB / MDB
8) Target Magic Damage Adjustment

There is reason to believe that the magic burst portion is calculated prior to MAB. Further testing would be necessary to confirm the order of the other parts with respect to magic bursts.

Explanation of Factors
Calculation of D

Each magic tier has an inherent mutliplier value M.
Each magic spell has a base value V.
Let dINT be (Caster's INT - Target's INT).

For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1)
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))
(above some critical value, adding INT becomes half as effective)
For dINT > 0, but after some cap: D = cap

M = 1.0 for all I/II single-target nukes and for Helix spells
M = 1.0 for all -ga spells up to Blizzaga II
M = 1.5 for all III single-target nukes
M = 1.5 for all -ga spells Thundaga II and beyond
M = 2.0 for all IV and AM I/II spells.

V values by spell:
Spell Earth Water Wind Fire Blizzard Thunder Dark Light
I 10 16 25 35 46 60 N/A N/A
II 78 95 113 133 155 178 N/A N/A
III 210 236 265 295 320 345 N/A N/A
IV 381 410 440 472 506 541 N/A N/A
I-ga 56 74 93 120 145 172 N/A N/A
II-ga 201 232 266 312 350 392 N/A N/A
III-ga 434 480 527 589 642 697 N/A N/A
AM I 577 630 552 657 526 603 N/A N/A
AM II 710 710 710 710 710 710 N/A N/A
Helix 3 3 3 3 3 3 3 3



Multiple-Target Damage Reduction

single-target spells = 1.0
-ga spells with one target = 1.0
-ga spells with 2 through 9 targets = 0.9 - 0.05T where T is the number of targets
-ga spells with 10 or more targets = 0.4

Resist

resist = 1, 1/2, 1/4, 1/8, or 1/16

Staff Bonus

HQ Staff matching element = 1.15


Just getting the ball rolling, trying to get some real useful posts in these forums.
 
So I used this formula once to calculate the Flans' INT. It's 89.
 
You know what would be useful for this forum? An INT table of typical soloable stuffs and HNM's so BLMs can gear themselves appropriately given the situation.

Does anyone have a link to the BLM spell calculator? I think it's been floating around on the internet.
 
Has the cap on DINT been figured out as well?
 
Would he hard to establish for HNM, unless you do the first Nuke and note down your gear, since they build resistance when hit repeateadly with multiple spells.
 
How many nukes would it take? Probably just changing gear a bit in order to plot some points along a curve right?
 
How many nukes would it take? Probably just changing gear a bit in order to plot some points along a curve right?

I don't do HnMs personnally. The only experience I have is the KSNM99 turtle, Kirin and Jailer of Love manaburning, where people keep spamming spells of the same element (SC+ phalanx of Freeze II for example). If you have 10 blms nuking, the first does like 1k damage and the last one does like 500 unresisted. This resistance disappears after a few seconds, not sure how much. But if you go for, say, kirin with a manaburn setup, people spam wind spells the whole time so it's impossible to to check the normal damage of your aeroIV.
 
Does anyone have a link to the BLM spell calculator? I think it's been floating around on the internet.
That "blmcalc" is sometimes a little off. I've found this xls my friend made to be better:

clicky here

If you know how to use the formula or are good with math you'll understand. The .exe was less math intensive.
 
There's no attachment! (or I can't get it). Can you send via PM or anything?
 
Does anyone know what the point of inflection is on DINT? If it's really high or really low? I'm talking for IT mobs at least.

If it's high then I can get away with using Morrigan's Coronal instead of yigit head, but if it's low then INT sucks T_T
 
It's really high apparently, so people don't even hit it.
 
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