Light Skillchain

Staralfur

Drk/Drg Spokesman
Adventurer
Joined
Dec 22, 2004
Messages
126
I am a drk and i just got spinning slash last week so ive been closing light skillchains since then. When we do a 2 weaponskill skillchain light does either half or all of my closing spinning slash damage. Is there any way to get it so that light always mirrors the same amount of damage that i do with spinning slash? I watched the ranger do heavy shot and the only time that ligh did the same amount as the closing ws was when the ranger went above 500 damage for his weapons skill. I have asked some people about this. Some say it's the first ws, other say its the timing of my sata spinningslash. What determines whether or not light does all or half damage?
 
It does the full damage if it's a 3-man skillchain doesnt it? Fragmentation/Fusion > Light
 
That's not the problem Galaika. Read here to find the formulae for ws dmg and burst dmg.

Here is an excerpt of that thread courtesy of imac:
----------------------------------------------------------
Magic WS Damage Calculation:
WSC : Secondary attribute modifier
fINT : difference between your INT and target’s INT (caps at 24)
fTP : Multiplier (Please see chart below)
MDIF : (your MATK/target’s MDEF)
ELM : Elemental influence... i.e. is target weak or strong to the element?

Damage = ((WSC * fTP) + fINT/2 + 8 ) * MDIF * ELM

Magic Chart : fTP multiplier
Burning Blade 1.00 2.00 2.50 Fire STR_20%, INT_20%
Red Lotus Blade 1.00 2.375 3.00 Fire STR_30%, INT_20%
Frostbite 1.00 2.00 2.50 Ice STR_20%, INT_20%
Freezebite 1.00 1.50 3.00 Ice STR_30%, INT_20%
Gust Slash 1.00 2.00 2.50 Wind DEX, INT
Cyclone 1.00 2.50 3.00 Wind DEX, INT
Rock Crusher 1.00 2.00 2.50 Earth INT
Earth Crusher 1.00 2.25 3.50 Earth STR, INT
Thunder Thrust 1.50 2.00 2.50 Thunder INT
Raiden Thrust 1.00 2.00 3.00 Thunder STR, INT
Shining Blade 1.00 2.00 2.50 Light MND
Seraph Blade 1.00 2.50 3.00 Light STR, MND
Shining Strike .875 1.75 2.50 Light MND
Seraph Strike .875 2.00 3.00 Light STR, MND
Dark Harvest 1.00 2.00 2.50 Darkness INT
Shadow of Death 1.00 2.50 3.00 Darkness STR, INT
Starburst .875 1.625 2.00 Light/Dark MND or INT
Sunburst .875 2.00 3.125 Light/Dark MND or INT
Blade: Teki 1.00 1.00 1.00 Water ???_30%
Blade: To 1.00 1.00 1.00 Ice ???_30%
Blade: Chi ??? ??? ??? Earth ???_??% 2hits
Blade: Ei ??? ??? ??? Darkness ???_??%
Tachi: Goten 1.00 ??? ??? Thunder STR_30%
Tachi: Kagero 1.00 ??? ??? Fire STR_50%
Tachi: Jinpu 1.00 ??? ??? Wind STR_30% 2hits
Tachi: Koki 1.00 ??? ??? Light STR_??%
 
3man WS actually increases the cap of the lvl 3 skill chain's dmg to 150% (i think... maybe 200% been a while since i did a 3 man :?) of the final WS. To quickly answer the origional question, there is no way to make the dmg do 100% of final WS all the time. It like any other elemental effect can be and will be resisted, which is explained in far more detail in the link that Rones gave.
 
Nasya said:
3man WS actually increases the cap of the lvl 3 skill chain's dmg to 150% (i think... maybe 200% been a while since i did a 3 man :?) of the final WS. To quickly answer the origional question, there is no way to make the dmg do 100% of final WS all the time. It like any other elemental effect can be and will be resisted, which is explained in far more detail in the link that Rones gave.

Yep. And I mentioned this in some other thread, now I've had enough experiance with it to say this for sure. WHen you do 3 man Light, instead of the normal 50% the SC damage will be 75%. Just seems to always work that way. I guess because thats half of the new cap.
 
My mistake. Didn't focus enough on the question. Here is a quote I found on the matter from ffxionline.com that supports Nasya's statement:
2/3rds of the time our Light Skillchain burst for about 150% of the damage of our Monk's Dragon Kick. With our highest damage round being around 3000 damage (200 Damage Flaming Arrow + 50 damage Flat Blade + 800 Damage Dragon Kick + 1200 Light Chain + Magic Bursts from RDM and BLM) we were all obviously impressed with our new toy.
 
From what I have seen, Darkness and Light skillchains are strong and weak against some mobs (Duh). Well, we all know that Wind, Fire, Thunder are the 3 elements for Light, and Water, Blizzard, and Stone are for Darkness.

Well, if the mob you are fighting is heavily Resistant to Water, Ice, or Earth elements, you will most likely get resisted Darkness skillchains. If a mob is heavily resistant to Wind, Fire, or Thunder, then Light will get resisted. That is why Darters, which are weak against Ice make Darkness SC's shine. Although there are many ppl that are like "Darkness sucks" in this case Darkness SC/MB would be the way to go.

Another note, as ppl have explained before me that if you make fusion/Fragmentation > Light or Distortion/Gravitation > Darkness. (I think the other side of Darkness is Grav. but I could be wrong) It adds 37.5% - 75% - and 150% to the closing WS, opposed to 25% 50% or 100% with LightWS -> LightWS. The factor of resists in the above paragraph.

Through out lvl 65-75 you will have many choices on where/what to exp on. The ones I have done myself and a list to each mob as a suggestion on what Lv. 3 chain to use.(Based on what the mobs resistances/weaknesses are)

Steelshell - Light
Darter - Darkness
Bones - Light
Tormentors - Light/Darkness
Spiders - Darkness
Weapons - Light
Goblins - Light
Statues - Darkness
Dhamel - Light

I'm sure I have left out a few mobs, and might not be completely correct on what is the best SC. This is from my experiences mainly from a 3rd person veiw. One of the best experiances I have had was a Lv.3 Light SC with Meximan closing with a 1588 Spinning Slash with a following 2303 Light following on Weapons in sky. I hope that my advise will help you. Take it as you will.
 
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