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The MAR/THM ExperimentFollow

#1 Sep 13 2010 at 12:29 PM Rating: Decent
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So today I was feeling kind of bored and decided to compile some data about my melee/magic hybrid I've been messing around with a little. I'm including all of his stats, even one's I think have nothing to do with this just in case someone figures out some crazy, diabolical scheme for how stats work that takes something into account I didn't think mattered. If there is anything you would like to add to this then please post it and I will update the post if the information is applicable. Please if you want to add something make sure it is accurate. That is all I ask. Here are my stats and equips.

Lalafell Dunesfolk
Physical Level: 11
Marauder Rank: 6
Thaumaturge Rank: 6

General Attributes
Maximum HP: 589
Maximum MP: 175
Strength: 15
Vitality: 15
Dexterity: 17
Intelligence: 34
Mind: 28
Piety: 34

Elemental Attributes
Lightning: 26
Fire: 26
Earth: 25
Ice: 22
Water: 22
Wind: 21

Physical Attributes
M. Hand Attack: 41
M. Hand Accuracy: 76
Defense: 64
O. Hand Attack: 1
O. Hand Accuracy: 0
Evasion: 73

Magical Attributes
M. Hand Potency: 6
M. Hand Accuracy: 68
Defense: 63
O. Hand Potency: 2
O. Hand Accuracy: 4

Equipment
Lauan Half Mask
Weathered War Axe
Bronze Chainmail
Weathered Satchel Belt
Hempen Chausses
Well-worn Camise
Hempen Halfgloves
Well-worn Shorts
Lauan Pattens
Copper Choker
Bone Ring x2

I would've linked the equipment to ZAM's Wiki but I don't know how, if someone wants to help me do that I'd appreciate it. Alright, so I waited until my THM and MAR were both at level 6, put MAR as my main and slapped on Scourge and Poison. For Scourge I tried to kill the enemy using only that ability(Blood Rite was not used), for Poison I just tried to inflict the enemy with it one time and observed the enemy health bar without using any other attacks on the enemy(Poison does not show damage in the chat log) and then killed it by regular means. The only enemies I fought were blue con Star Marmots, I used three for each test.


Scourge on MAR (Recast: 6 seconds)
First Marmot
Full Resist - 5 casts(0 DMG)
Partial Resist - 1 cast(72 DMG)
Fail - 1 cast(0 DMG)
Successful - 1 cast(137 DMG)
Critical - None
Had to finish off with melee

Second Marmot
Full Resist - 2 casts(0 DMG)
Partial Resist - 1 Cast(74 DMG)
Fail - 1 Cast(0 DMG)
Successful - 4 casts(130-136 DMG)
Critical - 2 casts(138-140 DMG)
Killed only using Scourge but only had 32HP remaining

Third Marmot
Full Resist - 1 cast(0 DMG)
Partial Resist - 3 casts(67-73 DMG)
Fail - None
Successful - 3 casts(124-137 DMG)
Critical - 2 Casts(126-132 DMG)
Killed only using Scourge 116HP remaining

Totals
Full Resist - 8 casts(0 DMG)
Partial Resist - 5 casts(67-74 DMG)
Fail - 2 casts(0 DMG)
Successful - 8 casts(124-137 DMG)
Critical - 4 casts(126-140 DMG)
Casts - 27
% Resisted(Full or Partial)/Failed - 55.5%
% 0 DMG - 37%
% Success(Any DMG) - 62.9%
% Success(Reg/Crit) - 44.4%
% Crit - 14.8%

Poison on MAR (Recast: 6 seconds)

First Marmot
Full Resist - 1 cast(0%)
Success - 1 cast(5% HP)

Second Marmot
Full Resist - None
Success - 1 cast(5% HP)

Third Marmot
Full Resist - None
Success - 1 cast(5% HP)

Totals
Full Resist - 1 cast(0 DMG)
Successful - 3 casts(5% HP per)
Casts - 4
% 0 DMG/Resisted - 25%
% Successful - 75%

I know I should've probably done more testing for Poison, but I got pretty bored after doing all this data. If anyone wants to add to it that's cool, but I think I'm done. It seems neither of the skills tested would be very viable for use on a MAR. Trunksplitter does ~200 DMG at rank 6, so even when Scourge is successful it doesn't touch it. The partial resists for Scourge are about equal to normal attacks for a rank 6 MAR. Poison's results were horrid, but at least consistent. I will note that when trying Poison on Guildleve mobs at rank 5 MAR it did much better, taking about 20-25% of the enemies health, which would be great if it did that in regular grinding but it doesn't. I have heard rumors that there are/will be class traits that will allow magic to be stronger on melee classes, I hope this is true. Or maybe at higher levels with different stats, or just really beefed up Piety this could work better.



Edited, Sep 13th 2010 2:30pm by BRizzl3
#2 Sep 13 2010 at 12:34 PM Rating: Decent
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I want to try use absorb spells on maur moreso than damage ones, but I wont be testing that until release as I'll need lv 18 or so to even start
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#3 Sep 13 2010 at 12:36 PM Rating: Decent
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Quote:
I want to try use absorb spells on maur moreso than damage ones, but I wont be testing that until release as I'll need lv 18 or so to even start


I tried using Sacrifice but decided not to do any results on it because it's substantially worse than Bloodbath. It only gives about 50HP per use at level 6. It's only use that I can see is reducing downtime by 2 seconds between fights.
#4 Sep 13 2010 at 12:37 PM Rating: Decent
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I was thinking about the absorb acc, absorb def etc.
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#5 Sep 13 2010 at 12:46 PM Rating: Decent
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Are any of the classes confirmed to have those kind of skills?
#6 Sep 13 2010 at 12:57 PM Rating: Good
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Quote:
Are any of the classes confirmed to have those kind of skills?


http://ffxiv.zam.com/wiki/Thaumaturge_(FFXIV)

Scroll down to spells, they start at rank 18.
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#7 Sep 13 2010 at 12:59 PM Rating: Good
BRizzl3 wrote:
Are any of the classes confirmed to have those kind of skills?


Yea THM.

Just look at the wiki >.> I spent 2 hours putting all those in.
#8 Sep 13 2010 at 1:05 PM Rating: Decent
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Quote:
Scroll down to spells, they start at rank 18.


I see. Some of the debilitating spells look like they would be good cross class. Perhaps Blind, Bind, Silence, Gravity, or Mass Fear could be useful on other classes.

Quote:
Yea THM.

Just look at the wiki >.> I spent 2 hours putting all those in.


Thank you =)

Edited, Sep 13th 2010 3:06pm by BRizzl3
#9 Sep 13 2010 at 1:11 PM Rating: Good
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Slow is rather powerful cross-class as it lands almost all the time and reduces the attack speed significantly.
Not so good on Gladiator main, as it prevents phalanx-spam, but I can see it being very good for marauders or pugilists.

Long recast and low duration, however, so it's more useful on "boss mobs" rather than crowds of small fry.
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