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	<updated>2026-06-29T22:37:59Z</updated>
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		<id>https://www.bg-wiki.com/index.php?title=Category:Apex_Monster&amp;diff=567002</id>
		<title>Category:Apex Monster</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Category:Apex_Monster&amp;diff=567002"/>
		<updated>2018-10-20T04:15:31Z</updated>

		<summary type="html">&lt;p&gt;Modranto: Tweaked Ra&amp;#039;Kaznar Inner Court info and added positions for a couple mobs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category Page Header&lt;br /&gt;
|ToC=y&lt;br /&gt;
|Float=left&lt;br /&gt;
|Image=Apex Party.png&lt;br /&gt;
|Image Size=549&lt;br /&gt;
|Image Link=&lt;br /&gt;
|Intro Text=&lt;br /&gt;
True to their name, &#039;&#039;&#039;Apex&#039;&#039;&#039; monsters are high level and high HP foes which yield a high quantity of [[Capacity Points]]. This makes them some of the best targets for players to gain [[Job Points]].&lt;br /&gt;
&lt;br /&gt;
Apex foes are only found in the dungeon zones of the [[Adoulin]] region. These same dungeons have nearly no penalty for grouping up to gain Capacity Points in then, unlike outside where adding party members (trusts excluded) will noticeably reduce the total points gained per monster.&lt;br /&gt;
&lt;br /&gt;
Typically, players will either group up and form &amp;quot;CP PTs&amp;quot; with friends and linkshell members and/or simply shout for specific jobs. This is not to say players may not simply solo weaker Apex monsters, but unless they really enjoy grinding points and don&#039;t value their time. Then real parties should be formed between players instead.&lt;br /&gt;
}}&lt;br /&gt;
==Apex Strategies==&lt;br /&gt;
Several strategies are common while dealing with Apexes. This will depend on not only which jobs are available to the group, but the jobs players wish to CP on.&amp;lt;br /&amp;gt;Points may only be gained for the current job being used and are not shareable like [[Merit Points]] are. &lt;br /&gt;
===Magic Burst===&lt;br /&gt;
Most commonly occurring in [[Dho Gates]] as Crabs provide [[Aspir]] fodder, and are of a decent difficulty more often for average shout members. Almost no monsters after these Crabs have an MP pool to utilize.&amp;lt;br /&amp;gt;&lt;br /&gt;
Typically these setups involve a pair of DDs to create skillchains to burst, a GEO, and a combination of support and nukers.&lt;br /&gt;
*DD, DD, GEO ([[Geo-Malaise]]/[[Indi-Acumen]]), SCH, BLM, BLM for example.&lt;br /&gt;
:*However, a COR or SMN (ideally Shiva for [[Avatar&#039;s Favor]]) works as well. Ideally you should defeat the mob in a single MB volley. Mages may use a high tier nuke then burst again with a weaker nuke.&lt;br /&gt;
*Keep in mind how [[SDT]] tiers change from skillchains and multiple skillchains.&lt;br /&gt;
&lt;br /&gt;
See also: [[Magic Accuracy Food]].&lt;br /&gt;
&lt;br /&gt;
===Skillchaining===&lt;br /&gt;
More common, and often more viable against a large array of targets are skillchain style apex parties. Where multiple [[skillchain]]s from powerful weapon skills are coordinated between DDs.&amp;lt;br /&amp;gt;&lt;br /&gt;
Players will want to aim for a level 2 skillchain, into a level 3, and then a level 4.&lt;br /&gt;
*See the [[Skillchain]] page for information on skillchaining.&lt;br /&gt;
:*A tool like [http://www.ffxicalculator.com/ FFXI Calc] may be very useful to you for finding skillchains without as much work.&lt;br /&gt;
:*Each weapon type page on the wiki or the [[Weapon Skill]]s page itself has the skillchain elements listed.&lt;br /&gt;
::*While using level 2 properties together to create the first level 2 skillchain is convenient. Often times you will be stuck looking at the secondary/level 1 properties of a weaponskill&lt;br /&gt;
:::*E.g Stardiver&#039;s secondary property of {{icon|transfixion sc}} [[Transfixion]] to a {{icon|scission sc}} [[Scission]] ([[Sonic Thrust]] or [[Dancing Edge]] for example) creates {{icon|distortion sc}} [[Distortion]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For example&#039;&#039;&#039;, a party of DRG, THF, PLD, BRD or COR, GEO, WHM against [[Apex Bats]] in [[Dho Gates]].&lt;br /&gt;
*BRD or COR buffs and pulls then sleeps while the PLD tanks. You don&#039;t even really need a tank &#039;&#039;&#039;*&#039;&#039;&#039;. [[Defense Food]] works well too in this role with proper buffs/debuffs.&lt;br /&gt;
:*COR is ideal for [[Allies&#039; Roll]], but it shouldn&#039;t matter too much really.&lt;br /&gt;
*DRG may open with either [[Camlann&#039;s Torment]] to [[Rudra&#039;s Storm]] or [[Stardiver]] to [[Dancing Edge]] for {{icon|distortion sc}} Distortion. Followed by [[Stardiver]] for {{icon|dark sc}} Dark. Into [[Rudra&#039;s Storm]] for a second {{icon|dark sc}} Dark and hopefully a dead bat.&lt;br /&gt;
:*You could also run this with another job like RDM magic bursting each step or even meleeing, skillchaining, and magic bursting at the end if need be. Don&#039;t forget about [[Inundation]].&lt;br /&gt;
::*While you can&#039;t put a price on the sweetness of capping attack via [[Geo-Frailty]], decent/good DDs with [[Allies&#039; Roll]] against Doh or even Woh gates targets (gear, targets, and buffs depending) &#039;&#039;shouldn&#039;t&#039;&#039; require this to down a mob given [[Dia II]]/III and other buffs from jobs like BRD or SMN.&lt;br /&gt;
&lt;br /&gt;
Parties may even form magically based strategies where [[Geo-Malaise]] is used for something like [[Leaden Salute]] as powerful a {{icon|dark sc}} Dark SC closer to multiple physical weapon skills. There could even be a player there to magic burst after the fact if desired or necessary, given the buffs in this example.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Newer PLDs may find better use /NIN with two swords to help open or close SCs for magic burst PTs. While more geared ones for example, may go /SAM to use [[Torcleaver]] in a skillchain setting. Monsters should be dying relatively quickly, and a tanking PLD does not bring much DPS to the table to really merit being in a melee orientated party. Although they would also serve well as a good job to pull a horde of enemies for an AoE damage style party on ordinary nonapex enemies.&amp;lt;br /&amp;gt;One should evaluate what they bring to the table as their job and what they fit best into. If you don&#039;t understand that then it is on you to gain some insight into your own jobs. Players are advised to use the fucking internet to find information.&lt;br /&gt;
&lt;br /&gt;
===In Conclusion===&lt;br /&gt;
Players should be most concerned with their [[Capacity Point Bonuses]] and kill effectiveness than their party set ups as there is a lot of room to succeed. Obtain a chunk of your CP bonuses before you even set out to gain Capacity Points.&lt;br /&gt;
&lt;br /&gt;
Often times players yell for ridiculous, frivolous, or needless requirements to get into their CP PTs. Just ignore these people as they feel more entitled than anything and often times are only half as good as they think they are at best.&amp;lt;br /&amp;gt;&lt;br /&gt;
While you wouldn&#039;t want to head out to camp only to realize an invited player isn&#039;t up to the task. There are better ways than setting up to overkill the target. Be up front with a party you wish to join nonetheless.&lt;br /&gt;
&lt;br /&gt;
Players new to Apex mobs should feel free to solo in [[Moh Gates|Moh]] and [[Woh Gates]] to get the feel of it real quick. Then form small parties with friends or random people and fill their empty slots with trusts.&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal should be to work their way up towards a full party earning millions of CP an hour.&lt;br /&gt;
&lt;br /&gt;
==Moh Gates==&lt;br /&gt;
{| style=&amp;quot;width:100%; max-width: 1200px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Moh Gates|&amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Moh Gates&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Levels 125-127&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;| [[File:MohGates4.png|325px]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Recommended Entrance&lt;br /&gt;
|-&lt;br /&gt;
| [[Morimar Basalt Fields]]&amp;lt;br /&amp;gt;(K-11)&lt;br /&gt;
|&lt;br /&gt;
*Frontier Station Bivouac&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;Standard R1-White R-Highlight-Red sortable&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 600px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Monsters&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot;|Monsters&lt;br /&gt;
! style=&amp;quot;width: 9%&amp;quot; class=unsortable|Job&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot;|Spawns&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; class=unsortable|Aggro&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; class=unsortable|Detects&lt;br /&gt;
! style=&amp;quot;width: 23%&amp;quot; class=unsortable|95% Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Eft]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 17&lt;br /&gt;
| [[File: Eks.gif|link=]]&lt;br /&gt;
| &lt;br /&gt;
| 1,029&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Eruca]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 10&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1,029&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Matamata]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 9&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1,029&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Raptor]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 10&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1,029&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px; float: right;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Map&lt;br /&gt;
|-&lt;br /&gt;
| {{imgpop2|[[File:Updated marked map moh gates map 1.jpeg|300px]]|&lt;br /&gt;
{{Map&lt;br /&gt;
|image=Updated marked map moh gates map 1.jpeg&lt;br /&gt;
|zone=Moh Gates&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=K-5&lt;br /&gt;
|offset x=8&lt;br /&gt;
|offset y=14&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 15px; height: 15px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=L-5&lt;br /&gt;
|offset x=-5&lt;br /&gt;
|offset y=10&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039;&#039;&#039;← Eruca x5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|style= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=J-6&lt;br /&gt;
|offset x=8&lt;br /&gt;
|offset y=9&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 15px; height: 15px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=I-5&lt;br /&gt;
|offset x=&lt;br /&gt;
|offset y=25&lt;br /&gt;
|contents=&#039;&#039;&#039;Eruca ↓x5&#039;&#039;&#039;&lt;br /&gt;
|style= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=J-8&lt;br /&gt;
|offset x=17&lt;br /&gt;
|offset y=&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 40px; height: 40px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=L-8&lt;br /&gt;
|offset x=-5&lt;br /&gt;
|offset y=15&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039;&#039;&#039;← Eft x17&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|style= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=J-7&lt;br /&gt;
|offset x=-2&lt;br /&gt;
|offset y=-1&lt;br /&gt;
|style= background: #4696CF; opacity: 0.5; width: 40px; height: 40px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=K-7&lt;br /&gt;
|offset x=5&lt;br /&gt;
|offset y=8&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039;&#039;&#039;← Raptor x10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|style= &lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=K-7&lt;br /&gt;
|offset x=5&lt;br /&gt;
|offset y=19&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039;&#039;&#039;← Matamata x9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|style= &lt;br /&gt;
}}&lt;br /&gt;
}} }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sih Gates==&lt;br /&gt;
{| style=&amp;quot;width:100%; max-width: 1200px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Sih Gates|&amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Sih Gates&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Levels 125-127&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;| [[File:SihGatesZone.jpg|325px]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Recommended Entrance&lt;br /&gt;
|-&lt;br /&gt;
| [[Foret de Hennetiel]]&amp;lt;br /&amp;gt;(I/J-6)&lt;br /&gt;
|&lt;br /&gt;
*Frontier Station Bivouac&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;Standard R1-White R-Highlight-Red sortable&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 600px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Monsters&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot;|Monsters&lt;br /&gt;
! style=&amp;quot;width: 9%&amp;quot; class=unsortable|Job&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot;|Spawns&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; class=unsortable|Aggro&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; class=unsortable|Detects&lt;br /&gt;
! style=&amp;quot;width: 23%&amp;quot; class=unsortable|95% Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Chapuli]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 14&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}}&lt;br /&gt;
| 1,029&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Jagil]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 10&lt;br /&gt;
| [[File: Eks.gif|link=]]&lt;br /&gt;
| &lt;br /&gt;
| 1,029&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Leech]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 19&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1,029&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Mandragora]]&lt;br /&gt;
| MNK&lt;br /&gt;
| 16&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1,049&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px; float: right;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Map&lt;br /&gt;
|-&lt;br /&gt;
| {{imgpop2|[[File:Updated marked map sih gates map 1.jpeg|300px]]|{{Map&lt;br /&gt;
|image=Updated marked map sih gates map 1.jpeg&lt;br /&gt;
|zone=Sih Gates&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=K-7&lt;br /&gt;
|offset x=6&lt;br /&gt;
|offset y=24&lt;br /&gt;
|contents=&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 22px; height: 13px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=K-7&lt;br /&gt;
|offset x=28&lt;br /&gt;
|offset y=14&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039;&#039;&#039;← Mandragora x8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=L-9&lt;br /&gt;
|offset x=-4&lt;br /&gt;
|offset y=-6&lt;br /&gt;
|contents=&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 28px; height: 35px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=M-9&lt;br /&gt;
|offset x=-35&lt;br /&gt;
|offset y=10&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap; font-weight: bold&amp;quot;&amp;gt;&lt;br /&gt;
:← Leech x6&lt;br /&gt;
:Chapuli x6&lt;br /&gt;
:Jagil x10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=K-8&lt;br /&gt;
|offset x=17&lt;br /&gt;
|offset y=17&lt;br /&gt;
|contents=&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 12px; height: 12px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=L-8&lt;br /&gt;
|offset x=-3&lt;br /&gt;
|offset y=8&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap; font-weight: bold&amp;quot;&amp;gt;← Leech x5&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=J-8&lt;br /&gt;
|offset x=-10&lt;br /&gt;
|offset y=5&lt;br /&gt;
|contents=&lt;br /&gt;
|style= background: #4696CF; opacity: 0.5; width: 35px; height: 20px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=H-7&lt;br /&gt;
|offset x=-5&lt;br /&gt;
|offset y=16&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap; font-weight: bold&amp;quot;&amp;gt;&lt;br /&gt;
:Leech x8 ↓&lt;br /&gt;
:Chapuli x8&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=J-9&lt;br /&gt;
|offset x=19&lt;br /&gt;
|offset y=3&lt;br /&gt;
|contents=&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 11px; height: 22px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=I-9&lt;br /&gt;
|offset x=-28&lt;br /&gt;
|offset y=21&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039;&#039;&#039;Mandragora ↑ x8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&lt;br /&gt;
}} }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dho Gates==&lt;br /&gt;
{| style=&amp;quot;width:100%; max-width: 1200px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Doh Gates|&amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Doh Gates&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Levels 128-130&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;| [[File:Dho Gates Zone 2.png|325px]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Recommended Entrance&lt;br /&gt;
|-&lt;br /&gt;
| [[Foret de Hennetiel]]&amp;lt;br /&amp;gt;(E-10)&lt;br /&gt;
|&lt;br /&gt;
*[[Homepoint]] #1&amp;lt;br /&amp;gt;-or-&lt;br /&gt;
*Bivouac #4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;Standard R1-White R-Highlight-Red sortable&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 600px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Monsters&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot;|Monsters&lt;br /&gt;
! style=&amp;quot;width: 9%&amp;quot; class=unsortable|Job&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot;|Spawns&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; class=unsortable|Aggro&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; class=unsortable|Detects&lt;br /&gt;
! style=&amp;quot;width: 23%&amp;quot; class=unsortable|95% Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Bats]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 27&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1113&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Crab]]&lt;br /&gt;
| PLD&lt;br /&gt;
| 25&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1113&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Craklaw]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 14&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1113&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Jagil]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 15&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1113&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px; float: right;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Map&lt;br /&gt;
|-&lt;br /&gt;
| {{imgpop2|[[File:Updated marked map dho gates map 1.jpeg|300px]]|{{Map&lt;br /&gt;
|image=Updated marked map dho gates map 1.jpeg&lt;br /&gt;
|zone=Doh Gates&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=J-9&lt;br /&gt;
|offset x=-9&lt;br /&gt;
|offset y=2&lt;br /&gt;
|style= background: #4696CF; opacity: 0.6; width: 30px; height: 20px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=K-9&lt;br /&gt;
|offset x=-9&lt;br /&gt;
|offset y=2&lt;br /&gt;
|contents=&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039;&#039;&#039;← All Mobs x1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
}} }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Woh Gates==&lt;br /&gt;
{| style=&amp;quot;width:100%; max-width: 1200px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Woh Gates|&amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Woh Gates&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Levels 131-133&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;| [[File:Woh Gates Zone.png|325px]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Recommended Entrance&lt;br /&gt;
|-&lt;br /&gt;
| [[Marjami Ravine]]&amp;lt;br /&amp;gt;(B-5)&lt;br /&gt;
|&lt;br /&gt;
*Bivouac #4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;Standard R1-White R-Highlight-Red sortable&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 600px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Monsters&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot;|Monsters&lt;br /&gt;
! style=&amp;quot;width: 9%&amp;quot; class=unsortable|Job&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot;|Spawns&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; class=unsortable|Aggro&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; class=unsortable|Detects&lt;br /&gt;
! style=&amp;quot;width: 23%&amp;quot; class=unsortable|95% Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Jagil]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 29&lt;br /&gt;
| [[File: Eks.gif|link=]]&lt;br /&gt;
| &lt;br /&gt;
| 1,203&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Toad]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 18&lt;br /&gt;
| [[File: Eks.gif|link=]]&lt;br /&gt;
| &lt;br /&gt;
| 1,203&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Velkk Abyssal]]&lt;br /&gt;
| DRK&lt;br /&gt;
| 6&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}}&lt;br /&gt;
| 1,203&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Velkk Junglemancer]]&lt;br /&gt;
| BLM&lt;br /&gt;
| 6&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}}&lt;br /&gt;
| 1,192&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Velkk Mindmelter]]&lt;br /&gt;
| RDM&lt;br /&gt;
| 2&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}}&lt;br /&gt;
| 1,192&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Velkk Tearlicker]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 4&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}}&lt;br /&gt;
| 1,203&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px; float: right;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Map&lt;br /&gt;
|-&lt;br /&gt;
| {{imgpop2|[[File:Updated marked map woh gates.jpeg|300px]]|{{Map&lt;br /&gt;
|image=Updated marked map woh gates.jpeg&lt;br /&gt;
|zone=Doh Gates&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|offset y=&lt;br /&gt;
|style= background: ; opacity: 0.4; width: 40px; height: 40px; border-radius: 40px;&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|contents=&#039;&#039;&#039;G-1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}} }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outer Ra&#039;Kaznar==&lt;br /&gt;
{| style=&amp;quot;width:100%; max-width: 1200px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Outer Ra&#039;Kaznar|&amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Outer Ra&#039;Kaznar&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Levels 134-136&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;| [[File:Outer Ra&#039;Kaznar Zone.jpg|325px]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Recommended Entrance&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic [[Waypoint]]&lt;br /&gt;
| &lt;br /&gt;
*Outer Ra&#039;Kaznar&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;Standard R1-White R-Highlight-Red sortable&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 600px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Monsters&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot;|Monsters&lt;br /&gt;
! style=&amp;quot;width: 9%&amp;quot; class=unsortable|Job&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot;|Spawns&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; class=unsortable|Aggro&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; class=unsortable|Detects&lt;br /&gt;
! style=&amp;quot;width: 23%&amp;quot; class=unsortable|95% Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Bat]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 16&lt;br /&gt;
| [[File: Eks.gif|link=]]&lt;br /&gt;
| &lt;br /&gt;
| 1,294&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Twitherym]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 16&lt;br /&gt;
| [[File: Eks.gif|link=]]&lt;br /&gt;
| &lt;br /&gt;
| 1,282&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Ironclad]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 4&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}} {{Sound}}&lt;br /&gt;
| 1,294&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px; float: right;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Maps&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;has-image-popup&amp;quot;&amp;gt;[[File:Updated marked map outer ra&#039;kaznar map 2.jpeg|300px]]&amp;lt;span class=&amp;quot;image-popup&amp;quot; style=&amp;quot;z-index: 10;width: ??? px; padding: 1px; background-color: #; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{Map&lt;br /&gt;
|image=Updated marked map outer ra&#039;kaznar map 1.jpeg&lt;br /&gt;
|zone=Outer Ra&#039;Kaznar&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|offset y=&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|contents=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
|{{Map&lt;br /&gt;
|image=Updated marked map outer ra&#039;kaznar map 2.jpeg&lt;br /&gt;
|zone=Outer Ra&#039;Kaznar&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|offset y=&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|contents=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
|}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
*Twitheryms at E12 (2nd floor).&lt;br /&gt;
*Bats (single) at D5 (2nd floor).&lt;br /&gt;
*Ironclads: 2 at each of the camps above.&lt;br /&gt;
**Neither the Bats nor Twitherym aggro or link at all.&lt;br /&gt;
**Ironclads aggro from 10&#039; sound/7.5&#039; sight, but the room is huge and they&#039;re typically tucked in a corner, so you&#039;ll have more than enough space to avoid them.&lt;br /&gt;
&lt;br /&gt;
==Ra&#039;Kaznar Inner Court==&lt;br /&gt;
{| style=&amp;quot;width:100%; max-width: 1200px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Ra&#039;Kaznar Inner Court|&amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Ra&#039;Kaznar Inner Court&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Levels 137-139&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;| [[File:Ra&#039;Kaznar Inner Court Zone.jpg|325px]]&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Recommended Entrance&lt;br /&gt;
|-&lt;br /&gt;
| [[Ra&#039;Kaznar Inner Court]]&lt;br /&gt;
| &lt;br /&gt;
*[[Home Point]] #1&lt;br /&gt;
*[[Moh Gates]] tele-crystal&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;Standard R1-White R-Highlight-Red sortable&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 600px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Monsters&lt;br /&gt;
|- style=&amp;quot;text-align: center; background: #9f4c4c;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 33%&amp;quot;|Monsters&lt;br /&gt;
! style=&amp;quot;width: 9%&amp;quot; class=unsortable|Job&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot;|Spawns&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; class=unsortable|Aggro&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; class=unsortable|Detects&lt;br /&gt;
! style=&amp;quot;width: 23%&amp;quot; class=unsortable|95% Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Bats]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 6&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}}&lt;br /&gt;
| 1,384&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Bhoot]]&lt;br /&gt;
| BLM&lt;br /&gt;
| 18&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}} {{HP}}&lt;br /&gt;
| 1,384&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Cyhiraeth]]&lt;br /&gt;
| BLM&lt;br /&gt;
| 13&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}} {{HP}}&lt;br /&gt;
| 1,359&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Draugar]]&lt;br /&gt;
| BLM&amp;lt;br /&amp;gt;DRK&amp;lt;br /&amp;gt;THF&lt;br /&gt;
| 18&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}} {{HP}}&lt;br /&gt;
| 1,359&amp;lt;br /&amp;gt;1,384&amp;lt;br /&amp;gt;1,524&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Poxhound]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 10&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}} {{HP}}&lt;br /&gt;
| 1,384&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Umbril]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 22&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}} {{Magic}} &lt;br /&gt;
| 1,384&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Apex Vodoriga]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 12&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}}&lt;br /&gt;
| 1,384 (Ground)&amp;lt;br /&amp;gt;1,454 (Flying)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Disheveled Naraka]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 2&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}} {{HP}}&lt;br /&gt;
| 1,384&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Enigmatic Vampyr]]&lt;br /&gt;
| WAR&lt;br /&gt;
| 1&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}} {{Sound}} {{HP}}&lt;br /&gt;
| 1,384&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Inimical Corse]]&lt;br /&gt;
| BLM&lt;br /&gt;
| 2&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sound}} {{HP}}&lt;br /&gt;
| 1,384&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot;| [[Powercrazed Dvergr]]&lt;br /&gt;
| BLM&lt;br /&gt;
| 2&lt;br /&gt;
| [[File: Check.gif|link=]]&lt;br /&gt;
| {{Sight}} {{Magic}} {{verification}}&lt;br /&gt;
| 1,359&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;Standard R1-White overflow-visible&amp;quot; style=&amp;quot;background: #efeeee; text-align:center; width: 100%; max-width: 300px; float: right;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #760000&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-size: larger; padding: 3px&amp;quot;| Maps&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;has-image-popup&amp;quot;&amp;gt;[[File:Updated marked map ra&#039;kaznar inner court map 1.jpeg|300px]]&amp;lt;span class=&amp;quot;image-popup&amp;quot; style=&amp;quot;z-index: 10;width: ??? px; padding: 1px; background-color: #; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{{Map&lt;br /&gt;
|image=Updated marked map ra&#039;kaznar inner court map 1.jpeg&lt;br /&gt;
|zone=Outer Ra&#039;Kaznar&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|offset y=&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|contents=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
|{{Map&lt;br /&gt;
|image=Updated marked map ra&#039;kaznar inner court map 2.jpeg&lt;br /&gt;
|zone=Outer Ra&#039;Kaznar&lt;br /&gt;
|overlay= &lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|offset y=&lt;br /&gt;
|style=&lt;br /&gt;
}}&lt;br /&gt;
{{Map Overlay&lt;br /&gt;
|pos=&lt;br /&gt;
|offset x=&lt;br /&gt;
|contents=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
|}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
*All the [[Apex]]es are located at the northern parts of both map 1 and 2.&lt;br /&gt;
**The fastest, most direct route is via the [[Moh Gates]] teleportation crystal. Enter Moh Gates from [[Morimar Basalt Fields]] north of Bivouac #5.&lt;br /&gt;
**Alternatively, use porter B and/or C to get to them coming from the [[Ra&#039;Kaznar Inner Court]] Home Point.&lt;br /&gt;
*[[Apex Poxhound]] can be found at (J-3) of Map 1.&lt;br /&gt;
*[[Apex Draugar]] can be found at (K-2) of Map 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[https://www.ffxiah.com/forum/topic/47586/apex-camps/4/#3241505 Monster Evasion, Braden FFXIAH]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=Category:Spells&amp;diff=565596</id>
		<title>Category:Spells</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Category:Spells&amp;diff=565596"/>
		<updated>2018-09-27T23:33:22Z</updated>

		<summary type="html">&lt;p&gt;Modranto: Added link to Spell Recast page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical spells are a fundamental part of FFXI&#039;s battle system and are employed by many of FFXI&#039;s jobs. The primary categories of magic are:&lt;br /&gt;
* [[Black Magic]]: available to [[Black Mage]]s, [[Dark Knight]]s, [[Red Mage]]s, [[Geomancer]]s, and [[Scholar]]s&lt;br /&gt;
* [[White Magic]]: available to [[White Mage]]s, [[Paladin]]s, [[Red Mage]]s, [[Rune Fencer]]s, and [[Scholar]]s&lt;br /&gt;
* [[Blue Magic]]: available to [[Blue Mage]]s&lt;br /&gt;
* [[Summoning Magic]]: available to [[Summoner]]s&lt;br /&gt;
* [[Geomancy]]: available to [[Geomancer]]s&lt;br /&gt;
* [[Songs]]: available to [[Bard]]s&lt;br /&gt;
* [[Ninjutsu]]: available to [[Ninja]]s&lt;br /&gt;
Black magic and white magic are further divided into classifications defined by the spell&#039;s functional type (such as healing magic and enfeebling magic).&lt;br /&gt;
[[File:ElementRelations.jpg|link=element|float|thumb|right|400px|This chart shows the elemental relationships of the eight prime elements. The six elements in the loop are each &amp;quot;ascendant&amp;quot; to the element that follows, while light and darkness are &amp;quot;opposed.&amp;quot;]]&lt;br /&gt;
* &#039;&#039;&#039;Black Magic&#039;&#039;&#039;&lt;br /&gt;
** [[Dark Magic]]&lt;br /&gt;
** [[Elemental Magic]]&lt;br /&gt;
** [[Enfeebling Magic]]&lt;br /&gt;
** [[Enhancing Magic]]&lt;br /&gt;
* &#039;&#039;&#039;White Magic&#039;&#039;&#039;&lt;br /&gt;
** [[Divine Magic]]&lt;br /&gt;
** [[Healing Magic]]&lt;br /&gt;
** [[Enfeebling Magic]]&lt;br /&gt;
** [[Enhancing Magic]]&lt;br /&gt;
&lt;br /&gt;
Each spell has a number of properties associated with that particular spell:&lt;br /&gt;
*&#039;&#039;&#039;Cast/Recast&#039;&#039;&#039;: All magical spells have an associated casting time (the duration from the point a spell is selected to the time when its effect activates) and [[Spell Recast|recast time]] (the delay until the spell can be cast once again) specific to the spell. &lt;br /&gt;
*&#039;&#039;&#039;Duration&#039;&#039;&#039;: Many buffing or debuffing spells have an associated maximum duration - the length of time the spell&#039;s effect will remain on the target.&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039;: The casting of white, black, and blue magic spells and geomancy is performed at a [[MP]] cost particular to each spell. Songs and summoning magic have no associated MP cost, while ninjutsu consumes ninja tools as its cost.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Alignment&#039;&#039;&#039;: With [[Meteor]] and physical [[Blue Magic]] as the sole exceptions, every magic spell is associated with one of the eight prime [[elements]]. Enemies are generally weak (less likely to resist) to the element that is ascendant (or opposed) to their natural alignment, and often strong (more likely to resist) to their own element and the element they are ascendant to. For example, an enemy aligned with ice may be strong to ice- and wind-based spells but weak to fire-based spells. Reference the elemental alignment chart for more information.&lt;br /&gt;
*&#039;&#039;&#039;Targeting&#039;&#039;&#039;: Each spell is associated with a particular type of target. Spells may be either single-target or area of effect ([[AoE]]) and hit multiple targets. Spells can be either enemy-targeted or player-targeted. Individual spells are further specified by types of targets, such as self-cast (spell must be cast with the caster as the target), party-only (spell may only be cast on members of the player&#039;s party), or any target (spell may be cast on any player or player-assisting NPC). The suffix of a spell&#039;s name can indicate its targets:&lt;br /&gt;
** &#039;&#039;&#039;-ra&#039;&#039;&#039; spell: Self-cast, AoE (e.g. [[Aerora]], [[Cura]], [[Protectra]])&lt;br /&gt;
** &#039;&#039;&#039;-ga&#039;&#039;&#039; or &#039;&#039;&#039;-ja&#039;&#039;&#039; spell: Targeted, AoE (e.g. [[Aeroga]], [[Aeroja]], [[Curaga]])&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Job-related]]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=Spell_Recast&amp;diff=565595</id>
		<title>Spell Recast</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Spell_Recast&amp;diff=565595"/>
		<updated>2018-09-27T23:31:00Z</updated>

		<summary type="html">&lt;p&gt;Modranto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Calculation (Simplified) ==&lt;br /&gt;
* &#039;&#039;Note: This process is technically a slight simplification due to how FFXI stores numbers. Its fractions can come out a tiny bit lower than the numbers we&#039;d see here. This way of doing it is accurate in most cases and easier to follow. For full details see [[Spell Recast #The Calculation (Full)|The Calculation (Full)]].&#039;&#039; &lt;br /&gt;
Spell recast is calculated by taking a spell&#039;s Recast Time and multiplying it by three different terms in any order. &lt;br /&gt;
The three terms are: &lt;br /&gt;
* 1 - ([[Attack Speed|Equipment Haste + Magic Haste]] - [[Slow (Status)|Magic Slow]]) {{math|divide}} 100&lt;br /&gt;
* 1 - ([[Fast Cast|Combined total Fast Cast]] {{math|divide}} 2, result rounded down) {{math|divide}} 100&lt;br /&gt;
* 1 - [[:Category:Job Ability|Job Abilities]] spell recast reduction {{math|divide}} 100&lt;br /&gt;
** &#039;&#039;Math reminder: division is done before subtraction.&#039;&#039;&lt;br /&gt;
The result after these three multiplications is then rounded down to the nearest whole number (AKA floored). In other words a result of 10.998 would be rounded down to 10.&lt;br /&gt;
&lt;br /&gt;
=== Example: === &lt;br /&gt;
Stun has a Recast Time of 45 seconds. A player with 25% Gear Haste, 30% Magic Haste, 55% Fast Cast and 10% JA recast reduction would progress through the equation as follows:&lt;br /&gt;
&lt;br /&gt;
* 45 seconds * (1 - (25 &#039;&#039;Gear Haste&#039;&#039; + 30 &#039;&#039;Magic Haste&#039;&#039; - 0 &#039;&#039;Magic Slow&#039;&#039;) {{math|divide}} 100) * (1 - (55 &#039;&#039;Fast Cast&#039;&#039; {{math|divide}} 2, result rounded down) {{math|divide}} 100) * (1 - (10 &#039;&#039;Job Ability&#039;&#039;) {{math|divide}} 100)&lt;br /&gt;
* 45 * (1 - 55 {{math|divide}} 100) * (1 - 27 {{math|divide}} 100) * (1 - 10 {{math|divide}} 100)&lt;br /&gt;
* 45 * (1 - 0.55) * (1 - 0.27) * (1 - 0.1)&lt;br /&gt;
* 45 * 0.45 * 0.73 * 0.9 &#039;&#039;&#039;= 13.30425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rounding down you are left with a 13 second recast time.&lt;br /&gt;
&lt;br /&gt;
== Caps: ==&lt;br /&gt;
* [[Fast Cast]] has an effective cap of 80%, meaning that 40% reduction (or {{math|times}}0.6) is the best that it can do for recast.&lt;br /&gt;
* Recast reduction caps at 80% of the original casting time.&lt;br /&gt;
&lt;br /&gt;
== The Calculation (Full) ==&lt;br /&gt;
The following four terms are multiplied to give the experienced recast:&lt;br /&gt;
* Initial Recast - 10 bit number, raging from .25 seconds to 256 seconds.&lt;br /&gt;
** This is listed on the page of most spells.&lt;br /&gt;
* [[Attack Speed|Magical and Equipment forms of Haste]] and [[Slow (Status)|Magic Slow]] - two 8 bit numbers (0:255) that multiply Recast.&lt;br /&gt;
* [[Fast Cast]] - Stored as a whole number, potentially as low as 7 bits but likely 8.&lt;br /&gt;
* [[:Category:Job Ability|Job Abilities]] that specifically affect recast, like [[Composure]], [[Hasso]], and the [[Scholar]] abilities - It is unclear how they are stored, but they form unique terms that are just 1 if you don&#039;t have them up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equation 1:&#039;&#039;&#039; Post-Haste Recast = (Initial Recast: 10 bits){{math|times}}(1 - (Haste{{math|divide}}255) + (Slow{{math|divide}}255))&lt;br /&gt;
&lt;br /&gt;
In the first equation, [[Haste]] from gear and magic is factored in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equation 2:&#039;&#039;&#039; Post-FC Recast = (Post-Haste Recast){{math|times}}(Shifted Fast Cast{{math|divide}}100)&lt;br /&gt;
&lt;br /&gt;
[[Fast Cast]] is applied. [[Fast Cast]] undergoes some modification before being used. Mechanistically, the computer shifts Fast Cast right one bit and drops the remainder, which is the same as dividing by 2 and flooring in base 10. This number is then applied to the Post-Haste Recast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equation 3:&#039;&#039;&#039; Final Recast (10 bits) = (Post-FC Recast){{math|times}}(Job Ability Modifier 1){{math|times}}(Job Ability Modifier 2){{math|times}}...&lt;br /&gt;
&lt;br /&gt;
Finally, several generic and job ability specific terms are applied. This section is still heavily under development, as there are many different job abilities that affect recast.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the final and starting recasts are made to be 10 bits (similar to [[Floor]]ing). Though SquareEnix goes to great lengths to keep their variable sizes small, they seem to take no issue with floating point operations. And it seems that nothing about these questions are optimized for processing speed. Apart from that, this also means that the order of operations essentially cannot be determined and that the above &amp;quot;1-&amp;gt;2-&amp;gt;3&amp;quot; is arbitrary.&lt;br /&gt;
&lt;br /&gt;
=== Known Job Ability Terms ===&lt;br /&gt;
* [[Samurai]] [[Job Ability]] Term&lt;br /&gt;
** [[Hasso]]/[[Seigan]] (+50%)&lt;br /&gt;
* [[Scholar]] [[Job Ability]] Term is a sum of:&lt;br /&gt;
** [[Light Arts]]/[[Dark Arts]] (-10%) and their enhancement pieces.&lt;br /&gt;
** [[Alacrity]]/[[Celerity]] (-50%, ignores Light/Dark Arts while active) and their enhancement pieces&lt;br /&gt;
* [[Red Mage]] [[Job Ability]] Term&lt;br /&gt;
** [[Composure]] (+25%)&lt;br /&gt;
These are all separate, and simply sum within the term.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
*[http://www.bluegartr.com/threads/103597-Temporary-Random-Facts-Thread?p=4655927&amp;amp;viewfull=1#post4655927 Recast Testing and Explanation (Mojo and Byrth, BG)]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Fast Cast]]&lt;br /&gt;
*[[Light Arts]]/[[Dark Arts]]&lt;br /&gt;
*[[Composure]]&lt;br /&gt;
*[[Hasso]]/[[Seigan]]&lt;br /&gt;
*[[Celerity]]/[[Alacrity]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=Magic_Recast&amp;diff=565594</id>
		<title>Magic Recast</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Magic_Recast&amp;diff=565594"/>
		<updated>2018-09-27T23:25:41Z</updated>

		<summary type="html">&lt;p&gt;Modranto: Created to make Spell Recast easier to find.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Spell Recast]]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=Recast_Time&amp;diff=565593</id>
		<title>Recast Time</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Recast_Time&amp;diff=565593"/>
		<updated>2018-09-27T23:24:59Z</updated>

		<summary type="html">&lt;p&gt;Modranto: Created to make Spell Recast easier to find.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Spell Recast]]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=Spell_Recast&amp;diff=565592</id>
		<title>Spell Recast</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Spell_Recast&amp;diff=565592"/>
		<updated>2018-09-27T23:21:45Z</updated>

		<summary type="html">&lt;p&gt;Modranto: Edited to be more reader friendly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Calculation (Simplified) ==&lt;br /&gt;
* &#039;&#039;Note: This process is technically a slight simplification due to how FFXI stores numbers. Its fractions can come out a tiny bit lower than the numbers we&#039;d see here. This way of doing is accurate in most cases and easier to follow. For full details see [[Spell Recast #The Calculation (Full)|The Calculation (Full)]].&#039;&#039; &lt;br /&gt;
Spell recast is calculated by taking a spell&#039;s Recast Time and multiplying it by three different terms in any order. &lt;br /&gt;
The three terms are: &lt;br /&gt;
* 1 - ([[Attack Speed|Equipment Haste + Magic Haste]] - [[Slow (Status)|Magic Slow]]) {{math|divide}} 100&lt;br /&gt;
* 1 - ([[Fast Cast|Combined total Fast Cast]] {{math|divide}} 2, result rounded down) {{math|divide}} 100&lt;br /&gt;
* 1 - [[:Category:Job Ability|Job Abilities]] spell recast reduction {{math|divide}} 100&lt;br /&gt;
** &#039;&#039;Math reminder: division is done before subtraction.&#039;&#039;&lt;br /&gt;
The result after these three multiplications is then rounded down to the nearest whole number (AKA floored). In other words a result of 10.998 would be rounded down to 10.&lt;br /&gt;
&lt;br /&gt;
=== Example: === &lt;br /&gt;
Stun has a Recast Time of 45 seconds. A player with 25% Gear Haste, 30% Magic Haste, 55% Fast Cast and 10% JA recast reduction would progress through the equation as follows:&lt;br /&gt;
&lt;br /&gt;
* 45 seconds * (1 - (25 &#039;&#039;Gear Haste&#039;&#039; + 30 &#039;&#039;Magic Haste&#039;&#039; - 0 &#039;&#039;Magic Slow&#039;&#039;) {{math|divide}} 100) * (1 - (55 &#039;&#039;Fast Cast&#039;&#039; {{math|divide}} 2, result rounded down) {{math|divide}} 100) * (1 - (10 &#039;&#039;Job Ability&#039;&#039;) {{math|divide}} 100)&lt;br /&gt;
* 45 * (1 - 55 {{math|divide}} 100) * (1 - 27 {{math|divide}} 100) * (1 - 10 {{math|divide}} 100)&lt;br /&gt;
* 45 * (1 - 0.55) * (1 - 0.27) * (1 - 0.1)&lt;br /&gt;
* 45 * 0.45 * 0.73 * 0.9 &#039;&#039;&#039;= 13.30425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After rounding down you are left with a 13 second recast time.&lt;br /&gt;
&lt;br /&gt;
== Caps: ==&lt;br /&gt;
* [[Fast Cast]] has an effective cap of 80%, meaning that 40% reduction (or {{math|times}}0.6) is the best that it can do for recast.&lt;br /&gt;
* Recast reduction caps at 80% of the original casting time.&lt;br /&gt;
&lt;br /&gt;
== The Calculation (Full) ==&lt;br /&gt;
The following four terms are multiplied to give the experienced recast:&lt;br /&gt;
* Initial Recast - 10 bit number, raging from .25 seconds to 256 seconds.&lt;br /&gt;
** This is listed on the page of most spells.&lt;br /&gt;
* [[Attack Speed|Magical and Equipment forms of Haste]] and [[Slow (Status)|Magic Slow]] - two 8 bit numbers (0:255) that multiply Recast.&lt;br /&gt;
* [[Fast Cast]] - Stored as a whole number, potentially as low as 7 bits but likely 8.&lt;br /&gt;
* [[:Category:Job Ability|Job Abilities]] that specifically affect recast, like [[Composure]], [[Hasso]], and the [[Scholar]] abilities - It is unclear how they are stored, but they form unique terms that are just 1 if you don&#039;t have them up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equation 1:&#039;&#039;&#039; Post-Haste Recast = (Initial Recast: 10 bits){{math|times}}(1 - (Haste{{math|divide}}255) + (Slow{{math|divide}}255))&lt;br /&gt;
&lt;br /&gt;
In the first equation, [[Haste]] from gear and magic is factored in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equation 2:&#039;&#039;&#039; Post-FC Recast = (Post-Haste Recast){{math|times}}(Shifted Fast Cast{{math|divide}}100)&lt;br /&gt;
&lt;br /&gt;
[[Fast Cast]] is applied. [[Fast Cast]] undergoes some modification before being used. Mechanistically, the computer shifts Fast Cast right one bit and drops the remainder, which is the same as dividing by 2 and flooring in base 10. This number is then applied to the Post-Haste Recast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equation 3:&#039;&#039;&#039; Final Recast (10 bits) = (Post-FC Recast){{math|times}}(Job Ability Modifier 1){{math|times}}(Job Ability Modifier 2){{math|times}}...&lt;br /&gt;
&lt;br /&gt;
Finally, several generic and job ability specific terms are applied. This section is still heavily under development, as there are many different job abilities that affect recast.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the final and starting recasts are made to be 10 bits (similar to [[Floor]]ing). Though SquareEnix goes to great lengths to keep their variable sizes small, they seem to take no issue with floating point operations. And it seems that nothing about these questions are optimized for processing speed. Apart from that, this also means that the order of operations essentially cannot be determined and that the above &amp;quot;1-&amp;gt;2-&amp;gt;3&amp;quot; is arbitrary.&lt;br /&gt;
&lt;br /&gt;
=== Known Job Ability Terms ===&lt;br /&gt;
* [[Samurai]] [[Job Ability]] Term&lt;br /&gt;
** [[Hasso]]/[[Seigan]] (+50%)&lt;br /&gt;
* [[Scholar]] [[Job Ability]] Term is a sum of:&lt;br /&gt;
** [[Light Arts]]/[[Dark Arts]] (-10%) and their enhancement pieces.&lt;br /&gt;
** [[Alacrity]]/[[Celerity]] (-50%, ignores Light/Dark Arts while active) and their enhancement pieces&lt;br /&gt;
* [[Red Mage]] [[Job Ability]] Term&lt;br /&gt;
** [[Composure]] (+25%)&lt;br /&gt;
These are all separate, and simply sum within the term.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
*[http://www.bluegartr.com/threads/103597-Temporary-Random-Facts-Thread?p=4655927&amp;amp;viewfull=1#post4655927 Recast Testing and Explanation (Mojo and Byrth, BG)]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Fast Cast]]&lt;br /&gt;
*[[Light Arts]]/[[Dark Arts]]&lt;br /&gt;
*[[Composure]]&lt;br /&gt;
*[[Hasso]]/[[Seigan]]&lt;br /&gt;
*[[Celerity]]/[[Alacrity]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=User_talk:Modranto&amp;diff=565502</id>
		<title>User talk:Modranto</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=User_talk:Modranto&amp;diff=565502"/>
		<updated>2018-09-25T22:08:22Z</updated>

		<summary type="html">&lt;p&gt;Modranto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, and welcome to the wiki. Thank you for your contributions.&lt;br /&gt;
&lt;br /&gt;
Perhaps we can organize this mess of a pDIF page to read better? Any suggestions? --[[User:Spicyryan|Spicyryan]] ([[User talk:Spicyryan|talk]]) 19:58, 24 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
I agree, it&#039;s still a mess. The table at the top isn&#039;t very helpful since no one will know what a Pre-randomizer is without reading the full article. I&#039;d probably combine the &amp;quot;Attack/Defense Ratio&amp;quot; and &amp;quot;Level Correction Function (cRatio)&amp;quot; sections into one since all types of pDIF have to go through those. Just give them a 1. and 2. like wRatio and qRatio have. Also add to the start to Level Correction Function (cRatio) something along the lines &amp;quot;Skip this if you are in Reisenjima, Escha, Legion or Adoulin zones.&amp;quot; It&#039;d be handy to also note than the next step after cRatio splits between Melee and Ranged.&lt;br /&gt;
&lt;br /&gt;
I thought about adding an explanation to why the effective caps listed in &amp;quot;Attack/Defense Ratio&amp;quot; are those numbers, but wasn&#039;t sure how to word it since it requires knowledge of qRatio.&lt;br /&gt;
&lt;br /&gt;
There&#039;s other tabbing issues that could be cleaned up, like under the wRatio section. --[[User:Modranto|Modranto]] ([[User talk:Modranto|talk]]) 20:30, 24 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, okay, I will look into it tomorrow; feel free to tinker with it in the meantime. I have avoided touching this page because- math. --[[User:Spicyryan|Spicyryan]] ([[User talk:Spicyryan|talk]]) 22:14, 24 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Understandable. I didn&#039;t make the change I made until I had asked about it on the FFXIAH forum. I could take a crack at it too, but probably not for a couple days. I&#039;ve been updating some DPS spreadsheets, hence learning this pDIF stuff, and would like to finish that first. I do feel like I understand the math now so at the very least I can double check that side of any changes you might make. --[[User:Modranto|Modranto]] ([[User talk:Modranto|talk]]) 05:16, 25 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Which sheets are that out of date that the pDIFs are wrong still? --[[User:Spicyryan|Spicyryan]] ([[User talk:Spicyryan|talk]]) 08:37, 25 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Of the jobs I&#039;m working on, FFXIAH&#039;s &amp;quot;Currently Maintained DPS Spreadsheets&amp;quot; stickied topic doesn&#039;t have anything for WAR, RUN, PLD and WHM. It has DNC but that wasn&#039;t updated for pDIF at all. It also has THF but that was updated incorrectly. I have an up-to-date RUN one, but I don&#039;t remember where I got that. It wasn&#039;t from Motenten&#039;s G-Drive. MNK is the only other one on that list that I&#039;ve looked at, and Byrth largely did a great job updating that. All the SSs I&#039;ve mentioned had old BRD song values, among other things, that I&#039;ve been working on as well. --[[User:Modranto|Modranto]] ([[User talk:Modranto|talk]]) 18:08, 25 September 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=User_talk:Modranto&amp;diff=565488</id>
		<title>User talk:Modranto</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=User_talk:Modranto&amp;diff=565488"/>
		<updated>2018-09-25T09:16:00Z</updated>

		<summary type="html">&lt;p&gt;Modranto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, and welcome to the wiki. Thank you for your contributions.&lt;br /&gt;
&lt;br /&gt;
Perhaps we can organize this mess of a pDIF page to read better? Any suggestions? --[[User:Spicyryan|Spicyryan]] ([[User talk:Spicyryan|talk]]) 19:58, 24 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
I agree, it&#039;s still a mess. The table at the top isn&#039;t very helpful since no one will know what a Pre-randomizer is without reading the full article. I&#039;d probably combine the &amp;quot;Attack/Defense Ratio&amp;quot; and &amp;quot;Level Correction Function (cRatio)&amp;quot; sections into one since all types of pDIF have to go through those. Just give them a 1. and 2. like wRatio and qRatio have. Also add to the start to Level Correction Function (cRatio) something along the lines &amp;quot;Skip this if you are in Reisenjima, Escha, Legion or Adoulin zones.&amp;quot; It&#039;d be handy to also note than the next step after cRatio splits between Melee and Ranged.&lt;br /&gt;
&lt;br /&gt;
I thought about adding an explanation to why the effective caps listed in &amp;quot;Attack/Defense Ratio&amp;quot; are those numbers, but wasn&#039;t sure how to word it since it requires knowledge of qRatio.&lt;br /&gt;
&lt;br /&gt;
There&#039;s other tabbing issues that could be cleaned up, like under the wRatio section. --[[User:Modranto|Modranto]] ([[User talk:Modranto|talk]]) 20:30, 24 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, okay, I will look into it tomorrow; feel free to tinker with it in the meantime. I have avoided touching this page because- math. --[[User:Spicyryan|Spicyryan]] ([[User talk:Spicyryan|talk]]) 22:14, 24 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Understandable. I didn&#039;t make the change I made until I had asked about it on the FFXIAH forum. I could take a crack at it too, but probably not for a couple days. I&#039;ve been updating some DPS spreadsheets, hence learning this pDIF stuff, and would like to finish that first. I do feel like I understand the math now so at the very least I can double check that side of any changes you might make. --[[User:Modranto|Modranto]] ([[User talk:Modranto|talk]]) 05:16, 25 September 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=User_talk:Modranto&amp;diff=565481</id>
		<title>User talk:Modranto</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=User_talk:Modranto&amp;diff=565481"/>
		<updated>2018-09-25T00:30:52Z</updated>

		<summary type="html">&lt;p&gt;Modranto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, and welcome to the wiki. Thank you for your contributions.&lt;br /&gt;
&lt;br /&gt;
Perhaps we can organize this mess of a pDIF page to read better? Any suggestions? --[[User:Spicyryan|Spicyryan]] ([[User talk:Spicyryan|talk]]) 19:58, 24 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
I agree, it&#039;s still a mess. The table at the top isn&#039;t very helpful since no one will know what a Pre-randomizer is without reading the full article. I&#039;d probably combine the &amp;quot;Attack/Defense Ratio&amp;quot; and &amp;quot;Level Correction Function (cRatio)&amp;quot; sections into one since all types of pDIF have to go through those. Just give them a 1. and 2. like wRatio and qRatio have. Also add to the start to Level Correction Function (cRatio) something along the lines &amp;quot;Skip this if you are in Reisenjima, Escha, Legion or Adoulin zones.&amp;quot; It&#039;d be handy to also note than the next step after cRatio splits between Melee and Ranged.&lt;br /&gt;
&lt;br /&gt;
I thought about adding an explanation to why the effective caps listed in &amp;quot;Attack/Defense Ratio&amp;quot; are those numbers, but wasn&#039;t sure how to word it since it requires knowledge of qRatio.&lt;br /&gt;
&lt;br /&gt;
There&#039;s other tabbing issues that could be cleaned up, like under the wRatio section. --[[User:Modranto|Modranto]] ([[User talk:Modranto|talk]]) 20:30, 24 September 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=PDIF&amp;diff=565477</id>
		<title>PDIF</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=PDIF&amp;diff=565477"/>
		<updated>2018-09-24T23:54:04Z</updated>

		<summary type="html">&lt;p&gt;Modranto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Physical Difference&#039;&#039;&#039; or &amp;quot;&#039;&#039;&#039;pDIF&#039;&#039;&#039;&amp;quot; is a series of functions that consider the ratio of player attack vs. monster defense and determine how much melee damage is dealt every time your character swings its weapon or gets swung at. There are at least three different kinds of pDIF equations. The formulas below mostly refer to melee pDIF, with a nod here and there to ranged pDIF. They completely ignore pet/monster/avatar pDIF, which is thought to follow different equations or have different caps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; |Pre-randomizer pDIF Caps by weapon type&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;40%&amp;quot;|Type&lt;br /&gt;
| width=&amp;quot;30%&amp;quot;|non-crit&lt;br /&gt;
| width=&amp;quot;30%&amp;quot;|crit&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|H2H&lt;br /&gt;
| 3.5&lt;br /&gt;
| 4.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1H&lt;br /&gt;
| 3.25&lt;br /&gt;
| 4.25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 2H&lt;br /&gt;
| 3.75&lt;br /&gt;
| 4.75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;| Marksmanship&lt;br /&gt;
| 3.5&lt;br /&gt;
| 3.5*1.25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;| Archery and Thrown&lt;br /&gt;
| 3.25&lt;br /&gt;
| 3.25*1.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attack/Defense Ratio ==&lt;br /&gt;
* &#039;&#039;&#039;Ratio = Attacker&#039;s [[Attack]]/ Target&#039;s [[Defense]]&#039;&#039;&#039;&lt;br /&gt;
** 1H melee weapons have an effective ratio cap of 3.625&lt;br /&gt;
** H2H melee weapons have an effective ratio cap of 3.875&lt;br /&gt;
** 2H melee weapons have an effective ratio cap of 4.125&lt;br /&gt;
** Archery and Throwing have an unknown ratio cap (perhaps approximately 3.2375)&lt;br /&gt;
** Marksmanship also has an unknown ratio cap (perhaps approximately 3.475) &lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; 1H Player Earthworm Jim has 1000 Attack and is fighting a monster that has 500 Defense. &#039;&#039;His Ratio is 1000/500, or 2.00&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Additional Factors during this stage&#039;&#039;&#039;&lt;br /&gt;
** Attack Bonuses (ex: [[Tachi: Gekko]])&lt;br /&gt;
** Ignore Defense Traits (ex: [[Quietus]])&lt;br /&gt;
* &#039;&#039;&#039;Estimating Ratio via /check command&#039;&#039;&#039;&lt;br /&gt;
** If your Ratio is less than 1, the monster will check &amp;quot;High Defense.&amp;quot;&lt;br /&gt;
** If it is higher than 1.25, the monster will check &amp;quot;Low Defense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Level Correction Function (cRatio) == &lt;br /&gt;
Level correction function imposes a penalty to attack/defense ratio if the target&#039;s level is higher than attacker&#039;s level (or item level). After the Attack/Defense Ratio has been corrected, it is referred to as &amp;quot;cRatio&amp;quot; or &amp;quot;corrected Ratio.&amp;quot; This correction does not apply in all zones (not in Adoulin zones, Legion, or zones in Escha/Reisenjima). Monsters are also affected by level correction when they attack players, but their formulas give a bonus to ratio when they are over the player&#039;s level. It is unclear whether this mechanic applies in the aforementioned zones, but it probably does not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Melee attacks have 0.05/level ratio penalty&#039;&#039;&#039;&lt;br /&gt;
: cRatio = Ratio - (target&#039;s level - attacker&#039;s level) {{math|times}} 0.05&lt;br /&gt;
* &#039;&#039;&#039;Ranged attacks have 0.025/level ratio penalty&#039;&#039;&#039;&lt;br /&gt;
: cRatio = Ratio - (target&#039;s level - attacker&#039;s level) {{math|times}} 0.025&lt;br /&gt;
&lt;br /&gt;
These equations are one of the reasons that Rangers are preferred for fighting targets many levels above you.&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; 1H Player Earthworm Jim has 2.00 Ratio, but the enemy he&#039;s fighting is level 124 and he&#039;s item level 119. The 5 level difference loses him .25 (=5{{math|times}}.05) Ratio, &#039;&#039;dropping him to 1.75 cRatio.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== After Ratio and Level Correction (Melee) ==&lt;br /&gt;
Beyond this point, there are several competing models that explain how cRatio translates into damage. The below description of melee pDIF is from Motenten&#039;s model, extended due to the 2/2016 pDIF changes. For a review of model differences, please see the talk page. Ranged damage is better understood (or at least our understanding of it is challenged less frequently), so it will be handled separately at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Verification.png|Verification Needed]] &#039;&#039;&#039;Motenten has expressed that this model is complete in an algorithmic manner, but explicitly incomplete.&#039;&#039;&#039;&lt;br /&gt;
=== 1. wRatio ===&lt;br /&gt;
* &#039;&#039;&#039;1. Calculate wRatio using your cRatio&#039;&#039;&#039;&lt;br /&gt;
** If you critical hit: wRatio = (cRatio + 1)&lt;br /&gt;
** If you do not critical hit: wRatio = (cRatio + 0)&lt;br /&gt;
:&#039;&#039;&#039;Example 1:&#039;&#039;&#039; 1H Player Earthworm Jim has 2.0 cRatio. If he crits, he will have 3.0 wRatio. If he doesn&#039;t crit, he will have 2.0 wRatio.&lt;br /&gt;
:&#039;&#039;&#039;Example 2:&#039;&#039;&#039; 1H Player Earthworm Jim has 3.0 cRatio. If he crits, he will have 4.0 wRatio. If he doesn&#039;t crit, he will have 3.0 wRatio.&lt;br /&gt;
* &#039;&#039;Optional&#039;&#039;: You can represent this mathematically write this using a logical expression, which will be 1 when true and 0 when false. Rand represents a random number from 0 to 1.&lt;br /&gt;
:wRatio = cRatio + ( Rand &amp;lt; CritRate% )&lt;br /&gt;
:&#039;&#039;ex&#039;&#039;: If your critical hit rate is 25% (0.25) and Rand (A random number between 0-1) is 0.1, the equation becomes wRatio = cRatio + 1&lt;br /&gt;
&lt;br /&gt;
=== 2. qRatio ===&lt;br /&gt;
* &#039;&#039;&#039;1. Determine the Upper and Lesser Limit&#039;&#039;&#039;&lt;br /&gt;
** Upper Limit (See UL Equations)&lt;br /&gt;
** Lesser Limit (See LL Equations)&lt;br /&gt;
** Min/Max is only there for testing convenience; do not bother with them if they are confusing&lt;br /&gt;
**[[Image:Verification.png|Verification Needed]] It is currently unknown if the cap per weapon type is applied to the UL and the LL. Doing so would only be noticeable when the UL is above the cap but the LL is not, resulting in a lower average result on the following step of qRatio.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[wRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |UL Equation&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Min&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Max&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ wRatio &amp;lt; 0.5&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;|wRatio + 0.5&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0.5&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| &amp;lt; 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.5 ≤ wRatio &amp;lt; 0.7 &lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.7 ≤ wRatio &amp;lt; 1.2&lt;br /&gt;
|wRatio + .3 &lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt; 1.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.2 ≤ wRatio &amp;lt; 1.5&lt;br /&gt;
|(wRatio {{math|times}} 0.25) + wRatio &lt;br /&gt;
| 1.5&lt;br /&gt;
| &amp;lt; 1.875&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.5 ≤ wRatio&lt;br /&gt;
| wRatio + 0.375 &lt;br /&gt;
| 1.875&lt;br /&gt;
| (varies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[wRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |LL Equation&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Min&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Max&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ wRatio &amp;lt; 0.38&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;| 0&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0.5&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| &amp;lt; 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.38 ≤ wRatio &amp;lt; 1.25&lt;br /&gt;
|(wRatio) {{math|times}} (1176/1024) - (448/1024) &lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt; 4083/4096&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.25 ≤ wRatio &amp;lt; 1.51&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.51 ≤ wRatio &amp;lt; 2.44&lt;br /&gt;
|(wRatio) {{math|times}} (1176/1024) - (755/1024)&lt;br /&gt;
| 0.9968359375&lt;br /&gt;
| 2.064882813&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|2.44 ≤ wRatio&lt;br /&gt;
|wRatio - 0.375&lt;br /&gt;
| 2.065&lt;br /&gt;
| (varies)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[Image:Mot_Melee_pDIF.png|thumb|Motenten Model min and max pDIF curves|right]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2. Randomly select a value between LL and UL&#039;&#039;&#039;&lt;br /&gt;
** If the value is less than zero, set to zero&lt;br /&gt;
** If the value is greater than the cap shown for your weapon type in the list below, set to the cap value.&lt;br /&gt;
*** 1H qRatio caps at 3.25 for non-crits and 4.25 for crits&lt;br /&gt;
*** H2H qRatio caps at 3.5 for non-crits and 4.5 for crits&lt;br /&gt;
*** 2H qRatio caps at 3.75 for non-crits and 4.75 for crits&lt;br /&gt;
&lt;br /&gt;
=== 3. Multiply the final value by a random number between 1 and 1.05 ===&lt;br /&gt;
* For example, if the final qRatio is 3, you&#039;ll end up with 3, 3.15, or a value between 3 and 3.15&lt;br /&gt;
** (3 ・ 1) = 3&lt;br /&gt;
** (3 ・ 1.05) = 3.15&lt;br /&gt;
&lt;br /&gt;
==  After Ratio and Level Correction (Ranged ) ==&lt;br /&gt;
Ranged damage uses [[cRatio]], which is calculated as described above. Then it picks a random value between the below damage limits. It is notable that there is no secondary random multiplier for ranged damage, but qRatio is capped differently for different weapon types:&lt;br /&gt;
* Archery and Throwing qRatio is capped at 3.25&lt;br /&gt;
* Marksmanship qRatio is capped at 3.50&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[cRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |UL Equation&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Min&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Max&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ cRatio &amp;lt; 0.9&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;|cRatio {{math|times}} (10/9)&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.9 ≤ cRatio &amp;lt; 1.1&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.1 ≤ cRatio&lt;br /&gt;
|cRatio&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[cRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |LL Equation&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ cRatio &amp;lt; 0.9&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;| cRatio&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0.9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.9 ≤ cRatio &amp;lt; 1.1&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.1 ≤ cRatio&lt;br /&gt;
|cRatio{{math|times}}(20/19) - (3/19)&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[Image:Ranged_pDIF.png|thumb|Ranged pDIF Min and Max curves|right]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Critical Hit Damage ===&lt;br /&gt;
Unlike melee hits (which have additive damage from critical hits), Ranged critical hits are implemented as a +25% multiplier that bypasses the cap.&lt;br /&gt;
* Critical ranged pDIF = Normal Ranged pDIF {{math|times}} 1.25&lt;br /&gt;
&lt;br /&gt;
=== Distance Correction ===&lt;br /&gt;
Also unlike melee hits, ranged attacks have [[Distance Correction]] and utilize [[True Shot]], which uniquely affects damage multipliers for Ranged Attacks and also is not capped.   &lt;br /&gt;
&lt;br /&gt;
Ex: Master RNG with 4% [[True Shot]] gear 7% from traits and 8% from gifts would have 19% True Shot.  &lt;br /&gt;
The multiplier for archery would then become 3.25 * 1.19 = 3.8675 and the multiplier for marksmanship would become 3.5 * 1.19 = 4.165 if fired from proper distance ranges.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.bluegartr.com/threads/108161-pDif-and-damage?p=5007405&amp;amp;highlight=wratio#post5007405 Motenten&#039;s pDIF graphs and testing (Motenten, BG Forums)]&lt;br /&gt;
* [http://www.bluegartr.com/threads/108161-pDif-and-damage?p=5310540&amp;amp;viewfull=1#post5310540 Pchan&#039;s pDIF testing (Pchan, BG Forums)]&lt;br /&gt;
* Most of the information for Masamune&#039;s pDIF model was obtained from a long-term large-scale effort by Masamune of BG (or Masamunai on some other forums). It is currently represented in an excel sheet, which makes it difficult to cite as the wiki cannot host it and it contains personally identifying information. Send him a PM for information.&lt;br /&gt;
** [http://www.bluegartr.com/threads/71816-cratio-for-two-handers?p=2577673&amp;amp;viewfull=1#post2577673 Old cRatio tomfoolery (Cadasune, BG)]&lt;br /&gt;
** [http://www.bluegartr.com/threads/84304-RNG-updates?p=3230651&amp;amp;viewfull=1#post3230651 pDIF cap post-adjustment (Masamune, BG)]&lt;br /&gt;
** [http://www.bluegartr.com/threads/87774-pDIF-testing-and-Damage-formulas pDIF formulas post-adjustment, first pass (Masamune, BG)]&lt;br /&gt;
* [https://www.bluegartr.com/threads/127523-pDIF-Changes-%28Feb.-10th-2016%29 pDIF formulas 2-2016 adjustment (Fwahm and Byrth, BG)]&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=PDIF&amp;diff=565476</id>
		<title>PDIF</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=PDIF&amp;diff=565476"/>
		<updated>2018-09-24T23:52:17Z</updated>

		<summary type="html">&lt;p&gt;Modranto: Removed an outdated reference to the qRatio cap of 3 and slightly reorganized things for clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Physical Difference&#039;&#039;&#039; or &amp;quot;&#039;&#039;&#039;pDIF&#039;&#039;&#039;&amp;quot; is a series of functions that consider the ratio of player attack vs. monster defense and determine how much melee damage is dealt every time your character swings its weapon or gets swung at. There are at least three different kinds of pDIF equations. The formulas below mostly refer to melee pDIF, with a nod here and there to ranged pDIF. They completely ignore pet/monster/avatar pDIF, which is thought to follow different equations or have different caps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; |Pre-randomizer pDIF Caps by weapon type&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;40%&amp;quot;|Type&lt;br /&gt;
| width=&amp;quot;30%&amp;quot;|non-crit&lt;br /&gt;
| width=&amp;quot;30%&amp;quot;|crit&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|H2H&lt;br /&gt;
| 3.5&lt;br /&gt;
| 4.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1H&lt;br /&gt;
| 3.25&lt;br /&gt;
| 4.25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 2H&lt;br /&gt;
| 3.75&lt;br /&gt;
| 4.75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;| Marksmanship&lt;br /&gt;
| 3.5&lt;br /&gt;
| 3.5*1.25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;| Archery and Thrown&lt;br /&gt;
| 3.25&lt;br /&gt;
| 3.25*1.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attack/Defense Ratio ==&lt;br /&gt;
* &#039;&#039;&#039;Ratio = Attacker&#039;s [[Attack]]/ Target&#039;s [[Defense]]&#039;&#039;&#039;&lt;br /&gt;
** 1H melee weapons have an effective ratio cap of 3.625&lt;br /&gt;
** H2H melee weapons have an effective ratio cap of 3.875&lt;br /&gt;
** 2H melee weapons have an effective ratio cap of 4.125&lt;br /&gt;
** Archery and Throwing have an unknown ratio cap (perhaps approximately 3.2375)&lt;br /&gt;
** Marksmanship also has an unknown ratio cap (perhaps approximately 3.475) &lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; 1H Player Earthworm Jim has 1000 Attack and is fighting a monster that has 500 Defense. &#039;&#039;His Ratio is 1000/500, or 2.00&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Additional Factors during this stage&#039;&#039;&#039;&lt;br /&gt;
** Attack Bonuses (ex: [[Tachi: Gekko]])&lt;br /&gt;
** Ignore Defense Traits (ex: [[Quietus]])&lt;br /&gt;
* &#039;&#039;&#039;Estimating Ratio via /check command&#039;&#039;&#039;&lt;br /&gt;
** If your Ratio is less than 1, the monster will check &amp;quot;High Defense.&amp;quot;&lt;br /&gt;
** If it is higher than 1.25, the monster will check &amp;quot;Low Defense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Level Correction Function (cRatio) == &lt;br /&gt;
Level correction function imposes a penalty to attack/defense ratio if the target&#039;s level is higher than attacker&#039;s level (or item level). After the Attack/Defense Ratio has been corrected, it is referred to as &amp;quot;cRatio&amp;quot; or &amp;quot;corrected Ratio.&amp;quot; This correction does not apply in all zones (not in Adoulin zones, Legion, or zones in Escha/Reisenjima). Monsters are also affected by level correction when they attack players, but their formulas give a bonus to ratio when they are over the player&#039;s level. It is unclear whether this mechanic applies in the aforementioned zones, but it probably does not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Melee attacks have 0.05/level ratio penalty&#039;&#039;&#039;&lt;br /&gt;
: cRatio = Ratio - (target&#039;s level - attacker&#039;s level) {{math|times}} 0.05&lt;br /&gt;
* &#039;&#039;&#039;Ranged attacks have 0.025/level ratio penalty&#039;&#039;&#039;&lt;br /&gt;
: cRatio = Ratio - (target&#039;s level - attacker&#039;s level) {{math|times}} 0.025&lt;br /&gt;
&lt;br /&gt;
These equations are one of the reasons that Rangers are preferred for fighting targets many levels above you.&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; 1H Player Earthworm Jim has 2.00 Ratio, but the enemy he&#039;s fighting is level 124 and he&#039;s item level 119. The 5 level difference loses him .25 (=5{{math|times}}.05) Ratio, &#039;&#039;dropping him to 1.75 cRatio.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== After Ratio and Level Correction (Melee) ==&lt;br /&gt;
Beyond this point, there are several competing models that explain how cRatio translates into damage. The below description of melee pDIF is from Motenten&#039;s model, extended due to the 2/2016 pDIF changes. For a review of model differences, please see the talk page. Ranged damage is better understood (or at least our understanding of it is challenged less frequently), so it will be handled separately at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Verification.png|Verification Needed]] &#039;&#039;&#039;Motenten has expressed that this model is complete in an algorithmic manner, but explicitly incomplete.&#039;&#039;&#039;&lt;br /&gt;
=== 1. wRatio ===&lt;br /&gt;
* &#039;&#039;&#039;1. Calculate wRatio using your cRatio&#039;&#039;&#039;&lt;br /&gt;
** If you critical hit: wRatio = (cRatio + 1)&lt;br /&gt;
** If you do not critical hit: wRatio = (cRatio + 0)&lt;br /&gt;
:&#039;&#039;&#039;Example 1:&#039;&#039;&#039; 1H Player Earthworm Jim has 2.0 cRatio. If he crits, he will have 3.0 wRatio. If he doesn&#039;t crit, he will have 2.0 wRatio.&lt;br /&gt;
:&#039;&#039;&#039;Example 2:&#039;&#039;&#039; 1H Player Earthworm Jim has 3.0 cRatio. If he crits, he will have 4.0 wRatio. If he doesn&#039;t crit, he will have 3.0 wRatio.&lt;br /&gt;
* &#039;&#039;Optional&#039;&#039;: You can represent this mathematically write this using a logical expression, which will be 1 when true and 0 when false. Rand represents a random number from 0 to 1.&lt;br /&gt;
:wRatio = cRatio + ( Rand &amp;lt; CritRate% )&lt;br /&gt;
:&#039;&#039;ex&#039;&#039;: If your critical hit rate is 25% (0.25) and Rand (A random number between 0-1) is 0.1, the equation becomes wRatio = cRatio + 1&lt;br /&gt;
&lt;br /&gt;
=== 2. qRatio ===&lt;br /&gt;
* &#039;&#039;&#039;1. Determine the Upper and Lesser Limit&#039;&#039;&#039;&lt;br /&gt;
** Upper Limit (See UL Equations)&lt;br /&gt;
** Lesser Limit (See LL Equations)&lt;br /&gt;
** Min/Max is only there for testing convenience; do not bother with them if they are confusing&lt;br /&gt;
**[[Image:Verification.png|Verification Needed]] It is currently unknown if the cap per weapon type is applied to the UL and the LL. Doing so would only be noticeable when the UL is above the cap but the LL is not, resulting in a lower average result on the following step of qRatio.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[wRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |UL Equation&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Min&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Max&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ wRatio &amp;lt; 0.5&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;|wRatio + 0.5&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0.5&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| &amp;lt; 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.5 ≤ wRatio &amp;lt; 0.7 &lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.7 ≤ wRatio &amp;lt; 1.2&lt;br /&gt;
|wRatio + .3 &lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt; 1.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.2 ≤ wRatio &amp;lt; 1.5&lt;br /&gt;
|(wRatio {{math|times}} 0.25) + wRatio &lt;br /&gt;
| 1.5&lt;br /&gt;
| &amp;lt; 1.875&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.5 ≤ wRatio&lt;br /&gt;
| wRatio + 0.375 &lt;br /&gt;
| 1.875&lt;br /&gt;
| (varies)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[wRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |LL Equation&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Min&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Max&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ wRatio &amp;lt; 0.38&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;| 0&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0.5&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| &amp;lt; 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.38 ≤ wRatio &amp;lt; 1.25&lt;br /&gt;
|(wRatio) {{math|times}} (1176/1024) - (448/1024) &lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt; 4083/4096&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.25 ≤ wRatio &amp;lt; 1.51&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.51 ≤ wRatio &amp;lt; 2.44&lt;br /&gt;
|(wRatio) {{math|times}} (1176/1024) - (755/1024)&lt;br /&gt;
| 0.9968359375&lt;br /&gt;
| 2.064882813&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|2.44 ≤ wRatio&lt;br /&gt;
|wRatio - 0.375&lt;br /&gt;
| 2.065&lt;br /&gt;
| (varies)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[Image:Mot_Melee_pDIF.png|thumb|Motenten Model min and max pDIF curves|right]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2. Randomly select a value between LL and UL&#039;&#039;&#039;&lt;br /&gt;
** If the value is less than zero, set to zero&lt;br /&gt;
** If the value is greater than the cap shown for your weapon type in the table below, set to the cap value.&lt;br /&gt;
*** 1H qRatio caps at 3.25 for non-crits and 4.25 for crits&lt;br /&gt;
*** H2H qRatio caps at 3.5 for non-crits and 4.5 for crits&lt;br /&gt;
*** 2H qRatio caps at 3.75 for non-crits and 4.75 for crits&lt;br /&gt;
&lt;br /&gt;
=== 3. Multiply the final value by a random number between 1 and 1.05 ===&lt;br /&gt;
* For example, if the final qRatio is 3, you&#039;ll end up with 3, 3.15, or a value between 3 and 3.15&lt;br /&gt;
** (3 ・ 1) = 3&lt;br /&gt;
** (3 ・ 1.05) = 3.15&lt;br /&gt;
&lt;br /&gt;
==  After Ratio and Level Correction (Ranged ) ==&lt;br /&gt;
Ranged damage uses [[cRatio]], which is calculated as described above. Then it picks a random value between the below damage limits. It is notable that there is no secondary random multiplier for ranged damage, but qRatio is capped differently for different weapon types:&lt;br /&gt;
* Archery and Throwing qRatio is capped at 3.25&lt;br /&gt;
* Marksmanship qRatio is capped at 3.50&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[cRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |UL Equation&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Min&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Max&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ cRatio &amp;lt; 0.9&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;|cRatio {{math|times}} (10/9)&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.9 ≤ cRatio &amp;lt; 1.1&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.1 ≤ cRatio&lt;br /&gt;
|cRatio&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;610px&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |[[cRatio]]&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |LL Equation&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot; width=&amp;quot;30%&amp;quot;|0 ≤ cRatio &amp;lt; 0.9&lt;br /&gt;
| width=&amp;quot;38%&amp;quot;| cRatio&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0&lt;br /&gt;
| width=&amp;quot;16%&amp;quot;| 0.9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|0.9 ≤ cRatio &amp;lt; 1.1&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|BGCOLOR=&amp;quot;#eef3f7&amp;quot;|1.1 ≤ cRatio&lt;br /&gt;
|cRatio{{math|times}}(20/19) - (3/19)&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[Image:Ranged_pDIF.png|thumb|Ranged pDIF Min and Max curves|right]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Critical Hit Damage ===&lt;br /&gt;
Unlike melee hits (which have additive damage from critical hits), Ranged critical hits are implemented as a +25% multiplier that bypasses the cap.&lt;br /&gt;
* Critical ranged pDIF = Normal Ranged pDIF {{math|times}} 1.25&lt;br /&gt;
&lt;br /&gt;
=== Distance Correction ===&lt;br /&gt;
Also unlike melee hits, ranged attacks have [[Distance Correction]] and utilize [[True Shot]], which uniquely affects damage multipliers for Ranged Attacks and also is not capped.   &lt;br /&gt;
&lt;br /&gt;
Ex: Master RNG with 4% [[True Shot]] gear 7% from traits and 8% from gifts would have 19% True Shot.  &lt;br /&gt;
The multiplier for archery would then become 3.25 * 1.19 = 3.8675 and the multiplier for marksmanship would become 3.5 * 1.19 = 4.165 if fired from proper distance ranges.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.bluegartr.com/threads/108161-pDif-and-damage?p=5007405&amp;amp;highlight=wratio#post5007405 Motenten&#039;s pDIF graphs and testing (Motenten, BG Forums)]&lt;br /&gt;
* [http://www.bluegartr.com/threads/108161-pDif-and-damage?p=5310540&amp;amp;viewfull=1#post5310540 Pchan&#039;s pDIF testing (Pchan, BG Forums)]&lt;br /&gt;
* Most of the information for Masamune&#039;s pDIF model was obtained from a long-term large-scale effort by Masamune of BG (or Masamunai on some other forums). It is currently represented in an excel sheet, which makes it difficult to cite as the wiki cannot host it and it contains personally identifying information. Send him a PM for information.&lt;br /&gt;
** [http://www.bluegartr.com/threads/71816-cratio-for-two-handers?p=2577673&amp;amp;viewfull=1#post2577673 Old cRatio tomfoolery (Cadasune, BG)]&lt;br /&gt;
** [http://www.bluegartr.com/threads/84304-RNG-updates?p=3230651&amp;amp;viewfull=1#post3230651 pDIF cap post-adjustment (Masamune, BG)]&lt;br /&gt;
** [http://www.bluegartr.com/threads/87774-pDIF-testing-and-Damage-formulas pDIF formulas post-adjustment, first pass (Masamune, BG)]&lt;br /&gt;
* [https://www.bluegartr.com/threads/127523-pDIF-Changes-%28Feb.-10th-2016%29 pDIF formulas 2-2016 adjustment (Fwahm and Byrth, BG)]&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=Strophadia&amp;diff=546862</id>
		<title>Strophadia</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Strophadia&amp;diff=546862"/>
		<updated>2018-03-20T01:38:33Z</updated>

		<summary type="html">&lt;p&gt;Modranto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adversary Description&lt;br /&gt;
|Image=&lt;br /&gt;
|Class=NM&lt;br /&gt;
|Type=&lt;br /&gt;
|Family=Harpeia&lt;br /&gt;
|Main.Job= &lt;br /&gt;
|Sub.Job=&lt;br /&gt;
|Crystal=&lt;br /&gt;
|Detects=&lt;br /&gt;
|Notes=&lt;br /&gt;
*Kaleidoscopic Fury hits for well over 20.1 yalms, resetting all job abilities&lt;br /&gt;
**Most of the time he will prefer TP moves that are less than 15 yalms though.&lt;br /&gt;
*Has Wind Spikes that inflict Slow on melee attacks.&lt;br /&gt;
}}&lt;br /&gt;
==Listings==&lt;br /&gt;
{{Adversary Table&lt;br /&gt;
|Adversary Row=&lt;br /&gt;
{{Adversary Row&lt;br /&gt;
|Class=NM&lt;br /&gt;
|Zone= Reisenjima&lt;br /&gt;
|FFXIDB= &lt;br /&gt;
|Title=&lt;br /&gt;
|Spawns= 1&lt;br /&gt;
|SpawnType=&lt;br /&gt;
|SpawnCondition= Leader must examine ??? and pop with [[Strophadia&#039;s pearl]]. All members require [[Tribulens]].&lt;br /&gt;
|VW.Rifts=&lt;br /&gt;
|VW.Path=&lt;br /&gt;
|VW.Tier=&lt;br /&gt;
|Steal= &lt;br /&gt;
|Treasure= &lt;br /&gt;
*[[Holliday]]&lt;br /&gt;
*[[Reienkyo]]&lt;br /&gt;
*[[Skinflayer]]&lt;br /&gt;
*[[Dignitary&#039;s Earring]]&lt;br /&gt;
*Unlocks DEX/AGI Vorseal&lt;br /&gt;
|Abilities= Typhoean Rage, Shrieking Gale, Kaleidoscopic Fury, Wings of Agony&lt;br /&gt;
|Spells= Blink, Hastega, Tornado II, Aeroga V, Flare II, Fire VI, Firaga V&lt;br /&gt;
|Traits=&lt;br /&gt;
|Level= &lt;br /&gt;
|Aggro=&lt;br /&gt;
|Link=&lt;br /&gt;
|HP=&lt;br /&gt;
|MP=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Evasion=&lt;br /&gt;
|Susceptible={{ice}} {{dark}}&lt;br /&gt;
|Resists={{light}}&lt;br /&gt;
|Immune=&lt;br /&gt;
|Absorbs=&lt;br /&gt;
|Assisted.By=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Bestiary Abilities Table&lt;br /&gt;
|Bestiary Abilities Row=&lt;br /&gt;
{{Bestiary Abilities Row&lt;br /&gt;
|Abilities.Name=  Shrieking Gale&lt;br /&gt;
|Abilities.Yalms=&lt;br /&gt;
|Abilities.Area=  AoE&lt;br /&gt;
|Abilities.Target=&lt;br /&gt;
|Abilities.Class=&lt;br /&gt;
|Abilities.Type=&lt;br /&gt;
|Abilities.Effect=  Low damage, dispels three enhancing status effects.&lt;br /&gt;
|Abilities.Condition=&lt;br /&gt;
}}&lt;br /&gt;
{{Bestiary Abilities Row&lt;br /&gt;
|Abilities.Name=   Wings of Agony&lt;br /&gt;
|Abilities.Yalms=&lt;br /&gt;
|Abilities.Area= 15&#039; AoE&lt;br /&gt;
|Abilities.Target=&lt;br /&gt;
|Abilities.Class=physical&lt;br /&gt;
|Abilities.Type=&lt;br /&gt;
|Abilities.Effect= Physical damage, additional effect Sleep and Paralyze.  (Paralyze effect cannot be removed.)&lt;br /&gt;
|Abilities.Condition=&lt;br /&gt;
}}&lt;br /&gt;
{{Bestiary Abilities Row&lt;br /&gt;
|Abilities.Name=  Typhoean Rage&lt;br /&gt;
|Abilities.Yalms=&lt;br /&gt;
|Abilities.Area=  20&#039; AoE&lt;br /&gt;
|Abilities.Target=&lt;br /&gt;
|Abilities.Class=physical&lt;br /&gt;
|Abilities.Type=&lt;br /&gt;
|Abilities.Effect=  Physical damage, additional effect [[Encumbrance]] and [[Muddle]].  (Approximately one minute duration.)&lt;br /&gt;
|Abilities.Condition=&lt;br /&gt;
}}&lt;br /&gt;
{{Bestiary Abilities Row&lt;br /&gt;
|Abilities.Name=  Kaleidoscopic Fury&lt;br /&gt;
|Abilities.Yalms=&lt;br /&gt;
|Abilities.Area=  &amp;gt;20&#039; AoE&lt;br /&gt;
|Abilities.Target=&lt;br /&gt;
|Abilities.Class=&lt;br /&gt;
|Abilities.Type=&lt;br /&gt;
|Abilities.Effect=  Damage, all job timers reset, additional effect Dia (20-80 HP per tick), and all stats -60.&lt;br /&gt;
|Abilities.Condition=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
	<entry>
		<id>https://www.bg-wiki.com/index.php?title=Recover:_Kamihr_Drifts&amp;diff=536414</id>
		<title>Recover: Kamihr Drifts</title>
		<link rel="alternate" type="text/html" href="https://www.bg-wiki.com/index.php?title=Recover:_Kamihr_Drifts&amp;diff=536414"/>
		<updated>2018-01-23T02:22:05Z</updated>

		<summary type="html">&lt;p&gt;Modranto: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mummers Assignment Table&lt;br /&gt;
|Coalition=[[Mummers&#039; Coalition]]&lt;br /&gt;
|Rank=Legend&lt;br /&gt;
|Type=Recovering lost articles.&lt;br /&gt;
|Zone=[[Kamihr Drifts]] / [[Woh Gates]]&lt;br /&gt;
|Objective=Find a [[Lost article]] in [[Kamihr Drifts]] or [[Woh Gates]]. &lt;br /&gt;
|IMP1=5250&lt;br /&gt;
|IMP2=9450&lt;br /&gt;
|IMP3=12600&lt;br /&gt;
|Treasure=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
* Travel to [[Kamihr Drifts]] or [[Woh Gates]] and locate a [[Lost article]].&lt;br /&gt;
* There will always be one (and only one) available Lost article in each zone. The Lost article will despawn and immediately respawn when retrieved (it can respawn in the same position).&lt;br /&gt;
* The [[Lost article]] does &#039;&#039;&#039;not&#039;&#039;&#039; show up on Wide Scan.&lt;br /&gt;
* Known lost article positions:&lt;br /&gt;
**[[Kamihr Drifts]]: &lt;br /&gt;
***J-10 from Frontier Station&lt;br /&gt;
***G-10 (middle of area)&lt;br /&gt;
***I-7&lt;br /&gt;
***H-9 On top of Biv #1&lt;br /&gt;
***H-7/8 from Biv #3&lt;br /&gt;
***On top of Biv #4&lt;br /&gt;
**[[Woh Gates]] Map 1: &lt;br /&gt;
***I-6&lt;br /&gt;
***I-8&lt;br /&gt;
***J-6&lt;br /&gt;
***H-11/12&lt;/div&gt;</summary>
		<author><name>Modranto</name></author>
	</entry>
</feed>