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Guides • Crafting • Trusts • Apex Monsters |
Magic Damage
Actual Damage
Actual Damage is calculated by multiplying the following factors in order and flooring after each step.
1) D
2) Multiple-Target Damage Reduction
3) resist
4) Staff
5) Day | Weather
6) Magic Burst
7) Magic Burst Bonus
8) MAB / MDB
9) Target Magic Damage Adjustment
There is reason to believe that the Magic Burst portion is calculated after Staff and prior to MAB. Further testing would be necessary to confirm the order of the Day | Weather term with respect to magic bursts.
Explanation of Factors
Calculation of D
Each magic tier has an inherent mutliplier value M.
Each magic spell has a base value V.
Let dINT be (Caster's INT - Target's INT).
For dINT < 0, the value of M is lessened
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point, I: D = V + M*I + ((dINT-I) * M/2))
(above some critical value, adding INT becomes half as effective)
For dINT > 0, but after some cap: D = cap
M = 1.0 for all I/II single-target nukes
M = 1.0 for all -ga spells up to Blizzaga II
M = 1.5 for all III single-target nukes
M = 1.5 for all -ga spells Thundaga II and beyond
M = 2.0 for all IV and AM I/II spells.
V values by spell:
SPELL | Earth | Water | Wind | Fire | Blizzard | Thunder |
---|---|---|---|---|---|---|
I | 10 | 16 | 25 | 35 | 46 | 60 |
II | 78 | 95 | 113 | 133 | 155 | 178 |
III | 210 | 236 | 265 | 295 | 320 | 345 |
IV | 381 | 410 | 440 | 472 | 506 | 541 |
I-ga | 56 | 74 | 93 | 120 | 145 | 172 |
II-ga | 201 | 232 | 266 | 312 | 350 | 392 |
III-ga | 434 | 480 | 527 | 589 | 642 | 697 |
AM I | 577 | 630 | 552 | 657 | 526 | 603 |
AM II | 710 | 710 | 710 | 710 | 710 | 710 |
Multiple-Target Damage Reduction
single-target spells = 1.0
-ga spells with one target = 1.0
-ga spells with 2 through 9 targets = 0.9 - 0.05T where T is the number of targets
-ga spells with 10 or more targets = 0.4
Resist
resist = 1, 1/2, 1/4, 1/8, or 1/16
Staff
HQ Staff matching element = 1.15
NQ Staff matching element = 1.1
No staff = 1.0
NQ Staff ascendant element = 0.9
HQ Staff ascendant element = 0.85
Day of the Week | Weather
Day | Weather is calculated as:
1.0
+0.1 for the correct day
+0.05 for Sorcerer's Tonban
+0.1 for single weather
+0.25 for double weather
This term is capped at 1.35, even in the presence of day, double weather, and Sorcerer's Tonban.
Magic Burst
MB is 1.0 for no MB and 1.3 for a 2-WS renkei, gaining 5% per extra WS in the renkei series (i.e. 1.35, 1.4 etc)
Magic Burst Bonus
Magic Burst Bonus is calculated as:
1.0
+0.05 when Sorcerer's Gloves or Sorcerer's Gloves +1 are equipped in a magic burst.
+0.05 when Static Earring is equipped in a magic burst.
+0.03 when a level 2 Ancient Magic II spell is used in a magic burst.
+0.06 when a level 3 Ancient Magic II spell is used in a magic burst.
Magic Attack Bonus / Magic Defense Bonus
MAB is as we know it (i.e. MAB I = 1.2, MAB II = 1.24 etc). Items with the description "Magic Atk. Bonus"+X means to add X/100 to the current MAB. For example, Moldavite Earring which states "Magic Atk. Bonus"+5 means to add 0.05. Correct element potency merits are +2 MAB per merit.
MDB is 1.0 if not present and depends on the target of the magic.
After calculating the ratio of MAB to MDB, this term is truncated to two decimal places.
Target Magic Damage Adjustment
Target Magic Damage Adjustment is as it seems. Certain targets are designed to take more or less % damage. Values for this portion of the equation appear to use the 256 number system. The base value is 1 (256/256) and is adjusted according to the fractional values in the charts below. The values are added together in the presence of more than one adjustment.
ex. Ahriman have a TMDA value of (1 - 64/256) = 192/256
ex. An Evil Weapon with Shell has a TMDA value of (1 - 32/256 - 24/256) = 200/256
Note: For player targets, this value is capped at 128/256 (50%).
Monster | Base Adjustment (%) | Adjustment (256ths) |
Ahriman | 75% | -64/256 |
Black Puddings | 125% | +64/256 |
Cardians | 75% | -64/256 |
Corse | 75% | -64/256 |
Demons | 75% | -64/256 |
Evil Weapons | 87.5% | -32/256 |
Ghrahs | 87.5% | -32/256 |
Magic Pots | 50% | -128/256 |
Effect | Base Adjustment (%) | Adjustment (256ths) |
Shell | 90.6% | -24/256 |
Shell II | 85.9% | -36/256 |
Shell III | 81.2% | -48/256 |
Shell IV | 78.1% | -56/256 |
Shell V (1 merit) | 75.8% | -62/256 |
Shell V (2 merits) | 75% | -64/256 |
Shell V (3 merits) | - | - |
Bubble Curtain | 50% | -128/256 |
Shining Ruby | 96% | -10/256 |
Player Equipment | varies | varies |
Sources
http://www.bluegartrls.com/forum/viewtopic.php?p=297899#297899
http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=1137029463237848499;num=50;page=1
http://ff11.s101.xrea.com/index.php?%B4%F0%C1%C3%C3%CE%BC%B1#content_1_7