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Interview With FFForever

  • Oct. 12th, 2009 at 9:29 AM
Overview

I was recently asked to do an informal interview with the Russian site can be found here.  Here is the English version of the interview for anyone interested.  I had no role in the making of the questions and they are aimed towards readers with little to no experience with Final Fantasy 11 specifically.

Special thanks to "Trotsky" for interviewing and translating.

Enjoy!


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Read more... )


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Enmity Testing (Part IX)

  • Sep. 22nd, 2008 at 3:18 AM
Overview

This enmity post will be the last.  Though there are still many unknowns, my time in FFXI has past and I have happily moved on, but I feel somewhat obligated to still show as many of my enmity findings as possible.  I will not be going over the in dept testing methods like I have before - these are just findings I can vouch for having tested them myself - I just don't feel compelled to write long, technical directions this time.


Previous:  Enmity Testing (Part VIII)

Enmity Table

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* - Enmity from gear and merits (add the 2 together) caps at -50.

* + Enmity from gear and merits (add the 2 together) caps at +100.  Note that if you hear anyone tell you I tested  the cap to be +50, they are likely just seeing the -50 number (which I found first) and assuming it to be true the other way.  This is a common piece of mis-information on various PLD forums.  I have only run one +enmity cap test in addition to another person on BG doing the same and we reached the same conclusion - THE CAP IS 100.

* Sentinel automatically places you at +100 Enmity; having more + Enmity gear still results in +100.

* CHR does not affect anything related to enmity, hate list, etc.

* Nothing known in game affects the -60 VE/sec decay rate

* Burtgang "enmity reduced when taking damage" is -10% CE loss - still using the damage taken formula

* Enmity changes due to ABILITIES (like SCH Tranquility or DRK Muted Soul) functions differently. You do NOT add it together with the enmity from gear and merits. For instance, maxed Tranquility is -50 enmity. If you have -50 enmity from gear as well, the calculation is 0.5 x 0.5 = 0.25, or 1/4th the original enmity (equivalent -75 enmity). Basically, add them together individually then multiply to find the true enmity change. 
If considering enmity changes from an ability or trait, do NOT pool it with gear and merits.  This includes...

      -  Stealth Shot
      -  SCH Merit Stratagems like Tranquility
      -  Muted Soul
      -  etc.

These abilities are really all - enmity traits or functions.  You CAN get below -50% enmity by obtaining -50 enmity from gear and merits then compounding it with traits such as this.  The true cap if including this is -75% enmity (-50 from gear, -50 from abilities and traits).  The only + enmity ability/trait I know of is Flashy Shot (I do not count Sentinel as it gives you a STATUS); I do not know how this works and make no claims as to how it works since I was unable to personally test it.

* Spikes damage does not give you added CE/VE (ex. Blazed Spikes, Gallant Roll, Reprisal)

* There is an Atonement formula that links CE/VE to damage (as well as for different TP values). This is well tested on Studio Gibli. I suggest anyone interested in Atonement to find this. There is a formula on BG that I flushed out - do NOT use it. It is not completely accurate and the testing was flawed.

* There are actually THREE ways to lower your CE value without completely reseting it - 1) taking damage (follow formula on site), 2) losing an Utsusemi Shadow (-25CE), 3) (lesser known) getting hit with an enfeebling magic spell such as Blind, Bindga, or Sleep. The spell does not have to land successfully. Being hit by a spell such as Firaga or Bio that actually deals damage does not follow this rule. All enfeebles result in -80 CE each regardless of type, land rate, etc. If you have Utsu on and get hit with Sleep I, you lose -105 CE.

* Utsusemi Shadow loss result in -25 CE. Blink or Zephr Mantle Shadows do not.

* Certain mobs reset your hate list, but do not reset your CE/VE values. An example of this is Sarameya T4 ZNM - it howls twice, reseting everyone from the hate list, but the instant you touch it again, your CE/VE values are retained. Each individual mob may vary on mechanics, but the point is to say these oddities do occur or are implemented. Petrify status or Antica "Sand Trap" are other good examples of this, though the specifics of them I do not understand.

* Certain spells or abilities generate damage, but don't follow the damage formula (shield bash, bio, etc.). Cure V also does not follow the curing formulas.  There are 2 very special exceptions for the Relic Weapon Skills "Coronach" and "Namas Arrow", which are FIXED HATE WSs.  Namas Arrow always generates 180 CE / 480 VE regardless of how much damage it does as long as it does not miss (in which case it grants 0 CE/VE).  Coronach was not as thoroughly tested, however, it is either the same or even less than Namas Arrow.

* Certain mobs and their pets have "Shared Hate".  I was unable to start any testing on how this exactly works, however, knowledge of this system may prove extremely useful as many of the most difficult mobs in the game work on a Shared Hate system, such as PW.

* The "CE/VE Enmity Reset" (most call this a full hate reset") is caused by only 1 situation - the mob must attempt to target you and find you unavailable (this can be for many reasons such as K.O. status, logging off, zoning, Goblin Footprint, etc.).  This also means that the mob must first attempt to hit you, however, so simply dying or zoning does nothing but give you the "hate list" reset, not the "CE/VE value" reset.  In some situations involving slept mobs or linked hate, it will not even grant you the "hate list" reset.


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Conclusions

I would also like to point out that I have given oldWiki (FFXIclopedia) permission to transfer any/all work on this LJ, paraphrased or copied.  I cannot verify the accuracy of such a site though, since it is freely editable by anyone with a wiki account.   Basically, if it is not written somewhere on this LJ or on BG by me, I cannot vouch for its accuracy so make of it what you will.  I strongly suggest still going here for basic research.  I do know some players in the JP community on Studio Gibli have a strong enough understanding of the mechanics to test themselves, so that would be a good place for updates (ex. Atonement).  I do not know of any real NA groups that are dedicated to this sort of testing; however, there are certain posters on BG I would feel very confident in dessecting things like this.

For JP users, I suggest going to Knight's Star Wiki or Studio Gibli.

Thank you to everyone that has contributed to this over the last 2 years, as well as those who have kept up with it or used it.  It's rare to sort of blindly wander into something that happens to actually be useful, so I'm glad to see the enmity testing as been given such high regard.  Please remember, though, this is technically a 'model' based on experimentation, game data (sometimes involved Windower for things such as Distance), and reverse engineering and I make no statements about how SE actually implemented the hate system.  This is only meant to predict the actions of mobs in their game, not tell you "this is  how SE programmed it". 

Also, as a final disclaimer, I'm pretty certain that reverse engineering something like this is considered against the ToS so this entire testing is technically 'cheating' via ToS - though I don't think applying the model I've derived from it is and certain isn't enough to get you in trouble obviously.  So the act of testing is against the ToS via "Reverse Engineering" rules, but simply knowing the data probably isn't.


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Enmity Testing (Part VIII)

  • May. 28th, 2008 at 7:22 AM
Overview

In this part, I'll be going over basically everything involving "Cures" or the "-- C --" in the Enmity Table.  This part has been a long time coming and results turned out much more complex than I originally had anticipated.  Here's an overview of everything to be covered...

      -  Does Curing targets for over 0 HP generate both CE and VE?

      -  What variables are involved in the "cure formula"?  In particular...
            -  Caster and Target Levels

            -  Target Max HP
            -  Target Current HP
            -  Caster and Target Jobs

      -  Generation of a formula to account for all possible variables.


Before beginning, I would like to specifically thank a couple of people.  This part of the testing proved to be much more difficult than the other parts.  I want to thank Shukudai and of course Ashira for helping me do the actual testing.  In addition, I'd like to thank the math and computer wizards on BG that helped to number crunch and find patterns in the raw data - particularly Aurik and Suiram.


Previous:  Enmity Testing (Part VII)

Next: 
Enmity Testing (Part IX)

Enmity Table

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Conclusions

Here is the summary of conclusions reached in this post...

      - Curing for more than 0 HP generates both Cumulative (CE) and Volatile (VE) Enmity.

      - There are only 2 variables which affect the amount of CE and VE generated on a Cure.

                - The amount of HP actually cured
                - The level of the target being cured

      - The amount of CE and VE generated by a Cure of any HP at any target level can be found by...

                 [ CE ]  =  [ CE Modifier ] x [ HP Cured ]

                 [ VE ]  = 6 x  [ CE Modifier ] x [ HP Cured ]

                          - The [ CE Modifier ] varies with the level of the target being cured.

                          - The [ CE Modifier ] at level 75 is 0.7273.

                          - A list of [ CE Modifiers ] at all levels can be found here.

The list of "CE Modifiers" can be found at Enmity Table (Curing).  Practically, I think that this really only matters at level 75 in most cases.  As far as what this data means and how it can be used to better job play?  I'll leave that up to the reader beyond this note.

      -  Cure IV for 390 HP generates 283 CE and ~1700 VE at base enmity enhancement (for you PLDs)


Also, sorry, there is no Pic of the Day or Drama Thread, this post is too long!

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Enmity Table (Curing)

  • May. 28th, 2008 at 6:31 AM

The amount of Cumulative Enmity (CE) and Volatile Enmity (VE) generated by curing someone follows the 2 general formulas below.


                 [ CE ]  =  [ CE Modifier ] x [ HP Cured ]

                 [ VE ]  =  [ VE Modifier ] x [ HP Cured ] 



      *  The [CE Modifier] and [VE Modifier] vary with the level of the target cured, not the level of the caster.  

      *  All abilities and spells designated with at "-- C --" follow this formula unless indicated otherwise.

      *  Round all final values down.

      *  All Cures must produce at least 1 CE, even if the formula predicts 0.

The table below shows the modifiers at all levels; both simplified (rounded) and exact modifier values are given.


img153/3684/curingfinaljpgla0.jpg

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Target LevelCE Modifier (Simple)VE Modifer (Simple)CE Modifier (Exact)VE Modifier (Exact)
     
13.63621.8240 / 11240 / 11
23.33320.0040 / 12240 / 12
33.07718.4640 / 13240 / 13
42.85717.1440 / 14240 / 14
52.66716.0040 / 15240 / 15
     
62.50015.0040 / 16240 / 16
72.35314.1240 / 17240 / 17
82.22213.3340 / 18240 / 18
92.10512.6340 / 19240 / 19
102.00012.0040 / 20240 / 20
     
112.00012.0040 / 20240 / 20
121.90511.4340 / 21240 / 21
131.90511.4340 / 21240 / 21
141.81810.9140 / 22240 / 22
151.81810.9140 / 22240 / 22
     
161.73910.4340 / 23240 / 23
171.73910.4340 / 23240 / 23
181.66710.0040 / 24240 / 24
191.66710.0040 / 24240 / 24
201.6009.6040 / 25240 / 25
     
211.6009.6040 / 25240 / 25
221.5399.2340 / 26240 / 26
231.5399.2340 / 26240 / 26
241.4828.8940 / 27240 / 27
251.4828.8940 / 27240 / 27
     
261.4298.5740 / 28240 / 28
271.4298.5740 / 28240 / 28
281.3798.2840 / 29240 / 29
291.3798.2840 / 29240 / 29
301.3338.0040 / 30240 / 30
     
311.3338.0040 / 30240 / 30
321.2907.7440 / 31240 / 31
331.2907.7440 / 31240 / 31
341.2507.5040 / 32240 / 32
351.2507.5040 / 32240 / 32
     
361.2127.2740 / 33240 / 33
371.2127.2740 / 33240 / 33
381.1777.0640 / 34240 / 34
391.1777.0640 / 34240 / 34
401.1436.8640 / 35240 / 35
     
411.1436.8640 / 35240 / 35
421.1116.6740 / 36240 / 36
431.1116.6740 / 36240 / 36
441.0816.4940 / 37240 / 37
451.0816.4940 / 37240 / 37
     
461.0536.3240 / 38240 / 38
471.0536.3240 / 38240 / 38
481.0266.1540 / 39240 / 39
491.0266.1540 / 39240 / 39
501.0006.0040 / 40240 / 40
     
511.0006.0040 / 40240 / 40
520.9765.8540 / 41240 / 41
530.9765.8540 / 41240 / 41
540.9525.7140 / 42240 / 42
550.9305.5840 / 43240 / 43
     
560.9305.5840 / 43240 / 43
570.9095.4540 / 44240 / 44
580.9095.4540 / 44240 / 44
590.8895.3340 / 45240 / 45
600.8705.2240 / 46240 / 46
     
610.8705.2240 / 46240 / 46
620.8515.1140 / 47240 / 47
630.8515.1140 / 47240 / 47
640.8335.0040 / 48240 / 48
650.8164.9040 / 49240 / 49
     
660.8164.9040 / 49240 / 49
670.8004.8040 / 50240 / 50
680.8004.8040 / 50240 / 50
690.7844.7140 / 51240 / 51
700.7694.6240 / 52240 / 52
     
710.7694.6240 / 52240 / 52
720.7554.5340 / 53240 / 53
730.7554.5340 / 53240 / 53
740.7414.4440 / 54240 / 54
750.7274.3640 / 55240 / 55
     
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Learn More About Curing Enmity


Back to Enmity Table
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Enmity Testing (Part VII)

  • Apr. 4th, 2008 at 7:36 PM
Overview

So sorry that this update to the Enmity Testing is about 5 months overdue.  Ashira and I have still be working on it, but progress has slowed down a bit as of late.  There is still much more insight to report, so I hope that this post adds to the growing knowledge of how hate works in this game.  There is really so much to cover, but in this post, I want to focus on the recent updates to the Enmity Table as well as continue to hash out some more basic hate mechanics like hate resets and new abilities like Accomplice.
 
In this post, the following concepts will be touched upon...

      -  How do the new THF abilities - Collaborator and Accomplice - work?
      -  Under what specific conditions does "zoning" cause a hate reset?

Before I begin, I just want to encourage those of you who have not taken a look at the revamped Enmity Tables to browse through.  I've completely redone the layout to now split all abilities and spells by job, and in Japanese and English.  The SCH and BLU tables are a bit messed up and are actually split into 2 different posts - this is because LJ caps the size of a post and these 2 jobs contain too many spells and abilities to fit onto a single post.  Any suggestions to how the tables can be improved for clarity would be greatly appreciated.

Unfortunately, this post will not include anything on the formulas for Cures, damage taken, or damage dealt.  I know these are the 3 things people most want to know right now, but they are proving to be rather difficult to hash out.  We are still working on these though. 


Previous:  Enmity Testing (Part VI)

Next:  Enmity Testing (Part VIII)

Enmity Table

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Conclusions

As always, for those not interested in the testing procedures, I'll outline the conclusions of the tests done in this post.  There is one piece of new terminology outlined in the post - the
HC, or "hate counter".

THF Abilities - Collaborator and Accomplice

      -  The maximum distance at which the THF abilities Collaborator and Accomplice work at is 20.6'.
      -  Only the distance of the THF user relative to the mob matters - target distance plays no role.


Distinction Between Hate List and TE Storage


      -  It is possible to have the highest TE of any player, yet not be the mob's target.
      -  The "Hate List" is not simply a list of players and their TE - it is separate from the TE counter.
      -  A mob chooses targets based on who has the highest TE of the players on the hate list.


Effect of "Zoning" on TE Storage and Hate List Counter (HC)


      -  "Zoning" while currently at the top of the hate list will cause an enmity reset (TE reset).
      -  "Zoning" while currently NOT at the top of the hate list will not cause a full enmity reset.
      -  "Zoning" causes a the removal of the person from the "hate list" counter (a "hate reset").
      -  "Zoning" into the same area while currently at the top of the hate list will NOT cause an enmity reset.
      -  "Zoning" into the same area will NOT remove the person from the "hate list" counter (a "hate reset").

In addition to the continued testing such as those seen above, I just want to, again, place some focus on the continuously updated Enmity Table, which has undergone some major changes in look and sorting.  The lists are not only sorted by job now, but are also available in Japanese now as well.  While some jobs are fully completed or nearly completed, there are a couple needing a great deal of work still, such as DNC and BLU jobs. 

Any suggestions to future tests or the pointing out of flaws in the testing of any section are welcomed as always. 

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Pic of the Day


Warning: 

You may find the following 2 pics disturbing.  Actually, if you don't, there's something wrong with you.





Drama Thread of the Day

Instead of giving a drama thread, I thought I'd change up the pace here.  A couple people last week PMed me about starting their own journals and how to gain readers.  This is a really difficult thing to answer since a lot of it is just personality and then lots of luck, but I thought I'd give examples of LJs I happen to enjoy reading about FFXI - they range from the informational, to the funny, to the great designs, or just the wide popularity.

Here are my top 5 personal favorite LJs or blogs to read, excluding anyone in my own LS.  No one here has asked for a plug or anything, these are just my personal favorites.  Ranked in no particular order, although they are numbered...  Again, no one asked for a plug!  These are just my opinions.  I sort of put the defining features of each in red just to sort of differentiate them since I can't really rank them.



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