You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I have searched existing issues to see if the issue has already been opened, and I have checked the commit log to see if the issue has been resolved since my server was last updated.
OS / platform the server is running (if known)
Any
Branch affected by issue
base
The current Hybrid WS computations in scripts/global/weaponskills.lua:xi.weaponskills.doPhysicalWeaponskill are incorrect. The current implementation uses the fTP values stored in the wsParams for the physical hits, and it disables the magic damage portion for hits beyond the first hit. This leads to situations like Hot Shot doing less damage than Split Shot. Hybrid weaponskills are supposed to work as follows.
Physical Damage
The physical damage of a hybrid WS is computed like a normal single-hit weaponskill with an fTP value of 1.0. Dual wielding adds an extra hit. Multi attacks can proc on the mainhand and offhand. Gorgets and Belts can both add 25/256 to the fTP multiplier of the first hit. Weaponskill Damage+ gear will increase the damage of the first hit. It's just a non-ftp-replicating physical WS with an fTP of 1.0. Ranged hybrids work the same way, but they are always single-hit only.
Magical Damage
The damage from all physical strikes is summed and multiplied by the TP-adjusted fTP modifier stored in the wsParams. Any gear that directly adds magic damage is then added. The result is then multiplied by Weaponskill Damage+ gear, and then this number is run through the standard magic damage formula. Weaponskill gorgets/belts are also re-applied here but in an odd way. The double-dip gorget/belt damage is not run through the magic damage formula. i.e.
Physical Damage = Standard Non-replicating 1.0 fTP Physical WS damage
Magic Base = Physical Damage * fTP
Magical Hit = ((Magic Base + mDMG) * MAB * (1/MDB)* Affinity * Day/Weather * SDT * TMDA * WSD + Physical Hit * Modifier
The magic damage is applied as an additional effect, which means that Guard (and possibly Block, I don't remember) will cause it to do 0 damage.
I also retested some of this and verified that it's correct, although there appears to be some weird stuff going on with the double-dip fotia related to the physical damage limit+ changes or something else.
The text was updated successfully, but these errors were encountered:
I affirm:
OS / platform the server is running (if known)
Any
Branch affected by issue
base
The current Hybrid WS computations in scripts/global/weaponskills.lua:xi.weaponskills.doPhysicalWeaponskill are incorrect. The current implementation uses the fTP values stored in the wsParams for the physical hits, and it disables the magic damage portion for hits beyond the first hit. This leads to situations like Hot Shot doing less damage than Split Shot. Hybrid weaponskills are supposed to work as follows.
Physical Damage
The physical damage of a hybrid WS is computed like a normal single-hit weaponskill with an fTP value of 1.0. Dual wielding adds an extra hit. Multi attacks can proc on the mainhand and offhand. Gorgets and Belts can both add 25/256 to the fTP multiplier of the first hit. Weaponskill Damage+ gear will increase the damage of the first hit. It's just a non-ftp-replicating physical WS with an fTP of 1.0. Ranged hybrids work the same way, but they are always single-hit only.
Magical Damage
The damage from all physical strikes is summed and multiplied by the TP-adjusted fTP modifier stored in the wsParams. Any gear that directly adds magic damage is then added. The result is then multiplied by Weaponskill Damage+ gear, and then this number is run through the standard magic damage formula. Weaponskill gorgets/belts are also re-applied here but in an odd way. The double-dip gorget/belt damage is not run through the magic damage formula. i.e.
The magic damage is applied as an additional effect, which means that Guard (and possibly Block, I don't remember) will cause it to do 0 damage.
Sources
https://wiki.ffo.jp/html/1261.html
https://www.ffxiah.com/forum/topic/33470/the-sealed-dagger-a-ninja-guide/151/#3420836
https://www.ffxiah.com/forum/topic/49614/blade-chi-damage-formula/2/#3171538
I also retested some of this and verified that it's correct, although there appears to be some weird stuff going on with the double-dip fotia related to the physical damage limit+ changes or something else.
The text was updated successfully, but these errors were encountered: