Okay, haven't posted in a while.
Alexander.Mactaig said:
Ok I did my own lil test on this INT theory, I went out blu/nin too the mire too solo imps set a gear swap adding strictly int gear but keeping occasional acc gear for head butt, I used no food except cookies too replenish mp too keep chain up while resting.
The imps resisted headbutt far more when I was using int gear swap than when I was using a tp build gear.
I think i'll drop that int macro.
Are you talking about outright failing the spell, or failing to proc the stun? If you're missing the spell itself, that should be a no ***to INT not helping.
The order of operations for headbutt would be: Did Headbutt Land/Physical Accuracy check > Did stun proc/Magical Accuracy check. If the spell doesn't land then all the elemental magic in the world doesn't mean ***.
Now, if you were talking about imps resisting the stun effect after headbutt landed, a few measly imps wouldn't be enough of a sample size to prove anything.You'd need to test at least 2,000 headbutts to get a real reading.
Blue Magic isn't really special. Actually all Blue magic spell formulas are just imitations of WSs, Elemental Nukes, Cure I-V, and Drain/Aspir.
For example, the formula to determine Magic Fruit's Cure Potency is the exact same formula for Cure V, with -200hp tacked on. This is why Healing Magic Skill and Cure potency affect Blue Magic cures, despite Healing Magic skill being in an entirely different family.
We know that the bind effects for Blue Magic follows the same exact effect as the enfeebling magic spell bind, it just substitutes Blue Magic Skill for Enfeebling magic skill. This is why even though Blastbomb is fire based, the bind will never land on an Ice elemental, and why the ice staff boosts the accuracy of a fire spell's added effect. It also show's us that INT/MND affects Blue Magic's MACC for their related spells.
Magical Accuracy is influenced by MACC, Skill, and INT/MND (depending on which is the spell's primary modifier).
1MACC = 1 Magical Accuracy
1Skill = 1 Magical Accuracy
2INT/MND = 1 Magical Accuracy*
*1INT/MND = 1 Magical Accuracy if, and only if, dINT/MND<10 (dINT/MND = Your INT/MND - Target's INT/MND). For non-nms or higher level mages, you should be over 10 dINT without really trying.
Now, as for MP Drainkiss, it's pretty much an imitation of aspir, with the 120 soft cap removed(?). Drain and Aspir are special spells. They function different from all other damage spells in the game.
1) They're not influenced by MAB or MDB.
This is most likely so DRK can use hem just as effectively as BLM, since it gets no MAB traits, and Drain/Aspir are DRK's signature spells. Whereas a WHM would take less damage from a nuke than a WAR with the exact same INT/MND, due to MBD traits, the WHM can take the same damage as any job from drain.
2) They're not influenced by INT/MND(?).
This is actually incredibly hard to test so I didn't really test this too much personally. Makes since though if they wanted to make DRK and BLM on even footing.
3) Skill increases the damage dealt.
As your skill with Dark Magic increases, so does your Drain/Aspir damage. This is very, very obvious as you can see a 500+ Drain from a 75 DRK, and never see more than about30 from a fresh level 10 DRK.
4) The target's Dark Resistance affects damage dealt.
I tested this in ballista after observing it from dark based mobs. In normal spells, even if you have +500 fire resist, if you're hit with an unresisted fire spell, it will do the same as an unresisted fire spell with 0 fire resistance. For drain, it seems this isn't true. Getting a Carol can reduce the maximum possible damage taken from drain/aspir. On the flipside, putting a Dark Threnody on a target can increase the damage taken by Drain/Aspir.
5) They do variable amounts of damage.
This means that the spells don't do the same amount every cast, like nukes do. This, when paired with the above, lead me to believe that Drain/Aspir had a random pDIF value determined by Caster_Dark_Magic_Skill/Target_Dark_Resistance. Seeing the Blue Magic formulas seemingly supports this as well.
Since Blue Magic formulas are generally just ripped from existing formulas and modified a little to make them a little differente, I wouldn't be surprised if MP Drainkiss followed the same exact rules.