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For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to 2 categories. | For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to 2 categories. | ||
When referring to '''Elementals''', this pertains to the Sorcerer's spirit summons (<span style="color:red;"> | When referring to '''Elementals''', this pertains to the Sorcerer's spirit summons (<span style="color:red;">Agni</span>, <span style="color:blue;">Aqua</span>, <span style="color:green;">Ventus</span>, & <span style="color:brown;">Terra</span>). On the other hand, '''High Elementals''' refers to the Elemental Master's spirit summons (<span style="color:darkred;">Ardor</span>, <span style="color:darkblue;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:chocolate;">Terremotus</span>, & <span style="color:purple;">Serpens</span>). | ||
'''Sorcerer's Elementals''' could also appear in 3 different forms and will have its own subcategory. All '''Lvl. 1''' '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}''' will be collectively known as their '''Child Forms'''; '''Lvl. 2''' will be grouped into their '''Adolescent Forms''', while '''Lvl. 3''' will be called their '''Adult Forms'''. | '''Sorcerer's Elementals''' could also appear in 3 different forms and will have its own subcategory. All '''Lvl. 1''' '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}''' will be collectively known as their '''Child Forms'''; '''Lvl. 2''' will be grouped into their '''Adolescent Forms''', while '''Lvl. 3''' will be called their '''Adult Forms'''. | ||
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This is the section where we'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield. | This is the section where we'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield. | ||
When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high VIT or high AGI build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''' '''DEF''', '''MDef''', '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master. | When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''' '''DEF''', '''MDef''', '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master. | ||
Now since our spirits don't have their own UI unlike the Homunculus of Biolo, we will be following the following equations to formulate their individual stats: | Now since our spirits don't have their own UI unlike the Homunculus of Biolo, we will be following the following equations to formulate their individual stats: | ||
'''Max HP''' = [Floor(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × Floor((SummonLv + 2) ÷ 3) | '''Max HP''' = [Floor(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × Floor((SummonLv + 2) ÷ 3) | ||
'''Max SP''' = Floor(SummonerMaxSP ÷ 4) | '''Max SP''' = Floor(SummonerMaxSP ÷ 4) | ||
'''ATK (Max)''' = Floor(SummonerMaxSP ÷ (18 ÷ SummonLv)) + (1 ~ 100) | '''ATK (Max)''' = Floor(SummonerMaxSP ÷ (18 ÷ SummonLv)) + (1 ~ 100) | ||
'''ATK (Min)''' = Floor(SummonerMaxSP ÷ (18 ÷ SummonLv)) | '''ATK (Min)''' = Floor(SummonerMaxSP ÷ (18 ÷ SummonLv)) | ||
'''MATK''' = SummonLv x (Floor(SummonerINT ÷ 2) + Floor(SummonerDEX ÷ 4)) | '''MATK''' = SummonLv x (Floor(SummonerINT ÷ 2) + Floor(SummonerDEX ÷ 4)) | ||
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'''FLEE|Flee Rate''' = SummonerFLEE + Floor(SummonerBaseLv ÷ (5 − SummonLv)) | '''FLEE|Flee Rate''' = SummonerFLEE + Floor(SummonerBaseLv ÷ (5 − SummonLv)) | ||
'''HIT|Hit Rate''' = SummonerHIT + SummonerBaseLv | '''HIT|Hit Rate''' = SummonerHIT + SummonerBaseLv | ||
If the called Spirit is: | |||
* '''Agni''': increase its ATK and Hit Rate by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively. | |||
* '''Aqua''': increase its MATK and MDEF by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively. | |||
* '''Ventus''': increase its MATK and Flee Rate by <code>(SummonLv × 10)</code> and <code>(SummonLv × 20)</code>, respectively. | |||
* '''Tera''': increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively. | |||
==Insignia System== | ==Insignia System== |
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