Talk:Aurora
I find these stat shifts a bit hard to believe, especially given that every other stat shift for Djinn is on the order of +12ish for HP and +4-5 for everything else. Just sayin'. --Hinoa 20:16, 5 December 2010 (CST)
- Ahh, I know what I've done. Yeah, HP I typo'ed but agility I forgot I had the Zol ring equipped, so that one is out by 1.8x, I'll go fix that up with the others too.
- Waaiit. What? I set it onto Tyrell and it gives one set of boosts, I set it onto Eoleo and it gives a different amount. Ahhh Class multipliers. Bugger, so they're all out. Ok, so I've unequipped all gear and put all other djinn onto standby, anyone else think of anything that might have a multiplier effect? Slax 20:41, 5 December 2010 (CST)
- Not off the top of my head, no. Stupid Djinn, affecting base stats... --Hinoa 20:42, 5 December 2010 (CST)
- Waaiit. What? I set it onto Tyrell and it gives one set of boosts, I set it onto Eoleo and it gives a different amount. Ahhh Class multipliers. Bugger, so they're all out. Ok, so I've unequipped all gear and put all other djinn onto standby, anyone else think of anything that might have a multiplier effect? Slax 20:41, 5 December 2010 (CST)
Ok, here's the revised list:
sizzle
HP+13
Attack +6
chili
HP+9
PP+2
Attack+4
lava
HP+10
attack+3
Agi+3
glow
HP+10
PP+2
def+3
Luck+2
flare
HP+11
PP+3
Def+2
Luck+2
Fugue
HP+13
PP+3
Def+2
Forge
HP+11
Attack+2
Agi+2
Luck+2
Stoke
HP+10
PP+2
Attack+3
Fever
HP+9
Attack+3
Agi+2
Brand
HP+9
PP+3
Def+2
agi+2
Wrath
HP+13
Attack+4
Aurora
HP+11
def+2
agi+3
luck+1
Refulx
hp+10
Def+3
luck+2
tinder
HP+13
pp+4
pepper
hp+13
attack+3
Cinder
HP+13
PP+3
Agi+2
Fury
HP+13
PP+3
Someone may want to check it before I edit it in (i am VERY prone to typos). I'm going to go and do some other caculations before going back to the djinn. Slax 20:53, 5 December 2010 (CST)
- Looks right-ish to me; the only note I have is to make sure you're taking stat shifts into account (though to be fair, that shouldn't be an issue for anything other than HP). --Hinoa
On that note, how are (base) class multipliers calculated? Slax 21:07, 5 December 2010 (CST)
- With great difficulty. What I've been doing with the new classes is I've found a class that has a known set of shifts, taken the stats given, and reverse engineered the base stats from that, then changed classes to something I don't know and divided the given stats by the base stats to get the multipliers. ...did that make sense? --Hinoa 21:14, 5 December 2010 (CST)
- Yeah, that's what I thought, but that has an identity issue, because the multiplier isn't unique. ie; If my "base" attack is 100, and the multiplier is 1 then I get 100 attack. But if the base is 80, the multiplier is 1.25, then I still get 100. Then, if the next class gives 110, it is either a 1.1 multiplier or a 1.375 multiplier. We know the % increase, but we don't know the base multiplier. Also, on that note, I swapped the djinn between Eoleo and Tyrell and didn't get any noticeable change in the above stats, whatever that implies. Slax 21:28, 5 December 2010 (CST)
- Ahhh, what can be done is use equipment, which have a known base, to check the multiplier. Ok, that makes things easy! I'll try and figure out classes then I'll fix these djinni. Slax 21:52, 5 December 2010 (CST)