Been toying with it off and on (takes a long time to test an ability with 2 hour downtime haha) and so far this is what i've figured out:
The following stats are exchanged when Spirit Surge is in effect:
-The drg gains any TP that the wyvern had previously built up.
This is especially interesting because now, considering your wyvern already had 100% tp (<pettp> macro helps) a drg can self skillchain by using ws before and then imediately after popping this. The ending skillchain will be super effective (as far as drg sc is concerned ;) ) if you sneak a jump just before closing it.
- The drg gains a + to their strength stat.
Str is the only stat that seems to be effected, the amoutn of str is semi dependant on your level. I'm assuming its a direct transmission of your wyvern's own str stat. The amount at 75 is +16.
- The drg gains any HP that the wyvern had.
Once again, dependant on level, the drg's max HP will rise. At 75 it was about +300 hp for me. Also, any spill over hp it will restore.
-Jump acc seems to increase. Although I was fighting EP things so not to die, I never missed a jump or high jump while in 2 hour. Not to say it isn't impossible, would need testing on very high level things to be certain on its chances of landing.
-the effect lasts about 1 min, the jump defense down trait seems to last about 30 seconds. unconfirmed on the jump effect timer, but that seems to be it ballpark estimating.
Jump Effects
- Jump: Lower the enemy's def by a signifigant amount for a few seconds.
From my tests, this seems to be a percentage, not a base number. The reason for my guessing this is that enemies I tested on with more defense were more effective then enemies with lower defense. Where in I did a 1500k penta in 2 hour on a flamingo, I did almost 2k one on steelshell. Which if it wasn't a percentage you'd imagine the results being vise versa. And of course Torn going from 500 penta on KingB to 1200 in 2 hour.. seems the more defense it has the more effective this jump is. ironically though, the damage from the jump itself is normal
- High Jump: Converts damage inflicted by the jump ito enemy TP elimination.
Not wildly effective, but interesting none the less. And is possible to squeeze it in before the 2 hour wears. I can't tell yet if its a percentage or a direct conversion. I dont really know any way to test that to be certain. But if you were to jump, skillchain, then high jump - that's a lot of damage in a short period of time to inflict and not result in signifigant TP gain to the mob. not too shabby.
-Super Jump: When the person with most aggro is facing the dragoon's rear the jump with remove hate from both the dragoon and the player behing him.
THis one is tricky to test, and I haven't had much chance to since everything I've been doing so far has been solo. Withouth a second person it seems to be relatively unchanged, and 100% useless solo. So far i haven't been hearing too many drg's living long enough to use it lol. I find it kinda amusing, its really a backwards trick attack.
Things Debunked
- Wyvern is killed soon as you pop 2 hour
its best to wait for all timers to cool down if possible
- Jump timers are not reset
if you're not careful you can totatlly kill the essance of your 2 hour, really i think it should have reset jumps. As jumps have a longer cool down then the 2 hour lasts.
-Stats are not effected by subjob
-Stats are not effected by wyvern buff requip
this one thing i wasn't certain about and in today's test was proven wrong. Any wyvern acc, dmg, hp etc buff items do not transfer over to the dragoon. All stat effects transfered seem to be 100% cookie cutter depending on the dragoon's level.
- Stats are not effected by Wyvern's max and or current hp
- Stats are not effected by TP
exception being how much TP is transfered via wyvern to drg, but TP does not effect any physical stats
- Dismiss still resets call wyvern timer.
- Wyvern type doesn't seem to effect stats.
- 2hour does not effect jump damage or TP gain, those occur as normal.
Really, if planned well enough, the TP and jump thing is what really makes this 2 hour effective at all.
Say for instance, on a very difficult hnm, drg at 100%+ tp starts the battle by opening a sc, another melee closes it and mages magic burst. Then Drg pops 2 hour, jumps, drg uses weapon skill, another melee closes it and mages burst for a super effective skillchain. Then pop an iccarus wing, high jumps to lose any TP the mob gained from the first 2 skill chains, then opens a 3rd skill chain with another melee, mages burst. Fun stuff. ;)
Edit: with 2 hour and icarus wing its possible for a drg to self skill chain light, instead of doing 3 separate skillchains. Self skillchain only really works though if drg has mage subbed and has no status effects.
hybrid or melee wyvern will use its TP to breath attack, although there are ways to interupt that its very difficult in the scheme of things. Healing wyvern won't use breath unless you (1) have a status ailement durring weaponskill or (2) force trigger the breath using spell under special conditions. If you dont do either it will store its TP, even after you weaponskill.
This makes me wonder if drg/whm etc will be the new wave as far as hard battles go. /whm can already cure party mates for 500+ hp with top gear for 5-7mp cost. Let alone pull skill chains like that out of their arse. helpful? We'll see, give a drg a chance! ^^
(edited for some corrections, additions, and that last comment)
Last edited by Kioko on Wed Dec 14, 2005 11:28 pm, edited 1 time in total.
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