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[Archive] Bushido - The Way of The Samurai (A Guide)
Cerberus.Taint
Serveur: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-03-04 14:17:17
Quetzalcoatl.Krylon said: »I'd consider revising the recommended merits to include rounding off zanshin. Possibly better to go 5/5 on ikishoten with the way mobs rotate in the current zergfest. Depending on stp, you might shave a hit, the 2% overwhelm is hard to maintain.
I agree with everything you are saying, but stuff that really matters (ADL, Odin v2, Salvage v2, Legion) - shouldn't you be able to keep in front of the enemy?
I wouldn't mind losing a few % points on a parse in VW in favor of getting a boost in Legion and ADL.
Typically you don't want to be in front of a lot of those mobs.
One of the reasons why Namas spam works so well on high end content is you can stay behind the mob.
5/5 Iki, 5/5 OW - stunning is for mages.
Quetzalcoatl.Krylon
Serveur: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 14:19:23
Point taken >.<
Taint - if you are interested in doing a Namas SAM write up I can add that to the guide. I will get to it eventually if you are unable to but you know probably 99% more of it than I would.
Ramuh.Austar
Serveur: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2013-03-04 14:26:27
Quetzalcoatl.Krylon said: »Recommended merit build: 5/5 Store TP, 5/5 Meditate. 5/5 Overwhelm. 5/5 Ikishoten. Do 4/5 Ikis and 1/5 Blade Bash if your stunners are fail faces. I also don't really agree with this. 5/5 Meditate is barely (1% tops) better than 5/5 Zanshin, and that's assuming you're some kind of machine at hitting your macro every 2:30, which never happens. 5/5 Zanshin will produce a higher average.
[+]
Valefor.Sehachan
Serveur: Valefor
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Posts: 24219
By Valefor.Sehachan 2013-03-04 14:32:05
Missing a hybrid set and Yoichi sets.
Cerberus.Kvazz
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Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-03-04 14:34:01
Also worth mentioning evasion, maybe?
SAM actually has good evasion, and access to good gear for it, so if you want, you can easily evasion-tank on SAM.
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-03-04 14:41:34
I also don't really agree with this. 5/5 Meditate is barely (1% tops) better than 5/5 Zanshin, and that's assuming you're some kind of machine at hitting your macro every 2:30, which never happens. 5/5 Zanshin will produce a higher average.
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso.
Quetzalcoatl.Krylon said: »Recommended merit build: 5/5 Store TP, 5/5 Meditate. 5/5 Overwhelm. 5/5 Ikishoten. Do 4/5 Ikis and 1/5 Blade Bash if your stunners are fail faces.
I found blade bash really handy in nyzul and salvage, since its unlikely you have a stunner near you or at all.
Neither is WRONG, just depends on what you use sam for.
Ramuh.Austar
Serveur: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2013-03-04 14:46:15
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin
Bismarck.Llewelyn
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By Bismarck.Llewelyn 2013-03-04 14:50:24
Oh wow, the earring was found to be 3? :o
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Posts: 9534
By Odin.Jassik 2013-03-04 14:51:25
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin
Since when was the earring confirmed to be 3%, every bit of testing shows 2-3
Ramuh.Austar
Serveur: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2013-03-04 14:55:59
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin
Since when was the earring confirmed to be 3%, every bit of testing shows 2-3 See no reason why it can't be 3 then.
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By Odin.Jassik 2013-03-04 14:57:11
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin Since when was the earring confirmed to be 3%, every bit of testing shows 2-3 See no reason why it can't be 3 then.
See no reason to spend 3 merits on an assumption or tell people they are wrong because of said assumption.
Ramuh.Austar
Serveur: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2013-03-04 14:58:06
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin Since when was the earring confirmed to be 3%, every bit of testing shows 2-3 See no reason why it can't be 3 then.
See no reason to spend 3 merits on an assumption or tell people they are wrong because of said assumption. Even if it was 2%, you'd still need 3 merits in Zanshin. Besides, you're assuming it's 2%.
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By Odin.Jassik 2013-03-04 15:00:30
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin Since when was the earring confirmed to be 3%, every bit of testing shows 2-3 See no reason why it can't be 3 then. See no reason to spend 3 merits on an assumption or tell people they are wrong because of said assumption. Even if it was 2%, you'd still need 3 merits in Zanshin. Besides, you're assuming it's 2%.
I don't get it, if its 2, thats 50 + 10 + 2 = 62, 2 merits = 64/4 = 16
Quetzalcoatl.Krylon
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Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 15:02:55
----
Updated the Sub Jobs and Store TP sections.
IDK if the Store TP part is too over the top with the math (I'm praying I did it right. That'd be embarassing....)
Let me know what you guys think. If someone has a simpler explanation then I'm all for it.
Serveur: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-03-04 15:08:09
Figured the guide wanted to expand on VW sets since it's still relevant.
Got this TP set as MAX assuming Deluges/Latitude/Valiant+ Fighter's Roll.
Target is Qilin.
Unkai Mimizakari if no Fighter's Roll.
For Amano/Masa.
Would like some input on this.
Ramuh.Austar
Serveur: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2013-03-04 15:11:53
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin Since when was the earring confirmed to be 3%, every bit of testing shows 2-3 See no reason why it can't be 3 then. See no reason to spend 3 merits on an assumption or tell people they are wrong because of said assumption. Even if it was 2%, you'd still need 3 merits in Zanshin. Besides, you're assuming it's 2%.
I don't get it, if its 2, thats 50 + 10 + 2 = 62, 2 merits = 64/4 = 16 Right I looked at something else wrong.
Still, zanshin merits are going to average more regardless and are better defensively.
Serveur: Lakshmi
Game: FFXI
Posts: 16
By Lakshmi.Nightscope 2013-03-04 15:13:37
What augments are you considering for the helm to beat out 16str/30attack? Is that High Tier Fudo Set considering you have capped attack? Also correct me if i am wrong but that TP high-level isnt even a 5hit? I don't even think it is with Rose strap?
This is mine.
Serveur: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-03-04 15:15:14
Lakshmi.Nightscope said: »What augments are you considering for the helm to beat out 16str/30attack? Is that High Tier Fudo Set considering you have capped attack? Also correct me if i am wrong but that TP high-level isnt even a 5hit? I don't even think it is with Rose strap?
This is mine.
Those augments would beat Mekira marginally during non-active days.
Cerberus.Taint
Serveur: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-03-04 15:16:14
Figured the guide wanted to expand on VW sets since it's still relevant.
Got this TP set as MAX assuming Deluges/Latitude/Valiant+ Fighter's Roll.
Target is Qilin.
Unkai Mimizakari if no Fighter's Roll.
For Amano/Masa.
Would like some input on this.
Only swap I make in VW is Phos+1 to Windbuffet.
A) It really doesn't matter VW is lol
B) Over TPing is SAMs friend for the most part
C) TP/WS split for SAM
Serveur: Odin
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Posts: 355
By Odin.Zelphes 2013-03-04 15:16:20
Lakshmi.Nightscope said: »Also correct me if i am wrong but that TP high-level isnt even a 5hit? I don't even think it is with Rose strap?
High-end TP set is 5-hit with Pole/Duplus for Amano/Koga, and Rose for Masa.
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By Odin.Jassik 2013-03-04 15:16:21
Assuming you have hasso up, there is often no benefit to having 5/5 instead of say 2/5 or 3/5, since Zanhasso is zanshin/4 floored. The typical mid level TP sets would be in the order of ~62% zanshin, 2 merits puts you at 16% zanhasso, where 5/5 puts you at 16% zanhasso. 50 base, 10 unkai +2, 3 earring, 5 merits = 17 zanshin Since when was the earring confirmed to be 3%, every bit of testing shows 2-3 See no reason why it can't be 3 then. See no reason to spend 3 merits on an assumption or tell people they are wrong because of said assumption. Even if it was 2%, you'd still need 3 merits in Zanshin. Besides, you're assuming it's 2%. I don't get it, if its 2, thats 50 + 10 + 2 = 62, 2 merits = 64/4 = 16 Right I looked at something else wrong. Still, zanshin merits are going to average more regardless and are better defensively.
I'll give you that for sure, but knowing why you put a certain amount of merits is also important, if said earring is confirmed to be 3%, or if a functional TP piece is found to have a Zanshin value, adjusting the merits would be obvious.
I tend to ride Meditate, and I use it for skillchaining, 2/5 zanshin 3/5 meditate puts the recast in a nice sweet spot with other JA's.
Cerberus.Taint
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Posts: 1514
By Cerberus.Taint 2013-03-04 15:21:04
Lakshmi.Nightscope said: »What augments are you considering for the helm to beat out 16str/30attack? Is that High Tier Fudo Set considering you have capped attack? Also correct me if i am wrong but that TP high-level isnt even a 5hit? I don't even think it is with Rose strap?
This is mine.
I have att6, WSdmg3, SCdmg3
Pretty hard to beat for Kaiten/Namas spam when light is popping off like crazy.
[+]
Serveur: Odin
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Posts: 355
By Odin.Zelphes 2013-03-04 15:21:10
Only swap I make in VW is Phos+1 to Windbuffet.
A) It really doesn't matter VW is lol
B) Over TPing is SAMs friend for the most part
C) TP/WS split for SAM
Set doesn't rely on ticks (if using Unkai Earring) to keep X-build.
So on a practical application, there will be plenty of TP overflow for WS.
I put that set together since the changes consist of pieces that most career SAMs already have in their arsenal.
By duos 2013-03-04 15:45:22
I would suggest adding some pointers regarding Yoichinoyumi and its use, keep up the good work.
Quetzalcoatl.Krylon
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Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 16:05:16
Any feedback on the Store TP section? Does it make sense?
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By Odin.Jassik 2013-03-04 16:14:47
Quetzalcoatl.Krylon said: »Any feedback on the Store TP section? Does it make sense?
Anyone you're appealing to will understand it. The people who don't will just look at the sets and copy them.
Quetzalcoatl.Krylon
Serveur: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 16:28:32
Quetzalcoatl.Krylon said: »Any feedback on the Store TP section? Does it make sense?
Anyone you're appealing to will understand it. The people who don't will just look at the sets and copy them.
Good Enough.
Added a few tiny things here and there and made some corrections. Will add a Hybrid Set and Yoichi sets later on.
Thanks for the great replies all.
Oh and, request for sticky? ^^
Carbuncle.Jsbahamut
Serveur: Carbuncle
Game: FFXI
Posts: 21
By Carbuncle.Jsbahamut 2013-03-04 16:38:49
No love for Draca Couse at all? I thought SAM Stardiver was one of the best options for things like NNI.
Ragnarok.Daffel
Serveur: Ragnarok
Game: FFXI
Posts: 476
By Ragnarok.Daffel 2013-03-04 16:54:48
It would also be worth in the job abilities section listing what gear boosts each job ability. Obvious ones like AF/relic hands for meditate but pieces like Myochin Kabuto also enhance Warding Circle by increasing duration by 50% and potency by 2%. Vital for those tough demon fights or soloing demon NMs.
[+]
Ragnarok.Daffel
Serveur: Ragnarok
Game: FFXI
Posts: 476
By Ragnarok.Daffel 2013-03-04 17:05:49
In your WS sets you may also want to mention why they are geared the way they are.
So people will have a better understanding of why some weapon skills require such different builds.
Bushido - The Way of The Samurai
Hello everyone! As part of the community here on FFXI AH, I would like to see every job have one of these comprehensive guides that help both mid range and high level players better understand their jobs, gear, and roles in end game Final Fantasy XI.
The goal of this guide is to help fellow players understand everything Samurai related.
There are several extremely knowledgable players on the forums (this one specifically as well) so I will be looking to them for input as well. Please feel free to add any important information and help me compile the best guide possible ^_^!
Section I - Samurai Overview
Warriors from the East. Demon Killers. Samurai are experts in wielding the Great Katana and manipulating Tactical Points, allowing the player to unleash a flurry of skills on their enemies quicker than any other class in Vana'diel.
Job Abilities
[Level 1] Meikyo Shisui
(1:00:00 recast - 30 second duration)
Grants the player 300 TP upon use. Allows all weapon skills used during the duration to cost 100 TP. The player is unable to gain any TP unless it is from Meditate or Items. Damage modifiers are based on Total TP at the time of executing the Weapon Skill, not based on TP Consumed (100).
The first Weaponskill used under Meiko Shisui will cost 100TP but will be calculated as a 300TP Weaponskill.
The second Weaponskill will again consume only 100TP but will be calculated as a 200TP Weaponskill.
Enhanced by Saotome Sune-Ate +2 (aug) reducing TP consumed by 25 under the effect of Meiko Shisui, however at least 100TP is still required to perform the Weaponskill.
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[Level 5] Warding Circle
(5:00 recast - 3 minute duration)
Grants "Demon Killer" effect for all party members in range. When used as Samurai Main Job, this ability gives a 15% damage bonus/15% damage resistance against Demons.
Enhanced by Myochin Kabuto/+1 granting an additional 50% duration and 2% to respective bonuses
Myochin Kabuto/+1 is only needed upon activation.
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[Level 15] Third Eye
(1:00 recast Seigan Down, 0:30 recast Seigan Up - 30 second duration/until removed)
Anticipates the next physical attack directed at you. With Seigan active, multiple attacks can be anticipated (higher chance to wear off the longer it is active). More on this later!
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[Level 25] Hasso
(1:00 recast - 5:00 duration)
Grants a bonus to attack speed, accuracy, and STR stat when using two-handed weapons, but increases recast and casting times.
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[Level 30] Meditate
(3:00 recast - 0:15 duration)
Grants 20% TP per tick up to a maximum of 100 TP. When used as a sub, grants 12% TP per tick for a maximum of 60 TP. Can be enhanced heavily with gear.
Enhanced by Myochin Kabuto/+1 adding 1-2 ticks or 120-140 total TP gained
Enhanced by Saotome Kote/+1 adding an additional tick or 20 total TP gained
Enhanced by Saotome Kote +2/(aug) adding an additional 2-3 ticks or 40-60 total TP gained
When Myochin Kabuto/+1 is paired with Saotome Kote +2/(aug) the total TP gained is 180-200
Myochin Kabuto/Saotome Kote are only needed upon activation
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[Level 35] Seigan
(1:00 recast - 5:00 duration)
Grants a bonus to "Third Eye" when using two-handed weapons, but increases recast and casting times.
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[Level 40] Sekkanoki
(5:00 recast - 1:00 duration or until next Weapon Skill)
The next weapon skill used will cost 100 TP regardless of current total TP. Damage modifiers are based on the 100 TP used. TP Bonus weapons do not affect weapon skills used under the effect of Sekkanoki.
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[Level 65] Konzen-ittai
(3:00 recast - 1:00 duration or until next Weapon Skill)
Readies enemy for a skillchain.
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[Level 75 - Merit] Shikikoyo
(5:00 recast)
Share TP above 100 with a party member. The Samurai retains more TP with further merits.
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[Level 75 - Merit] Blade Bash
(3:00 recast)
Delivers an attack that can stun the target and occasionally causes Plauge.
- - - - - - - - - - -
[Level 77] Sengikori
(3:00 recast - 1:00 duration or until next Weapon Skill)
Grants a bonus to skillchains and magic bursts initiated by your next Weapon Skill.
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[Level 87] Hamanoha
(5:00 recast - 3:00 duration)
Lowers accuracy, evasion, magic accuracy, magic evasion, and TP Gain for Demons.
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[Level 95] Hagakure
(3:00 recast - 1:00 duration or until next Weapon Skill)
Grants Save TP (40) and a TP Bonus (100) to your next Weapon Skill.
- - - - - - - - - - -
Traits
Resist Blind (grants a small resistance to blind)
Obtained at level 5 with increasing tiers at 25, 45, and 65
Store TP (Increases the amount of TP gained by each attack)
Obtained at level 10 with increasing tiers at 30, 50, 70, 90
Respective values are 10, 15, 20, 25, and 30
Zanshin (Occasionally grants an additional attack)
This is the defining Job Trait for Samurai and has 2 different functional effects which will be further explained in the Job Ability section
Obtained at level 20 with increasing tiers at 35, 50, 75, and 95
Respective values are 15%, 25%, 35%, 45%, and 50%
Demon Killer (Occasionally Intimidates demon's)
Killer Effects are incredibly potent when utilized, however due to the lack of effective gear to enhance the trait its largly a minor bonus. It is unkown if Samurai gets succesive tiers of this trait.
Skillchain Bonus (Increases the damage of skillchains created by the Samurai)
Obtained at level 78 with increasing tiers at 88 and 98
Respective values are 8%, 12%, and 16%
While Samurai is regarded as the master of skillchains with the ability to repeatedly skillchain with almost any weapon or job as well as itself in quick succession, Dancer gets 2 succesive tiers of this trait reaching 23% Skillchain damage bonus at level 97.
Merited Traits (obtained at level 75)
Ikitoshen (increases the TP gained by a Zanshin attack)
Grants an additional 3 TP per merit before Store TP is added
Formula: Zanshin TP = [base weapon TP + (3 x Ikitoshen merits)] x Total Store TP
Assuming 437 delay (masamune/amano) [11.1 + (3 x 5)] x 1.88 = 49.068 Floored to 49
49 ADDITIONAL
Enhanced by Saotome Kabuto +2 (aug)
Adds 1% critical hit rate to Zanshin attacks per Ikitoshen merit
Also worth noting:
Ikkishoten may be useless unless it doubles your TP before sTP. 460 Delay gives 12 TP, exact same as 4/5 Ikki merits. If your delay is higher, you should do 5/5 merits or calculate how much extra sTP you need so you don't get stuck at just under 100 TP.
Thank you to Castanets/Ichito of Phoenix for this~
Overwhelm (obtained at level 75)
Grants a damage bonus to Weaponskills performed face to face
Adds a straight % to qualifying Weaponskills
5% per merit for the first 3 and 2% for the last 2 merits
Overwhelm is NOT present for Ranged Weaponskills regardless of orientation
--- HUGE Thanks To Jassik for the Trait Breakdown Section as well as help on the Job Ability Section---
Merits
Recommended merit build: 5/5 Store TP, 5/5 Meditate. 5/5 Overwhelm. 5/5 Ikishoten. Do 4/5 Ikis and 1/5 Blade Bash if your stunners are fail faces.
Group 1
Third Eye Recast - Shorten recast time by 2 seconds.
Warding Circel Recast - Shorten recast time by 10 seconds.
Store TP Effect - Increases amount of TP stored by 2.
Meditate Recast - Shortn recast time by 6 seconds.
Zanshin Attack Rate - Increases Zanshin attack rate by 1 percent.
Group 2
Shikikoyo - Shares TP above 100 with a party member. Supplement TP shared by 12%.
Blade Bash - Delivers an attack that can stun the target and occasionally cause plague. Requires a Great Katana. Increase plague duration by 15 seconds.
Ikishoten - Increases amount of TP gained with a Zanshin attack. Increase TP gained by 3.
Overwhelm - Grants a damage bonus to weapon skills performed face-to-face with an enemy. Increase damage bonus by 5% for the first three points, and by 2% for the final 2 points.
Section II - A Samurai's Role What role does a Samurai fill in a party?
Damage Dealer
A Samurai's primary and most effective role is dealing high frequencies of damage. Samurais are considered one of the big three in the current end game in regards to DDs.
Samurai is extremely effective at outputting high bursts of damage with their various abilities and traits that allow them to use Weapon Skills more frequently than any other job. Most of your damage will come from spamming Shoha/Fudo/Kaiten.
Tank
Tanking in FFXI has become folklore at this point but can still be necessary in some low-man events.
With the proper gear sets, Samurai can be very effective as a tank with and without the use of Seigan/Third Eye. Seigan/Third Eye becomes even more effective with Unkai Kabuto/Saotome Haidate and other complimenting pieces of gear. More on this later.
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