Ryunohige |
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Ryunohige
That's not ... what diminishing returns means.
Idc, engrish isn't my primary language!
Anyway, do you have a proff or soem test that show that da checks before oat? Quote: One more question about Ryu, what earring will you use? Str one, or moonshade with bonus tp? Will the bonus tp enhance the crit hit rate? And obviously i wont use moonshade at 300tp, but i was thinking for regular drakes at 100ish. I use Moonshade and at 300TP I use Vulcan's. I read moonshade does better than vulcan's for Ukko's Fury and that's a critical hit weapon skill. I have a question. Should I use +100 TP bonus or +30 Str atmacites for Drakesbane during Voidwatch?
Don't use moonshade at 300 tp.
Since it's bonus tp +25, if you're sitting at 300, +25 tp won't add anything at all, so better use a vulcan there. For VW, i'm using Save TP, Regain, and the third is all stats +20 and some haste i think, i cant remember the name.
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If the sTP from Rose strap isn't needed, would Brave Grip be ideal over Pole Grip? (for Ryunohige, ofc)
Did I miss something or wouldn't you be better off with claymore over brave (assuming using Drakesbane)?
I use Claymore grip and maintain a 5 hit.
So i was thinking about this set to increase as much as i could QA/TA/DA rate while keeping 52 stp and 26/25%haste.
I came up with this. My question was to know the exact qa/ta/da and oat2-oat3 rate. QA : 2% TA : 4% DA 10% Oat2 30% Oat3 30% Qa etc check before oat(Haven't seen any info about it tho, just hear it from ppl) So we actually have : QA : 2% TA : 4*0.98 = 3.9% TA DA : 10*0.941 = 9.4% DA OAT 3 : 30*0. 0.847 = 25.4% OAT 2 : 25.4% Am I completely wrong or am i close to the correct maths? And is this set actually a viable choice for drg/sam? Carbuncle.Shadowreapper said: » So i was thinking about this set to increase as much as i could QA/TA/DA rate while keeping 52 stp and 26/25%haste. I came up with this. My question was to know the exact qa/ta/da and oat2-oat3 rate. QA : 2% TA : 4% DA 10% Oat2 30% Oat3 30% Qa etc check before oat(Haven't seen any info about it tho, just hear it from ppl) So we actually have : QA : 2% TA : 4*0.98 = 3.9% TA DA : 10*0.941 = 9.4% DA OAT 3 : 30*0. 0.847 = 25.4% OAT 2 : 25.4% Am I completely wrong or am i close to the correct maths? And is this set actually a viable choice for drg/sam? Well I'd say enif corazza for Body instead, more QA ftw, but that would mean you're a haste down so you'd need to change legs to phorcys~ I'm told DA/TA/QA proc before OAX, can't confirm it though, but I don't know how they work with aftermath either, I'd guess that it is the same as OAX though. I'd change the Atheling to Rancourous. Ragnarok.Martel
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Multi hit priority order is QA > TA > DA > OAX. There has been a test showing Mythic AM3 procing AFTER DA. So It falls into the same Place as normal OAX.
Also, the values for mythic OA-Twice~Thrice are 40% twice, 20% Thrice. I did some maths with Enif Corazza, and to get this body to works, need phorcys legs indeed, meaning the loss of 2ta and 2 da.
So that's 2 QA vs 4 ta and 2 da. With 1%QA, you get xhit *1.03. With 2%QA, you get xhit *1.06 With 1% TA you get xhit *1.02 With 4% TA you get xhit *1.08 And with 2% da you get xhit *1.02 So basicly 1.06 vs 1.1. Tho with phorcys, you can swap out the rose strap and put either claymore or pole grip. (in which case would bring 1.08 vs 1.1, still lose). What tp set are you using atm Martel? Without embrava, outside vw etc, and with /sam? Carbuncle.Shadowreapper said: » I did some maths with Enif Corazza, and to get this body to works, need phorcys legs indeed, meaning the loss of 2ta and 2 da. So that's 2 QA vs 4 ta and 2 da. With 1%QA, you get xhit *1.03. With 2%QA, you get xhit *1.06 With 1% TA you get xhit *1.02 With 4% TA you get xhit *1.08 And with 2% da you get xhit *1.02 So basicly 1.06 vs 1.1. Tho with phorcys, you can swap out the rose strap and put either claymore or pole grip. (in which case would bring 1.08 vs 1.1, still lose). What tp set are you using atm Martel? Without embrava, outside vw etc, and with /sam? I don't get your maths O.o My maths are my own maths, so sometimes they are bullshitmaths.
I'll try to explain. 1% da will add a chance of 1 percent to attack one more time. (you dont say!) So, lets say you score 100hits, with 1% da, you'll actually hit 101 times. 100 *1+(1/100) = 101 >>> (1/100) being 1% da >> 100 * 1.01 = 101 Each da point will add 0.01 Now with 100% da. 100 *1+(100/100) = 200. Now TA add 2 more attack per round. So one TA add 1% chance of attacking 2 more times. So, 100 * 1+(2/100) >>>> 0.02 being 1% TA. Each TA % will add 0.02 So at 100TA, 100*1+(200/100) = 300 Same goes with QA. One QA means you'll do 3 more attack per round. 100*1+(3/100) >> 0.03 being 1% of QA. Every QA will add 0.03 So at 100QA, 100*1+(300/100) = 400 Like i said, not sure if this is correct. http://www.ffxiah.com/forum/topic/31534/math-oax-multi-attack-and-you
And Mythic AM3 indeed functions the same as OAX on a weapon, so you can use that section for Ryu ^^ Ragnarok.Martel
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Carbuncle.Shadowreapper said: » What tp set are you using atm Martel? Without embrava, outside vw etc, and with /sam? I don't have an embrava specific TP set. Or a voidwatch one for that matter. Maybe after I actually start doing more VW. My life has been dynamis/salvage for so very long. <,<;; Note, I don't have Ogier's Hands, so I haven't considered any builds involving them. Also, there's a nice post on AM3 by Aanalaty here. Covers mostly the same stuff as sylows but with less fomulas. I found it a bit easier to understand, /mathstupid. <,<;; Someone who cares to calculate it is welcome to disprove this, but I really can't see /SAM being better than /WAR for higher tier VW or Legion, and 5-hitting a 492 weapon is simple enough without STP traits.
I don't know about Legion, but I really can't see it (/SAM) being applicable in Voidwatch at all.
From what I can gather, the events aren't that dissimilar. Wait, wait, wait, zerg, zerg, zerg, wait, wait, wait, ad nauseum.
I have to agree with Minjo on /war for legion. You spend most of the event locking buffs enabling you to full time berserk/aggressor(both will get returns on almost every mob).
In that case, /WAR all the way. I wasn't aware of the buff locking.
Fenrir.Minjo said: » Someone who cares to calculate it is welcome to disprove this, but I really can't see /SAM being better than /WAR for higher tier VW or Legion, and 5-hitting a 492 weapon is simple enough without STP traits. I'm not particularly confident that I could 5-hit 492 on drg as /war. Even if you do it would be a large stat loss on gear would it not? Ragnarok.Martel said: » Carbuncle.Shadowreapper said: » What tp set are you using atm Martel? Without embrava, outside vw etc, and with /sam? From Marty's set here you would need to swap eaf feet for aces, atheling for tactical, and then probably still nerf up your ws build with more stp right? I'd do the math on some 492 /war 5-hits but I'm at work atm :x Yeah, /sam is good for salvage/dyna (which i do most of my time to fund my damn mythic). On VW etc you should use /war for obvious reason.
Thanx for the spreadsheet thingie Syl. But understanding how multi-attack works is actually easier than making this sheet works >.> VW has regain and legion has embrava. /sam doesn't really help.
I must not understand the subtle differences between /war and /sam as I don't really play 2-hander jobs. Well actually I really just play monk. Can someone explain to me what makes /war better than /sam?
DRG is uniquely attacked starved for a two-handed job. Berserk is a big deal for them.
What the heck are people locking on in legion? There's nothing there but walls, floors, and mobs.
the sparkles that let you leave
It's not so much that drg is attack starved, it's more of the fact that stardiver and drakesbane are attack starved. /war helps push them past attack cap in most cases and allows them to hit like a truck.
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