Fenrir.Cherrywine said:
»Yeah, we can both push the boundaries of how large a post should be. At least yours are more on point than my own. I tend to wander... But I'll try to unpack a response in a way that is short and therefore manageable if you need to go long.
Hehe, I appreciate the civil discussion at least.
Quote:
I'm less concerned with comparing Heishi to Kannagi than I am Kikoku to Kannagi. Kikoku still deals triple damage, but at a lesser rate, has more attack and a weapon skill with a more favorable mod, that, although it can't critical naturally, gets its own 40% boost. Being tied to Blade: Hi is a stinker. As you've said, better than it was, but still...
Hi isn't as bad as you're making it out to be. It's no well buffed Ten, but it's a LOT better than it was thanks to relatively recent Mummu+2/AF+3 head/Ken+1 options. If people haven't used it seriously or updated a Hi set recently, I could understand some lingering misconceptions based on what Hi had been until the gear that came out in the past year or so.
Even on my Kikoku, Hi with an up-to-date WS set now tends to perform better than or very close to Metsu. I've parsed actual WS avg over time with both to see, it's pretty consistently true. Tack on another AGI+50 from Empy, and Kannagi/Hi is far better than an ideal Kikoku/Metsu.
Like I've said a bunch though, Metsu is sometimes nice in that it has really good Darkness/Fragmentation SC properties. But Hi's Darkness/Grav properties aren't too shabby either.
Quote:
B) Heishi would offer slightly higher base damage and additional crit rate at lower TP while still benefiting from the 50 AGI of Kannagi in the offhand.
I mean, it is no different than how Twashtar is used to super power its sibling Aeonic. But Blade: Hi isn't a thing sought after in this way.
Offhand Almace and Twashtar are a thing because they have a DEX+50 mod that also contributes to crit rate and acc. And Twash is very low delay. AGI+50 mod on Kannagi is less valuable. It DOES provide some help with TP generation through Racc, which is nice since it's sometimes harder to work Racc into TP sets anyway. But AGI is just not as useful as a DEX mod from a typical melee TP perspective, and it doesn't add any crit rate&acc to WS like DEX does to stuff like CdC and Rudra. If Hi/Kannagi were both DEX instead of AGI, things would be different and it would be a lot more realistic to see it as an NIN offhand much like Twash and Almace for THF DNC BLU.
And again, even if Hi WAS a thing to the point you'd consider using it as your primary WS with Heishi/Kannagi offhand, your DPS would be far better on Kannagi/Taka (or several other offhands). I just can't see any conceivable situation where that wouldn't be true (barring major changes to Hi TP mod structure).
Heishi and Hi just aren't really made for each other. TP Bonus +500, one of the main features of Heishi that make it so good for Ten/Shun/hybrid, is extremely unimpressive with Hi. Hi scaling is 15/20/25 crit rate for 1000/2000/3000 TP, so that 500 TP Bonus only equates to about 2.5% crit rate for Hi. That's a blip on the overall DPS, versus Ten and Shun (or the hybrid WS) gaining a TON from TP Bonus.
Even assuming mediocre use of Empy AM3, ability to use AM3 plus whatever stats you get from your Kannagi offhand offer MUCH higher value than STP+10/WS Crit rate+2.5%/slightly higher mainhand DMG.
Quote:
To your last point, I feel the general consensus is more along the lines of "If your Ten damage is bad, fix your buffs. If you can't do that (buffers have disconnected or something), then switch to another weapon skill that will work better in the meantime." In the event rolls bust, songs drop, haste wears, Dia isn't cast quickly so GEO benefits aren't applying, whatever, the answer for most isn't to swap weapons, and then swap back when things are back in order. The answer should simply be to adjust for the 1-10 seconds it takes to get back in sync.
This is ideal use of Heishi, yeah. And Heishi does have the luxury of "stepping down" to Shun for a short period of time on the fly as needed.
But I think a lot of people here really have been mistakenly thinking that the only consideration should be changing your WS on Heishi, and it's still the best mainhand choice even when you're forced into using Shun regularly. That's not really true.
I just want to make it more clear to people that
if your buffs are bad enough that you're regularly having to use Shun over Ten, you really are in a situation where your buffs are low enough that Heishi isn't the best mainhand. As we've beaten to death, this is more a YMMV situation that depends on what buffs you usually have on NIN. But it's something to think about if you find yourself needing to shift to Heishi/Shun on a pretty regular basis.
Ideally, sure, fix your buffs by making three other people come on buff jobs so you can go nuts with Ten. To me, most parties in that situation are going to call you a princess NIN and tell you that if they're going to roll with 3 buffers in a melee party, those melees are gonna be jobs that aren't NIN.
Reality, in my experience:
"Fine Capuchin, you want us to make sure the DD party has 3 buffers? You get on COR or RUN or WAR then, because we're gonna fill the two DD slots with [Masa/Doji SAM, Chango or GS WAR, Caladbolg DRK, etc.] - not your Ninja."