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Which Relic Should I Make?: A Guide
Serveur: Bismarck
Game: FFXI
Posts: 314
By Bismarck.Chaosprime 2013-02-14 08:11:12
Bismarck.Chaosprime said: »Im pretty sure everyone should be able to get relic and empy to 95/90 respectively :) Dont quire understand how farming 120M to get a relic is so much easier compared to 45-60M to 99. Some will farm for new relic, some will 99 what they have - but it is not out of reach.
Its all perspective in the end i guess, i dont play in end game LS's nor do i have the desire to, no time and really no urge to. I just sign in now prat about do some stuff and log out, gone are my days of 10hr events per day....
Literally we have like 4 people in the LS im in now with 2 mules making the 6 lol. Thats it, but thats enough to do what we need to do. I cant solo ok let me correct that, i wont solo dyna, id rather hang myself. so if its done its done a as group thing. And seeing how the group i use to be with (around 10 people) is off line no longer plays or just are not interested in Dyna, yeah that route is harder than it seems especially with my limited play time. When i made the comment id rather build a new relic, it was a rhetorical statement. I couldnt build a new relic even if i wanted to lol. Heck im too lazy to build pop sets for Chloris just because i dont wanna put people through that agony....
Sorry if my comment came across as absurd earlier, but the point i was making was for some the 99 is not in reach and maybe even if a side note, the most common combination should also be compared.
Many thanks
CP
Bismarck.Kelhor
Administrator
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Posts: 509
By Bismarck.Kelhor 2013-02-14 08:50:36
Updated the page 3 post with better gearsets, and multiple sword levels. Thanks to Austar for pointing out my mathematical errors, and everyone who suggested comparing the other versions of the weapon/had set ideas.
The results don't really change. 95 Excalibur beats 90 Almace, but it's by a hair. 99 Almace wins fairly easily, and the gap increases with more and more buffs.
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Serveur: Cerberus
Game: FFXI
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By Cerberus.Senkyuutai 2013-02-14 09:17:30
Imagine someone who made a relic during summer when he simply had nothing better to do, then winter comes and he doesn't have the time to farm everyday anymore and he never fished. Yes, the 99 versions are out of reach and he would compare 95 relic to 90 empy.
Just because some people can doesn't mean everyone does.
I agree here.
Some people aim to just get the 95, and get kind of stuck, atleast for a very long time, with their 95 weapon.
These guides should if possible have atleast some info about how they perform at their 95 stage.
Edit:
Bismarck.Chaosprime said: »Dont mind me only returned to the game after 11 months 3 was for mythic, 5 is indeed for Relics. So that brings the price to 75mil.... Yeah sorry id rather build a new relic... lol
75m? On cerb now it's completely realistic to get 5 for 50m, and for 60 you can find enough in a day.
I just got my 99 Ragna for 46.5 total! =) Oh *** that's cheap, didn't expect that.
Totally worth grinding a few Dynamis...
Serveur: Asura
Game: FFXI
Posts: 373
By Asura.Aikchan 2013-02-14 09:19:17
Gjallarhorn:
(1.) Overview
(a.) Strengths: Max potency on all of your songs at 99. 15/tick on Ballad without Daurdabla and 21/tick with makes it hard for your mages to ever run out of MP, unless you suck at Legion Weaknesses: You can't wear your Ragnarok or Ukonvasara on BRD. You won't notice much of a change in most of your buffs until the horn is 99 (see d).
(b.) Your BRD life won't change other than having a few extra seconds of duration on your songs. BTW, did I mention that you're coming BRD?
{c.) You'll be using this 95.01% of the time while singing. Other than swapping between Daurdabla/Oneiros Harp/Angel Lyre, it's glued to your ranged spot for most casting.
(d.) Before level 90, the horn isn't better for song potency over most of the other +3 instruments. Exceptions being Ballad, Scherzo, and those delicious status resist songs. Then at 90 and beyond, you get all of that precious inventory space back! Once you hit 99, all of your songs will have at least +4 potency, some at +5, and you'll see the full potential of the horn.
(2.) Comparison to major competitors
(a.) Nothing competes with a 90+ horn.
(3.) Dealbreakers and sealers
(a.) Pick a Gjallarhorn if you are serious about getting the most out of your Bard and are fine with sometimes usually forfeiting coming other jobs that you may enjoy playing more. Did I mention you get back like 10 inventory slots after you triumphantly toss those other instruments?
(b.) Making a Daurdabla goes hand-in-hand with making a Gjallarhorn. If you were serious enough to make a horn, then you better spend the extra week to make a harp. This will further seal your fate as a perma-BRD and create many headaches for you when mindless DDs run off after they get 2 songs.
(c.) Huge Dealbreaker: No afterglow. Trust me, I put 250 marrows into the trial and was really disappointed. But at least it's not Gungnir
Ok i am not really a brd, and sure saying "brd should make emph and relic anyways" is one point.. but in the end the competition for a relic horn IS the emph... and i think thats the most important point and should be for sure mentinoed in the post.
Is it worth getting maxed out songs (relic 99) before haveing max number of songs(Emph99)? I dont think so. I'd say even 3 songs with just +3 Instruments is better then 2 songs with+4 instrument. But getting 3 songs wont cost that much..
I guess the most important thing to add about Brd instruments is the order in which you should aim to get which.. and IF you only go for one, which should it be. (obviously the 1st in order to get)
My guess is(and this is from someone who dont really likes/play brd since we left the lv 75 times):
emph90>>>>relic90 >= emph99>relic99
1st should be a emph lv 90 and startng from here i have no clue! Relic 90 is mostly inventory- and a boost to ballad/sherzo/whatever so its not much stronger then other instruments. But once you have a emph99 you also want to have a 99 relic. Or you are lazybrd and go with only Emph99 and just do the overwriting songs with +3instruments
For sure if you're a true bard, Harp > horn... Just need to cast the 3/4 fake songs then recast on your +3 instruments(lol duration if you cant recast them @ right time).
I just started Horn, first reason.. Inventory, 'cox my main goal is just to 95 it, I did "start" w/ souls but after almost 30 pops and 0 upgrades.. that ***is not fun at all...
+5 march (assuming af3 pants) gives 31.8% magic haste while +4 gives 26.5%. This is important because the magic haste cap is 43.75%. After accounting for the haste spell that leaves 28.75% needed to cap from songs. This means 99 horn is giving 2.25% more haste than the other options.
Looking at bg wiki it says (caps):
Advancing March 6.3% (64/1024)
Victory March 9.5% (96/1024)
March +4 168 seconds +6.3% Haste (64/1024)
March +5 180 seconds +8% Haste (80/1024)
soooo March+4 =6,3 + 9,5 + 6,3 + 6,3 = 28.4(288) not 26.5
adding haste is 438 while cap is 448 magic haste... so mrach haste cap isnt the selling point to 99 the relic. For me it seems the added durations is the best you get from 99 your relic, once you have the 99 emph.
someone please correct me if i am wrong or tell me a good reason to toss money into a relic 99 before you have emph 99 ^^;
A good reason, no luck w/ souls?
Ragnarok.Ashman
Serveur: Ragnarok
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Posts: 4251
By Ragnarok.Ashman 2013-02-14 09:22:08
if you're a true bard, Harp & horn *
PS: i work 8-5 EST so im working on my assessment now :<
Lakshmi.Phaffi
Serveur: Lakshmi
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Posts: 298
By Lakshmi.Phaffi 2013-02-14 09:37:04
Back to Aegis for a moment, personally, I almost exclusively use Aegis for anything you can get away with either shield such as VW due to fanatic's drinks, (swap in ochain if the staggers and DD suck *** and it takes them 27.5mins to kill *** Qilin or something,) abyssea, 75 content, but I almost always have my whm mule with me to make up the extra bit of damage I would take in cures for anything listed above.
Legion is the big one where I use both, sure you can get away with a maple shield or something if you merited flee to outrun the gallu in Mul, but as far as supertanking the first four chambers the corse is the only thing that kind of stands a chance of *** you up for a t1 mob where Aegis swaps are very nice, a few of the t2s fall into that category as well. It's quite doable with Ochain for lower chambers, just swapping Aegis into your MDT macro and Ochain into the PDT macro makes it a easier.
For Mul, I exclusively use Aegis for t1/t2 and go back to shield swapping for the Gallu because I don't feel like racing him. For a PLD without Aegis in Hall of Mul, I have not seen another PLD go without an infinite supply of them powder boots+1 so I cannot exactly comment on its usefulness there. As for anywhere else, only having one of the two shields is usually fine. Ochain should be more than enough to get you through whatever you're doing on PLD.
tl;dr: i use both shields in legion, and aegis outside of legion unless the situation specifically requires otherwise.
Won't amend the original post about it with this for now as I'm sure someone might have some feedback about a normal speed Ochain only PLD for Mul. Again, I would imagine it's doable, just Aegis makes it smoother.
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Bismarck.Kelhor
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By Bismarck.Kelhor 2013-02-14 09:57:02
tl;dr: i use both shields in legion, and aegis outside of legion unless the situation specifically requires otherwise
Life got so much easier for me when I got Aegis. I think some people really don't know that it actually blocks more damage per block, just at a (potentially) lower rate than Ochain. If your block rate is capped (or even sort of close), Aegis wins easily, even for physical damage. Buffs like Reprisal and Palisade help a lot.
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Leviathan.Pimpstix
Serveur: Leviathan
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Posts: 56
By Leviathan.Pimpstix 2013-02-14 10:09:32
Why choose, spend all of your $$$ on gilz and get all of them... Only then can you win the game.
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By magicmachine 2013-02-14 10:16:36
i dont use my guttler to out DD drks cause thats impossible. i do it to out DD those perle bst in my domain.
i <3 my guttler even though i havent quite finished the trials to get it to 95 yet i made a Guttler cuz when i first got into a dyna shell bst was my only 75 and back then i was pretty focused on it. it was a weapon i wanted and i personally dont care about anything else =D
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Serveur: Phoenix
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By Phoenix.Lilligant 2013-02-14 10:50:29
Is there a process to cancelling a relic to start a different one?
I started a Gungnir a while ago, then the next day after I turned in the first stage I got a Herja's Fork.
I don't really have a new Relic in mind yet, but thinking ahead I doubt I will finish this one.
Do I even need to cancel it or can I make more than one at a time and just shelf this for now?
Cerberus.Kvazz
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By Cerberus.Kvazz 2013-02-14 10:51:37
As long as you finish the stage you're currently at, and get the weapon off the goblin, you're free to do whatever stage of whatever other weapon, I belive.
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Valefor.Sehachan
Serveur: Valefor
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Posts: 24219
By Valefor.Sehachan 2013-02-14 10:52:02
I have a Dynamis Dagger from when I started Mandau, then changed my mind and started doing Anni. You can just leave it in your storage forever.
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Serveur: Leviathan
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By Leviathan.Comeatmebro 2013-02-14 10:54:23
it actually blocks more damage per block Is this substantiated anywhere?
Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-02-14 10:59:54
Leviathan.Comeatmebro said: »Is this substantiated anywhere?
Pretty sure I saw it in one of Martel's tests. I've always heard it to be true and anecdotal evidence has never shown me anything to dispute it (anecdotal evidence in practice seems to confirm it), but now I want to go find the actual data again, just to be sure.
Fenrir.Sylow
Serveur: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-02-14 11:03:25
What % does Ochain block anyway? Vanilla-Wiki says 75% on Aegis but I don't know if that's reliable or not.
Valefor.Sehachan
Serveur: Valefor
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Posts: 24219
By Valefor.Sehachan 2013-02-14 11:14:30
Vanilla Wiki sounds like a cocktail, I'll take some thanks.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-02-14 11:17:19
The Martel test I remembered
He's mostly testing Shield Defense Bonus here, and he's comparing Ochain 90 to Aegis 95, but it's pretty clear from the data that Aegis blocks more per hit.
The tl;dr - Aegis is 55% damage reduction, plus another 20% from having 40 DEF. Ochain is 40, plus 20 from 40 DEF. So ultimately, 75% vs 60%, assuming you aren't level synced (which is why the DEF is important to consider).
Serveur: Leviathan
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By Leviathan.Comeatmebro 2013-02-14 11:21:01
Neat, learned something new! Thanks for the source.
Lakshmi.Stepth
Serveur: Lakshmi
Game: FFXI
Posts: 2031
By Lakshmi.Stepth 2013-02-14 11:39:22
Gjallarhorn:
(1.) Overview
(a.) Strengths: Max potency on all of your songs at 99. 15/tick on Ballad without Daurdabla and 21/tick with makes it hard for your mages to ever run out of MP, unless you suck at Legion Weaknesses: You can't wear your Ragnarok or Ukonvasara on BRD. You won't notice much of a change in most of your buffs until the horn is 99 (see d).
(b.) Your BRD life won't change other than having a few extra seconds of duration on your songs. BTW, did I mention that you're coming BRD?
{c.) You'll be using this 95.01% of the time while singing. Other than swapping between Daurdabla/Oneiros Harp/Angel Lyre, it's glued to your ranged spot for most casting.
(d.) Before level 90, the horn isn't better for song potency over most of the other +3 instruments. Exceptions being Ballad, Scherzo, and those delicious status resist songs. Then at 90 and beyond, you get all of that precious inventory space back! Once you hit 99, all of your songs will have at least +4 potency, some at +5, and you'll see the full potential of the horn.
(2.) Comparison to major competitors
(a.) Nothing competes with a 90+ horn.
(3.) Dealbreakers and sealers
(a.) Pick a Gjallarhorn if you are serious about getting the most out of your Bard and are fine with sometimes usually forfeiting coming other jobs that you may enjoy playing more. Did I mention you get back like 10 inventory slots after you triumphantly toss those other instruments?
(b.) Making a Daurdabla goes hand-in-hand with making a Gjallarhorn. If you were serious enough to make a horn, then you better spend the extra week to make a harp. This will further seal your fate as a perma-BRD and create many headaches for you when mindless DDs run off after they get 2 songs.
(c.) Huge Dealbreaker: No afterglow. Trust me, I put 250 marrows into the trial and was really disappointed. But at least it's not Gungnir
Ok i am not really a brd, and sure saying "brd should make emph and relic anyways" is one point.. but in the end the competition for a relic horn IS the emph... and i think thats the most important point and should be for sure mentinoed in the post.
Is it worth getting maxed out songs (relic 99) before haveing max number of songs(Emph99)? I dont think so. I'd say even 3 songs with just +3 Instruments is better then 2 songs with+4 instrument. But getting 3 songs wont cost that much..
I guess the most important thing to add about Brd instruments is the order in which you should aim to get which.. and IF you only go for one, which should it be. (obviously the 1st in order to get)
My guess is(and this is from someone who dont really likes/play brd since we left the lv 75 times):
emph90>>>>relic90 >= emph99>relic99
1st should be a emph lv 90 and startng from here i have no clue! Relic 90 is mostly inventory- and a boost to ballad/sherzo/whatever so its not much stronger then other instruments. But once you have a emph99 you also want to have a 99 relic. Or you are lazybrd and go with only Emph99 and just do the overwriting songs with +3instruments
I made Gjallarhorn first and then decided to make the harp. Honestly I don't think there is a 'right' order for making the two instruments. For me, the inventory allowed me to carry some extra gear to improve other facets of the job (ie: more Fast Cast, Cure Potency, PDT/MDT). Harp gives you more songs at the same potency while horn gives you higher potency with no extra song slot.
+4/5 to Scherzo is no joke, especially if you do Legion. Not only does it up the level of activation, but it also saves you the headache of it wearing off before your other songs.
Which brings me to another point: if you're on the fence between the two and do a group static event like Legion, see what your other BRD has before deciding which to work on first. In the shell I am in, our other BRD had 99 harp and the +3 instruments while I had the 99 horn and 90 harp. Her songs would wear before mine due to the increased duration from the +5 songs. A minor headache, but it effectively nullified the duration bonus from my horn. This became more obvious once I finished the +1 marduk legs. Just something to keep in mind for when you're swapping parties.
By Zeota 2013-02-14 11:51:33
Imagine someone who made a relic during summer when he simply had nothing better to do, then winter comes and he doesn't have the time to farm everyday anymore and he never fished. Yes, the 99 versions are out of reach and he would compare 95 relic to 90 empy.
Just because some people can doesn't mean everyone does.
I agree here.
Some people aim to just get the 95, and get kind of stuck, atleast for a very long time, with their 95 weapon.
These guides should if possible have atleast some info about how they perform at their 95 stage.
Edit:
Bismarck.Chaosprime said: »Dont mind me only returned to the game after 11 months 3 was for mythic, 5 is indeed for Relics. So that brings the price to 75mil.... Yeah sorry id rather build a new relic... lol
75m? On cerb now it's completely realistic to get 5 for 50m, and for 60 you can find enough in a day.
I just got my 99 Ragna for 46.5 total! =)
You must've had the good fortune of catching one below 8 figures then. I'm just grateful my 99 upgrade didn't cost anything.
By Gimp 2013-02-14 11:54:52
i'd imagine it's the same as our server, more people wanting the piece of the pie and ganking each other in selling marrows it's starting to flood over.
I'd like to give a partial(although I'm sure it'll suffice) analysis of Claustrum later.
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Serveur: Cerberus
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Posts: 4415
By Cerberus.Senkyuutai 2013-02-14 12:03:19
Phoenix.Lilligant said: »Is there a process to cancelling a relic to start a different one?
I started a Gungnir a while ago, then the next day after I turned in the first stage I got a Herja's Fork.
I don't really have a new Relic in mind yet, but thinking ahead I doubt I will finish this one.
Do I even need to cancel it or can I make more than one at a time and just shelf this for now? When you give your weapon to the Goblin, you have to finish the current stage you traded it for.
When you finish said stage, you can trade in another weapon without issue.
I am currently upgrading both Ragnarok and Apocalypse. My Ragnarok just finished stage 4, I retrieved it from the Goblin and traded in my stage 3 Apocalypse. So, finishing the current stage your weapon is traded in for is the only limitation, and it cannot be canceled in any way.
Valefor.Philemon
Serveur: Valefor
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Posts: 439
By Valefor.Philemon 2013-02-14 14:59:38
I made Gjallarhorn first and then decided to make the harp. Honestly I don't think there is a 'right' order for making the two instruments. For me, the inventory allowed me to carry some extra gear to improve other facets of the job (ie: more Fast Cast, Cure Potency, PDT/MDT). Harp gives you more songs at the same potency while horn gives you higher potency with no extra song slot. +4/5 to Scherzo is no joke, especially if you do Legion. Not only does it up the level of activation, but it also saves you the headache of it wearing off before your other songs. Which brings me to another point: if you're on the fence between the two and do a group static event like Legion, see what your other BRD has before deciding which to work on first. In the shell I am in, our other BRD had 99 harp and the +3 instruments while I had the 99 horn and 90 harp. Her songs would wear before mine due to the increased duration from the +5 songs. A minor headache, but it effectively nullified the duration bonus from my horn. This became more obvious once I finished the +1 marduk legs. Just something to keep in mind for when you're swapping parties. I can get behind trying to keep your songs the same relative durations, but I haven't heard anything about +Scherzo affecting the "level of activation." My understanding is that if an attack is going to do >75% of your HP, Scherzo reduces that damage by approximately half. +Scherzo on feet and Ghorn would further reduce that damage.
Ragnarok.Ashman
Serveur: Ragnarok
Game: FFXI
Posts: 4251
By Ragnarok.Ashman 2013-02-14 15:30:38
(1.) Overview[/u]
(a.) What are the weapon's strengths and weaknesses?
Strempfs:
Apocalypse boasts the highest base weapon damage in the game. This, coupled with the ease of procuring attack on DRK (AND the gear changes this weapon gives access to), makes maxing out your white damage almost a non-issue.
Catastrophe returns an amount of hp back to the user, that is somehow relative to the amount of damage done by Cata. The amount returned is calculated after any HP lost from using cata while under the effect of souleater. That being said, Apocalypse allows you to keep hp topped off while using souleater full time (assuming the monster is not undead). Full time topped-off-hp souleater adds a decent amount of DPS.
The aftermath of catastrophe is 10% equipment haste for 30/60/90 seconds following the relic ws. With no other buffs on you can remove 10% haste and still be operating at 25%
EX:
Tailoring your gearsets based on the amount of haste you have with & w/o aftermath is the best way to take advantage of this powerful aftermath.
EX: (this set will keep you hitting haste cap with haste and your average “post-nerf” embrava while keeping you in a 5-hit):
All of the above strengths come together to provide a dark knight (assuming the dark knight is relatively capable with gearsets) that is significantly less intimidated by high: level, defense, evasion, or vit mobs.
Weaknesses:
I have yet to figure out a way to do Resolution with Apocalypse (outside dat swaps). This powerful weaponskill is easily DRK’s most potent weapon and it is not compatible with Apocalypse. While Entropy is potentially useful until 99 Apocalypse (see below), and marginally useful afterward, it falls laps short of Resolution.
Delay: While the delay of Apocalypse makes 5-hitting easy enough that a caveman could do it, it also provides a bit of detriment in relation to other 2-hand attacks/minute etc.
(b.) Does this weapon fundamentally alter or create roles for the job?
The short answer is no. You will still be a drk after making an Apocalypse.
However: Certain situations will have you full on tanking and using Apocalypse and Catastrophe to their full potential.
(c.) In what situations is the weapon used?
Accuracy:
Any situation where EXTREME ACCURACY is needed the boons of Apocalypse can be an asset. I need to stress that the ONLY situations I can think that I ever worry about “extra” accuracy are the alicorn, and the Harpeia T2, BOTH in legion.
Regardless, being able to use Souleater whenever Diabolic eye is down gives drk a full time window of outstanding accuracy. Add to that the fact that Apocalypse has +40 accuracy on an A+ weapon, AND that concessions can be made for further adjustment with aftermath gear, and you have a very potent tool.
Utility:
For situations where DD survival, mp conservation, or equipment haste are an issue:
At the advent of NNI: we went with 2 sam, 2 Apoc drks, and 2 SCH. The Apoc drks and the sams went as separate groups, with the “non-lamp” sch following the sams. Only on rare severe damage floors (Soulflayer NM comes to mind) was there ever a reason for the sch to acknowledge the drks. At the apex of our NNI mercing we were completing close to 80% of the runs without using means that got other groups banned.
For neo-salvage we have been taking apoc drk and giving them JA and main off first lamp. Fly/Wamoura first floor or dahak etc went from mages resting and getting a workout to trying not to fall asleep.
(d.) How frequent do these situations arise?
Currently content that favors Apocalypse is few and far between. The weapon is definitely not a must for DRK. I never want to give anyone the impression that it would be (as a matter of fact there are more DRK who I wish didn’t have an Apoc than ones I do).
Apoc is definitely not for everyone and not something I would recommend to someone who didn’t take Drk seriously. If youre going to get the most from your money on this weapon you have to live your apoc. Im worrying about gearsets day in and day out (I think I have 51 different permutations of Apoc tp sets iirc).
Either way: I would never tell someone to make Apoc unless I felt they were relatively capable at the job, and had a viable option for GS first.
(e.) In what situations is the weapon trumped by another option and how frequently do these situations occur?
Apocalypse is trumped by Ragnarok in almost all straight zerg type situations. I could see resolutions attack penalty becoming a problem possibly after the defense adjustment or in last resort down situations? Even then Ragnarok has an increased crit rate to help compensate for any attack deficit.
(f.) Is the weapon still functional when not fully upgraded (lv95)
Yes, but noticeably less so. Taking Apocalypse from 95-99 gives it a further 15% (from 25 to 40) bonus to Catastrophe damage. The boost in cata damage moves it from aftermath activation to full time usage (I don’t remember the last time I used Entropy outside of empty mp pool). The blessing of never having to use a different weaponskill to activate your aftermath is definitely a relief after having an empyrean.
20% ODD, aftermath, and a weaponskill that heals me while only having to use one WS and still pulling off 2.8-3k WS isn’t anything I can complain about.
(2.) Comparison to major competitors [/u]
(a.) What are the weapon's major competitors?
Ragnarok, Caladbolg, Fulgurante (maybe?).
(b.) When is this weapon superior to its major competitors?
See (1e). If you clone yourself, you’re probably going to have more easy success with Ragnarok than Apocalypse (unless you’re painfully bad at gearing for Reso/tp). Caladbolg might pull ahead in a situation that has you sitting on 300 tp against a fodder type mob who will somehow survive exactly 179 seconds. Fulgurante is just someone who is going at being cheap, or lazy.
(c.) What is the relative position (provide numbers where possible) of the weapon and its competitors in situations where it's relevant to consider? (e.g. You shouldn't worry about the position of Claustrum in Legion).
I would put Ragnarok at a stong #1 and apoc at #2 for general drkery. In events such as legion I would put drk as a strong competitor with war if using Rag, and sam if using apoc (depending on the chamber). I pretty much use Apoc for An, and Muru, only (unless I get a tell to “knock that ***off”. They pay me to show up so I do what I’m told) while using Ragnarok exclusively in Ki, Im, and Mul.
(3.) Dealbreakers and sealers[/u]
(a.) When is this the weapon for you?
You are more than adequate in the GS department. You want a toy, or a challenge, for your drk knight. Apocalypse is DEFINITELY NOT for you if you just burned up drk and don’t really know what to do with the job. If you comfortably sit at 40/80 inventory, it’s not for you. I constantly have to find multi-slot pieces, and kick old gear out of my carrying space, to make room for new gear. I wanna squeeze the most out of every tp set I have. That’s why I still love my Apocalypse more than any other piece of gear.
(b.) Are there any other considerations?
I firmly believe that some players will experience an intangible change in play style based on using an Apocalypse. The concept of wsing MORE and playing MORE aggressively to extend your lifespan (more cata’s = more hp restored) is thoroughly arousing, and exhilarating. The feeling of killing the enemy before they can kill you is a beautiful thing.
As I said above: that feeling is intangible (the power of feels as Sylow stated). It counts for absolutely nothing in the eyes of others/those viewing the parse. However, every player I’ve spoken to that owns both has absolutely no regrets in making Apocalypse. I attribute that the above concept. The amount that this weapon revived my enjoyment of the game and playing DD makes me feel justified in including it in this analysis. THE FACT THAT THIS IS IMPOSSIBLE TO QUANTIFY OR USE AS ANYTHING OTHER THAN AN OPINION, LEAVES ME LEAVING A HEAVY DISCLAIMER TO IT: this is absolutely, positively, NOT a reason to make Apocalypse. It’s just a small perk that I believe does change your playstyle/role while using this relic.
By Otomis 2013-02-14 15:37:37
Wonderful Apoc guide. It is my only Relic because it is my favorite relic. Also do not for get that in low man and solo situations the addition blind effect is brilliant.
EDIT: Sorry for super late edit (Valentines day and all) A note on blind effect. The blind from Apoc has been equated to have the potency of flash upon landing and quickly scales down to the equivalent of :Ni or Blind II. (-30 Acc). It can last a decent amount of time and is able to overwrite it's self at a rate on avg of 10% chance per hit.
If you wish it is easy enough to look through the forums Wiki/BG/GE/Alla. etc. I believe I first read most of it on a ZAM forum on Allahkazham.
Ragnarok.Martel
Serveur: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2013-02-14 15:48:24
The Martel test I remembered
He's mostly testing Shield Defense Bonus here, and he's comparing Ochain 90 to Aegis 95, but it's pretty clear from the data that Aegis blocks more per hit.
The tl;dr - Aegis is 55% damage reduction, plus another 20% from having 40 DEF. Ochain is 40, plus 20 from 40 DEF. So ultimately, 75% vs 60%, assuming you aren't level synced (which is why the DEF is important to consider). I always like seeing my tests referenced. XD
[+]
Ragnarok.Sekundes
Serveur: Ragnarok
Game: FFXI
Posts: 4195
By Ragnarok.Sekundes 2013-02-14 15:48:56
Weaknesses:
I have yet to figure out a way to do Resolution with Apocalypse (outside dat swaps). Just tie your Apoc to your rag.
Apocarok that sounds fun.
Ragnarok.Ashman
Serveur: Ragnarok
Game: FFXI
Posts: 4251
By Ragnarok.Ashman 2013-02-14 15:51:12
Ragnarok.Sekundes said: »Weaknesses:
I have yet to figure out a way to do Resolution with Apocalypse (outside dat swaps). Just tie your Apoc to your rag.
Apocarok that sounds fun.
I actually am going to tie a taru with mandau to the back of my apoc so I need somewhere else to put Rag.
[+]
Ragnarok.Ghishlain
Serveur: Ragnarok
Game: FFXI
Posts: 1081
By Ragnarok.Ghishlain 2013-02-14 15:54:33
Ragnarok.Sekundes said: »Weaknesses:
I have yet to figure out a way to do Resolution with Apocalypse (outside dat swaps). Just tie your Apoc to your rag.
Apocarok that sounds fun.
I actually am going to tie a taru with mandau to the back of my apoc so I need somewhere else to put Rag.
Attach Rag to the Apoc's shaft so the pointy end is sticking out slightly. The Taru is there to counter balance the extra weight ~Nods~
Bismarck.Kelhor
Administrator
Serveur: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-02-14 16:19:31
Quick Ragnarok summary, since no one has grabbed it:
Ragnarok is the relic greatsword. As the game stands right now, it is the absolute pinnacle of price vs. performance available for damage dealers. With 14% crit rate and forty extra accuracy, combined with Resolution, Ragnarok allows you to deliver both punishing white damage and massive weaponskills. Add this to its relative ease of construction - no NMs to farm, no VoidWatch to spam, and coins get cheaper every day - and you'll see why it lives up to the Bandwagonrok moniker.
Does this weapon fundamentally alter or create roles for the job?
Ragnarok doesn't fundamentally alter any jobs' roles; WARs and DRKs were always meant to do damage, and even Ragnarok isn't strong enough to make GS PLD a viable option. It does give you one powerful weapon to spread across multiple jobs, which saves you even more money, if you're the type to level and gear multiple jobs.
In what situations is the weapon used? What are the weapon's major competitors?
Any time you want to do damage. For DRK, Apocalypse is not as strong (though with more interesting utility value, for sure). For WAR, Ukonvasara is going to be stronger in Abyssea, due to the nature of critical hits, and Conqueror is potentially more powerful, but with certain restrictions (maintaining Aftermath, for one). Ragnarok isn't always the absolute #1 option, but it never falls out of the top 3, and it's cheaper and easier to make than anything even potentially better. Caladbolg, the Empyrean GS, is more expensive, less powerful, and not usable by WAR.
When is this the weapon for you?
If you want to deliver a whole lot of damage.
When isn't it?
If you're a unique snowflake that doesn't want to be sporting the same awesome sword as everyone else.
Any other considerations?
Not really. Unlike Mjollnir, Ragnarok isn't promoting a backline job to a damage dealer. And unlike Mandau, it's not dramatically boosting a job with otherwise mediocre damage. It's taking jobs that already do a lot of damage, and letting them do more. So if you like WAR or DRK, and don't have one of these, strongly consider making one. If you do have one, start trying to figure out how to dual wield them.
[+]
Dafuq Relic Shud I Maek?
Because every argument has already been made
Now with 30% less Comic Sans!
So, liek, you've burned your Beastmaster to 99 and you're ready to go fight over nightmare mobs in dreamlands Dynamis with the rest of your server. But, you don't know which relic to make? Fortunately, 50 other people made a thread before you and contrary to what you may believe, your situation is not unique.
Aegis
The creepiest relic of them all!
Stuff regarding Aegis goes here.
Amanomurakumo
Sword of the Gathering Clouds of Heaven
Amanomurakumo analysis goes here.
Annihilator
Soon to be banned by Obama
Annihilator analysis goes here.
Apocalypse
The End of the World
Apocalypse analysis goes here.
Bravura
The Virtuoso
Bravura analysis goes here.
Claustrum
The Waste of Currency
Claustrum analysis goes here.
Excalibur
The sword of King Arthur
Excalibur analysis goes here.
Gjallarhorn
The Yelling Horn
Gjallarhorn analysis goes here.
Gungnir
The Swaying One
Luvdisc analysis goes here.
Guttler
The Relic-Maker
SO YOU WANT TO MAKE A GUTTLER by Scaevola
SO YOU WANT TO MAKE A GUTTLER
Overview Guttler, like most relic weapons, is straight damage upgrade. It is BST's highest damage weapon out of realistic options (Aymur might be situationally better? Do we care? Not really!). However, since Guttler obviously represents a massive financial investment you could, at the very least, use on another relic for another job, there are some pretty broad existential questions about game priorities you need to ask yourself that we'll get to in a bit. For now, just keep in mind Guttler is your best damage option for BST.
(a.) Strengths and Weaknesses Guttler's straight damage. Like all one-hand relics, it gives a big attack boost, a choke effect (VIT down) that maybe helps you get a bit closer towards meeting its pretty-impressively-high weapon rank of 9 (at 95+), and even though Onslaught is unfortunately fairly bad even by relic WS standards (doubly unfortunate because the aftermath is actually pretty awesome as relic AMs go, but the 20 second duration for 100 TP is never going to get you to another WS on BST so you don't really get the opportunity to mix up Onslaught and Ruinator), Guttler lends itself well to spamming Ruinator, which is arguably the best WS in the game considered independently of weapon type.
(b.) Does this weapon fundamentally alter or create roles for the job? The downside (other than Ruinator eclipsing Onslaught) is that it is a weapon for BST, and while it's the best a BST can do, you're ultimately going to run into the scaling issues that give BST so much trouble on higher-end content. Guttler DOES NOT change the game for a BST. But again, you're a BST, so if you have the right attitude and are playing to your strengths you shouldn't necessarily care about that.
(c.) In what situations is the weapon used? You'll make good use of Guttler in any situation where you'll melee as BST.
(d.) How frequent do these situations arise? These situations arise quite a bit more often than people seem to think. Snarl is pretty great, and since you're likely subbing DNC or NIN for DW, in either case you have some tool to mitigate much of the AoE damage you could potentially suffer on a larger NM.
(e.) In what situations is the weapon trumped by another option and how frequently do these situations occur? In such situations, Guttler's going to come out on top every time. The most common competitors I see mentioned are DA or Fire magian axes, and Guttler is a clear upgrade from those (and has a HUGE delay advantage over the DA, I might add).
(f.) Is the weapon still functional when not fully upgraded (lv95) Since Onslaught's not very good, I personally don't think Guttler gains much from going past 95; 99, notably, does not gain a weapon rank. Obviously 99 is better, but not nearly as much as with relics whose WSes are actually "good".
(2.) Comparison to major competitors
(a.) What are the weapon's major competitors? Guttler doesn't really have any meaningful competition for BST specifically, unless we're counting mythics, and we're not because fuck you. Farsha is bad because Cloudsplitter is bad and Empyreans live or die by their WSes. The real competition is a relic for another job that would be more competitive in a group setting.
(b.) When is this weapon superior to its major competitors? ...which brings us to the central soul-searching question you need to ask yourself as a BST interested in Guttler: are the various EP-to-EM-related mulchfests I wail on as BST important enough to me personally to invest in a Guttler over something like Ragnarok or Annihilator that would help me in a large group? This is not a simple question of job loyalty, mind you; Gungnir is bad because DRG is bad, and DRG is bad because it's heavily outstripped by other jobs in everything it does. BST, OTOH, is the undisputed king of what IT does, and you would never question making, say, an Ukonvasara for a WAR that was your best option for the content to which you brought it. In fact, you could say it's even greater than that, because, say, a 10% damage increase in the solo situations that BST finds itself translates into much greater results than an equivalent output increase in a situation where you have 17 other people to fall back on.
I'm not necessarily saying you should make a Guttler. All I'm saying is that the answer to this, maybe more than any other relic, is one that only you yourself can really provide.
(3.) Dealbreakers and sealers
(a.) When is or isn't this the weapon for you? Guttler obviously might be for you if you love the shit out of the flexibility and independence BST provides. The master is not by any means a weak partner in the relationship between master and pet, and Ruinator is quite easy to build up to genuinely impressive levels. But it IS a substantial investment, and is not going to make your BST anything other than a BST.
On the upshot, you can use it to make another relic that much quicker! It pays for itself (if you have a year to blow in Dynamis)!
Are there any other considerations? Also, not for nothing, Guttler is a 10,000 shell relic and will thus in the current economy be substantially cheaper than other options.
Kikoku
Demon Wail
Kikoku analysis goes here.
Mandau
The Headhunter
Mandau Analysis provided by Byrth
(1.) Overview
Mandau gives access to Mercy Stroke. It is D55/175 Delay and has 13.33% Triple Damage proc rate on the first swing of each round that uses it. It also has a 10 Damage/tick en-poison.
Mercy Stroke is 3.0 fTP and 60% STR. Using it with Mandau will give you a Critical Hit Rate +5% aftermath (both hands) that lasts for 20~60 seconds at 100~300TP.
Benefits: This weapon substantially boosts Attack (which dagger jobs need) and gives access to a good SA/TA WS for THF. It can be main-handed in all situations, except perhaps when you are evasion tanking something so incredibly accurate that you need to use two AGI Thokchas. There is no time when another weapon is a better for damage.
Weaknesses: This weapon has no specific weaknesses and does not create a fundamentally unique role for the job. Also, Mandau is one of the few weapons that benefits majorly from the upgrade to 99.
(2.) Comparison to major competitors
Competitors: Twashtar (BRD and THF), Almace (RDM)
Mandau is superior to Twashtar almost all of the time at level 99, and level 95 Mandau is superior to level <90 Twashtar all the time. Twashtar's major advantage is its 20 DEX, which may change your dDEX crit rate if you aren't already capped. This is a non-issue if you offhand Twashtar, though, which is ideal.
Mandau is never superior to Almace for RDM.
(3.) Dealbreakers and sealers
You should not choose this weapon if your goal is to do epeen awesome damage and win all the parses against heavy DDs. Mandau is a very good weapon, but it does not make THF into a heavy DD. It makes good THF better than bad DDs.
You should choose this weapon if your goal is to improve your THF's damage in the situations where you use it already. Thief is primarily used for Treasure Hunter, and as a result it is used very frequently. The events where you use THF will be faster and smoother if you are using Mandau, and that should be your motivation for getting this weapon.
As far as other considerations, you need to take Mandau to 99 for it to really shine. The last +15% Mercy Stroke damage opens up new ways to use the WS.
When offhanding with 27% DA (/WAR) and 14% TA:
Mercy Stroke - 2 hits base, 1.4*(4 fTP + 0.1 Gorget + MultiAttack Rate*2) = 7.17 fTP - Gets about D+85 from 60% STR
(55+85+14)*7.17 = 1082.6
Exenterator - 5 hits base, 5 fTP + MultiAttack Rate*2 = 6.02 fTP - Gets about D+140 from 100% AGI
(55+140+14)*6.02 = 1258.2
You will likely cap fSTR in each case. Mercy Stroke has more STR (and thus Attack) than Exenterator, but Exenterator has an unverified 5% Attack boost associated with it so you can sort of call it a wash. Exenterator also will hit the round-cap if you TA twice, while Mercy Stroke will not. This is not corrected for.
So Exenterator will do <14% more damage unstacked, but you get an extra 5% crit rate for up to 60 seconds after Mercy Stroke so it might be worth using uncapped if you have high TP outside Abyssea. Note that this is just napkin math and some claim the difference is even smaller than this. Exenterator doesn't benefit from TP.
Mjöllnir
The Crusher
Mjöllnir analysis goes here.
Ragnarok
The Fate of the Divine
Ragnarok analysis goes here.
Spharai
The Spheres
Spharai analysis goes here.
Yoichinoyumi
The Fan-Splitter
Yoichinoyumi analysis goes here.[/div]
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