So is Gavialis Helm worth it on active days or no?
I tested a few WS with it. Fudo, Drakes, and Blade: Hi all did better with other options when attack is capped. Otherwise, Resolution, Torcleaver, Stardiver, Camlann's, Shun, Rana, and Shoha saw a decent damage increase regardless, but I haven't tested every scenario.
There's no cap on haste, but that's mainly so you can see what the nominal delay is (ie: how far beyond the haste cap you are with your current gear set and buffs). The actual delay used cannot go below the 20% minimum.In the DRG sheet, there doesn't seem to be anything capping total haste. You can hit 88% haste on /sam. And it does seem to add DPS gain. Can hit 94% with DNC samba turned on. Although the DPS gain seems lower than I would have expected.
Hm. I have Spiral Hell as 1.375/2.75/4.75 in my spreadsheet, just like the wiki. The other values you mention are for Torcleaver. Are they somehow getting reordered for you?
I found the real problem; Spiral Hell is listed as being a 4 hit WS in the Weaponskill data section.
On the NIN spreadsheet Taikogane OAT/Crit is listed as 6% Crit instead of 4%.
Also Shetal Stone still missing, since it's a pretty nice option for solo might be worth to add it, given how all the other new gear got added already.
Also slightly OT maybe since it's not an error I'm reporting, but there is something I cannot understand.
NIN spreadsheet, /WAR subjob, +15 to STR/DEX/AGI, no buff whatsoever (not even food), target selected is Delve Fodder, using the following gear
Spoiler: show
The target and buffs ensure that I'm not attack capped so that adding +att can produce a result.
Tried swapping Otrohands for Onimusha-no-Kote and they are above. (around +6 DPS)
Now if I change body from Mochi+1 to Hachi+1 that doesn't work anymore. Otrohands+1 are around +2 DPS better than Onimusha.
The fuck is going on? I don't get it. Only possible explanation I could think of is that the additional 1% Dual Wield on Hachi+1 brings my TP/hit down a bit so that the +3STP on Otrohands+1 starts making a difference (bumping me up an STP tier) whereas when I use Mochi+1 those +3STP do not bump me up a tier, and without that Onimusha are better.
But... I dunno, is this explanation correct? I can't think of anything else, I'm clueless. Someone please enlighten me ><
Along the same lines, if I try my Blade: Hi set on "Delve Fodder" I can see that Onimusha-no-kote and Quiahuiz Legs (STR aug) are slightly better than Thura+1 hands and Mochi+1 legs.
If I put DC Dynamis target that is no longer true. Why? I could understand if my attack were capped on DC Dyna targets, but it's not with my current gear, so why am I getting different results?
That's because the weapon starts with 2% crit rate, and can be augmented with another 4%.On the NIN spreadsheet Taikogane OAT/Crit is listed as 6% Crit instead of 4%.
Added.Also Shetal Stone still missing
Regarding the Otronif vs Onimusha, I would guess that the most likely difference is that you're on an fStr cusp. Onimusha adds 2 str over Otronif+1. Hachiya+1 adds 5 str (so 1 more than 1 fStr) over Mochizuki+1. If you only need 1 str to gain a point of fStr while wearing Mochizuki/Otronif, switching either the hands -or- the body would gain you that fStr, but after you changed the body, changing the hands won't gain you another.
Try adding 1 str to the custom line and re-comparing.
Couple glitch:
Mnk: kick attack can go in negative(if you had -100% kick attack it doesn't stop at 0) and keep lowering dps.
Drk: ODD doesn' t work with ragnarok 119 equiped(tried to add manually but doesn't add any dmg) Same with SE will only add ws dmg but no tp phase dmg.
IIRC, relic ODD is accounted for automatically when a relic is being mainhanded. The ODD cell is only for Empyrean aftermath ODD, since that has variable values.
Looking at the offhand crit bonuses from Taikogane they currently do not get applied to the mainhand in the spreadsheet.
I had the understanding that Adoulin Weapons' stats (Acc,Attack,DEX/AGI/STR/etc,Crit Dmg, Crit Rate as examples) all worked on both hands.
I was fiddling with the DRG sheet, looking at the potential of the new Jump TP bonus boots, and I noticed that jump TP values didn't get adjusted for the 300%Tp->3,000 TP update.
For the most part it's just updating the gear list. Although, since Lancer+1/+2 feet are handled via a rule(would that be the right term in excel?) in the data sheet, they'd have to be adjusted there.
Would appreciate the flourish 3 changes too if they are not in. 50%chr on climactic, 100% on striking and ternary. Works with WS like sata.