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  1. #21
    Ridill
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    Quelling isn't consumed on auto-attacks, for WSs it should give you TP return equal to an attack round* regardless of the WS used.

    And I see no reason why you would get less TP using it on Barrage than a regular Light Shot.


    *for non-ARCs, since they don't get the enhance trait

  2. #22
    Banned.

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    It's the same bonus, and I meant save it for DK because HF is collusioned.

  3. #23
    Melee Summoner
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    Quote Originally Posted by solracht View Post
    Link came from here:

    http://forum.square-enix.com/ffxiv/t...l=1#post775619

    I just bookmarked it since it had so much stuff in it.
    I honestly don't care I was just being snarky to be snarky because it's the internet! It's all Silvano's fault, that crazy guy!

    Edit: Didn't realize how much of a dick I sounded like in the original post, mea culpa. Just glad people find some use from it.

  4. #24
    Puppetmaster
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    Garuda's Beak or Flame Lieutenant's Spear?

  5. #25
    D. Ring
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    Quote Originally Posted by Niiro View Post
    Quelling isn't consumed on auto-attacks, for WSs it should give you TP return equal to an attack round* regardless of the WS used.

    And I see no reason why you would get less TP using it on Barrage than a regular Light Shot.


    *for non-ARCs, since they don't get the enhance trait
    I'm just going crazy then, don't mind me. You're right.


    Quote Originally Posted by sackings View Post
    Garuda's Beak or Flame Lieutenant's Spear?
    Garuda's I'd say.

  6. #26
    Melee Summoner
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    Quote Originally Posted by sackings View Post
    Garuda's Beak or Flame Lieutenant's Spear?
    That somewhat depends on your current gear and where you are to stat caps. Generally though Flame Lt. is stronger for most players. Garuda's only strength is in it's higher stat caps. The higher base dmg on Flame Lt and the AP have a significant impact on it's value that Garuda has an issue making up (due to Flame Lt having better Jump, and AutoAtk damage) - that's even accounting for Garuda's higher weaponskill damage. Garuda's only ends up being better if you're closer to stat caps; even then they're pretty close with Garuda being stronger. You really can't go wrong with either weapon, they both beat the heck out of similar items (except for maybe a Triple Meld AP Skirmish).

  7. #27
    D. Ring
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    Dragoons spend more time using abilities than meleeing so higher DPS benefits them a great deal imo. What you say about stat caps is true though. If you cannot reach them then perhaps the Lt. spear is better.

  8. #28
    Cerberus
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    This might not be the best thread to ask, but while on the topic of Garuda weapons, what is the stats cap for them? Thanks.

  9. #29
    Melee Summoner
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    Quote Originally Posted by Grey Jorildyn View Post
    Dragoons spend more time using abilities than meleeing so higher DPS benefits them a great deal imo. What you say about stat caps is true though. If you cannot reach them then perhaps the Lt. spear is better.
    Again though, even assuming 70% damage as weaponskills what I said holds true. I calculate the full potential of Garuda at 1128.0 weighted value and Flame Lt. at weighted value 1,124.8 assuming your at stat caps for each weapon. Under stat caps, say at 320/300 I calculate their values at 1,090.8 for Flame Lt. and 1,083.1 for Garuda - making Flame Lt. stronger for most players.

    https://docs.google.com/spreadsheet/...XZ2QnVSQ1hHUEE

    That's not a perfect spreadsheet but it's pretty close based off of what we know from Silvano and Kaeko/Seiken's testing.

  10. #30
    Melee Summoner
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    Quote Originally Posted by Khrno View Post
    This might not be the best thread to ask, but while on the topic of Garuda weapons, what is the stats cap for them? Thanks.
    As far as I am aware there isn't solid testing on this (if there is it could be of great use to me, please point me in the direction of data), it can be assumed that they're close to 360/315 (for melee), but that's assuming a whole lot based off of what little we know.

  11. #31
    So hard we fuck rocks
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    Current stats for mu bearrrddd:

    348 PIE
    285 DEX
    371 Acc
    597 AtkP

    Here's the comparison (i'm gonna parse this out later tonight, when i have enough GC seals to buy the bow)

    260 DEX vs. 285 DEX
    40.30 DPS 38.52 DPS
    3.3 Delay 4.2 Delay
    77 DMG 106 DMG
    391 Acc 371 Acc

    Basically Grid officers bow, vs. Single meld Giants gall with a +20dex materia on it (+25 dex)

    Some bullshit math I did (and this is not tested, i plan on getting some actual numbers by tommorow, fuck caravans):

    in a 5min fight, 300seconds, using NOTHING except light shot
    Lt. Bow = 90.9 (91) Light Shots
    Giantsgall = 71.4 (71) Light Shots

    Theoretically stuff that I need to test:
    Giantsgall Vs. lvl 50 Mob DMG Avg= 180dmg/shot --12,780 dmg in 5 mins
    Lt. Bow Vs. lvl 50 Mob DMG Avg= 140dmg/shot -- 12,740 dmg in 5 mins
    **This puts Giantsgall in the lead on light shot dmg, but assuming the Same weaponskill, Ability rotation, songs are sung between both bards, would the higher DPS value on the Lt. bow provide a better weapon**

    I need to see what the DMG difference in the two light shots is going to be, because if the difference is greater than what I described, I feel it might be hard for LT. bow to catch up on the Weaponskill/Ability damage side.

    Additionally, what sort of testing methods would provide a decent enough pool of avg's?
    500 light shots with each bow? 250? 100?
    Should I use the same mob, I assume lvl 50 to elminate dLvL, but not sure how important that is. Would it be better to go for a higher level mob?
    Should i do similar tests with firepots added in?
    for instance: 250 light shots w/ giantsgall, 250 w/ Lt. Bow AND 250 Lightshot + Throwing, 250 w/ Giantsgall +throwing (this would be more of a delay/latency/UI test I think)

    This idea came up as I started to play bard on alot more higher level fights (primals, Nael Van Darnus, Dungeons) and I found myself spam hitting the Light shot button quite often and either waiting on animation lock or delay timer to cool off.
    Any tips would help out a ton, thanks guys/gals

  12. #32
    Ridill
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    I'm sure there's a much more scientific way to gauge the amount of samples required to find definitive numbers but barring that:

    -Parse 50 hits, write down min/max
    -Continue parsing another 50, write down min/max
    -Continue parsing another 50, write down min/max
    ->Repeat until your min/max is no longer changing

    The larger your range is the more samples you're going to need, testing on higher level targets should narrow the field and require less data collection (tho this may only be noticeable on significantly higher level targets, which may not be feasible to test on).

    Remember variable distribution is even in XIV which means you're not looking for an average just a confirmed min/max (from which you can derive a definitive average).

  13. #33
    Chram
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    Alright, need a decision. My monk is looking for gear, and I'm debating on what i should go for. Problem is, if i go for one piece, i lose my set bonus of serpent gear, which means i gotta get other stuff too. SO. Here is my current gear setup:

    Main: murderous mogfists (123 base damage, 3.1 delay, 39.67 DPS, +30 acc, +15 crit hit rating, chance to restore hp)
    body: gridanian officer's overcoat (+10 str, +10 dex, +10 int, +10 piety, sanction: 120 crit hit att power)
    belt: veteran's field belt (+2 str +5 acc)
    legs: DM felt trousers (+23 hp, +18 str, +20 vit)
    feet: Serpent Sergeant's jackboots (+30 evasion, +10 int with bonus (active))
    hands: DM fingerless raptorskin gloves of slaying (+35 str, +4 att, +10 magic evasion)
    head: Temple circlet (+3 str, +25 int, +10 evasion)
    ears: serpent sergeant's earrings (+4 att magic pot, +4 int with bonus (active))
    neck: serpent sergeant's choker (+27 att, +15 crit hit attack power with bonus (active)
    wrists: zircon bracelets (+15 mp, +3 int)
    ring1: Rubellite ring +1 (+18 str)
    ring2: Zircon ring +1 (+18 int)

    with this setup i got 334 str, 322 int, 521 attack, and 384 accuracy before buffs/food.

    I was wanting to get the explorer's moccasins, which have 3 dex, 5 attack power, and 30 crit hit rating... but that would mean i'd lose the set bonus on my earrings, so it would be useless. but changing the earrings would mean i'd lose the set bonus for my choker too, which makes it hardly better than an NQ electrum gorget. SO. I was thinking of also getting an explorer's earring (+5 attack power), and explorers choker (+15 acc, +20 crit hit rating) to replace them. I was also debating whether an explorer's belt (+12 crit hit rating) would be better than the veteran's field belt. Changing all of these would cost me 2 str, 14 int, 30 evasion, 17 att, and 15 crit hit attack power in exchange for 3 dex, 52 crit hit rating, and 10 acc. I thought i recall around 10 crit hit rating being around 1% crit rate, but i've no clue how accurate that is.

    Halp. ;;

  14. #34
    Relic Horn
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    Aren't caps for ifrit weapons 350/310? For moogle weapons it should be even lower, so it doesn't matter if you lose 4int from your earring.

  15. #35
    Justin Bieber
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    Moogle DPS is actually higher than Ifrit iirc.

  16. #36
    Chram
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    Yeah, i'm pretty sure i can take the str loss without an issue, since i think it's like 330 to cap it, but i don't recall the int cap... it's higher than ifrits though, due to higher DPS. i'm wondering if the 14 int and 17 attack power is worth the 10 acc and 52 crit hit rating.

  17. #37
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    Uh no, not really.

    Drop that INT shit until your STR is at 350, use INT after it is.

  18. #38
    Chram
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    Quote Originally Posted by Churchill View Post
    Uh no, not really.

    Drop that INT shit until your STR is at 350, use INT after it is.
    Except moogle has lower base damage than ifrits, and requires less than 350 str to cap, and more int than ifrits to cap due to higher dps. failadvice

  19. #39
    Relic Horn
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    Moogle has less DPS than Ifrit's in every DB I'm looking at, and also in-game. What am I missing?

    Ifrit's equipped:

  20. #40
    Chram
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    Quote Originally Posted by solracht View Post
    Moogle has less DPS than Ifrit's in every DB I'm looking at, and also in-game. What am I missing?
    Well, shit, i couldve sworn it had a bit higher dps than ifrits. So it's slightly less int than ifrits needed too. :s guess that answers my question then, lol. Even with 14 less int i'd still have 308 int, which should put me at or pretty darn close to the stat cap for moogles, while gaining 52 crit hit rate and 10 accuracy.

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