Just started playing again recently and all this new WS math is a bit confusing, and difficult to find answers for. Here's my question; do we know if weapon skill damage +x% carries over to all hits in multi hit ws's like the ftp increase in the gorgets/belts? If it does; does it also carry over in single hit ws's on dual wield hits or double attacks? I've just gotten up to 11% WS damage on my taeon gear now so if no one knows I will go figure it out, so let me know. Thanks.
No it doesn't and not all ws have ftp that applies to all hits either.
Wasn't sure where to post this, this seemed like the right place I guess.
What are the defining characteristics of a WS and TP piece of equipment? If you're not doing math to figure out what is optimal, what are the attributes one should look for when selecting particular piece of equipment for a WS and TP set? Also, what priorities should be set when it comes to Double Attack, Critical Hit Rate, Critical Hit Damage and Store TP.
Apologies if this seems like a newbie question, but I wanted to understand the rationale behind the gear sets people typically select for their Melee jobs.
How much those stats benefit you in comparison to other stats all depends on the weaponskill, how much of the mods you have, how much acc/atk you have, how much multi attack you have, whether you have AM3 up, your buffs, and what you're fighting. It's impossible to give easy answers for piece comparisons that aren't lopsided (like 1 DA vs 20 ATK, 10 STR on a STR mod WS).
People generally use Motenten's spreadsheets to find the best pieces for common situations.
It's a large case of it depends. A lot of those priorities just can't be determined without math. Best you can do is look at the formulas for calculating melee and ws dmg and then stat mods of said ws and work it from there
Has it ever been tested whether innate attack bonuses/penalties on weaponskills are additive, or multiplicative with other percentage-based attack modifiers?
I vaguely remember that they're additive but can't find any testing to support that.
Was Randgrith's FTP ever figured out? Think I saw someone say it was the last that needed tested when they updated it
Just tested whether Weaponskill attack penalties/bonuses are multiplicative or additive with other multiplicative modifiers.
Test Conditions
Target used:
Fluffy Sheep (level 100)
511 DEF
Negligible VIT for fSTR purposes
Each one was weakened enough so that the first hit of Resolution would kill. Resolutions that missed the first hit, and sheep that used Rage were discarded.
Relevant offensive stats:
120+21 DMG
1527 ATK (+59.765625%, +153/256)
251 STR
+8% WS Damage
Weaponskill used:
3000 TP Resolution
2.25 fTP, 85% STR mod, 15% attack penalty (will assume -38/256)
Expected Values
If multiplicative, 1297 ATK for Resolution
wRatio = 2.538
Pdif = 2.163-2.913
Resolution damage = 1858-2628
If additive, 1385 on ATK for Resolution
wRatio = 2.710
Pdif = 2.335-3.085
Resolution damage = 2006-2793
Results
I did about thirty trials, and Resolution damage ranged from 2013 to 2613.
Conclusion
Inconclusive; I need more samples. I might do more samples when I have time later.
Dragon Kick is strange. Lore has its 1000TP fTP as 2, but I couldn't get that number to work out. SE directly told us that it has a 50% STR/DEX mod, so I consider that information more solid.
MNK/SAM using Oatixur with 440+228 Skill, 286 STR, and 289 DEX getting exactly 1000 TP using Mamoolbane and 43 STP gave me a non-crit range of 3060-3206.
MNK/SAM using Oatixur with 440+228 Skill, 275 STR, and 278 DEX and Foetia Gorget/Belt (+50/256 fTP) getting exactly 1000 TP using Mamoolbane and 43 STP gave me a non-crit range of 3328-3479. I also happened to miss the first hit three times, and the off-hand damage was 1543~1577.
3BD+126WD+22fSTR+73Skill = 224 Hand damage
Case 1: (224HD+287Mod)*fTP*3.25*(1~1.05)
Case 2: (224HD+276Mod)*(fTP+50/256)*3.25*(1~1.05)
The closest I can get manipulating only fTP is (1+216/256), which is a strange number to say the least.
An alternative explanation is that the modifier is off, but this does not particularly fit the model either. For the WS to have 2fTP, the modifier would have to be approximately 30% (instead of 100%) to bring the change in upper/lower caps back down to the 1.097x change you would expect for (50/256+2)/2. Then you'd have to arbitrarily add base damage back in somehow and it would have to affect the offhand.
The final possibility is that both are wrong and/or I'm calculating something wrong. I'm betting that I'm calculating something wrong, which is why I'm posting here. The offhand hits (should be 1.0 fTP) indicate that Case 2 has 462~475 base damage, which is less than the 500 we would predict from Hand Damage + Mod. I have no kick damage and footwork is down.
Mystery solved. Dragon Kick is 2 FTP and 50% STR/VIT, not STR/DEX. Thanks, SE.
At least they got it wrong in both versions of the update notes.
This also explains why Motenten's 2000 and 3000 fTP points were weird looking.
Edit: JP wiki appears to have figured this out too