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  1. #121
    Chram
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    Fenrir

    Quote Originally Posted by Fake View Post
    Opposite was true before patch, even more so now. Get TP bonus if you ever play melee jobs in situations where you care about your output. 20mp/min pales in comparison to what tp bonus now offers.
    Don't forget Spirit Taker and Mystic Boon. Both of those will benefit from the TP bonus as well, if they got adjusted as drastically as a lot of other weaponskills have. I could easily see the Moonshade adding another 200-300 damage to those. Even Myrkr, which hasn't been modified, gains 5% of your max MP pool from the TP Moonshade; that's ~100 MP for a smn.

    Haven't tested the revised club and staff weaponskills yet, though.

  2. #122
    Banned.
    Account locked at request of user.

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    the most surprising thing I've learned from this thread is that there were people who didn't take the TP moonshade.

    it was always the best option if you ever planned on playing a job that used weaponskills. and from dropping your earring to getting the augments, changing your earring takes like 45 minutes. you've effectively picked the sattva ring and decided to bitch for rajas nerfs because the marble bridge is all the way on the other side of upper jeuno and that's so inconvenient.

    and I wouldn't consider an accessory that adds ~700 damage to one specific weaponskill to be uniquely powerful when accessories like epona's ring, elemental belts/gorgets, defending ring, and rancorous mantle exist.

  3. #123
    Bitchfist
    The horn knows no mercy; only wrath

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    Indalecia Salavachere
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    Asura

    First part done. Not surprising really, I kept doing all 3 tp tiers just for the sake of consistency. I would need a brd and/or whm out here to play around with modifiers but I don't really see that being a thing. My only real hang-up is testing the "ignores defense" on Quietus. Anyone have a solid test for that?


    Code:
    119 Apocalypse   
    105 STR / 89 INT / 71 MND
    440 Scythe Skill
    840 attack
    142tp per swing / 513 delay / drk/thf
    
    Wild Rabbits, West Ronfaure-North sandy exit
    ------------------------------------------------
    Catastrophe
    
    TP     WS
    1132 > 4683
    1136 > 4757
    1136 > 4786
    1136 > 4713
    1136 > 4751
    
    2018 > 4649
    2130 > 4740
    2130 > 4758
    2130 > 4625
    2130 > 4653
    
    3000 > 4720
    3000 > 4681
    3000 > 4656
    
    -----------------------------------------------
    Quietus
    
    1136 > 3906
    1136 > 3711
    1136 > 3954
    1136 > 3855
    1142 > 4007
    
    2130 > 3867
    2130 > 3851
    2136 > 3969
    2130 > 3951
    2130 > 3923
    
    3000 > 3909
    3000 > 3879
    3000 > 4041
    I'll get around to Entropy and maybe Insurgency later, taking a short break.

  4. #124
    Relic Weapons
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    Bismarck

    Quote Originally Posted by Motenten View Post
    You forgot to factor in the base weapon and fStr; it doesn't 'just' apply to WSC. That adds another 200-350 damage, putting the totals at 700-900.
    Then there's the fact that I'm using 290dex and 36% total crit damage bonus, which puts it at roughly 1000.


    (91 + 18 + (290 * .8)) * .75 = 255
    255 * 3 = 767
    767 * 1.36 = 1043

  5. #125
    Smells like Onions
    Join Date
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    Yeah with those stats moonshade would hit around 1 k damage increase. It's definitely far more pronounced in rudra's than other skills.

  6. #126
    Sea Torques
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    WoW Realm
    The Scryers

    Quote Originally Posted by Sechs View Post
    I sure hope it's not working as intended and they're gonna nerf it so I won't be forced to work a week to get one! <3
    But on a more serious note, I don't really think we can consider "balanced" an accessory item that bumps your WS damage at 1000TP by ~700 damage. C'mon, seriously... that's not balanced, period.
    We're not even talking about a super cool ilevel over9000 main slot item, but a pre-99 accessory slot... I mean... it's not balanced.
    for you post I assume you don't have Moonshade earring? iirc it has always been a "BIS" for many jobs/sets, if you dont have it, download the addon enternity and have fun!...

  7. #127
    Campaign
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    Nah I do of course, but the difference wasn't this big before. As I said earlier, it was the best option, but other were still viable while still inferior.
    Now the difference is so big it's not even sane to consider any other option.

    Doesn't change the fact that I hate TP bonus stuff. Always did, always will.

  8. #128
    Ridill
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    Bahamut

    Yeah for some jobs/ws it basically amounted to 1.25-2.5 crit hit rate or longer plague duration lol

  9. #129
    Chram
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    Fenrir

    @Indalecia -- The results don't make sense relative to your provided stats. Did you really have no gear on at all? The Catastrophe numbers point at about a 4.1 fTP with 105 str and 89 int, and it 'should' be 2.75 fTP. Since 105 str only gives 26 fStr, rather than the cap of 37, a higher fStr and WSC would push fTP back down.

  10. #130
    Bitchfist
    The horn knows no mercy; only wrath

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    Taking a break currently in town, but still same setup. Also, are you accounting for Apoc bonus damage on cata?

    EDIT: Signet shouldn't effect results, should it?

    Spoiler: show

  11. #131
    New Merits
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    Cerberus

    Haven't tested the revised club and staff weaponskills yet, though.
    looking forward to realmrazer info after seeing stardiver

  12. #132
    Ridill
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    Quote Originally Posted by doctorugh View Post
    looking forward to realmrazer info after seeing stardiver
    Kinda curious too especially with the wording. Like stardiver and many others have TP bonus increased blah blah some being 1,000 which basically means all their effect varies with tps go up but realmrazer is one of the few "The attack power of the weapon skill itself will also be raised" hopefully they put it's ftp back to pre-nerf values

  13. #133
    Chram
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    Fenrir

    Quote Originally Posted by Indalecia View Post
    Taking a break currently in town, but still same setup. Also, are you accounting for Apoc bonus damage on cata?
    Ah, of course I forgot that. Factoring that out, looks like 2.95 fTP for Catastrophe. Will go back and look at the others.

  14. #134
    Chram
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    Fenrir

    Quote Originally Posted by Sechs View Post
    Also Mote, Backhand Blow missing from your tests. The new mods are interesting, is the crit rate per TP too low for it to stand a chance against other WS?
    I'm not testing anything crit-based right now. Those require a very different type of test.

  15. #135
    Chram
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    Correction on Catastrophe: Is almost certainly 3.0
    Quietus is 3.25

    In both cases, getting that exact value required that I drop the predicted fStr from 26 to 24. I probably used the wrong estimate there, since there wasn't enough str to cap fStr and be sure of the value.

  16. #136
    Relic Horn
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    Sylph

    While Moonshade has a big boost to Rudra's, it's not nearly the only one. According to Motenten's spreadsheet, it adds about 1300 damage to Resolution in my set at 1000 TP.

  17. #137
    Bitchfist
    The horn knows no mercy; only wrath

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    Insurgency is doing weird things. Weird good...ish. I'm obviously only seeing the first hit here, but the numbers are higher than what I'd expect for a 4 hit ws with only 20% mods.

  18. #138
    Old Odin
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    cataclysm did 8k~ AoE dmg at 300 TP and I wasnt even useing all my MAB gear or so ¬.¬ one shotting everything in front of me, i feel like being in abyssea wtf. useing atma of the smiting blow might be more beneficial now in abyssea (+100 TP bonus)

  19. #139

    Quote Originally Posted by Martel View Post
    So, some polearm WS samples. Also, I'm not about to try to math out any of this. So if someone else would kindly draw some conclusions from this.

    some samples are really small. If they can't tell us anything, lemme know. I'll get some more at some point. But building TP on lvl 1 mobs is really annoying, and I have a headache. so done for now.

    Ryunohige 119(245 dmg)
    Sneak Attack
    No Gorget/Belt

    ATK 999

    STR 199
    DEX 166
    VIT 175
    Spoiler: show

    Stardiver
    1k TP
    1056
    1036
    1005
    1013
    1023
    1017
    1057
    1040
    1013
    1041
    1036
    1013

    2k TP
    1754
    1685
    1733
    1723
    1723

    3k TP
    2420
    2422
    2360
    2356

    Drakesbane
    1k TP
    1479
    1484
    1519

    Sonic Thrust
    1k TP
    3933
    3857
    3917

    2k TP
    4756
    4875
    4962

    3k TP
    5983
    6022
    5768

    Camlann's
    1k TP
    4554
    4450
    4451
    Guess I should start grabbing some plates for my Rhongomiant. :D Any idea how to calculate 20 TP per hit with new TP gains for polearm 492 yet? Also Drakes still has the attack penalty?

  20. #140
    Chram
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    Fenrir

    Byrth and I have worked out a tentative formula for calculating TP:

    For Delay > 175, up to some undetermined limit (higher than 530, but not sure where it changes), TP = floor(17 + delay*489/2000). That's exactly accurate on all test values we have.

    For 175 and below, a first order estimate was 25 + delay/5, but I've already seen values that don't match that. Don't have enough data points to get anything more accurate.

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