Very intriguing. ;o
Very intriguing. ;o
OFN
Galka also have the highest VIT.Originally Posted by Swatt
COINCIDENCE? I THINK NOT.
If it's a VIT modifier, aren't Galka racially at the top for that to begin with? So heck yes, Air Galka would = better Jump damage.Originally Posted by Swatt
*edited note: That's what I get for not reading the last frickin' post in the topic before I post, saying the same thing twice*
Could you simply take two Dragoons mostly nekkid, same level with enough VIT difference (BRD buff, +VIT only items) and check the difference piledriving rarabs in Ronafure?
We've already established that using vit gear for jumps isn't worth losing attack/acc/str for jumps. If you can read past the spam, it's in that KI thread.
What hasn't been discovered, is jump's effect(s).
http://users.ameritech.net/gsdragoon/Jump.htm
As I said, af boots say "enhances jump effect." On bunnies at least, the boots do noting in terms of damage. So I'm going to guess af boots add to crit rate, enmity(since high jump lowers enmity). So maybe Jump has a hidden effect of a higher crit rate, or something.Not many of each, but I did do a bunch of different setups.
Vit gear: mezraq, af body, wyrm belt, gallard trousers, happy egg, wyrm greaves
In every other slot, I used attack/str gear. I don't think I was capping pdif or something nakid and no food/minuet.
I was using SA+ jump on death wasps in rollandberry fields with Mezraq(93 dmg).
The top tells what gear I was using. The first row is SA+jump dmg, the one to the right of it was the regular meele hit(if that matters for anything).
I can still see VIT adding dmg, but hardly any. AF boots are still trash. Either they increase the crit rate or accuracy on jumps, or jump has some other effect we don't know of. Because they sure as hell don't seem to be adding any dmg.
considering:Originally Posted by D2
a) you're an idiot
b) you have a horrific sense of humor
and c) you've got an incredibly large stick up your ass for someone with less than ten posts
i'm going to say: fuck off?
Best way to start up your post count. >.>Originally Posted by Saga
kOriginally Posted by Saga
Yes, your loldrg comment was clearly superiorOriginally Posted by Saga
Woah a post count comment. How original and hurtful.Originally Posted by Saga
Clearly you owned meOriginally Posted by Saga
It may be true that subbing in for VIT compared to your attk/str gear might suck.
BUT
Sub in Af1+1 helm for head (If you can land jumps pretty often already) Sub in Bibiki Seashell for 4vit, and some VIT in other slots you may be able to get away with without losing any, or very little attk/str/acc.
Subbing an equal amount of VIT over the same amount of STR in a "Vit 50%" situation -will- improve your damage output, if all you are losing is STR. 7 VIT will increase your "WDMG" by about 3, while 7 STR will increase it by about 1.5. Just take a look at what you would normally be wearing when you jump and compare it to all the best available VIT+ gear.
Going to drop an obvious bomb here but, all this said - I'd like to see a WAR/DRG with Ridill and a tig ol' bitty VIT/STR/DA macro set do some jumps.
If everything in this thread about DA / VIT / Multihit weapons is correct.
Interesting thread either way though.
http://i75.photobucket.com/albums/i3...PPJ/wowrec.jpg
back when soulflayers were the only way to get blu af material :-/
i'm not sure what recuperi had on in terms of modifiers but i know he was wearing homam body, so i'm guessing that was a triple attack?
The whole DA/Multihit weapon thing about Jump is pretty clear, but finding the modifier, if one exists, might be a little more difficult. Subbing DRG to try and find a modifier on Jump might not be entirely feasible because SE has been known to eliminate modifiers on JAs based on whether or not the job is subbed (read: THF SA and TA, SAM Meditate, etc.)Originally Posted by MF Perm
If you're going to test if there's a VIT mod on Jump, might as well test it as a DRG main. They get a lot of VIT gear anyway.
First post to recommend macroing in Shadow mantle on darksday to one-shot AV (given dark will be its corresponding weakness at the time)
That fucking walrus has me in stitches...I have a bucket - YEEEEAAAAAHHH.
Or maybe a DRK/DRG doing Souleater Kraken jumps with a STR/VIT build.Originally Posted by Jeryhn
Or hell, it involves a lolDRG, but maybe even a DRG/DRK with souleater kraken jumps. Do a few jumps first, then 2hour which resets jump timer, and do a few more.
There is another benefit to drg/drk over drk/drg other than resetting timers (which, I think, is compensated by the ability to use Blood Weapon to not lose massive health while jumping under SE), and that's Super Jump. I have yet to see a drk/drg (or even a drk/whatever) going nutso with a kraken, but I imagine it draws a lot of hate. Being able to drop it instantly could be mucho beneficial to the survival of the player in question; I am generally of the opinion that, any situation where-in a person is capable of doing massive damage, it is always preferable to have the person survive the experience, in order to continue doing damage regularly. If it's used solely in a burst capacity, without concern for raise weakness timers, then I would imagine they would both be approximately equal in efficiency. The drk could do more damage with each hit, but the drg could get in more hits.
And, let's be honest, either way, you're not really going to be super concerned about the base damage from jumps; it's all about the multiplier from kraken and, in this scenario, from souleater. I would be more concerned about HP to stretch out survivability and efficient damage output as long as possible. I don't see vit or str coming into much consideration when planning a drk&drg combo with souleater kraken jumps.
As for the fact that vit mods Jump, I'm not especially surprised that it has a modifier, but I thought for the longest time that it was agility. I never did a real study of it, but it seemed to make sense. Vitality makes sense as well, in its way, but Jump's in-menu icons are green, and agility has to do with coordinated body movements... Meh. Vitality should be a tertiary concern; on the chart, but not in a position of prime importance. Much like secondary WS modifiers, I suppose.
Your survivability isn't really in question after unloading 2 hour madness with a kraken as Drk.Originally Posted by Imitarate
Because once your 2 hour is done, you're damage potential is a fraction of what it is with your 2 hour in hand. May as well sub out for a blm or something.
Aurik makes me hot when he talks like that.
Assuming the DRG was wielding something like Mezraq and used Pentathrust (not on the screenshot), which the NIN followed with Blade:Jin, that accounts for the Detonation skillchain. The scrollbar of the log is at the bottom meaning all this is newest information. It can't be the THF because he follows after with a Dancing Edge, and the only other person there is the leader who is a mage. This would give him 18% tp return assuming all 5 hits landed. He then uses Angon, and does Jump, which gives 52%(14+14+14) tp return with a successful triple attack, and not wearing barone legs. Then uses High Jump which is another 14% tp, then misses a swing, totalling 84% which matches what's shown by TParty on the screenshot. He could have been wearing barone legs and only got 1/5 hits on the Pentathrust, who knows. ;xi'm not sure what recuperi had on in terms of modifiers but i know he was wearing homam body, so i'm guessing that was a triple attack?
We can surmise it was a triple attack proc'ing on a Jump.Anyway, very funky when they happen.