I have been recently been toying with the idea of dropping my double attack merits and meriting aggressor. Among the Warriors I speak to this seems to be the general consensus on the best way to merit your Warrior, especially for Warriors who offhand a multi-hit weapon.
Before I erased another 15 merits I decided to do some numbers and see what kind of improvement Aggressor could hypothetically offer me and came up with the following. My first reaction was that my math must be wrong somewhere, but so far I haven’t found any major flaws in my logic.
Unmerited Aggressor
5min or 300 second recast
60min or 3600 seconds in an hour
12 recasts an hour. Aggressor is up for 180 seconds per a recast.
So unmerited Aggressor is up for 2,160 seconds out of 3,600 seconds every hour.
2,160/60 = 36 Minutes out of every hour.
Fully merited Aggressor
4min 10 seconds or 250 seconds recast
60 min or 3600 seconds in an hour
14.4 recasts an hour. Aggressor is up for 180 seconds per each recast.
So fully merited Aggressor is up for 2,592 seconds out of 3,600 seconds every hour.
2,592/60 = 43.2 or 43 minutes 12 seconds out of every hour.
So if constantly activated as soon as available fully merited Aggressor gives you an extra 7 minutes 12 seconds per and hour compared to unmerited Aggressor.
Assuming the difference between Aggressor up and down is 5% in Acc:
Unmerited:
90% for 36/60 minutes
85% for 24/60 minutes
[(90*43.2) + (85*16.8)] / 60
88% acc overall.
Merited:
90% Acc for 43.2/60 minutes
85% Acc for16.8/60 minutes
[(90*43.2) + (85*16.8)] / 60
88.6% Acc overall.
.6 Overall improvement
Given a 10% difference between Aggressor up and Aggressor down.
Unmerited:
90% for 36/60 minutes
80% for 24/60 minutes
[(90*43.2) + (80*16.8)] / 60
86% acc overall.
Merited:
90% Acc for 43.2/60 minutes
80% Acc for16.8/60 minutes
[(90*43.2) + (80*16.8)] / 60
87.2% Acc overall.
1.2% overall improvement.
15% Spread between Aggressor up and down.
Unmerited:
90% for 36/60 minutes
75% for 24/60 minutes
[(90*36) + (75*24)] / 60
84% acc overall.
Merited:
90% Acc for 43.2/60 minutes
75% Acc for16.8/60 minutes
[(90*43.2) + (75*16.8)] / 60
85.8% Acc overall.
1.8% increase in overall Acc.
20% Difference in Acc between Aggressor up and down.
Unmerited:
95% for 36/60 minutes
75% for 24/60 minutes
[(95*36) + (75*24)] / 60
87% acc overall.
Merited:
95% Acc for 43.2/60 minutes
75% Acc for16.8/60 minutes
[(95*36) + (75*16.8)] / 60
89.4% Acc overall.
2.4% increase in overall Acc.
Since full merits on Aggressor increase the amount of time you can keep Aggressor up by 12%. This formula seems to work:
(The Difference in Acc between Aggressor up and Aggressor down) * (12%) = Increase in overall Acc by fully Meriting Aggressor Vs Unmerited Aggressor.
Double attack suffers from diminishing returns the more you stack. This changes the break even point depending on the amount of Double attack you have pre merits and on if you use an off hand multi-hit weapon. I was looking for what the “break even” point was, to find at what point aggressor merits will be better than double attack merits and vice versa.
For the following I am calculations I am assuming the following:
1. Base Double Attack rate of 10% for a Warrior
2. 50% proc rate on a Joyeuse
3. 5% increase from a Brutal Earring.
4. In regards to DoT “1% increase in Acc = 1% increase in the number of landed double attacks = 1% increase in DoT”
Based on that fully meriting double attack seems gives the following actual gains and break even points Vs aggressor merits.
Axe/Axe & No Brutal Earring
Out of a hundred innings no DA merits we can expect:
Main Hand:
100 Swings
10 Additional from Double Attack.
Off hand:
100 Swings
10 Additional from Double Attack.
220 Swings total
Axe/Axe + 5 Double Attack Merits & No Brutal Earring
Out of a hundred innings with full DA merits we can expect:
Main Hand:
100 Swings
10 Additional from Double Attack.
5 Additional from Double Attack Merits.
Off hand:
100 Swings
10 Additional from Double Attack.
5 Additional from Double Attack Merits.
230 Swings for an increase of 10 swings over our original 220, or a 4.545% increase over No Double Attack Merits.
Assuming 85% Acc that translates into 3.863% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be > 31.192%
Assuming 90% Acc that translates into 4.091% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be > 34.092%
Axe/Axe + Brutal Earring
Out of a hundred innings no DA merits we can expect:
Main Hand:
100 Swings
10 Additional from Base Double Attack.
5 Additional from Brutal Earring
Off hand:
100 Swings
10 Additional from Double Attack.
5 Additional from Brutal Earring.
220 Swings total
Axe/Axe + Brutal earring + 5 Double Attack Merits
Out of a hundred innings with full DA merits we can expect:
Main Hand:
100 Swings
10 Additional from Double Attack.
5 Additional from Brutal Earring
5 Additional From Double Attack Merits.
Off hand:
100 Swings
10 Additional from Double Attack.
5 Additional from Brutal Earring
5 Additional from Double Attack Merits.
240 Swings for an increase of 10 swings over 230, or a 4.348% increase over No Double Attack Merits.
Assuming 85% Acc that translates into 3.696% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be > 30.800%
Assuming 90% Acc that translates into 3.913% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be > 32.608%
Axe/Joyeuse & No brutal
Out of a hundred innings no DA merits we can expect:
Main Hand:
100 Swings
10 Additional from Double Attack.
Off hand:
100 Swings
50 Joyeuse Double Attack
5 Additional from Double Attack.
265 Swings total
Axe/Joyeuse + 5 Double Attack Merits & No brutal
Out of a hundred innings with full DA merits we can expect:
Main Hand:
100 Swings
10 Additional from Double Attack.
5 Additional From Double Attack Merits.
Off hand:
100 Swings
50 Hits from Joyeuse Double Attack.
5 Additional from Double Attack.
2.5 Additional from Double Attack Merits.
272.5 Swings for an increase of 7.5 swings over our base of 265, or a 2.830% increase over No Double Attack Merits.
Assuming 85% Acc that translates into 2.406% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be > 20.050%
Assuming 90% Acc that translates into 2.547% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be > 21.225%
Axe/Joyeuse + Brutal Earring
Out of a hundred innings no DA merits we can expect:
Main Hand:
100 Swings
10 Additional from Base Double Attack.
5 Additional from Brutal Earring
Off hand:
100 Swings
50 Joyeuse double Attack
5 Additional from Double Attack.
2.5 Additional from Brutal Earring.
272.5 Swings total
Axe/Joyeuse + Brutal Earring + 5 Double Attack Merits
Out of a hundred innings with full DA merits we can expect:
Main Hand:
100 Hits
10 Additional from Double Attack.
5 Additional from Brutal Earring
5 Additional From Double Attack Merits.
Off hand:
100 Hits
50 Joyeuse Double Attack
5 Additional from Double Attack.
2.5 Additional from Brutal Earring
2.5 Additional from Double Attack Merits.
280 Swings for an increase of 7.5 swings over 272.5, or a 2.752% increase over No Double Attack Merits.
Assuming 85% Acc that translates into 2.339% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be > 19.492%
Assuming 90% Acc that translates into 2.477% more DoT. To match that overall increase in performance with aggressor merits we would need the difference between Aggressor up acc and Aggressor down acc to be >20.642%
I don’t have a Rid, so I haven’t made an calculations to account for its effect. I *think* is 33.33% chance for each a single, double or triple attack. That is a key piece of info I would need to crunch numbers. A second thing I would need to know if Rid’s multi-hits are checked before or after double attack is checked. The check order would be very important and I don’t think we know in what order they are checked.
Either way ignoring a rid it seems that the break even point is around 30% for Axe/Axe users and around 20% for Axe/Joy users depending on your over all accuracy.
I don’t think I have ever experienced a 20% drop in over all Acc when aggressor goes down. While admittedly I have not parsed specifically looking for the difference between my aggressor up and aggressor down Acc, I am going to assume though I would notice if my Acc dropped from 95-75% or 90-70%. 20% is a very drastic change in accuracy; I would think it would be very apparent to even “eyeball parsers”.
Overall it would seem double attack merits are the best way for me to go, even with them being diluted by my off-hand Joyeuse.
/discuss
Sincerely,
Hankthetank
XI Wiki


