Well a second flame or even an accuracy ring would be better then. Without a haidate even a mithra with DEX merits ('sup) would have to make awful sacrifices to ding 50 dDEX on Bri.
Well a second flame or even an accuracy ring would be better then. Without a haidate even a mithra with DEX merits ('sup) would have to make awful sacrifices to ding 50 dDEX on Bri.
For RR I personally believe both Ares' and N.Legs are better then Byakko's. I don't have either of the 2 so can't really provide proof about it, but it is what I believe. I know it was brought up not too long ago as well, but for WS's that have a chance to crit it has never been proven or disproven that Dex plays a factor on critting during a WS.
I'd never sacrifice 5 STR for 5 Dex, so stick with Flame rings unless you're lacking ACC then get an ACC ring.
Natara for KJ use Ares', for Rampage stick with Byakko's if you have em, if not N.Legs. Rampage a 5?(can't remember been so long since I used it) hit WS with an A- weapon, so depending on your ACC you may need the extra ACC from the Byakko's.
I know it's not definitive testing, but my 1:1 Str/Dex WS builds for RR (which end up being a bit higher on Str due to better options naturally) always gave better average numbers, which indicates more crits.
It IS known for a fact due to Nagamaki's testing that some WSes have no + crit% at 100% TP, yet are crit TP WSes (Rampage, Vorpal, and RR I believe fell into that category, I assume DB is there too).
Simple logic would say that if the WS doesn't give a + crit% at 100% TP, yet still gives damage results that would line up with your parsed crit rate with that dDex value, Dex definitely does something during WSes.
The game doesn't totally throw out the physical damage parts of the melee formula for a WS, it simply adds on the WS mod/fTp/special conditions portion.
You're still required to land the hits, you still have to take into account your pDif, your fStr is exactly the same type of calculation, so there is no reason to assume something which would make you crit more in regular melee, would no longer increase your crit rate during a WS.
My own testing with Rampager and Claymore grip and such shows that the Crit +% gear increases WS crit rate, so it is not logical to assume that for everything else but dDex, the formulas work as usual.
For DRG:
OR
Aurum Cuirass
Better for Jump (-3 Str/Dex, but +13 Vit), but Drg literally shits Accuracy already... I wouldn't get it for Drg, Askar works just fine and enables a 6 hit + 2% DA/Attack.
Get both and use the new piece for ACC situations and Aurum for other situations. However, I think you'll find that Aurum to be more useful in most circumstances.
Edit: Is there any combination with the mage body piece that would make it better for nuking than Errant? I know SCH AF would win in the case of resists, but I'm talking about non-resist situations.
I know there will prolly be a thread or two made for the new armors. But the augment system has my head spinning just comparing attributes against each other.
So for example, the new armor with +5 str +5dex +5 agi
if I add + 10 atk and + 10 acc would make it a ws peice comparable to the antares harness as you're getting 2 more acc 10 more atk and str instead of +3 dex/agi
but as a thief would I want to try to turn this into an all around peice and add effects for tp'ing in?
the double atk + 2% and crit +3% are really shiny. So the question is for a tp peice would those two choices be the hands down pick or should I consider the 3% delay minus from dual wield and things like attack +?
Acc really isnt a big issue for my regular hits or I'd have included it.
Sorry if its confusing and poorly worded but like I said all these thoughts are having my head spin.
Side small question how would that compare to the homam corazza for thief tping is dbl atk +2% > triple attack +1% ?
I would test this all out on my own but I dont have gear really comparable to all of this.
Double Attack +2% is pretty much the same thing as Triple Attack +1%.
I'd get acc+10, dw-3% for THF personally.
has this topic gone nuts yet with new customizable body piece vs whatever piece?
Looking to build a -MDT/MDB for bard
For back slot: Lamia Mantle +1 (Mgc. Def. +4) or Hexerei Cape (Damage Taken -3%)
Hexerei
New bodypieces, some input:
NIN: DW+3% ACC+10 (w/ STR+5 DEX+5) -> TP
NIN as a tank: Fast Cast+5 Enmity +5 (w/ 10 HP) -> best NIN tanking body (along with Arhats+1, don't sell that)
DRG: Store TP +4 ACC+10 (w/ DEX+5 STR+5) -> TP and WS
SAM: Store TP +4 ACC+10 (w/ DEX+5 STR+5) -> TP piece
COR: MAB+4 Quick Draw -5 (w/ AGI+5). Alternatively, MACC+4 rather than MAB.
MNK: ACC+10 DA+2% (w/ DEX+5) for a potential crit TP piece in merits (Shura'll beat it on harder stuff I guess) but only if you don't have Usukane body
PLD: Fast Cast+5 Enmity +5 (macro piece for like everything; no ACC+10 'cause you'd still TP in the superior ACC body like homam)
Store TP+4 Snapshot+5% for RNG (5-hit build for Vali's without needing Cobra feet)
quoting my post from the other thread
Not sure about sam, but I pulled this up from alla for mnk
12-13ACC + 12-13ATT + 5STR > 10ACC 20ATT
say, 2ACC, 5STR vs 8ATT. suppose 94% ACC, 62 base dmg (highest before capping), and 400ATT vs level 82 gcolibri, 327 DEF (this is a situation that disproportionately favors togi). comparison:
2ACC is 1ACC%, that's 1%~ DoT. 1 base dmg is 1.6% DoT. total 2.6% increase
400/327-.35 = .873
408/327-.35 = .897
= 2.7% DoT increase.
so, about equal in strongly-togi-favoring situation. up ATT to 500, and 8ATT is only a 2% DoT increase. drop ACC% to 80% and the haubish thing's DoT increase goes up to 2.8%. suppose you get 3ACC instead of 2, it goes up to 3.5%. suppose you get 2 base dmg from the 5STR (25% chance if no capping involved), the base dmg increase becomes 3.3%~ on its own. couple that with 3ACC at 80% ACC, the total bonus is 5.2%.
so, potentially a wash, but more often a win for haub by a couple %.
regarding other stats, notice that 8ATT was about a 2% increase in damage at a reasonable ATT. 2% DA will be a tiny bit less than 2% DoT, and won't affect asuran fists (so that's out). 10ACC is 5ACC% is > 5% DoT if you don't cap, so that's in definitely.
3% crit will be added on top of 5% (base) + 4% (merits) + 6% (destroyers), so on top of 15% at least. if your average pDIF is 1.0, that's a 2.6% increase in melee DoT, and of course doesn't affect asuran fists (so it's pretty much already out). if pDIF is 1.5 (that's around 600ATT vs lv82 gcolibri, 580~ vs lv81), 3% crit is a 1.8% increase. so, it's out.
---
how about usu body vs this new piece, for those of us who have lots of gil but not enough for spharai and whose next priority is usu body-_-?
well, 8STR ACC+16, 4ATT (and sTP, which we'll ignore, somewhat illicitly when things are this close. we'll also ignore crit from DEX, this time w/ license b/c 3DEX doesn't matter) vs 5STR 5DEX 12-13ACC 12-13ATT.
so,
3STR, 3-4ACC
vs
8-9 ATT
above we determined that 8ATT is usually 2%-3% DoT. 3-4 ACC is usually 1.8%-2.5%~ DoT. 75% of the time, 3STR raises base dmg by about 1.6%, giving usu body a total bonus of 1.8%-2.5%, 25% of the time, 3.5%-4.1%, 75% of the time.
even if you take the low end average [(1.8 + 3.5)/2], usu is 2.65% DoT, about a wash with 8ATT. a bit more accurately, you'd factor in 3.5 75% of the time, 1.8 25% of the time, and get 3% DoT, averaging around the high end of 8ATT's contribution.
basically, it's either a win for usu, or a wash, with the sTP likely tipping the scales for usu. if usu gets very unlucky (3STR doesn't raise base dmg, only 3ACC advantage, opponent has lots of DEF), the haub thing wins. this would be rare however.
---
preliminary conclusions: enkidu's is a sidegrade from togi. this new body is an upgrade from togi, but sidegrade from the super expensive usu body. so, usu body is for 5/5 seekers, people who already have it, or people getting a different reward for a different job. togi and enkidu's are for people getting a different reward for another job.
---
edit: by the way, after checking other boards, i'm warming up to the idea of "i will get this if i can drop it and request when i get usu body." also, i find it a bit odd that the new mission reward would come in possibly the strongest slot for almost every job (except us, what up BB).
Scouts belt or bucaneers belt for RNG, for both TP & WS, assuming i'm /ra'ing for TP
Monk stuff:
-Dunes vs. Fumas; which do I use before 75, which do I use before kick merits, which do I use when tanking?
-Sniper+Rajas or 2 snipers? What about for asuran?
-Black belt or life belt for asuran?
-Is there any reason to use footwork ever?
-Is there any reason to use hades after I unlock destroyers? The stats look cool for salvage and I could pick a pair up now and have something bitching for a couple levels before 72, but if I wouldn't use em after that then screw it.
Thanx~
Dunes vs Fuma: Fuma prior to kick merits. After kick merits, I'd go with Dunes for shorter merit fights, fuma longer fights such as tanking a chariot
Rajas vs Sniper: I'd probably rajas with odd dex (making rajas +3 acc) and sniper with even dex prior to focus and rajas with focus up. Asuran can be same or just x2 sniper. Preference here.
Footwork:Start off a parse with it to give the opponent a false sense of security then take it off 5 mins later and make em wtf
Black Belt vs Life Belt: Life belt
Hades: solo
Thanks. How would an iota fit into the ring lineup?
Iota is for 2handers only.