5 DA 5 Berserk
Berserk is basically a bit over 25% more damage on pretty much everything. Aggressor is 12.5% hitrate which to result in 25% more damage done you'd have to have super low hitrate. Plus, on some stuff, aggressor is overflow.
5 DA 5 Berserk
Berserk is basically a bit over 25% more damage on pretty much everything. Aggressor is 12.5% hitrate which to result in 25% more damage done you'd have to have super low hitrate. Plus, on some stuff, aggressor is overflow.
4/3/3 as well, I hate having staggered times between the 2. Also Berserk is only 25% more damage on a landed hit, we aren't capping Acc on anything beyond Birds and maybe Mamools bar Lurkers. If I had Bravura I would go 5/5 though.
No, clicking Berserk on means you'll do 25% more damage. Clicking aggressor on when you have 60% hitrate means you'll do 20.8% more damage (72.5/60).
1% attack = 1% dmg?
Pretty much except those 2 attack range value where pdif_min remains locally constant and pdif_max remains locally constant, in which case damage still (locally) increase linearly with attack.
ImageDIF.gif - FFXIclopedia - a Wikia Gaming wiki
For group 1, it has been discussed in this very thread about 2-3 months ago.
5/2/2/ is better than 4/3/3.
So my group 1 is 5/2/2 (+1 for Warcry just to get the blue number)
Group 2, 5 Warrior's charge, 5 Savagery and I like it a lot.
This combo's been working pretty well. It helps since with 5 Warrior's Charge you will have Warrior's Charge and Warcry every 5 minute and activate in pair. Sometimes when I see my TP 85+ and a lot of melees in my pty have 100+ already, I will just activate Warcry a little early so others got benefit from Savagery bonus. My warcry will last till I have 100% tp, do warrior's charge, and then I will have both of them up about the same time for next round.
I don't think it's bad idea to go 5/5 if you really think you don't need acc, but it's always nice to have Acc boost when you are about to do high dmg with your WS and Berserk.
Tomahawk is nice too if you do a lot of Einherjar, and Limbus - Nyzul to certain extents. So, it depends on what you do.
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On EMs, yes, and the exceptions are jobs with a WS that gains a lot of pDIF during WS (sup SAM), or on a lesser scale jobs w/ a crit WS that they fire off at a TP rate at which the WS gains an innate +crit.
600 attack, 400 defense, 1,5 pDIF. 1,875 w/ Berserk. 25% increase.
600 attack, 400 defense, 1,5 pDIF, 1.0 pDIF for a mob 10 levels above you. 1,875 w/ Berserk, 1,375 on a mob 10 levels higher. The increase now is 37,5%.
Berserk gets better the higher the monster is, and becomes worse off for any job that has a WS that artificially raises pDIF.
A crit is basically an artificial pDif boost, as I've seen it described... yes?
Either way I was doing 5/5, but when I got to 4 DA 3 Zerk I started doing a lot more Sky gods on War, and missed the aggressor, so I went 4/3/3 in the end to keep the timers simple, and because it's hard to really go wrong with more of either of those.
5/2/2 might be better, but then I'd be forced to merit Warcry, and I couldn't do that.
lol
I don't think I would ever drop a merit in warcry.
Idk I like the idea of both which makes it harder. Also at the same time I do not want to split them up, unless there 5/5 each and I will not take DA out.
I don't often find myself in a dire need for the ACC that aggressor gives me getting zerk up asap sounds better to me.
It seems like its a fight between Aggressor being great for when fighting NM etc THF mobs but to have zerk for burns/lesser evasive mobs zerk would be better.
Since zerk would be great in both situations, while aggressor being more helpful mainly for the rarer occasions or rather over kill in some, In a sense you would get more use out of zerk then aggressor.
I guess it depends and I'm not seeing a point in sacrificing few merits to split between both or giving them to aggressor
Thanks for the input
Peacock charm or qiqirn collar on rng tp?
Also, for whichever one wins, how does justice torque compare to it?
Barring Usukane feet, what other options are there for a Polearm build for a Taru Sam?
(corrected for the Brutal Earring you didn't mention)
Only if you also want to 5/5 or put a White Tathlum in as well; subbing in the Store TP+4 from the AF+1 pants would leave you 1 short of a six-hit if you WS in Rajas + pants.
If you did go 5/5 or use W.T. in your TP set, you could drop all Store TP gear from your WS macro if you wanted, and still keep your six-hit.
If you put W.T. in your WS set and use pants, Brutal, and Rajas, you could reclaim the slot you normally use for Store TP gear, and use it for more STR gear (i.e. Osode).
tl;dr: No.
I tried to dig through and find some comparsion between Perdu Hanger and Organics for Ridill WAR, but I failed
Anyone?
I'm 8 Swords and 8 Axes, but I wanna give double swords a try so I can finally switch my merits to GA.
5 Acc 5 Att -39 Delay vs 4 Dmg 3% Crit 3 Str
Org/Ridill will naturally give much beefier Vorpals, Perdu/Ridill should give better DoT, but given how wimpy Vorpal is, I'd lean towards Org/Ridill to make up for that some.
Cooler looking too, incidentally.
I'd imagine the DoT from Ridill/Joy + the piercing bonus would outdo Organics/Ridill, unless this is just for some e-peen Vorpals as well.
Edit: NVM don't know why I was thinking you said Joy instead of Perdu.
I'd rock Swordchucks if I was gonna play with swords, for sure.
I remember doing 800~1k Vorpals in limbus while I was capping sword on War with Hrotti/Joytoy, Org/Ridill is basically a +3 version of that setup.
Hey, Organics guys (assuming you're talking WAR):
By switching to axe mainhand, you gain a better WS, more ACC, more ATT, and depending on what axe even some bonus stats for your offhand (again, ACC, ATK).
Either ridill/joyeuse or axe/ridill, please.
Yes. However, in a lot of cases melee critrate isn't high enough to matter really, and remember that the good crit WSs don't gain innate crit (so the result is the same).A crit is basically an artificial pDif boost, as I've seen it described... yes?