First one.Originally Posted by Kilhart
First one.Originally Posted by Kilhart
Hrm. Interesting. I did some number crunching and found that at high values of existing pDIF, adding +35STR outdoes +75ratt. However, the +75ratt also tends to outweigh the +35STR when WSC and D+aD are high, which makes sense, because since both examples have those values as constants, it's harder for fSTR2 to make in impact.
Just use per-hit dmg equation
Damage = (D+aD+fSTR2+WSC)*pDIF
you can make it to:
Damage1 = Damage 2
(D+aD+?fSTR2+WSC)*pDIF?(D+aD+fSTR2+WSC)*?pDIF
D, aD, and WSC can simply be plugged in
fSTR2 can be approximated that for every 2STR, fSTR2+1
?pDIF can be approximated by m*?atk/def, where m is the slope of ranged pDIF function. ((1,10/9) and (20/19,1) for (min,max) pDIF respectively at different region)
The bolded part is why VZX chose the first answer. You would not likely to get high PDiF as a COR/RNG. It may be better to add that much STR as RNG/WAR, but the difference in damage is marginal. As far as only RNG damage is concerned, the closer you get to 3.0 PDiF, the more fSTR2 will benefit you relatively to ranged attack.Originally Posted by Kilhart
Per hit damage doesn't have WSC btwVZX probably meant to add WSC separately for another WS damage formula.
VZX's formula is still right, just set WSC to 0 (because it is) for per hit damage.
and for shame, you think I did those calculations by hand? :wink:
I wrote a spreadsheet to do numbers for me, what I didn't do was bother to build the table to chart the inflection points (mostly because I didn't think anyone really cared that much and also because they're pretty intuitive: if you have bad PDIF, raise attack, if you have bad fstr, raise str. etc.)
can't be arsed to check that 'calculator' from ki, I know it used to be wrong but if he's still updating it maybe it's right.
Well, my original claim that a balance of STR and ratt is best for Slug Shot was somewhat true, because it was based mainly on higher values of pDIF, or when we have external sources of ratt.The bolded part is why VZX chose the first answer. You would not likely to get high PDiF as a COR/RNG. It may be better to add that much STR as RNG/WAR, but the difference in damage is marginal. As far as only RNG damage is concerned, the closer you get to 3.0 PDiF, the more fSTR2 will benefit you relatively to ranged attack.
oh sorry forget to answer this:
fSTR2 = fSTRx2I was also interested in this, but in terms of pDIF vs. fSTR2. IIRC, pDIF for ranged attacks caps at 3.0, which is pretty much impossible to reach in merit for most VT-IT mobs, no? So why do RNGs still stack STR gear for Slug Shot, then? Reason for this is because I'm hearing that ratt does more for Slug Shot than STR at any value of PDIF above 1.1, and I'm wondering if this is true.
means double effectiveness when raising STR
fSTR2 increased by 1 for every 2~3 STR increment (mostly 2 in case of merit mob)
fSTR increased by 1 for every 4~6 STR increment (mostly 4 in case of merit mob)
For WAR in merits, as a rough guideline 1 STR = 2 Attack during TP, 4 Attack during WS. The lower your current Attack, the better it is to add more.
For excessive detail, see http://wiki.ffxiclopedia.org/Maximizing ... mage_Guide