To be filled out.
Known Weapon Changes.
--2h Weapons now 1 str = 1 atk, 1 dex = 1 acc
--Damage cap on to weak mobs.
You guys fill out the rest in a neat and orderly fashion, Ill prune the topic and stickylock it up here.
To be filled out.
Known Weapon Changes.
--2h Weapons now 1 str = 1 atk, 1 dex = 1 acc
--Damage cap on to weak mobs.
You guys fill out the rest in a neat and orderly fashion, Ill prune the topic and stickylock it up here.
Sono can you take us in your time machine to December so we don't have to wait for the expansion? kthxbai.
Seriously though, wonky ass pDif changes, looks like the cap was lowered significantly enough for a decked 2h job pushing 800-900+ Att to hit it on Meripo mobs, thus the retarded ass dmg we've been seeing.
Where are the super-mathites when you need them?
No johns; I had to login, as well.Originally Posted by Turtlesoup
hi, i dont have time to test further right now since i need to sleep but i think i know where all these ludicrous ws damages are coming from.
i've pretty much merited non stop since servers came up, and i've noticed something weird. there may be a bug with double attack proccing twice on wses. it's really noticable with a cor in the pt, but my raging rush would always have either 19 tp, 20tp, or 21tp on full hits(and all the variations on partial misses, 1,2,3, 16,17,19,20). so either theres a bug with the game counting grips as an offhand weapon allowing 2 double attacks to proc on ws, or i've been ignorant this whole time i've been playing ff and double attack could always proc twice on 2h wses(because i almost never paid attention to tp gain while using 2her).
going to do some more tests tommorow(gonna try to ws without grips) and see if i get 2x DA procs still
edit: so yea, guess i just never noticed
If a move has multiple hits it can double attack up to the capped 8 hits per round. And since raging rush is only 3 hits its possible for 2 double attacks to go off afaik. Just like rampage... I may be wrong, but I don't see why you couldn't double attack 2x with a 2handed.Originally Posted by Underscore
You can proc a Double Attack for each hit in a 2 handed WS up to 8/round OR 1 extra attack per normal swing in the WS.
I've gotten 3 extra hits off Raging Rush several times, but never 4 or 5.
I don't have a rigorous proof for you yet (sorry, haven't had a chance to actually pick on a non TW-mob with exactly defined stats) but based on behavior vs. too weak mobs, it looks like 2h pDIF now works like ranged pDIF.Originally Posted by Max™
so the caps fall out as: when cRatio > 1.1 pDIF_max = cRatio. pDIF_min = 20/19 x cRatio - 3/19 .. this converges at 3.0.
crits in theory add 25% (pDIF * 1.25 ) but may be capped at 3.0 instead of uncapped like actual ranged attack crits are. but again, I haven't had a chance to do rigorous testing.
Just incase anyone still didn't know, the 1 str = 1 atk counts for all base stats as well, therefore assumed 1 dex = 1 acc counts for all base stats too.Originally Posted by Sonomaa
this just in:
sword strap kills 6hit builds
sell before word spreads go!
well its still useful i guess if you dont use 6hit
more info please, how does it kill it?Originally Posted by underscore
well i was talking specifically about people who used just enough store tp to get a 6hit build
im guessing it lowers tp similar to how dual wield trait lowers it because im in a merit pt right now and my usual 6hit build yields 98 tp on 6 hits
(not a hard test, equip diff grip, 6hit100%, equip sword strap, 6hit98%)
the delay reduction is actual delay reduction (like dual wield) and not "haste but we didn't call it that" (like desperate blows) - so it reduces TP gain per hit like dual wield does.Originally Posted by Sonomaa
a samurai using a sword strap with a 450 delay gkt will need 50 total store TP instead of 45. (25+10+10 is typical now)
you'd have to ditch your dusk for a pair of hachi hands basically (or get usu body! :D or eat carbonara!) etc.
not sure off the top of my head what it does to say, algol or scythe but it should be 'similar' - in the area of ~3-8 more store tp to maintain hit rate.
Losing 3% haste for more Store TP in order to maintain a 6 hit setup so you can use something with 3% delay reduction just seems like a roundabout way to do nothing at all.
my thought is that the stun grip will end up being one of the popular ones, if it goes off semi often
yeah, much better to just get an usukane haramaki (now that it's +20 accuracy +8 attack +8 dex +8 str +6 store TP) which also solves the problem. lol
alternately, you should be able to get away with chiv+hachi hands+rajas+brutal for the +15 total, wearing fuma's on the feet.
actually.. that's a pretty decent setup exchange, you gain 2 str and lose 3 attack on hands/feet. so it comes down to what you were wearing on the neck in the first place.
[edit]
oh, and Sonomaa: someone in another thread (I think the grips?) was reporting a 6.75% (probably 35/512 or something like that) proc rate, which is better than I was expecting (I was expecting 3%)
Wouldn't the 2hned jailer weapons + the stun grip (with decent proc) be fairly good? Those weapons double attack so frequently, and are bound to hit for a ton more damage now.
It only got a boost of +4 accuracy +4 attack, hardly something that would turn the tables.Originally Posted by Amele
edit:wtf im a moron sometimes lol
People talk about 2-handers still being an mp sink without going /nin, so if the stun grip procs often enough, that could help to lighten the burden of the healer in said merit party I would think, especially if you have 3-4 DDs using them.
Would the zanshin one be better than 2% double attack if it was like 5% proc?