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  1. #121
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    Re: To All WHM's with Gullintani-Mjollnir Club

    I haven't noticed much dependence on the level of the target, but that's very easy to test. I'll play around some with some lowbie mobs and report back if there is interest.

  2. #122
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Royal
    Quote Originally Posted by Swatt
    Mjolnir should give +35 agi, +35 dmg, a 20% chance to release a 200 damage chain lightning and a static charge buff that will release a 200 damage lightning on the attacking unit.

    Whoa did I just step into wow territory?
    DoTA =P

  3. #123
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Fuck, all that typing lost when the power went out as I clicked submit. We'll go with the cliff's notes version then.

    Quote Originally Posted by RKenshin

    1) Apocalypse isn't the best choice for zerg. Using Catastrophe > switching immediately to Bahamut's Scythe or Kraken Club will result in more damage for most zerg situations. Only possible exceptions being if you're zerging some softy mob where base damage actually means something, but from now on when I refer to a normal zerg situation I'm assuming the mob is pretty damn hard (as any zerg mob usually is). Even then though, pretty sure the higher number of swings triumphs over all.

    And, I don't know why you wouldn't go by SE damage, who would ever want to compare KC without SE vs anything. Regardless, continuing:

    2) Apocalypse doesn't eat KClub, Apocalypse will at best come close to KClub in a 30 second period under equal conditions on a normally zerged mob (only in damage). KClub will have almost twice as many swings still in the 30 second period, which at ~200-350 a hit does not make up for Apoc hitting harder. And, I swear every person seems to forget that last resort only lasts 30 seconds. In the following 30 seconds after the first, KClub will gain a significant amount of swings over any 2h weapon. Properly healed this results in much more damage.

    3) Accuracy/HP arguments don't mean much because if you're zerging a mob, you'd be sure as hell to have Feint on. And it's relatively easy to get ~2.5k HP regardless of the weapon you're using for a good ~300 of pure SE damage.

    4) Arguing anything 'eats KClub' in zergs is just silly until you post doing 30-40k on a DL(or equally hard mob) zerg, as it's been shown KClub has a potential of approximately 25k damage in a 60sec zerg on DL. I've neer seen anyone post anything over 22k damage using a 2h weapon.

    5) You can't obtain a real Hundred Scythe's speed every 4:10, you have to have double SV March in order to get there. Having double march on without SV is rather inefficient for any situation regardless unless you have two BRDs. But you sure as hell don't have SV on full-time.

    1) You are right, BZ is the best zerg weapon if you use Catastrophe then swap it in, of course you still need the Apocalypse for the best damage.

    2) I didn't forget Last Resort only lasts 30 seconds, but I'd like to know how you get 350 damage on a KC hit considering the Highest SE damage I can think of is a Galka in full HP/Haste gear, with full hp merits, eating HP food, and getting a 3/3 merited Mantra, while wearing a Souleater enhancement, and that comes to 310 damage.

    Since HP varies greatly between races, and is the determining factor of SE damage, you really need to look at it as what's best for each race. Since, in a zerg set up, Apocalypse swings just over 2.4 times for every 4 KC swings (Not considering Sword Strap or DA/TA procs), if Apocalypse does over 40% of your SE damage, Apocalypse will outdo KC in the first 30 seconds.

    As for after the initial 30 seconds, Apocalypse slows down drasticly, but the KC damage drops off too because even when cured perfectly, the majority of your hits will still be doing less damage since you can't cure between hits in a round.

    3) I concede that this point is lessened by feint. I was told feint was a flat -40 eva, but it seems to be % based instead. Though Apoc Builds can still stack slightly more hp since it doesn't need as much gear haste, though that is almost a moot point.

    4) I admit I jumped the gun when I said Apoc eats KC. I have personally only seen a KC DRK do 19k tops, while I've seen people like Taint do 23k with Apocalypse.

    5) You can easily get Hundred Scythes effect with Apocalypse every 4:10. Catastrophe + 15% haste gear gives you capped gear haste. Haste + Dual March + Haste Belt gives you 45% magic haste, which caps a 43.75%. Once Last Resort is up again you can reach Hundred Scythes speed again.

  4. #124
    Yoshi P
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Ruke, how does rune chopper compare to bahamut's zaghnal math wise, especially when lacking speed belt/dusk gloves +1?

    For example: dusk gloves, homam feet/legs, swift belt, w. turban, blitz ring with bahamut's zaghnal (19% haste), vs. dusk gloves, homam feet/legs, swift belt, w. turban, bloodbead ring with rune chopper (25% haste).

    Also, assuming the first setup is using gloom breastplate, the second setup could drop homam legs and bloodbead ring for sable cuisses and blitz ring, retaining capped haste and using homam body instead.

    I guess what I'm asking is:

    Average attack twice per round, 24 base dmg, +19% haste, +107hp vs.

    88 base dmg, +25% haste, +157hp vs.

    88 base dmg, +25% haste, +108hp, +2.5% triple attack

    All three setups have enhanced souleater.

  5. #125
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Leroy
    2) I didn't forget Last Resort only lasts 30 seconds, but I'd like to know how you get 350 damage on a KC hit considering the Highest SE damage I can think of is a Galka in full HP/Haste gear, with full hp merits, eating HP food, and getting a 3/3 merited Mantra, while wearing a Souleater enhancement, and that comes to 310 damage.
    Did you take into account a Dark Seal Drain II into your calculation since that can add a good 400-500 more HP?

  6. #126
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Leroy
    1) You are right, BZ is the best zerg weapon if you use Catastrophe then swap it in, of course you still need the Apocalypse for the best damage.
    BZ and KC.* And yeah you would need Apoc, but I'm not debating the utility of the relic. I'm just talking about zerg situations.

    Quote Originally Posted by Leroy
    2) I didn't forget Last Resort only lasts 30 seconds, but I'd like to know how you get 350 damage on a KC hit considering the Highest SE damage I can think of is a Galka in full HP/Haste gear, with full hp merits, eating HP food, and getting a 3/3 merited Mantra, while wearing a Souleater enhancement, and that comes to 310 damage.

    Since HP varies greatly between races, and is the determining factor of SE damage, you really need to look at it as what's best for each race. Since, in a zerg set up, Apocalypse swings just over 2.4 times for every 4 KC swings (Not considering Sword Strap or DA/TA procs), if Apocalypse does over 40% of your SE damage, Apocalypse will outdo KC in the first 30 seconds.
    My personal highest experimenting with HP gear is 320ish per hit at around 2.7k HP with still some room for improvement in my build. My acc/haste totals were lower than normal but it was mostly just an experiment. However, without sacrificing acc/haste otherwise needed to come close to both caps, I can still push about 2.5k HP rather easily. Starting off a DL for a 400-600 Drain II makes a considerable difference in zergs now.

    Obviously my acc suffers in that set of gear, and that's why it was just a test, but this is a screen from it:
    http://img208.imageshack.us/img208/9076/ffxi1490iq4.jpg

    Which was also the DL I did approximately 20k damage to IIRC.

    Quote Originally Posted by Leroy
    As for after the initial 30 seconds, Apocalypse slows down drasticly, but the KC damage drops off too because even when cured perfectly, the majority of your hits will still be doing less damage since you can't cure between hits in a round.
    This is true but I guess it mostly comes down to how much support you have available. Next to no cures will leave you dieing fast where as with a slower swinging 2h weapon you'll have room for slow reactions/lesser amounts of support on keeping your HP full, for more damage overall. This is actually the reason I was starting to prefer BZ over KC for some JoL runs, since it makes it easier for mages to keep my HP full and more difficult for me to die.
    Quote Originally Posted by Leroy
    3) I concede that this point is lessened by feint. I was told feint was a flat -40 eva, but it seems to be % based instead. Though Apoc Builds can still stack slightly more hp since it doesn't need as much gear haste, though that is almost a moot point.
    Should actually be able to get away without any acc gear at all using Scythe if you have Feint. When I messed around with BZ last JoL with March/Mad I was hitting 90-95% acc with almost no acc gear on. But, yeah, Feint is broken. Wearing next to no acc gear with KC I'll still get about an 80% hit-rate.
    Quote Originally Posted by Leroy
    4) I admit I jumped the gun when I said Apoc eats KC. I have personally only seen a KC DRK do 19k tops, while I've seen people like Taint do 23k with Apocalypse.
    Yep, Taint was the highest 2h weapon parse I saw, and Kirchy and I were the two highest KC parses I was referring to.
    Quote Originally Posted by Leroy
    5) You can easily get Hundred Scythes effect with Apocalypse every 4:10. Catastrophe + 15% haste gear gives you capped gear haste. Haste + Dual March + Haste Belt gives you 45% magic haste, which caps a 43.75%. Once Last Resort is up again you can reach Hundred Scythes speed again.
    43.75%? Last I remember hearing it was 48.3% for a 'magic' haste cap.
    Quote Originally Posted by fantasticdan
    Ruke, how does rune chopper compare to bahamut's zaghnal math wise, especially when lacking speed belt/dusk gloves +1?

    For example: dusk gloves, homam feet/legs, swift belt, w. turban, blitz ring with bahamut's zaghnal (19% haste), vs. dusk gloves, homam feet/legs, swift belt, w. turban, bloodbead ring with rune chopper (25% haste).

    Also, assuming the first setup is using gloom breastplate, the second setup could drop homam legs and bloodbead ring for sable cuisses and blitz ring, retaining capped haste and using homam body instead.

    I guess what I'm asking is:

    Average attack twice per round, 24 base dmg, +19% haste, +107hp vs.

    88 base dmg, +25% haste, +157hp vs.

    88 base dmg, +25% haste, +108hp, +2.5% triple attack

    All three setups have enhanced souleater.
    From what I've seen of Rune Chopper it seems to work really well, with people dealing as high as 15k on DL using the 'hundred (insert 2h weapon)' technique. All in all BZ comes out ahead in an ideal situation with the best gear+songs+etc, but I think that Rune Chopper may be a better idea otherwise if lacking in key pieces/songs/etc. Buffs/gear make a significant difference in the number of swings you pull off in the duration.

    As far as your exact situation, it's probably very close. It's hard to say for sure just off my head, but I think if I had to guess you'd probably get higher numbers with BZ still despite being a few % short of the cap.

  7. #127
    Melee Summoner
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Ichikun
    Quote Originally Posted by Delekii
    Relics SHOULD be more relevant to mages, as it stands there is almost no reason for a mage to get a relic beyond Gjallahorn. Club should have given cure potency, staff should have given MAB/-perpetuation, and they still should be given those relevent stats. Even equal with what is now available would be fine - 10% cure potency for Club, 15% damage/-3 perpetuation for staff. Finally, they are worth getting for the actual purpose of each actual job, not WORSE than the real options.
    I agree with this completely.

    Mage relics should be mage-focused.

    ie: Claustrum shouldn't have ACC+20, should have MAB+20, MACC+20, INT+10 and refresh effect.
    (It should probably have more than +20 to make it out-do staves by a more significant margin, was just using 20 to contrast the ACC)
    Mjollnir shouldn't have ATK+20, should have Cure potency +20%, enmity -10, MND+10 and refresh effect.

    Relics should help a job do their actual job not to play with while soloing.
    WIN, Period.

  8. #128
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Granthis
    I haven't noticed much dependence on the level of the target, but that's very easy to test. I'll play around some with some lowbie mobs and report back if there is interest.
    If you could this would interest me. I obviously can't test it yet lol.

  9. #129
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Soldier
    Quote Originally Posted by Ichikun
    Quote Originally Posted by Delekii
    Relics SHOULD be more relevant to mages, as it stands there is almost no reason for a mage to get a relic beyond Gjallahorn. Club should have given cure potency, staff should have given MAB/-perpetuation, and they still should be given those relevent stats. Even equal with what is now available would be fine - 10% cure potency for Club, 15% damage/-3 perpetuation for staff. Finally, they are worth getting for the actual purpose of each actual job, not WORSE than the real options.
    I agree with this completely.

    Mage relics should be mage-focused.

    ie: Claustrum shouldn't have ACC+20, should have MAB+20, MACC+20, INT+10 and refresh
    People really need to stop saying this part.

  10. #130
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    Re: To All WHM's with Gullintani-Mjollnir Club

    When did this become a topic about KrakenEaters?

  11. #131
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Zero Serenity
    When did this become a topic about KrakenEaters?
    When people got sick of whms QQing that they can only outdo AHgimps, topics derail all the time.

  12. #132
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Okay, better question, how do you keep ignoring my tells?

  13. #133
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    Re: To All WHM's with Gullintani-Mjollnir Club

    You either send them while I'm asleep or doing something. Then again a lot of people think I ignore their tells, they probably don't consider what my tell log looks like through the course of a day.

  14. #134
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Ryko
    Quote Originally Posted by Zero Serenity
    When did this become a topic about KrakenEaters?
    When people got sick of whms QQing that they can only outdo AHgimps, topics derail all the time.
    I wasnt QQing Q_______________Q

    well now I am Q_Q





    QQ

  15. #135
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Pardon me for being oblivious, what excactly does QQing mean or whatever?

  16. #136
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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Zero Serenity
    Pardon me for being oblivious, what excactly does QQing mean or whatever?
    When in doubt! Urban dictionary to the rescue!
    http://www.urbandictionary.com/define.php?term=qq

  17. #137
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    Re: To All WHM's with Gullintani-Mjollnir Club

    My personal highest experimenting with HP gear is 320ish per hit at around 2.7k HP with still some room for improvement in my build. My acc/haste totals were lower than normal but it was mostly just an experiment. However, without sacrificing acc/haste otherwise needed to come close to both caps, I can still push about 2.5k HP rather easily. Starting off a DL for a 400-600 Drain II makes a considerable difference in zergs now.
    I had no Idea you could get Drain II to stick on anything worthwhile for anything decent. Even with Dark Seal, Fully Merited Dark Magic skill, +30 from gear, and a Pluto's Staff, I get some ugly fucking resists.


    43.75%? Last I remember hearing it was 48.3% for a 'magic' haste cap.
    lol, If that were the case Apocalypse really would rape KC, since it would mean Apocalypse would average just over 7 swings to KC's 4.

  18. #138
    Ruke
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    Re: To All WHM's with Gullintani-Mjollnir Club

    I start off any zerg in full dark magic gear + Pluto's staff and a DS Drain II. Usually I can drain at least 4xx HP, and if I have any day/weather bonuses it's bumped up to as high as 5xx.

    An extra 60 damage a hit that's practically for free is really worth it if you can.

  19. #139
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    Re: To All WHM's with Gullintani-Mjollnir Club

    It would be cool if BLM weapon gave you Ultima or Meteor and SMN got a new avatar with relic. Maybe give WHM full life or something. Mage weapons are depressing but nobody will ever complain because only a small percent of players will actually finish the weapons anyway.

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    Re: To All WHM's with Gullintani-Mjollnir Club

    Quote Originally Posted by Veli
    It would be cool if BLM weapon gave you Ultima or Meteor and SMN got a new avatar with relic. Maybe give WHM full life or something. Mage weapons are depressing but nobody will ever complain because only a small percent of players will actually finish the weapons anyway.
    You know, those aren't half bad ideas.

    Relic Staff: Meteor(BLM)/Phoenix)SMN
    Relic Club: Full Life(No weakened timer for raise)

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