I changed my post since I forgot I had 2% haste from other equip. Not sure what the 98 and 88 means, but 7/88 is 7.95%. Would that be better? Or I guess I should be saying, how much haste / acc should I have before considering going to a full blown haste set.
there's no magic number; it depends on what gear you're replacing.
here's what I was doing:
(93-88)/88 is how much dps (approximately) you gain from wearing the ohat. that's (New - Old) / Old
do the same thing for haste except remember it's technically inverted. (dps gain from X haste is X / (100 - current haste) ) or in this case, 5/98
the bigger number is the better piece.
I see... from what I understand then, for me right now...
93 (current acc)-88(theoretical acc without hat) / 88 = 5.6% increase in dps
compared to turban which would be...
5 (haste from hat) / 100-2(prev. haste from gear) = 5.1% increase in dps.
Therefore to be more useful, I'd have to raise to my haste by around... another 10% (5/100-2-10)? before Turban would be useful for me?
According to BG wiki, G.Colibri's stats are as follows
* Lv 81: VIT: 67 Defense: 322 Evasion: 336 AGI: 75
* Lv 82: VIT: 67 Defense: 327 Evasion: 341 AGI: 75
If I did my math correctly, 95% acc would occur at 409 acc? Just wanted to confirm before I dropped acc off my WS build sine I overshoot that when Focus is up.
I get 404 acc for 95% but that seems incorrect to me for some reason, so someone double check my math.
82 - 75 )* 4 = evasion adjustment from level difference = 28
95 - 75 ) * 2 = acc needed to go from 75% to 95% = 40
336 = acc needed to have 75% at EM.
336+28+40 = 404.
this assumes nagamaki was totally correct. (there's another school of thought with a competing but less mathematically complete theory that says acc requirements go up somewhere above 90%)
My current acc (with focus + madrigal) puts me at 423.6 acc, so I wanted to swap out shura haidate for Usukane Hizayoroi, Minuet Earring for Merman's, and just a few other tweaks getting in more attack/str where I'm overshootin acc.
I'd just like to point out your accuracy is potentially as low as 421, likely 422 at least, you need to floor the dex term, and floor the .9*skill term, and then add them together. If you are going for an exact accuracy value in your WS gear, it's better to not use averages over time, but use a specific # for your current gear setup. Furthermore, note that as well as you subtract dex...if you are at an even dex value and you drop 1, you are dropping 1 accuracy, not .5 accuracy.
Edit: What acc value are you assuming for Madrigal? A lot of bards don't have the last tier. In fact, I would say most don't.
This is the stats of the asuran build in question.
71+10 DEX
299 Combat Skill
+34 acc
+30 acc(Focus)
+ Madrigal
I was assuming 30 for madrigal, but thats excluding the +1 instrument (assuming they have it) so I guess that would balance out with them not hitting the cap of 30.
I see a lot of RDM's on my server wearing Zenith Slacks full time, hell I've even seen one RDM melee in them during Campaign. Now, what exactly is the point in wearing it full time? From what I was told that Zenith gear is only macro'd in other then the body piece if you have it.
so 40 acc from Dex
200 + 89 acc from skill (the higher the 1s digit, the more ideal skill value you are at, so xx9 is a pretty good value, less "wasted" acc)
200+89+40+64=393
I'm really unsure where you got your number before. I'd say any bard should be carrying the instrument for madrigal at least, which should be +31 accuracy minimum. Putting you at 424.
If the bard has +22 combined skill (pretty reasonable/easy to get), thats 1 more accuracy.
At +40 skill it would be another accuracy (my bard is only at +~32, but it isn't my main, so I don't carry/own all the gear to squeeze every point out of it...no inv space). I wouldn't assume this unless it's in a shell static with a fulltime/main bard that knows what they are doing.
So I'd say you should be at 425 accuracy assuming the bard has just a couple skill items (~3 good items) and an instrument. 420 accuracy if you get some awful bard with no instrument and useless gear.
Im making a simple spreadsheet for Drk zerging that would help with gear choices,
but I need a quick answer for this; How do you apply DA/TA to multi hit weapons?
Im pretty sure it's not simply # of swings + DA%, but I'm having a hard time figuring it out.
Any data about this?
Whats the Dark Magic Skill level for maximum Bio II damage?
291+ dark magic skill is for 8/tick