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  1. #41
    Banned.

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    Re: Haste Cap

    Quote Originally Posted by Taint
    Glad I kept my KClub....
    Glad I sold mine to fund apoc. Q mother fucking Q

    /emo
    /wrists
    /cry

    I can understand nefing Choppa but why apoc's god mode? My only hope is that this relic ws buff that's supposedly coming is a 15%haste above the cap for Catastrophe.

  2. #42
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    Re: Haste Cap

    Id wish theyd take their fuckin nerf and gtfo with their entire update to be honest this blows royally -.-

  3. #43
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    Re: Haste Cap

    is this really friggin true....gd man


    I passed on like 10 Baha Zaghnals -.-

    man, no more Rune chopper action ;; Well I guess I can prolly just use fort.axe till I get baha scythe, not gonna buy a kraken club, still have a relic to finish lol.

  4. #44
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    Re: Haste Cap

    SE just realized some people were using an item from the terrible 'Rune' set and decided that something must done about a useless weapon being made all-powerful. You dont really think they expected players to use that weapon for anything more than 'lol im a SMN/BLM with a gaxe' right?

    and so the nerf swept across the land....

  5. #45
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    Re: Haste Cap

    Not the right thread to concern people about Drk zerging equipment, but searching around a slow BG sucks...

    So with the cap at 80% now, we're looking at taking 13.3% off of gear, so we could get away with ~12% Haste gear on and just stack HP(this is with 2handed weapons)

    Basically the optimum setup would look like this.

    DRK/SAM, Hasso, Desperate Blows, SV March, Haste

    Bahamut's Zaghnal
    Sword Strap
    Saurion Helm (+50 HP)
    Homam Corazza (+28 HP)
    Homam Manopolas (+20 HP +3% haste)
    Speed/Velocious Belt (+6% Haste)
    Sable Cuisses (Enhance Souleater)
    Homam Gambieras (HP+31 +3% haste)
    Rho Necklace (+30 HP)
    Intruder's Earring (+40 HP)
    Cassie earring (+50 HP)
    Gigant Mantle (+80 HP)
    Fenrir's Stone (+30 HP)
    Bomb Queen Ring (+75 HP)
    Bloodbead Ring (+50 HP)

    Which is +12% Haste and +484 HP. Not too bad of a change of gear, and I'm sure the multi-hits on BZ would help out a lot. Just gotta find out where Saurion Helm comes from. My friend saw a guy with it on earlier but wouldn't tell him where it was from.

    Also, you could use Dusk Gloves +1, Swift Belt, Blitz Ring and Homam Feet. :bagel:

    Edit: i r slow

  6. #46
    Nidhogg
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    Re: Haste Cap

    I don't have words to fully describe this atrocity.

    Guess we were better at something than SAM, clearly something must be done.

  7. #47
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    Re: Haste Cap

    All these guys do is nerf shit. DRK zerg makes thing easy, so does ES sleep II, etc etc, who cares. These guys play favorites hardcore with certain jobs.

  8. #48
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    Re: Haste Cap

    Quote Originally Posted by Projekt.Ein
    Just gotta find out where Saurion Helm comes from. My friend saw a guy with it on earlier but wouldn't tell him where it was from.
    viewtopic.php?f=2&t=30981
    I assume you Saurian helm?

  9. #49
    Ruke
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    Re: Haste Cap

    Well, assuming it's just a hard cap and not a cap on the various forms of haste... The max potential with 2500 HP, 100% acc, 80% haste, 7% DA, and 2.5% TA look like this for the following 2h weapons:

    Bahamut's Zhagnal: ~38 swings for ~12540 damage
    Fortitude Axe: ~28 swings ~10830 damage
    Apocalypse: ~19 swings for ~9120 damage
    Rune Chopper: ~19 swings for ~7790 damage

    And, under the same assumptions, these are the values for 1h weapons:

    Kraken Club: ~96 swings for ~29760 damage
    Ridill: ~48 swings for ~16320 damage
    M. Kris: ~48 swings for ~14640 damage

    All are over the course of 30s. The values above are all under absolutely perfect circumstances, and as such are just about impossible to reach... But they reflect the relations between them pretty accurately.

  10. #50
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    Re: Haste Cap

    so those values would still be in a similar ratio even under non perfect circumstances?

  11. #51
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    Re: Haste Cap

    Quote Originally Posted by Massimo
    Quote Originally Posted by Projekt.Ein
    Just gotta find out where Saurion Helm comes from. My friend saw a guy with it on earlier but wouldn't tell him where it was from.
    viewtopic.php?f=2&t=30981
    I assume you Saurian helm?
    That's it >.>

  12. #52
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    Re: Haste Cap

    If you think DRK sucks without insane zerg power, you suck at DRK.

  13. #53
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    Re: Haste Cap

    Quote Originally Posted by Fated
    so those values would still be in a similar ratio even under non perfect circumstances?
    Yes.

    Fluctuations in Acc, DA/TA procs, multi-hit procs, melee damage, lag and delay, etc, effect all weapons. Delay and lag effect the multi-hits (and especially KC) more since each second is a lot of swings, but for the most part the relationship between those weapons will stay the same as far as the ranking between them.

    KC does still have the acc disadvantage though, so it'd likely have a more realistic cap of ~20k damage.
    Quote Originally Posted by Max
    If you think DRK sucks without insane zerg power, you suck at DRK.
    QFT, this job is still awesome and still capable of zerging at levels most jobs can't.

  14. #54
    Xavier
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    Re: Haste Cap

    Once again my Ridill DRK will be the envy of all but the wealthy/lucky.

  15. #55
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    Re: Haste Cap

    Quote Originally Posted by RKenshin
    Well, assuming it's just a hard cap and not a cap on the various forms of haste... The max potential with 2500 HP, 100% acc, 80% haste, 7% DA, and 2.5% TA look like this for the following 2h weapons:

    Bahamut's Zhagnal: ~38 swings for ~12540 damage
    Fortitude Axe: ~28 swings ~10830 damage
    Apocalypse: ~19 swings for ~9120 damage
    Rune Chopper: ~19 swings for ~7790 damage

    And, under the same assumptions, these are the values for 1h weapons:

    Kraken Club: ~96 swings for ~29760 damage
    Ridill: ~48 swings for ~16320 damage
    M. Kris: ~48 swings for ~14640 damage

    All are over the course of 30s. The values above are all under absolutely perfect circumstances, and as such are just about impossible to reach... But they reflect the relations between them pretty accurately.

    Which is perfectly logical, as it's based on souleater. By souleater's very nature (adding the same damage to each swing regardless of weapon delay), one handed weapons SHOULD outdamage large two handed weapons. When your single attack greataxe is swinging faster than a tiny dagger that can attack 2-3 times per round, it's something of a problem I'd say.

    But really the problem is just that it's been far too easy to zerg now... diehard DRKs should rejoice, this means that every noob with 60k gil to rub together isn't going to be wtfpwning everything in sight. If you have Apoc, I really feel sorry for you, but rune chopper should have never been so powerful.

    EDIT: It could have been worse, I was half expecting the nerf to come in the form "Bloodweapon will now only drain hitpoints equal to unmodified weapon damage (No souleater+BL)".

  16. #56
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    Haste Cap

    Quote Originally Posted by Maxxthepenguin
    If you think DRK sucks without insane zerg power, you suck at DRK.
    It sucks how DRK got hit by this nerf because they no longer get to feel what 30 seconds of god mode feels like without either a KC, Ridill, or MK.

    As far as it sucking, it is still the leading zerg job.

  17. #57
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    Re: Haste Cap

    It was never the case of "spend 60k and be great at zerging" though, you needed a lot of other haste gear to back it up. Dusk Gloves + Swift Belt + Rune Chopper + Homam (and/or Dusk) + Blitz Ring (if needed) to make a bare minimum build does not equal cheap :/

    Then to make it a really great build, you need to add things like Gigant Mantle, Cassie Earring, Bloodbead Ring... far from a cheap build. Comparatively cheaper DRK zerg builds shouldn't be made to suffer because of KC's extreme price.

  18. #58
    Ruke
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    Re: Haste Cap

    It's always been more logical for it to work that way lol... Which was why it was so difficult for the idea of 2h-zergs being better/closely matched to get across and become popular.

    I was incredibly skeptical (probably more than most) when I first read of it, until seeing some numbers and actual tests/results. Or well, at least something more than people posting videos of swinging fast shouting "OMG I'M AWESOME!".

    However I don't agree with SE's methods here. If they make a mistake this big, they need to fix it fast. Not wait this long and completely throw away a lot of peoples time and effort.

  19. #59
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    Re: Haste Cap

    Quote Originally Posted by RKenshin
    Well, assuming it's just a hard cap and not a cap on the various forms of haste... The max potential with 2500 HP, 100% acc, 80% haste, 7% DA, and 2.5% TA look like this for the following 2h weapons:

    Bahamut's Zhagnal: ~38 swings for ~12540 damage
    Fortitude Axe: ~28 swings ~10830 damage
    Apocalypse: ~19 swings for ~9120 damage
    Rune Chopper: ~19 swings for ~7790 damage

    And, under the same assumptions, these are the values for 1h weapons:

    Kraken Club: ~96 swings for ~29760 damage
    Ridill: ~48 swings for ~16320 damage
    M. Kris: ~48 swings for ~14640 damage

    All are over the course of 30s. The values above are all under absolutely perfect circumstances, and as such are just about impossible to reach... But they reflect the relations between them pretty accurately.


    You know what would be really cool, if you could actually hit 80% haste with a 1hand weapon.

  20. #60
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    Re: Haste Cap

    The amount of QQing is incredible. It just stems from an intense desire to not just be good at something, but to be BEST. If DRK isn't so far better at zerging than all other jobs, IT MUST SUCK!!! DRK wasn't reduced to a quivering mass of fail, it was simply knocked down a notch, and it wasn't even that big of a notch.

    This is the same as how all the THFs who got their knife post-popped NM must be worse THFs than the THFs who took the time and had the dedication to camp it pre-popped NM.

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