I think you were talking to me so I'll give you my response.
Drakesbane is fairly representative of what the initial reports say in my testing. Gungnir damage with the WS is linear with what you would estimate from the damage of a weaker weapon.
I'll report more if i find a secret about it but I think Drakesbane, specifically, might be straightforward without any hidden effects opposed to Insurgency.
You think it beats Penta Thrust?
To Starr - It definitely does, that should be obvious. Penta Thrust may be more consistent due to the nature of critical hits, but it'll be consistently lower (as in, average Penta could be consistently 1,000, whereas Drakesbane would range from 800 to 1,400, giving an average of 1,100).
No I think it depends on the player and the setup.
I would say that for someone that doesn't have a strategic WS swap, Penta thrust would pan out to have more damage overall.
For Drakesbane to be better damage-wise (not considering WS element) one would need to be able to critical some of the hits to pull ahead. This requires a level of DEX over the target mob's agiliity. I would say that if someone has a hecatomb swap with some dex accessories Drakesbane would pull ahead for sure. If the person doesn't have a swap (all-in-one type person) i suggest penta thrust.
The other situation where penta will excel is double attack. Penta Thrust has more opportunities to proc a double attack. So with a Full Ares set and a corsair i can often times do 7 hit Penta Thrusts with the occasional 8 hit (FFXIclopedia.org's article stating that you can only at most double attack twice is incorrect). On the other hand, Drakesbane has the highest potential by doubling every hit to the max of 8 hits and critting them all.
I personally have to test more with various crit builds and my Ares double attack set to make my decision but I'm leaning towards saying Drakesbane is better on the high end. However, if you're a part-time dragoon(non-main) with not alot of gear to swap in, you may not have to go through the trouble of getting the WS (unless you want a better light chain finisher)
I'd like to see a parse on Mamools of both over a long time, on birds no doubt Drakesbane is gonna win but maybe I'm over estimating the Accuracy from Penta and I don't really need it.
When comparing Drakesbane vs Penta Thrust, don't forget STR50 vs STR20 DEX20. That STR50 is fucking awesome for high DMG (aka 2h) weapons, since it works with the standard bonus STR gives that isn't capped due to high wRank to be mammoth. That STR50 is great for well geared DRGs.
I posted Drakesbane parse results from a Mamool Ja Staging point party over the weekend ~160 mobs. Copypasta:
Just finished up a 28k/1:30 party at Mamool Ja Staging Point (birds were all taken). Just going to post the relevant Drakesbane information:
2x COR: Fighter's Roll, Samura Roll, Chaos Roll, Corsair's Roll
Hedgehog Pie
Polearm 8/8
Critical Hit Rate 4/4
STR 5/5
Drakesbane setup:
Thalassocrat
Pole Grip
-
Tiphia Sting
Hecatomb Cap
Love Torque
Assault Earring
Brutal Earring
Ares's Cuirass
Hecatomb Mittens
Rajas Ring
Flame Ring
Forager's Mantle
Warwolf Belt
Ares's Flanchard
Hecatomb Leggings
Drakesbane Low: 177 (l1-hit killshot + Cocoon)
Drakesbane High: 2097 (Sea Puk, no Angon though). Highest on Mamool was 1638 on a NIN with Angon.
Drakesbane Average: 1147
And max MP doesn't affect it either Q_Q. What if the mod is actually 133% Q_Q?
I've been testing Insurgency, and it would seem that even though its damage varies with tp, it can still Critical. That would explain the damage spikes, and why tests using SA on mobs that die in one hit do not show crazy damage variances: it's already Critical.
Sorry if this has been posted, I've been busy unlocking insurgency, and now the thread is 30 pages long and it hasn't been updated in the OP.
Wouldn't it say something about it doing critical damage though, like Drakesbane? I don't think any other WS does critical damage without being labeled as such.
And it probably isn't mislabeled since SE fixed the ones that were, didn't they?
Yeah but some of these WSs seem to have unlisted quirks to them. Who's to say that the unlisted quirk for Insurgency isn't that it can critical? It would explain everything, and why there wasn't a crazy boost in the damage from kir's test.
Right now I'm doing a simple test to prove it. I'm naked out in S.Gustaberg using 300tp SA Insurgency on huge hornets to get a list of numbers. Then, I'll do 300tp Insurgency by itself, and if the number reaches the numbers from the list, viola, I've just proven it can critical, rght?
I think they got the help-text wrong on another WS didn't they? They could've fucked up Insurgency too. Who knows, though. I think I'd notice if it was crit, and I don't think I've noticed that. But maybe it is.
That or it is like that Scythe which critical hits after ~13 strikes.
I've already seen that the "Tredecim Theory" is shit. The Spikes are random, it was the first thing I checked when I first got the WS.
Yeah, I had the idea that it could work like Tredecim and immediately tested it. 50+ WSes on Lessers and not a single spike (I removed all of my Double Attack gear). That's why I don't think it's critical.