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Thread: Haste Samba Tests     submit to reddit submit to twitter

  1. #21
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    Quote Originally Posted by Cream Soda View Post
    I had a question about haste samba. How long does it last? Does it go hit by hit basis? So lets say you hit it, your next round is instantly reduced by X amount. Lets say you miss. Do you lose the effect until you land another hit? Or is it time based (You have x amount of time to hit again before it wears)
    The way it works is Samba is a status that the Dancer has. When it makes contact with an enemy, the enemy receives the debuff corresponding to "X Samba." This will wear off just like any other debuff (Paralyze, etc.) over time. It seems to be roughly 10 seconds. If the Dancer fails to make contact with the enemy after 10 seconds, the "X Samba" debuff will wear off, and the party will no longer receive the beneficial effect from hitting the enemy.

    This is what I have gathered over my year or so of playing DNC. Please feel free to correct me if I am indeed wrong.

    Edit: In response to how it works for other people, I would assume that the same "10 second" window would be the same for you. I have never partied with another DNC, I have always been the DNC so I can't help you there.

  2. #22
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    This may be exactly what you just said, but I'm fairly sure that the Dancer perpetually generates the status effect on the target, and the party maintains it on themselves by hitting said target. So even if the Dancer is continually making contact, the other members of the party must also be maintaining contact to actually have the effect.

    Just what I always thought, could definitely be wrong.

  3. #23
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    No, i think you misunderstood my question. I know how a dnc keeps a samba on. But say ok, if you have drain samba on a mob and the drk misses the mob, he won't drain anything. So lets say he hits it and procs the haste samba. Does it only work for 1 round? Say he hits it and it instantly reduces his delay for the next attack or does it stay on for a few secs?

    Like this:
    Hit (get haste), Hit (get haste), miss (no added haste).

    I'm not sure how to word it, but when u hit a mob with haste samba applied does that haste u get only work for your NEXT attack round, then when u hit it again, its reapplied. If this is the case, if you miss, you woudlnt' have the haste samba effect until the next time u hit it.

  4. #24
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    Quote Originally Posted by Cream Soda View Post
    No, i think you misunderstood my question. I know how a dnc keeps a samba on. But say ok, if you have drain samba on a mob and the drk misses the mob, he won't drain anything. So lets say he hits it and procs the haste samba. Does it only work for 1 round? Say he hits it and it instantly reduces his delay for the next attack or does it stay on for a few secs?

    Like this:
    Hit (get haste), Hit (get haste), miss (no added haste).

    I'm not sure how to word it, but when u hit a mob with haste samba applied does that haste u get only work for your NEXT attack round, then when u hit it again, its reapplied. If this is the case, if you miss, you woudlnt' have the haste samba effect until the next time u hit it.
    I haven't played DNC in a while so I may be wrong but I think what you are saying must be true. (You receive no haste from a whiffed attack)

    Think of it this way:
    If you miss when Drain Samba is up, you get no HP.
    If you miss when Aspir Samba is up, you get no MP.
    So if you miss with Haste Samba up, you should in theory get no Haste, unless of course Haste Samba is different than all other sambas (which would make no sense).

    You will regain the effect of haste if you make contact with the enemy once more, assuming that the "Haste Samba" debuff is present on the enemy.

  5. #25
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  6. #26
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    Quote Originally Posted by Tsutsumiko View Post
    I haven't played DNC in a while so I may be wrong but I think what you are saying must be true. (You receive no haste from a whiffed attack)

    Think of it this way:
    If you miss when Drain Samba is up, you get no HP.
    If you miss when Aspir Samba is up, you get no MP.
    So if you miss with Haste Samba up, you should in theory get no Haste, unless of course Haste Samba is different than all other sambas (which would make no sense).

    You will regain the effect of haste if you make contact with the enemy once more, assuming that the "Haste Samba" debuff is present on the enemy.
    you worded it much better than I could have.

  7. #27
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    For lack of access to a friend with DNC 45+, does Haste Samba alter TP gain in any way? As a JA Haste, I want to assume not, but I've seen people just call it a Delay Reduction before, not unlike Dual Wield.

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    Quote Originally Posted by arus2001 View Post
    For lack of access to a friend with DNC 45+, does Haste Samba alter TP gain in any way? As a JA Haste, I want to assume not, but I've seen people just call it a Delay Reduction before, not unlike Dual Wield.
    As stated here:

    http://www.bluegartr.com/forum/showt...=50804&page=35

    Haste Samba does not interfere with X-Hit Builds, meaning it isn't going to negatively impact your TP gains. It is, as you say, a Delay Reduction. The amount of TP per hit you get remains intact, meaning it is going to give you an increase in TP gain.

  9. #29
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    Quote Originally Posted by Lordwafik View Post
    There's plenty more than 1.

    Anyway I wouldn't wanna take DRK DNC COR RDM BRD BRD, too much support and 1.7 melee. I'd rather replace the other brd with a THF or DRG.
    One time @ Birds we waited almost half an hour for a sixth melee to come down. We were alone.

    It was BRD, BRD, COR, MNK, WAR. We was waiting on the SAM.

    We were killing at a perfectly fine rate and were keeping the chains A-Ok. A Dancer in my opinion would kind make it overkill in terms of support but since it still counts as DDing it can still contribute.

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    I have a question about Haste Samba and Dual-wield/multi-hit weapons. This has probably been tested and posted somewhere in the Dancer thread but I couldn't find it after skimming.

    If you have Haste Samba and you dual-wield, or say use Joyeuse, do you receive a full 5(~10%) delay reduction overall, or could you receive 5%(~10) off of all hits that landed? Was always wondering that when I use my friend's dnc in campaign with joyeuse and see the animation go off on everyhit.

  11. #31
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    Quote Originally Posted by Cream Soda View Post
    I had a question about haste samba. How long does it last? Does it go hit by hit basis? So lets say you hit it, your next round is instantly reduced by X amount. Lets say you miss. Do you lose the effect until you land another hit? Or is it time based (You have x amount of time to hit again before it wears)
    The way it works is this:

    The dancer performs haste samba... when the dancer hits the mob, the mob receives Haste Daze which lasts for 10 seconds after each hit. If the dancer does not hit again before the 10 seconds are up, the effect wears off.

    If a player in the party successfully lands a hit on the mob, they are given a delay reduction of 5% for their next round of attack(s). This can be merited all the way up to 10% delay reduction. If the player misses, they do not receive a delay reduction on their next round. The delay reduction does not alter TP gain nor does it effect recast of spells.

    Also, additional effects such as enspells, bloodweapon, blind, stun weapons etc have higher priority over sambas and will therefore overwrite them. For instance, when Shiva's Claws Paralysis procs, it will do so over any samba, and the user will not receive the samba effect on that attack.

  12. #32
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    Yea, so its only effective 95% of the time, even if at capped acc. When lets say at 80-85% acc, becomes even less effective. Which is one of the main reasons I'm not too keen on using dnc in much.

  13. #33
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    Quote Originally Posted by Cream Soda View Post
    Yea, so its only effective 95% of the time, even if at capped acc. When lets say at 80-85% acc, becomes even less effective. Which is one of the main reasons I'm not too keen on using dnc in much.
    That is true, however, when you correct for a player who has 80% Accuracy and the dancer has full merits in Haste Samba, you lose 2% "haste" making it 8% over time instead of a flat 10%. While that might not be effective on a player with 0 haste, it is rather noticeable when stacking with other haste options.

  14. #34
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    Quote Originally Posted by Antithesis G View Post
    One time @ Birds we waited almost half an hour for a sixth melee to come down. We were alone.

    It was BRD, BRD, COR, MNK, WAR. We was waiting on the SAM.

    We were killing at a perfectly fine rate and were keeping the chains A-Ok. A Dancer in my opinion would kind make it overkill in terms of support but since it still counts as DDing it can still contribute.
    Different case considering your party had 2.5 melee which is perfectly fine to maintain a chain there.

  15. #35
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    Quote Originally Posted by Pergo View Post
    I have a question about Haste Samba and Dual-wield/multi-hit weapons. This has probably been tested and posted somewhere in the Dancer thread but I couldn't find it after skimming.

    If you have Haste Samba and you dual-wield, or say use Joyeuse, do you receive a full 5(~10%) delay reduction overall, or could you receive 5%(~10) off of all hits that landed? Was always wondering that when I use my friend's dnc in campaign with joyeuse and see the animation go off on everyhit.
    You get HP/MP per strike with Drain and Aspir, so theoretically speaking, you should get 5% per strike.

    So if you're swinging away with a Ridill, and get a fully merited haste samba, you're looking at 30% haste per triple attack proc.

    Theoretically. I've asked in the DNC thread since I can't test it myself. DNC is only 62 and something I only play with in campaign.

  16. #36
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    If it works that way, it'd be pretty interesting to use Faith Baghs as mnk. Can get up to 7 hits a round (2 attacks, 2 stone procs, 2 double attacks, and a kick)

  17. #37
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    Quote Originally Posted by Cream Soda View Post
    If it works that way, it'd be pretty interesting to use Faith Baghs as mnk. Can get up to 7 hits a round (2 attacks, 2 stone procs, 2 double attacks, and a kick)
    Well, as a quick caveat:

    JA haste is capped at 25%, as the other thread has determined.

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    Quote Originally Posted by Tsutsumiko View Post
    I'm supposed to merit tonight on MNK. If I can get the last few merits I need to max Haste Samba, I'll test it myself. Get back to you on that.

    The problem is actually getting said party together though cause everyone bails once they see "lolDNC." (Also cause I only know 1 really good COR on Carbuncle. Everyone else is just average or "bleh.&quot
    Invite Paz. He's a damn good cor.

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    Quote Originally Posted by Talint View Post
    You get HP/MP per strike with Drain and Aspir, so theoretically speaking, you should get 5% per strike.

    So if you're swinging away with a Ridill, and get a fully merited haste samba, you're looking at 30% haste per triple attack proc.

    Theoretically. I've asked in the DNC thread since I can't test it myself. DNC is only 62 and something I only play with in campaign.
    The reason you probably didn't get an answer is because it's a little hazy. I don't think there's anything that conclusively shows any sort of relation to double/triple attacks adding more haste on top of the initial hit. While it's true that Haste Samba does proc on every landed swing, provided the dancer has the daze status effect landed on the mob, I still don't think we're entirely sure if every hit leads to a cumulative effect.

    If I'm reading Kirschy's testing properly, each set of attacks only included a single double attack. I don't know if we have anything concrete enough to say that each hit results in a building amount of haste. I can't say that I've ever observed anything with joytoy that would lead me to say every hit builds on itself, but I don't reckon it's impossible that it does.

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    Quote Originally Posted by kayn View Post
    Invite Paz. He's a damn good cor.
    This is the Corsair in question. Paz is a close friend of mine.

    Edit: Also on multi-hit weapons, I agree with Mikayla. There's nothing we can really do to test this (at least as far as I know, without like counting exact frames). I use Azoth Main Hand, Joyeuse Off Hand for XP situations, and it seems to be slightly slower than dual-wielding daggers and the times you do land Joyeuse's double proc, it seems as if you attack again near immediately.

    This could just be placebo but I do feel that landing double attack procs does increase it, but without having a way to test, I'm not really sure. If someone could fire me off a PM letting me know how to test something like this, I'd be more than happy to assist.

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