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  1. #1
    Old Merits
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    Spread sheet of zerging weapons

    Quick question,

    I remember some one posting a spreadsheet comparing the theoretical damage of various zerg weapons (in the last month or two).

    I did a search for it but couldn't find it. If any one knows the one I mean could you please post a link?

    Thanks

  2. #2
    Hyperion Cross
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    No link but the general consensus is:

    KC > OC >>> M.Kris > Ridill > BZ > Apocalypse > Fort Axe > Regular Scythe/Axe > Rune Chopper

    Maybe this topic but all pics are blocked on my side:

    http://www.bluegartr.com/forum/57752...ore-after.html

  3. #3
    Black Belt
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    no need link and theory

    fast one from me here:
    1. kraken oc
    2. m kris
    3. ridill

    if you no access to this 3, maybe can consider baha but if still no access, dont zerg XD

  4. #4
    Old Merits
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    I found it in the end.

    http://img521.imageshack.us/img521/7601/zergwy8.jpg

    I was actually interested in the average swings per attack round for the different weapons. (kraken mainly). But the spreadsheet just has estimates.

    Thanks anyway

  5. #5
    Salvage Bans
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    Where does Republic Dagger fit in?

  6. #6
    Puppetmaster
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    Saw this topic pop up, and as I am back to the game (Left pre-ToAU) I am a bit behind the Curve here on the Zerging. What is the standard procedure/plan for a Zerg? I just got a KC drop in the BC and have a 75 Drk. that i haven't touched in 3 years. My LS is drooling at the thought, but honestly.. .I have no clue how to go about setting up a successful Zerg. I assume we need a THF with Feint., Brd with SV, go /drg., and Try to max haste and fill in with Acc and HP as much as possible.

    I guess my question is, I have read about starting out with a Drain II. Why is this? After Drain 2 what are the sequence of events (ideally) for a successful zerg?

    Glad when I saw this topic wasn't in advanced.. this should keep flaming to a minimum

  7. #7
    Relic Horn
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    Drain II is to boost your max HP before you start the zerg, since souleater damage is based on your current HP.

    Basically, Dark Seal + Drain II the mob, dread spikes (optional), then engage, Soul Eater+Blood Weapon, run in and start swinging.

    Gear-wise, you should aim for haste > HP > acc > other stats. ALWAYS have feint, haste spell, and marches at the least. Haste+SV marchx2+SV madrigalx2+feint will do most of the work for you. All you have to do is engage and have your mages keep you topped off. Once blood weapon wears, you can cancel souleater, or continue to zerg if your mages can handle cure bombing you.

    And hopefully this is obvious but...don't WS. Or cast. Don't do anything except hit the mob during the zerg.

  8. #8
    Puppetmaster
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    Awesome, thanks for the quick reply. Here is a bouncing hamster for your troubles:

  9. #9
    RIDE ARMOR
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    Quote Originally Posted by Drex View Post
    And hopefully this is obvious but...don't WS. Or cast. Don't do anything except hit the mob during the zerg.
    Jump? High Jump?

  10. #10
    Puppetmaster
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    Quote Originally Posted by Lothiriel View Post
    Jump? High Jump?
    Only after Blood Weapon wears and you don't have healers to keep your HP up through the last 30 seconds of Souleater.

  11. #11
    Cerberus
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    It's a shame there's no comparison on republic dagger as DRK/NIN with suppa (it's faster than /DRG with the haste earring). Also, I wonder if the fort axe was as DRK/WAR with max desperate blows. Also, I would like to see how a COR+WAR and DA roll would affect fort axe's numbers.

  12. #12
    Fake Numbers
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    Quote Originally Posted by Argettio View Post
    I found it in the end.

    http://img521.imageshack.us/img521/7601/zergwy8.jpg

    I was actually interested in the average swings per attack round for the different weapons. (kraken mainly). But the spreadsheet just has estimates.

    Thanks anyway
    I did a test of about 1000 samples a while ago and the results were

    1hit ~2%
    2hit ~10%
    3hit ~22%
    4hit ~33,33%
    5hit ~20%
    6hit ~10%
    7hit ~2%
    8hit ~0,66%


    averaging at about 3.9-4 swings per attack round

  13. #13
    E. Body
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    Curious, how did you test it? Best way to test is using full Heca I assume but it'd still be hard :3

  14. #14
    Old Merits
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    Quote Originally Posted by Yarko View Post
    I did a test of about 1000 samples a while ago and the results were

    1hit ~2%
    2hit ~10%
    3hit ~22%
    4hit ~33,33%
    5hit ~20%
    6hit ~10%
    7hit ~2%
    8hit ~0,66%


    averaging at about 3.9-4 swings per attack round
    That's exactly the type of thing I wanted.

    and for 2-3 times weapons is (m.kris, ridil etc):
    1 Hit = 30% of the time.
    2 Hits = 50% of the time.
    3 Hits = 20% of the time.

    Still the accepted numbers?

  15. #15
    Fake Numbers
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    Quote Originally Posted by Shinryuu View Post
    Curious, how did you test it? Best way to test is using full Heca I assume but it'd still be hard :3
    I turned every attack round and counted the swings... simple as that

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