Erlking's Kheten augments (D:91 Delay:504) -
Dmg+5, attack +6, enstone+13 OR
Dmg+5, attack +8, resist slow+1?
Gonna vendor one then keep on gunning for dmg+6 with some combination of STR, DA, and attack.
Erlking's Kheten augments (D:91 Delay:504) -
Dmg+5, attack +6, enstone+13 OR
Dmg+5, attack +8, resist slow+1?
Gonna vendor one then keep on gunning for dmg+6 with some combination of STR, DA, and attack.
Moar DRG questions :/
The only real WS gear for the hand slot I have is Alkies, but Drakesbane's crit mod is driving me away from using them. My question is, should I use Alkies until I get my hands on Heca, or what else should I use in that slot until then?
Would keep the enstone+13. Seeing its high proc rate it will do more to your dot
than 2atk to your overall damage.
Blue sounds right, though I'd add, unless you've used all 5 attempts, don't vendor them yet.
Can't tell if you have or haven't.
As for Nerull, I can justify spending a bit on one great set, but not on a bunch of sets.
I did want answers, and I got them too. Maybe you should pay attention to how Yugl does things.
Just checking that best augments for a champion's galea used for sam and drg ws would be
STR+4 Weapon Skill Accuracy +15 (obviously) and then AGI+4 Increases weapon skill damage (+2%) ?
I see people saying 'well adding 20dmg to a WS for 1k is lol' but surely in the scenario most favourable for 2 str (ie: a high str mod like Y/G/K) that 2str is only going to equate to 1.5 more base DMG on WS and D will be > 100 already (most likely) so it will be an increase of D of less than 2%. Right?
Or I could just use the logic that nothing improves ws dmg like overwhelm and so it would beat 2 str?
Str +4 WS Acc +15
Acc +10 Att +5
Load up on Str everywhere else, you won't need much acc to hit Jesus at this point.
You don't need to worry about acc on y/g/k at all in the first place, it's going to be capped for almost any situation in the game without any acc gear on ws
There was some rough acc testing in the y/g/k testing thread (which I can't link to yet...) that alluded to a near 50% hitrate bonus on y/g/k (the same has been seen on some other 1h weaponskills), and in my own personal parses I've had capped acc on y/g/k when my melee acc wasn't capped.
To respond to the question, 2% damage should be more damage than the little bit of STR is going to be, especially if you've got a lot in your macro (as you should)
For Penta Thrust on Sam, O.kote's or Myochin kote +1?
Main: Tomoe
Sub: Pole
Ammo: Tiphia
Head: Shura kabuto +1
Neck: Love torque
Ear1: Merman's earring
Ear2: Brutal
Body: Haub +1
Ring1: Sniper's +1
Ring2: Rajas
Back: Cuch mantle
Waist: Potent belt
Legs: Byakko's
Feet: Hachiman +1
ok
how does str+5 rattk+16 wsdmg+4% compare to sbow/ebow?
and assuming i take str+4 wsacc+15 agi+4 wsdmg+2% for expansion helm
how much of a dif would fay bow be from those 2?
@121 DEX using Perdu Voulge and at ~capped ACC and 4/4 crit+% merits which is going to perform best for Raging Rush, Haub +1 or Zahak's Mail?
4 str vs 9 attack. Um...
Fuck.
Enkidu's Leggings vs. Fuma Sune-Ate
Tp Gear is as follows: FFXIGEAR.com
Didn't have this issue before, had my Usu Feet before Enkidu was released <_< Damn having to start over.
If uncapped accuracy and no haste buffs, they will be about even, maybe slightly better with Enkidu depending on the impact that DEX is making into your critical hit rare in addition to the ~1% more hit rate and 4 attack. Capped accuracy and if the dex isnt mattering much, Fuma will do better. High haste situation will make Fuma an even better choice.
Pole WAR or GAxe WAR for Colibri merits?
Pole will be short of like ~40 acc/atk from skill cap alone. It needs more StoreTP to achieve 6 hit thus losing some potential atk in the process.
- FFXIAH.com (Pole build)
- FFXIAH.com (GAxe build)
Both can achieve 6 hit and near 95% acc. Aggressor = less acc more atk items.
Thing is: will the 60+ atk diff be offset by the piercing bonus and weapon delay?
I have tried both and Great Axe is better IMO, this is with 8 merits in GA and 0 in Polearm though.