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Thread: What's Better?     submit to reddit submit to twitter

  1. #241
    Cerberus
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    Sylph

    love

  2. #242
    RIDE ARMOR
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    Just got my ares legs I wanted for SS but I wasn't sure whats better on my RR setup.
    Main Perdu
    Sub Pole Strap
    Neck PCC
    Body hauby
    Hands heca
    rings flame/Rajas
    Ear Brutal/Hollow
    ammo Bomb Core
    Feet Creek
    Head is optical sadly till I get heca cap
    Now my questions are belt war-wolf or warrior stone and for legs Byakko or ares

  3. #243
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    Quote Originally Posted by damonkal View Post
    Now my questions are belt war-wolf or warrior stone and for legs Byakko or ares
    my personal opinion (and what i actually use on war for RR) is Byakko's + warwolf.

  4. #244
    RIDE ARMOR
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    Thanks i was really torn i am sure ares can do more dmg but I wasn't sure what one would have the better average. I was really hoping to hear ares since I just got them haha

  5. #245
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    The answer to your problems is use KJ! Then you can continue using ares legs.

  6. #246
    RIDE ARMOR
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    My war friends always tell me RR is better overall

  7. #247
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    Your war friends like big numbers (i use RR too so meh) But KJ will put up more consistent numbers than RR and more than likely do better in the long run.

  8. #248
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    RR can be put up a pretty impressive average if you pump your DEX up high enough... but on Mamools the amount of DEX needed to plateau your critrate is pretty high. :/

  9. #249
    An exploitable mess of a card game
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    What is the DEX needed to cap critical hits on mamools?

  10. #250
    E. Body
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    Quote Originally Posted by Pindle View Post
    Shadow Gorget or Love Torque for Penta Thrust.
    Quote Originally Posted by liggy 0 View Post
    love
    no, gorget is ALWAYS better, from all parses I've done.

  11. #251
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    Quote Originally Posted by Yugl View Post
    What is the DEX needed to cap critical hits on mamools?
    It depends on the individual Mamool. On the THFs and NINs it's pretty much not going to happen, but as for the rest, need like 120 for the BSTs, 126 for the BLUs, and 132 for the DRGs. Oddly, the WHMs seem to have similar AGI to the BLUs, and for some reason the BLMs have a lot more... but I'm not sure how much I believe that.

  12. #252
    Sea Torques
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    Quote Originally Posted by PeaceNLove View Post
    Ah yeah, sorry, the math worked out better in my head. The parse is here:

    As for the MNK/NIN parse, that was a totally different party and I probably do have it saved, but it was back when I used DirectParse. For some reason, I have a whole host of saved parses that just won't load up for some reason, so unless I immediately exported and saved a printscreen, I don't have it available. But I never claimed to have this one readily available in the first place. And wouldn't 38 > 26 just be a 12% deficit?
    Thx for posting and also the link to the other thread. I somehow thought this discussion had come up in the not too distant past....

    Btw, the 45% I am referring to is comparing the 38 to 26. 38 is 45% more damage than 26. My point (albeit very vague) was that what was being implied was that a 2h DD was capable of doing 45% MORE damage than a mnk/nin at that particular camp. (Obviously, there are places where some 2h DD will wield huge amounts of damage either due to piercing bonuses or high defenses--re: HNM--, but my comment was limited to that particular parse.)


    Ok, back to the parse.

    I found the aggressiveness of everyone to be quite similar to the 'on paper' calculations for delay and the tp per WS to be quite reasonable at just barely over 100tp. I didnt really examine the damage ratios much since I don't really know what gear was using used nor do I know how often each person took advantage of their JAs. However, I assumed everything was used as often as possible and that gear was 'comparable.' (I don't really know how gear can ever be that...since its a personal judgement as to what is comparable.)

    Three things caught my eye, not withstanding the points others have made that in that particular scenario, wags (or hades) would have produced more damage.

    1) the parse gives the sam 7,461 extra melee damage from an unidentified source. Its neither melee attacks nor melee crits, but it is added into the melee total damage, so I assume its counters. So be it, but the mnk has no 'extra' (counter) damage. So, did the mnk never counter, is it buried in melee or is it missing?

    2) the mnk AF damage to melee damage ratio is low. It's shown as 9.62 (864/90) which is really quite low. Typically, I would expect this average to be in the 10.5 or better range.

    3) we already know Richardd was missing 4 skills in h2h which does not affect 1) or 2), but does affect total accuracy and total damage per hit.

    When you correct for these numbers, you don't get a parse that says a mnk/war can't keep up with a 2h DD. In fact, richardd would have tied for the lead with one and would have been well ahead of a second 2h.

    Of course, this is simply a parlor room conversation. Again, we don't know exactly what gear was being used nor how JA's were being used. We don't know about food choices. We can gauge a bit about play style (aggressiveness) and we can say they were being equally aggressive.

    I would agree that there are so many variables that using parses is somewhat an academic exercise. A better approach is really doing an on paper calculation.

  13. #253
    Salvage Bans
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    Engetsuso vs Gondo for polearm WAR. Does the extra store tp on Enget matter for saving a hit with rose strap?

    Also.. KJ > RR on higher level mobs, RR>KJ on merit types?

  14. #254
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    Use Gondo, the STP on Engetsuto isn't really enough to make a difference.

  15. #255
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    Quote Originally Posted by Tulun View Post

    Also.. KJ > RR on higher level mobs, RR>KJ on merit types?
    KJ for high buffed situations (zergs with SV'ed songs), for when MS is up, when in a party/einherjar/dynamis and your attack/str ratio overwhelms that of the mob you are fighting.

    RR for mobs you have enough DEX to cap your %crit, when you have low accuracy (aggressor not up, evasive mobs) and since you gear for DEX, you will presumibly have higher acc with it, also when its a hard mob then the Crits have greater returns.

  16. #256
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    Quote Originally Posted by Vodou View Post


    Three things caught my eye, not withstanding the points others have made that in that particular scenario, wags (or hades) would have produced more damage.

    1) the parse gives the sam 7,461 extra melee damage from an unidentified source. Its neither melee attacks nor melee crits, but it is added into the melee total damage, so I assume its counters. So be it, but the mnk has no 'extra' (counter) damage. So, did the mnk never counter, is it buried in melee or is it missing?
    Yeah that's strange, maybe it's from darkness skillchains. This puts the monk at 353k, and the other 2 at 389k and 357k.




    2) the mnk AF damage to melee damage ratio is low. It's shown as 9.62 (864/90) which is really quite low. Typically, I would expect this average to be in the 10.5 or better range.
    864 is a normal average number if you only get double march and eat pizza, so if they had a cor it seems a bit low (unless plenty of WS were wasted at 5% HP etc). The ratio melee / total dmg is here 67.42%, I typically get 60/100.

    3) we already know Richardd was missing 4 skills in h2h which does not affect 1) or 2), but does affect total accuracy and total damage per hit.
    This camp has less puks than the entrance camp, with HS+1 and pizza I get ~93% (95% is impossible due to puks), and this is done by using madrigal(s) on lurker.

  17. #257
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

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    For the poor man's DRK zerg, is Triple Dagger fine? I've used it several times and been getting lucky with the +1% Triple Attack proc'ing.

  18. #258
    Bagel
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    Not really, better invest in the Mercual Kris, or if you have the chanse to get Ridill.

  19. #259
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    Quote Originally Posted by Hirokei Kiaza View Post
    For the poor man's DRK zerg, is Triple Dagger fine? I've used it several times and been getting lucky with the +1% Triple Attack proc'ing.
    wtf is this lol

    no way man

  20. #260
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    Quote Originally Posted by Hirokei Kiaza View Post
    For the poor man's DRK zerg, is Triple Dagger fine? I've used it several times and been getting lucky with the +1% Triple Attack proc'ing.
    Dark Knight: Guide by Raenryong/The Dark Knight Zerg - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more

    i cba to answer in detail, but daggers can be used, but they are average at best. Check out the cobra unit knife and the republic dagger.

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