This is something I would have posted in Standard, but there is only Advanced now. I wasn't originally going to post it because imo BG adv isn't usually the place you go for detailed job specifics. But sometimes you do see people interested in job specifics, and this is new material that applies to anyone who has thief leveled and bothers to make an SA/TA build (without a weaponskill attached to it).
The article in my blog is How to Maximize Sa/Ta Damage and if this topic interests you, I would go there because there is far too much to post here. The following is a much, much abridged version.
I've come up with the following ratios for the relative values of various stats that can affect Sa/Ta damage (/nin).
Sneak Attack
1Dbl.Atk = 1
1TripleAtk = 2.38 (d.a.)
1Dex = 2.58 (d.a.)
1Str = 1.20 (d.a.)
1Attack = 1.19 (d.a.)
1Slow(2xMarch,Haste) = -2.64 (d.a.)
1D.Wield(2xMarch,Haste) = 2.16 (d.a.)
1Haste(2xMarch,Haste) = 2.65 (d.a.)
1Haste(1xMarch,Haste) = 2.22 (d.a.)
1Haste(NoMarch,Haste) = 1.84 (d.a.)
Trick Attack
1Dbl.Atk = 1
1TripleAtk = 2.51
1Agi = 3.35
1Dex = 0.39
1Str = 1.29
1Attack = 1.26
1Slow(2xMarch,Haste) = -3.50
1D.Wield(2xMarch,Haste) = 2.59
1Haste(2xMarch,Haste) = 3.50
1Haste(1xMarch,Haste) = 2.89
1Haste(NoMarch,Haste) = 2.43
These values are all relative to how much a single point of double attack increases damage.
I've also used this to rank SA/TA gear accordingly,
Sneak Attack
(head) Maat's Cap (26.46) > Skadi's Visor (25.41) > Gnadbhod's Helm (13.84) > AF2 (12.9) = Turban (13.25) > Emp.Pin (7.74) > Heca+1 (0.84)
(neck) Love Torque (20.04) > Kubira Bead Necklace (15.08) > Spike Necklace (11.34)
(ears) Suppanomimi (10.8) > Pixie (7.74) => Merman's (7.14) > Hollow/Adroit (5.16) = Coral (5.95) = Brutal (5.0)
(body) Dragon Harness+1 (32.34) > Skadi (26.59) = DH nq (27.38) > Anatares Harness (20.64) > BlueCote+1 (16.32) > WarAketon +1 (12.9) > Rapp (10.6)
(hand) ANNM Dragon Mitts (20.44) > Skadi Bazubands (17.9) > Dusk+1(2xMarch) (17.74)* > Enkidu's (15.12) => Tarasque Mitts +1 (14.28) => Dusk(2xMarch) (13.9)* > Merman's (8.94) > AF (7.74) > Heca +1 (4.02)
(rings) Rajas Ring (18.9) > 5Dex Ring (12.9)
(back) Charger's (23.8) => Cerberus Mantle +1 (22.65) > Forager's (21.45) > Amemet +1 (20.25) > Cuchulain's (15.12) > Commander's (11.34) > AF2 (10.32)
(waist) Cuchulain's Belt (27.38) > Ninurta's (23.04) > Warwolf (18.9) > Speed Belt (15.9) > Swordbelt +1 (14.28)
(leg)Enkidu's (18.9) > Dusk (16.66)* > Hecatomb Subligar +1 (12.44) = Heca nq (12.76) > Dragon+1 (12.9) = Barbarossa's (12.75) > Dragon nq (10.32)
(feet) Enkidu's (17.8) > Dragon +1(13.89) > Dragon (10.12) => Dusk (10.06)* > Leapers (7.74)
Trick Attack
(head) Maat's Cap (35.21) > Skadi's Visor (33.02) > Denali Bonnet (31.18) > Dragon+1 (16.75) > Turban (17.5) > Dragon (13.4) > Emp.Pin (11.22)
(neck) Hope Torque (16.75) > Crocodile Collar (13.4) > Love Torque (9.51) > Agile Gorget (6.7) => Justice Torque (6.45) => Tiger Stole (6.3) > Spike Necklace (5.04)
(ears) Suppanomimi (19.65) > Genin (13.4) > Drone (10.05) > Merman's (7.56) > Coral (6.3) => Brutal (5.0)
(body) Denali Jacket (44.84) > Dragon Harness +1 (41.3) > Skadi (36.22) > DH nq (35.04) > Antares Harness (26.8) > BlueCote+1(24.76) > Rapp (14.0)
(hand) AF+1 (?, ~54.77) > Skadi (35.8) > Dusk+1(2xMarch) (21.56)* = Dragon+1 (20.53) > Dusk(2xMarch) (16.8)* = Dragon (15.92) => Tarasque Mitts +1 (15.12)
(rings) 5Agi Ring (16.75) > Rajas (8.4)
(back) Charger's (25.2) => Cerberus Mantle +1 (24.06) > Forager's (22.77) > Amemet +1 (21.48) > Commander's (15.09) = AF2 (14.96)
(waist) Ninurta Sash (28.56) > Speed Belt (21.0) > Grenadier Belt (18.87) > Swordbelt +1 (15.12) => Scouter's (13.4) > Ryl. Knight's Belt (10.06) > Vanguard Belt (10.17) > Warwolf Belt (8.4) => Swift Belt (7.7)
(leg) Dusk+1 (18.9)* > Dusk (17.64)* > War Brais +1 (16.75) > Barbarossa's (15.66) > WarBrais/AF (13.4) > Heca nq (-13.68) > Hecatomb Subligar +1 (-17.77)
(feet) Enkidu's (23.26) > Dragon +1 (18.74) > Dragon (13.74) > Dusk (13.3)* > Leapers (11.22)
For the mathematically inclined, I used the following formula to measure the marginal increase of damage from an SA/TA "act":
Code:
(SA/TA round Dmg) - (TP round opportunity cost)
=
(Initial Critical Hit)+(Extra Swings) - (dDelay Function)*(TP round Dmg)
=
{(Main. +fStr'a +Dex/Agi)*(pDif'a+1) + [(Main. +fStr'a)*Dbl./Trip.Atks + (Off. + fStr'a)*(1 + Dbl./Trip.Atks)]*(CritRate'a*(pDif'a+1) + NonCritRate'a*pDif'a)}
- ((delayTP - delaySA)/delayTP)*[(Main. + Off. +2fStr'b)*(CritRate'b*(pDif'b+1) + NonCritRate'b*pDif'b)*(1 + Dbl./Trip.Atks)*Accuracy
There's more detail on the formula in the LJ as well as how I came up with it. Also included is the method that I used to come up with the stat ratios and corresponding gear rankings, excel spreadsheets included. Short story, I used my base sa/ta gear (that I knew for sure were the best options), my tp gear, the standard lvl82 greater colibri, double-march/haste and an accuracy buff, and variable gear options to create a spreadsheet of over 950 gear combinations for SA and over 100 for TA. From there, I found the best sets for each and simply worked out how much a single point of an attribute increased total damage, and then rationalized them.
These stat ratios are by all means not going to hold for every single situation in the game, simply due to the wide range of enemies, equip sets, and other conditions. The gear rankings should generally hold pretty well for most situations though, I think.
For the bored and weary forum traveler who is not entertained by Thf discussion, there is also a writeup right below that LJ entry on how I funded my relic through gardening and precise step-by-step instructions on how to copy that method, and this may interest some more so.
This was one hell of an annoying project to do and I do hope it serves as a convenient reference for people that have Thief leveled ^.^
(edited 9-25-09, to fix critical error with haste calc, as well as many other smaller updates)