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

  1. #541
    Ned
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    Quote Originally Posted by Argettio View Post

    Spoilered for massive
    Ignore the cross over point on the graph, that is purely a coincidence based on the axis I chose.

    Find your haste on the left hand 'Y axis', read across to the 'Haste' line, check the '% DoT increase'. This tells you how much you would gain from using blitz.

    Find your hit rate on the right hand 'Y axis', read across to the 'Accuracy' line, che the % DoT increase'. This tells you how much you would gain from using Toreader's.

    Bigger number wins.
    Wow thanks thats just what i was wondering.

    Am i interpreting correctly then if i say at 65% total haste a blitz ring would be 2.85% increase.
    Toredor equals that DOT increase at 92% acc and beats it anywhere under 92%?

    I'm suprised! I can't be reading that right surely? I can't remeber the last time i parsed over 92% acc, normally average anywhere from 87-90% on birds for example.

    So on DRK with 20% haste in gear (65% total then with hasso/song/haste on top) outside of active desperate blows or soul voice march toredor will win?

  2. #542
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    Quote Originally Posted by FailureMidgard View Post
    It really is that simple. Dragoon is the job that benefits the most from pole, and sword still wins if it doesn't mess up a hitbuild.
    How much store tp would a drg/sam need to keep 6hit using sword strap and 492 delay polearm?

    Edit: Also, I couldn't find it (gave up after 2 pages) but is there a thread or link to a page with the Sword vs Pole math and the situations which one is better than the other?

  3. #543
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    492*0.97 = 477.24. I'm pretty sure that rounds up to 478.

    If that is the case, it would be 15 gear STP for a 6 hit if my calculations are correct.

  4. #544
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    Quote Originally Posted by FailureMidgard View Post
    . I wouldn't touch a Rindo in Arrapago, Bhaflau, or SSR for Salvage. It's much nicer just needing any 2 of 3 cells to get your hit build than requiring 3 different cells. And ya, you can get all 3 cells needed for Rindo in all 3 zones, but for example in Bhaflau, farming less on first floor (just kill a few Wamoura) gives more time on ramparts. In SSR, may get all 3 cells at a decent point, but still, see below (running time/etc).
    fail! rindo need no cell to win a 6hit build , you get 6hit from start where hagun need 2cell

  5. #545
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    Quote Originally Posted by seiji View Post
    fail! rindo need no cell to win a 6hit build , you get 6hit from start where hagun need 2cell
    #1, going from a 7hit>6hit is only a 20% increase in WS rate. Know where Rindo gets it's 25% from in initial math? Going from a 6hit>5hit. If you really want to compare a 7hit to a 6hit in salvage, then all that math is wrong, and if you are meditating at all, Hagun's TP Bonus will outdo Rindo's free 6hit. Rindo needs 3 cells to get the advantage over Hagun.

    #2, you should really be using a Soboro or a Polearm without a STR cell.

  6. #546
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    Quote Originally Posted by Valisk View Post
    How much store tp would a drg/sam need to keep 6hit using sword strap and 492 delay polearm?

    Edit: Also, I couldn't find it (gave up after 2 pages) but is there a thread or link to a page with the Sword vs Pole math and the situations which one is better than the other?
    Double post...why the fuck are my links screwing up...

  7. #547
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    Quote Originally Posted by Valisk View Post
    How much store tp would a drg/sam need to keep 6hit using sword strap and 492 delay polearm?

    Edit: Also, I couldn't find it (gave up after 2 pages) but is there a thread or link to a page with the Sword vs Pole math and the situations which one is better than the other?

    http://ffximath.risen-guild.com/?p=35

    You have to be more clear on your first question...true 6hit? needing to land +1 hit drakes? +2? +3?

  8. #548
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    Oops, I tried quoting FM and it totally spazzed out on me.

    To specify, how much store tp would I need using sword strap, 492 delay polearm for a true 6-hit, 1, and 2 hits landed on Drakesbane.

  9. #549
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    Quote Originally Posted by Valisk View Post
    To specify, how much store tp would I need using sword strap, 492 delay polearm for a true 6-hit, 1, and 2 hits landed on Drakesbane.
    Store TP and you. Learn math.

    I wrote a guide. Plug in your numbers and do mafh.

  10. #550
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    Quote Originally Posted by Valisk View Post
    How much store tp would a drg/sam need to keep 6hit using sword strap and 492 delay polearm?

    Edit: Also, I couldn't find it (gave up after 2 pages) but is there a thread or link to a page with the Sword vs Pole math and the situations which one is better than the other?
    It's in the old "Randomest Threads" (I think the third or second one). Was in another thread too (Search Gunslinger or w/e his name is and use the key word "Aurum", you might find the thread). Anyways every one of those threads concluded with Sword > Pole. However, you need sTP+28 to accomplish that. Here is a suggestion of items to use for that:

    Sub SAM (15)
    Aurum (7)
    Brutal (1)
    Rajas (5)

  11. #551
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    What's better for my 75 Thief?

    Cobra Unit Subligar (Accuracy +5, Store TP +3 or Homam Cosciales (Accuracy +3, Haste +3%) if the store TP on my Thief is enough so that the Cobra unit will put me at 10% TP per round with Blau/Sirocco ?

    With Blau/Sirocco and 6 Store TP in gear (Rajas and Brutal) I get 10 TP every other round. Bumping my Store TP from 6 to 9 will shave one round of attacks to get to 100 TP. I'm not sure how much double/triple attack makes one or the other piece better than the other if at all though.

    Current set with 6 Store TP, normal TP return looks like this (excluding double/triple attack):

    Round 1: Weaponskill = 13%
    Round 2: 23%
    Round 3: 32%
    Round 4: 42%
    Round 5: 51%
    Round 6: 61%
    Round 7: 70%
    Round 8: 80%
    Round 9: 89%
    Round 10: 99%
    Round 11: 108%

    Proposed set with Cobra Unit Subligar and 9 Store TP, attack rounds look like this:

    Round 1: Weaponskill =13%
    Round 2: 23%
    Round 3: 33%
    Round 4: 43%
    Round 5: 53%
    Round 6: 63%
    Round 7: 73%
    Round 8: 83%
    Round 9: 93%
    Round 10: 103%

    The question becomes is the added haste going from 15% to 18% generally better than one less attack round given by the Cobra Unit Subligar? Homam still looks better and is a much sexier piece, therefore they must be better right? I'd try for Skadi in a heartbeat, but I don't think I can commit to Assaults and Salvage as often as is generally required. Thank you in advance for any input.

    Current TP gear:
    Blau, Sirocco, Bomblet,
    Walahra, Spectacles, Supp, Brutal,
    Wardecors (Acc +10, DW +3), Dusk, Rajas, Woodsman,
    Amemet +1, Swift, Bravo's, Homam Gambieras

  12. #552
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    In 10 rounds, 20 attacks, at capped accuracy of 95% you will very often miss 1/20 so the 10 round thing might not increase tp as much as you'd hope.

  13. #553
    OgriBones
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    Quote Originally Posted by grover View Post
    Looking for some Level 67 Ninja gear advice. What legs/feet should I be using? Right now I have:

    Legs: Arhats (Tanking), Royal Knight (WS/Solo), Ninja Hakama (Solo/Night)
    Feet: Arhats (Tanking), Leaping Boots (WS/Solo)

    I have Dusk for when I get to 72, and had awful luck with drop for Sarutobi. Think Marine M would make much of a difference for WS/Solo play?
    Well here i had Sarutobi for NIN and I would use Marine for WS now you have Jin as the same DEX but more STR to help up the damage, but i followed pretty much you leg sets all the way till Dusk/Shura/BH at 72/73/75 in that order however you can use any mix of those if you got the sky ls or Denali is an ok peice till BH.

  14. #554
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    Morrigan's Cuffs or Oracle's Gloves for enfeebling on Blm.

  15. #555

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    What do wars switch into during aggressor past blitz and cerb+1/foragers?

  16. #556
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    Quote Originally Posted by Pindle View Post
    Morrigan's Cuffs or Oracle's Gloves for enfeebling on Blm.
    No difference between the two.

  17. #557
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    Quote Originally Posted by Thunder View Post
    What do wars switch into during aggressor past blitz and cerb+1/foragers?
    Fire bomblet -> bomb core

  18. #558
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    Quote Originally Posted by Pindle View Post
    Morrigan's Cuffs or Oracle's Gloves for enfeebling on Blm.
    Shadow Cuffs (INT+5 Magic Acc+3) would be a slight improvement over those other two choices correct?

  19. #559
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    Quote Originally Posted by Xera View Post
    Shadow Cuffs (INT+5 Magic Acc+3) would be a slight improvement over those other two choices correct?
    I'd say Valkyrie's > Oracle's > Shadow, but I'd use Oracle's regardless because increased physical damage taken when trying to Sleep/Bind/Gravity something isn't a good thing.

  20. #560
    Nerull
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    Quote Originally Posted by drwaffles View Post
    I'd say Valkyrie's > Oracle's > Shadow, but I'd use Oracle's regardless because increased physical damage taken when trying to Sleep/Bind/Gravity something isn't a good thing.
    Shadow Cuffs are at least as good as Morrigan's/Oracle's, but can sometimes be better. Considering the PDT is a matter of opinion I guess, but it's not like you'll be macroing them in for very long.

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