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  1. #361
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    Quote Originally Posted by Ohaigaiz View Post
    Coolguy
    weird, there was a Taru called Coolguy on Hades and he was the gimpest person around

  2. #362
    Relic Shield
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    Quote Originally Posted by Kujatasoze View Post
    Yes I was planing on picking up a new katana once I'm done with WS points for kasha/rana. Pca > love torque for the acc, but i guess on 2h weapon the difference is even less then 1h. Thank you kind sir.
    7*0,9 = 6,3
    5*0,75 = 3,75

    6,3 + 3,75 = 10,05

    10,05 > 10

  3. #363
    An exploitable mess of a card game
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    Quote Originally Posted by Suit and Tie View Post
    Love Torque is more acc than PCA...
    That depends on your current DEX.

    PCA:10 ACC

    L Torque: 5DEX 7 Skill; how much ACC does that translate into?

    Skill = (7)*(.9) = [6.3ACC] = 6ACC (Floored Value)
    DEX = (5)*(.75) = [3.75 ACC] = 3 ACC
    Total = (6+3) = 9 ACC

    The value of that DEX ACC is contingent on your current DEX. If you have DEX that bumps it to another tier (For instance, 62 DEX), you'll receive more ACC. If it doesn't move you to another tier (64 DEX for instance), then it will be less ACC.

    EX:
    64DEX: [(64*.75)] = 48 and [(69*.75)] = 51ACC (Received 4 ACC from L Torque)
    62DEX: [(62*.75)] = 46 and [(67*.75)] = 50ACC (Received 3 ACC from L Torque)

  4. #364
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    Quote Originally Posted by Yugl View Post
    Skill = (7)*(.9) = [6.3ACC] = 6ACC (Floored Value)
    wouldn't the .3 sometimes add another acc if depend on your skill level?
    like for example on drg if for some reason you had 3 polearm merits 282 skill 82*.9 = 73.8 + 200 = 273.8, so skill would make it 280.1, so gain of 7, while of most common 0, 4, 6, only 8 offers this since 92[76+16]*.9 = 82.8 so torque adds 7 + dex part.

  5. #365
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    Quote Originally Posted by Uryuu View Post
    Yes, if he plays sam at higher stuff orc helm is better. It's also not bad for Rana depending on your other gear, or even penta thrust since sam can't use heca cap.
    You didn't read anything I said, did you? If something's high enough level that attack isn't capped on gekko, it's not a given that accuracy is capped. The accuracy will add more damage than the attack will in most similar situations..

  6. #366
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    Quote Originally Posted by Wolfknight View Post
    wouldn't the .3 sometimes add another acc if depend on your skill level?
    like for example on drg if for some reason you had 3 polearm merits 282 skill 82*.9 = 73.8 + 200 = 273.8, so skill would make it 280.1, so gain of 7, while of most common 0, 4, 6, only 8 offers this since 92[76+16]*.9 = 82.8 so torque adds 7 + dex part.
    I asked something a tad similar to this a while ago (to your question, by the way; yes, it would.), got no answer, but never bothered reposting it.

    Quote Originally Posted by Massimo View Post
    A side note to that, and something I've been talking to a friend about, but haven't tested yet; do you add the accuracy you get from DEX and skill together, or are they rounded down seperately? e.g: if your total skill is 292 and your total DEX is 82, using a 2hand weapon.. which of these 2 is it?:

    • 282,8 + 61,5 = 344 total acc
    • 282 + 61 = 343 total acc


    I always believed it to be the first, but people here sounds like it's the latter.
    The above math I posted for the guy is assuming the first, obviously, but Yugl sounds like this is not true. Can anyone solve this for sure, or would I have to go test it myself?

    I know this should probably be in the Random Question thread, but now that we're on the subject here..

  7. #367
    Nidhogg
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    Quote Originally Posted by Thorny View Post
    You didn't read anything I said, did you? If something's high enough level that attack isn't capped on gekko, it's not a given that accuracy is capped. The accuracy will add more damage than the attack will in most similar situations..
    I could be talking out of my ass here, but weren't the initial tests on Y/G/K accuracy tested on THF Gobs in Bibiki Bay or something similar (I don't think Blinding Potions were used)? The mob would have to be pretty damn high level for Gekko's accuracy to not be capped, surely?

  8. #368
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    Quote Originally Posted by Raen Ryong View Post
    I could be talking out of my ass here, but weren't the initial tests on Y/G/K accuracy tested on THF Gobs in Bibiki Bay or something similar (I don't think Blinding Potions were used)? The mob would have to be pretty damn high level for Gekko's accuracy to not be capped, surely?
    with pizza + zerk or SA, it's hard not to cap attack either though.

  9. #369
    Old Merits
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    Quote Originally Posted by Kujatasoze View Post
    Hola~

    DRK: Just use this to zerg pretty much.
    Spoiler: show
    http://i262.photobucket.com/albums/i...605/117DRK.jpg
    1.Zerg: Upgrade to the new campaign neck peice, bloodbead ring, V belt, and KC ofc.
    2.TP: Those are Hollow earring, Toreador's, Swift belt. Waiting for E body, Justice torque, V belt, Abyssal earring.
    3.WSscythe: Working on N head, sea gorgets, not really sure where else to go with it.
    4.Dark: Dark grip/earring/torque. Looking to add Abyssal, sea cape, new campaign ammo.
    5.Enfeebling: Enfeebling earring/torque. Just kinda threw this together so there was more here to look at. :/


    NIN: This never gets played anymore but..
    Spoiler: show
    http://i262.photobucket.com/albums/i...605/117NIN.jpg
    1.TP: For low eva stuff, those are Chiv Chain, Suppa, Charger mantle. Relic hands for night time. I need to pick up a bomb core for this I think.
    2.TP: Stuff that is a bit harder to hit. Could use some salvage pieces, another acc ring.
    3.DayJin: That is a Hollow earring, Hume RSE lv62. If I were to have trouble landing hits I have pca/enkidu mittens/shura legs.
    4.NightJin: Vampire earrings I guess.


    THF:Salvage/solo job.
    Spoiler: show
    http://i262.photobucket.com/albums/i...605/117THF.jpg
    1. Old joke is old.
    2.Idle/standing: Looking to add some more regen peices, swap them for evasion when HP is full. Campaign ring, Denali hands, I'm sure there is alot I could shoot for here.
    3.TP: Low evasion/feint TP. Bomb core, an Att earring. Also please excuse the main hand dagger, sold the blau/ in the process of getting X's.
    4.TP: High evasion TP set, could use another acc ring.
    5.SAWS: That is Hollow earrring. Pretty happy with this set.
    6.TAWS: My AGI gear is pretty non-existant, need to work on that.
    7.Racc: Hollow earring, Bucc Belt. I need to find a different cape for that now that I look at it. Skadi over Homam just for the movement speed as I run away.


    WAR: Merit job mainly.
    Spoiler: show
    http://i262.photobucket.com/albums/i...605/117WAR.jpg
    1.TP: Aggressor up/colibri type mobs. Would like to pick up a torque and some piss boots for this.
    2.TP: Normal TP set.
    3.RR: N head, E body, etc etc.
    4.KJ: Just got to 100 recently, I'll use it w/ aggressor up but other then that I just stick to RR.
    5.SC: Meh. Osode I guess?


    SAM: Newest 75, still much to be done with this. :/
    Spoiler: show
    http://i262.photobucket.com/albums/i...605/117SAM.jpg
    1.TP: With a 450 delay gkt and maxed Stp that should be a 6-hit yes?
    2.Y/G: I don't even have K yet! Need some Sea gorgets.
    3.Polearm: That is a Gondo-Shizunori.
    4.Penta: Thinking about trying Potent belt maybe.


    RDM: This gets dusted off once a week for some SIAC, doesn't see much sunlight.
    Spoiler: show
    Sorry this turned out kinda small. :/
    http://i262.photobucket.com/albums/i...605/117RDM.jpg
    1.Idle: More of a convert set I guess. My .xml swaps out MP gear only after I spend it.
    2.Enhancing: Look me up on Kujata if you have a enhancing torque/earring you want to sell.
    3.MND: Need a wand, another earring/ring, Macha's slops/pigaches.
    4.MND/skill: yep.
    5.INT/skill: ditto.
    6.Nukes: I have a high resist set, don't use it much.
    7.Dark: Dark grip/earring/torque.
    8.Healing: I would like some nashira legs for this I think.


    BLM: Main job
    Spoiler: show
    http://i262.photobucket.com/albums/i...605/117BLM.jpg
    1.Idle: Gaiters... Oh and some Goliard Trews, but I'm sure I will end up settling with 8% movement & 4% PDT from the new xpack. No jelly ring because I seem to get a decent amount of magic thrown at me on BLM.
    2.Day/weather: pew pew.
    3.Normal: Full damage set, more morrigan's! Also a P torque would be swell.
    4.Low resist: Low and High resist I tinker with constantly.
    5.High resist: see above.
    6.Dark: Abyssal earring, -1 hands, sea cape, nashira body. Drain is king.
    7.Enfeebling: Other then a +2 INT earring I'm happy with this set.
    8.INT: Not quite to 150 yet. :/
    9.Hmp: That is a hydra beret. So much I could add to this but I'm at 76/80 usually.


    Thanks for looking, I think it was all covered, advice is always welcome. Particularly with the DD's.
    RDM:
    AF body for INT, Constant effect MND (silence) and for variable effect MND (para, slow) on resistant mobs.

    That's the only really big issue.

  10. #370
    Banned.

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    Quote Originally Posted by Raen Ryong View Post
    I could be talking out of my ass here, but weren't the initial tests on Y/G/K accuracy tested on THF Gobs in Bibiki Bay or something similar (I don't think Blinding Potions were used)? The mob would have to be pretty damn high level for Gekko's accuracy to not be capped, surely?
    I haven't read those tests, but over 78 gekkos from a SAM in my shell on JoL, he landed 53. FG and I thought that he'd be better off on SAM than MNK(only needed DD) despite recently smn burning it and having ~230 GK skill due to gekko's innate bonuses and the fact he wasn't overbuffed. While this isn't a gigantic sample size, there's something else involved given that calculates out to 68% acc >_>

    If your attack is uncapped on gekko, the mob must be pretty high level as is. If accuracy is also uncapped, you're definitely better off with shura+1..

  11. #371
    Nidhogg
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    Hmm, that is interesting. What is JoL's level? 92 like Kirin (iirc) or lower? Obviously he's losing ~40 accuracy from skill alone, but that at least suggests that it might not be "auto-cap".

  12. #372
    Sea Torques
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    Quote Originally Posted by Raen Ryong View Post
    Hmm, that is interesting. What is JoL's level? 92 like Kirin (iirc) or lower? Obviously he's losing ~40 accuracy from skill alone, but that at least suggests that it might not be "auto-cap".
    I'm not sure if I understand your quote or you are just kidding. There is no proof or suggestion that the first swing on any WS is auto capped. Tests have shown the first swing gets a +100 acc bonus.

    The fact that people often miss when under debuffs like mob flash, or simple blind, should be clear enough, but sky gods are easily not capped if not properly geared / merited.

    Unlike elemental seal or EES, which appear to get some truly large accuracy bonuses, I think +100 is all we are seeing.


    230 skill probably equates to ~420 total skill (depending on gear / food and including the 100 bonus), which equates to needing ~475 to cap on JoL. This is much lower than Ixion, and likely lower than most sky gods.

  13. #373
    Nidhogg
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    I used "auto-cap" as such (in quotes) since I didn't actually mean it's a guaranteed 95%, just we're discussing whether it is likely to be at 95% on the very top end mobs (ie: is accuracy useless on Gekko in high-end situations)?

    100 is the number is it? We're basically working out whether there is a mob where suddenly accuracy is an important factor on Gekko (and if so, it will be a very important one for consistency).

  14. #374
    Cerberus
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    should just write a lookup file for mob and accuracy needed then could be used by spellcast to adjust sets on the fly.

  15. #375
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    Do I really need to get out the Y/G/K has 95% accuracy stick and beat someone with it?

  16. #376
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    Quote Originally Posted by trencher View Post
    Do I really need to get out the Y/G/K has 95% accuracy stick and beat someone with it?
    Documented test on a mob with obscene evasion and I'll believe you. Until then, I'm going to assume it has a drastic accuracy boost that makes piling acc on -reasonable- targets unnecessary. Fact of the matter is, any mob high enough that capping attack on gekko takes effort.. there's a decent chance your acc is uncapped as well.

  17. #377
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    Up to date gear shots, still needs a lot of work but i'm at the stage where upgrades are either a lot of gil (10-35M) or a pain in the ass to camp (KING ARTHRO),

    TP Setup, this covers both GK 6-hit and Polearm 5-hit as long as I land 4/5 hits of Penta, which I usually do. Ear is Bushi.

    http://i33.tinypic.com/2rf4ga1.png

    Short term upgrades: Askar Manopolas/Usukane gote
    Long term: Usukane Haramaki (For which I can TP in 2 Toreador's or Sword strap, or both while using Carbonara.), Dusk gloves +1, Velocious belt, Ancient torque.

    GK WS, Snow and Flame gorget. I situationally swap between Smiloden +1 and Foragers but when i'm fighting anything that's not HNM I use tomoe, so if I ever get Cerberus mantle +1 I would sell Smiloden.

    http://i38.tinypic.com/2rogumu.png

    Short Term upgrades: Shura haidate +1, Byrnie +1
    Long term upgrades: Hachiryu haidate, Cerberus Mantle +1

    Oshit, wasn't sure what Waist to use for this so just left on Swift, thinking maybe Saotome Koshi-ate for added acc? Warwolf just seems a waste to me and the Evasion waist has -40HP, one option I had thought of was Seiryu's kotes plus the Evasion waist so your not losing any max HP on your oshit, thoughts?

    http://i34.tinypic.com/30upeh0.png

    Short term upgrades: Gaviel feet +1, Darksteel mittens +1, Boxers mantle, Patronus ring. (Ring on screen is Iota)

    Penta, I cant be arsed with 2 different sets for this, as in Low level mob with stacked STR/DEX/Attack instead of acc so I just have this one.

    http://i35.tinypic.com/2qd8pec.png

    Upgrades: Bandomusha kotes for when Berserk is down, Shadow gorget (Probably wont get love torque for a while and I believe the difference to be minimal anyway), Earring is Hollow for Polearm TP and Polearm WS which I have on the wrong ear! Possibly Cerberus Mantle +1 and Hachiryu haidate if I ever get them or can be arsed making 2 different sets.

    My Rana set is basically my Penta set with a toreadors ring and Bushi, waiting to get shura haidate +1 for it.

    Also for some reason my hide.png isn't working since after update, no idea why.

  18. #378
    RIDE ARMOR
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    Quote Originally Posted by Argettio View Post
    RDM:
    AF body for INT, Constant effect MND (silence) and for variable effect MND (para, slow) on resistant mobs.

    That's the only really big issue.
    Thanks, that though never crossed my mind.

  19. #379
    Relic Shield
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    Quote Originally Posted by Ripebear View Post
    Up to date gear shots, still needs a lot of work but i'm at the stage where upgrades are either a lot of gil (10-35M) or a pain in the ass to camp (KING ARTHRO),

    TP Setup, this covers both GK 6-hit and Polearm 5-hit as long as I land 4/5 hits of Penta, which I usually do. Ear is Bushi.



    Short term upgrades: Askar Manopolas/Usukane gote
    Long term: Usukane Haramaki (For which I can TP in 2 Toreador's or Sword strap, or both while using Carbonara.), Dusk gloves +1, Velocious belt, Ancient torque.

    GK WS, Snow and Flame gorget. I situationally swap between Smiloden +1 and Foragers but when i'm fighting anything that's not HNM I use tomoe, so if I ever get Cerberus mantle +1 I would sell Smiloden.



    Short Term upgrades: Shura haidate +1, Byrnie +1
    Long term upgrades: Hachiryu haidate, Cerberus Mantle +1

    Oshit, wasn't sure what Waist to use for this so just left on Swift, thinking maybe Saotome Koshi-ate for added acc? Warwolf just seems a waste to me and the Evasion waist has -40HP, one option I had thought of was Seiryu's kotes plus the Evasion waist so your not losing any max HP on your oshit, thoughts?



    Short term upgrades: Gaviel feet +1, Darksteel mittens +1, Boxers mantle, Patronus ring. (Ring on screen is Iota)

    Penta, I cant be arsed with 2 different sets for this, as in Low level mob with stacked STR/DEX/Attack instead of acc so I just have this one.



    Upgrades: Bandomusha kotes for when Berserk is down, Shadow gorget (Probably wont get love torque for a while and I believe the difference to be minimal anyway), Earring is Hollow for Polearm TP and Polearm WS which I have on the wrong ear! Possibly Cerberus Mantle +1 and Hachiryu haidate if I ever get them or can be arsed making 2 different sets.

    My Rana set is basically my Penta set with a toreadors ring and Bushi, waiting to get shura haidate +1 for it.

    Also for some reason my hide.png isn't working since after update, no idea why.
    TPing in Walahra will be better 90% of the time. Byrnie+1 will not beat Osode unless you're using Kaiten.

  20. #380
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    Quote Originally Posted by stewie View Post
    TPing in Walahra will be better 90% of the time. Byrnie+1 will not beat Osode unless you're using Kaiten.
    Both those statements are wrong, the first been wrong because if i'm easily capping accuracy with Hagun, 95% or more of situations will benefit more from using Polearm, and with 256 skill rarely will 1% haste be better than 3% hit rate. (I'm constantly doing events in a HNMLS so rarely am I fighting too weak mobs)

    And when i'm using Hagun, i'm usually fighting something like Fafhogg, Dark Ixion, Einherjar bosses, Kirin, sea gods etc. And using Byrnie +1 and Cerb+1/Foragers will be better for those situations, since Gekko attack doubles, not automatically cap on anything. I would even go as far to say I eyeball better damage when using a mix of attack/STR, especially on DI. Also in said situations a BRD should just give Double March anyway (Unless a RNG party on DI), meaning attack will be even more meaningful on Gekko (Nevermind Yukkikaze and Kasha), because let's face it multi-hit WS are instant fail on HNM anyway.

    EDIT: Walahra turban is the ugliest most common piece of crap ever, I wouldn't even care if it made me parse better I hate it.

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