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  1. #1161
    Relic Shield
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    Quote Originally Posted by Shinryuu View Post
    since each additional hit is 1.0 fTP.
    Are you sure about that part? does it apply to all multihit WS, mercy stroke for example? For my dancing edge and asuran fist spreadsheeets I use the same ftp on all hits.

  2. #1162
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    Leviathan

    Yes, goes for DAs and offhand hits too. Why wouldn't you use gorget on Mercy Stroke?

  3. #1163
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
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    Pretty much why when you DA a gekko, you won't get anywhere near double the damage, because the 2nd hit only has 1.0 ftp

  4. #1164
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    Quote Originally Posted by Cream Soda View Post
    Pretty much why when you DA a gekko, you won't get anywhere near double the damage, because the 2nd hit only has 1.0 ftp
    This is correct. This also means that even if a multi-hit WS has ftp lower than 1.0 (Insurgency anyone?) that any further hits are 1.0.

  5. #1165
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    I wonder if you guys are oversimplifying by only pointing out the collective fTP. Asuran Fists would have an 8.0 fTP but it certainly doesn't come close to Sidewinder's damage with 5.0 fTP. This is where stat mods and pDIF and whatnot become important.

  6. #1166
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    Huh? It's not oversimplifying, really. Of course, Slug can have up to 150 base DMG pre-WSC and fSTR. Asuran won't quite make the 150 even with all that. fTP is just one of the multipliers ((DMG)*(fTP)*(pDIF))

  7. #1167
    Sinner
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    It's only oversimplifying it for the people who see 'ftp' and think 'if this is higher, automatically = better'

    (Example being that Asuran Fists v Sidewinder above)

  8. #1168
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    Quote Originally Posted by Shinryuu View Post
    Why wouldn't you use gorget on Mercy Stroke?
    there is a guy in whats better thread ( latest posts) who claims justice torque is better than gorgets for pure damage. it makes sense.

  9. #1169
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    It does? I don't think an increase of 3.33% (2.5% /NIN) in WS damage can be matched, but could be wrong. Justice would be 1.25 fSTR and 2 WSC; say you're lucky and get 4 DMG, how much STR would a Mandau THF WS in?

  10. #1170
    Hydra
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    I'm finally getting around to removing the spell animations that cause spell lock, so I downloaded a blank animation .DAT to swap in. Problem is, I can't figure out which files are to be replaced!

    halp

    edit: hume model, face 4b if it matters

  11. #1171
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    Quote Originally Posted by Shinryuu View Post
    It does? I don't think an increase of 3.33% (2.5% /NIN) in WS damage can be matched, but could be wrong. Justice would be 1.25 fSTR and 2 WSC; say you're lucky and get 4 DMG, how much STR would a Mandau THF WS in?
    The last post from what mdkuser on that thread said something about MS getting 3.00ftp already from the ws, which idk why that would be an issue as you can still push it higher past 3.00ftp

    :edit: However shama did some testing to show why one was better than the other, one of the posters pointed that out.

  12. #1172
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    Quote Originally Posted by Shinryuu View Post
    It does? I don't think an increase of 3.33% (2.5% /NIN) in WS damage can be matched, but could be wrong. Justice would be 1.25 fSTR and 2 WSC; say you're lucky and get 4 DMG, how much STR would a Mandau THF WS in?
    I was surprised too when he said str +5 beats it, especially that even with mandau his fSTR will not increase most likely. full hecatomb is already caped fstr on most mobs. eyballing, he'd be at ~140 str depending on race, pre gorget.

  13. #1173
    Motherfucking
    NOSTRADAMUS

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    Mountain Worm (Heavy Gauntlets one)

    I've killed it once before and am not really understanding its behavior today. I am roaming around the tunnels in F-8 to F-9 where I killed it before with WB's radar up. There is no dead body in any part of any tunnel, yet the worm is not up. The only way that could be is if it hasn't popped since the last maintenance, but it's been way over 21 hours since the last one.

    Is there another set of tunnels or something? In memory I have worms 293, 295, 297, 298, 299, 300, 301, 303, 305, 316, 317; however, comparing it to the structured list I am missing worms 310, 312, 314, 319, 323, 324, 325. I presume the NM worm is one of the ones I am missing, but if its not up, there should be a body.

    Kind of a rambling post, just trying to figure it out; almost no one ever camps this thing.

  14. #1174
    Ridill
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    It can pop in either of the two tunnels.

  15. #1175
    Motherfucking
    NOSTRADAMUS

    Vamos los Perds!

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    EDIT: Found it, thanks Sath.

  16. #1176
    Eli Manning is my Lord and Savior
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    Dual wield delay reduction on stuff like Koga Hakama(5% delay reduction) is relatively equivalent to how much Haste?

  17. #1177
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    .

  18. #1178
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    Depends how much DW and Haste you have.

    To calculate as far as DoT goes:
    (1-DW% without)/(1-[DW% without + 5% from Hakama]) = (1- Your Haste%)/(1 - [Your Haste% + x% Haste])
    Solved for x:
    x% Haste = 1 - Your Haste% - (1- Your Haste%)*(1-[DW% without + 5% from Hakama])/(1-DW% without)
    Your Haste% includes buffs (Haste Samba, Marches, Haste, etc) and equipment except for the legs slot. DW% without includes job traits and stuff like Suppa and Ninja Chainmail.

    When solo with Suppa and Ninja Chainmail, Koga Hakama actually offer a greater delay reduction than Haidates. However, that DoT increase is accompanied by a TP/hit reduction, while Haidates also offer a WS rate increase.

  19. #1179
    Eli Manning is my Lord and Savior
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    Alright that's pretty clear, just wanted to make sure if it was worth spending points on if they drop tomorrow in Sandy since I'm still in line for Haidate, thanks.

  20. #1180
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    Haidates are going to be much better whenever you have any Haste buffs on you at all. Koga are going to be about the next best thing for the slot until then though. They also have a use if you're into suicide-ninja builds. Speaking of which, I take back what I said earlier about them necessarily reducing your TP gain. I forgot that low delays cause the TP/second to actually go up.

    Food for thought--
    Spoiler: show
    Main: Tsukumo (DMG+5, STR+4, Crit+5)
    Sub: Perdu Blade
    Ammo: Fire Bomblet
    Head: Shura Kabuto +1
    Neck: Ancient Torque
    Ear1: Suppanomimi
    Ear2: Shinobi Earring
    Body: Ninja Chainmail +1
    Hands: Usukane Gote
    Ring1: Shinobi Ring
    Ring2: Rajas Ring
    Back: Cuchulain's Mantle
    Waist: Virtuoso Belt
    Legs: Koga Hakama
    Feet: Usukane Sune-ate

    Total Delay: 380*(1-45%DW) = 209
    209/2 = ~105
    105 Delay = 4.3 TP/hit
    4.3*1.12 = 4.8 TP/hit

    4.8 TP every 105 Delay = 2.74 TP/sec pre-Haste and DA (25(6)% Haste + 35% from Magic, 10% DA)
    2.74*(1+10% DA)*(1/.4) = 7.54 TP/sec

    Main: Senju
    Sub: Perdu
    Ammo: Fire Bomblet
    Head: Walahra Turban
    Neck: Ancient Torque
    Ear1: Suppanomimi
    Ear2: Brutal Earring
    Body: Usukane Haramaki
    Hands: Dusk Gloves +1
    Ring1: Toreador's Ring
    Ring2: Rajas Ring
    Back: Cuchulain's mantle
    Waist: Velocious belt
    Legs: Byakko's Haidate
    Feet: Usukane Sune-ate

    Total Delay: 417*(1-35% DW) = 271 Delay
    271/2 = ~136
    136 Delay = 4.6 TP/hit
    4.6 TP/hit * 1.19 STP = 5.4 TP/hit

    5.4/(136/60) = 2.38 TP/sec pre-Haste and DA (22% Haste +35% from Magic, 15% DA)
    2.38*(1+15% DA)*(1/.44) = 6.22 TP/sec


    So technically Dual Wield reduces your TP/hit, but actually it increases your TP gain as long as you're working below 180 Delay/hand.
    Important to note that suicide ninjas are suicidal, and therefore impractical 99% of the time. It's fun for walls assault.


    tl;dr - Do the math before you assume that something will affect your build in a particular way.

    Edit: Forgot to factor in DA differences between the builds.

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