Nevermind I figured it out <_<
Nevermind I figured it out <_<
Gewd job :3 It really is very pretty '-'
http://i48.tinypic.com/15yt8w9.jpg
Now I just gotta find out why I loaded FFXI again
fafnar
To be the very best!
Are SAM AF+1 Hands (STR+7 DEX+7) ever better than 20 Attack/10 Accuracy depending on your other gear slots? I can't imagine them to be.
Zerk It also depends on if you are eating crab sushi like you're generally supposed to with polearm on sam or not.
Enkidu's mittens are better though unless you capped acc which is easily possible.
Yeah, assuming Crab Sushi, the answer is wat? Why did you say Zerk? I doubt using Attack hands with Zerk up will make a massive difference to when it's down on a 240 skill weapon with no meat.
I said zerk since when it's up you dont need the atk from the hands +20 atk kotes as much(possibly capped atk vs the birds when zerk is up?) which means that the higher base damage from the stat mods will help penta more.
I doubt you will cap Attack even with Minuets or Chaos Roll and Berserk, not assuming Dia 2 because I never seem to get it but even with it I doubt it, and I don't think it will be high enough to see diminishing returns on attack either. I can see that Enkidu are definately a better choice than Acc+10 hands cus they're acc+8 already but are Myochin Kote ever really the best?
Capped attack is not the reason why the effect of ATT diminishes with higher ATT (i.e. During the use of berserk). The reason is because the means by which ATT translates into DMG is such that the benefit of X ATT will mean less as you have more ATT.
WS DMG: (Base DMG from Weapon + fSTR + WS MODS)*(fTP)*(pDIF)
ATT only affects the (pDIF) portion in this manner: (Your ATT/Enemy DEF)
* Note: pDIF also takes into account c-ratio and other factors such as level correlation, so it's not simply (ATT/DEF). The (ATT/DEF) portion is simply refered to as ratio.
Look at a case in which you have 500ATT and the enemy has 337DEF. This translates into (500/337) = 1.4836. If you increase that amount by 20ATT, you get (520/337) = 1.543.
Now look at a case in which you have 600ATT and the enemy has 337DEF. This translates into (600/337) = 1.7804. If you add 20ATT, it becomes (620/337) = 1.8397.
Now compare the relative increase in "DMG":
(1.543/1.4836) = 1.04 (Roughly 4% increase in ratio)
(1.8397/1.7804) = 1.03 (Roughly 3% increase in ratio)
As you can see, it appears that having more ATT will diminish the effect of ATT until the point at which it caps. Someone else can confirm if they wish.
I did not know that. I've changed it, though both builds over 10STP only need 2 or 3 hits anyways.First asuran fists has 8 hits, the last 6 hits also give tp at the rate of 1.0 if under 10 stp and 1.1 if above 10 stp.
I left it as "ws change" since I forgot how to calculate the probability of landing 6/8 or whatever. If you remind me how to calculate the probability of landing at least X hits of the 8 I can calculate each probability. Either way landing at least 3/6 hits is highly probable given 95% accuracy.The second mistake if that you cannot average the TP return from asuran fists and then deduce the average number of hits required.
They should look like:
STP = 0 capped acc: 0.95*(4.9*2)+0.95*[(4.9*16*1.2]=98.69
expected min 8 rounds requiring 2 hits to land
STP 5-8 capped acc: 0.95*(5.1*2)+0.95*[5.1*15*1.2]=96.9 (5.2 TP gives 98.61)
expected min 7.5 rounds with 6STP requiring 4 hits, 7STP requiring 3 hits
STP 12-13 capped acc: 0.95*(5.4*2)+0.95*[5.4*14*1.2]=96.44 (5.5 TP gives 98.04)
expected min 7 rounds with 12STP requiring 3 hits, 13STP requiring 2 hits
STP 18-19 capped acc: 0.95*(5.7*2)+0.95*[5.7*13*1.2]=95.30 (5.8 TP gives 96.79)
expected min 6.5 rounds 18STP requiring 3 hits, 19STP requiring 2 hits
I don't think there is any situation where you can drop a hit on a full return WS so all the probabilities should be easy enough to expect (3/6 ~ 85%+ eyeballing, but again I forgot the formula to do it).
If you can easily meet the WS TP returns then you're basically relying on an extra miss to 100 TP (~5%)* or an extra double or kick attack (~20%)* to gain the benefit from the STP. It's less likely to miss twice (0.05^2 iirc)** or to get 2 extra DA/KA attacks (0.2^2)**.
Not sure if * should be squared and ** should be cubed given I had already accounted for the first set of procs. If someone could please verify.
STP5-8 or STP18-19 would respectively be an increase in frequency of 8/7 rounds* ~14.29% and 7/6 rounds* ~16.67%, which would only happen 20~25% so giving an increase of 4.5-5.8% in frequency, which for monk would only account for 30% of their damage from WS, giving a grand total increase of 1.5-2% increase in total damage from that increase.
*I forget which is denominator, is it 8/7 or 7/8?
I might have miscalculated the frequency for an additional miss or extra attack, so it might only occur (0.05^2+0.2^2=4.25% of the time instead of 20-25%
I'm significantly less confident in calculating the final increase in damage from WS frequency since it might be a lot more or a lot less frequent than 25%, but remember that going from a 7 to a 6 hit for a two hander split 50/50 TP/WS it only provides a ~8.5% increase in damage so for a job less reliant on WS damage it is not going to do very much.
Also remember that this is just trying to clear up the benefit of STP for one handed jobs. Going back to what originally started this was comparing Rajas/Tors to Lava/Kusha, which whether or not 5str/dex/stp could do more than 2-3acc and 3-4atk, which if the STP is at least a 1% increase ontop of a ~1.5 increase from fstr I think that successfully shows that Rajas at worst will break even with L/K and at best beat it out by a lot.
Hi guys.
I'm familiar with commands like /locker and /satchel. Is there a command to open up the bazaar?
99.9% sure there isn't a way other than /check -> View wares.
But, there always is that .1% amirite.
Any BLMs care to share how they handle pre-Sorc Ring HP swap in Spellcast?
Here:
If I want ot use ring or not I just set the $ring variable to 1 (use) or 0, 1,5 secs aftercast is good enough tor T3s and 4sCode:<if advanced='$ring==1'> <equip set="latent" /> <midcastdelay delay="1.5" /> </if> <if MPPAfterCastLT="50" Advanced="$UggPendant==1"> <equip when="midcast"> <neck lock="yes">Uggalepih Pendant</neck> </equip> </if> <if HHPLT="76"> <equip when="midcast"> <rring lock="yes">Sorcerer's ring</rring> </equip> </if> <equip when="midcast" set="Nuke"> <main>$%SpellElementStaff</main> <sub>Bugard strap +1</sub> </equip>
Great, thanks.
On any of the AMK reward helms, the WS.Acc+15 stat, does it apply to ranged WS? I remember seeing some arguing over this a long while back and I never managed to catch the testing or consensus.
Pretty sure it counts for ranged accuracy since rangers/corsairs seem fond of it as well. It is the same wording as hachi pants, which I believe people used for sidewinder forever ago, though I have no source so could be mistaken by popular logic.On any of the AMK reward helms, the WS.Acc+15 stat, does it apply to ranged WS? I remember seeing some arguing over this a long while back and I never managed to catch the testing or consensus.