I'm not sure if this is helpful, but the non-day cap I'm seeing on my Aspirs vs. Eo'Ghrahs seems to be at least 126 with Pluto's and +25 skill (Dark Torque needs to get on AH already sheesh). I've been trying to not write down Aspirs on Light/Dark day (and as far as I know I've been successful) but I have a 132 and 135 MP Aspir written down that I can't justify. I'll see if I can get more like them, and if I can't I'll assume I wasn't paying enough attention to day/stuff. Either way, maybe Aspir caps a little higher than 100? Also, maybe it isn't affected by -% MDT (Ghrahs have -12.5%) or MDB (Ghrahs have 20).
My current range is 70-135, which indicates to me that either my accuracy is capped and my sample size is too low or Aspir doesn't resist quite like normal.
Sorry, it was early in the day and I didn't read everything apparently. That's a really interesting and easy way to provide an upper bound for the value of swap gear. You're right that you should have used 95% Accuracy, and I think that doing that would fix any remaining non-specific fuzziness I feel about your math.
I worked it through with your math and 95% Acc base and I still agree that we're right. 5/5 Berserk and 5/5 DA ftw.
Well, the thing is, if I used 95%, then someone will end up arguing that they may have been 1-3% under cap acc with standard gear, so they are actually getting some accuracy out of aggressor/etc, and I felt 90% was a safe place where nobody should really be under - at that point, you're probably making a wrong food decision, and not just suffering from lack of specific gear options. In either case, the lower accuracy I assume, the more I overestimate what Aggressor does, and if Aggressor is losing in a situation where I've given it every benefit (on both the gear-swap ceiling, and this), then it obviously loses in a situation where it is worth even less (the reality of gear-swaps, and likely being above 90% accuracy pre-aggressor). So that was my logic there.
Anyway, ya, unless you only use a Ridill/Joy combo, DA/Berserk merits are the way to go, and Aggressor merits really are pretty awful.
http://i50.tinypic.com/709xy1.png
How do you figure?The increase will take place in stages until the new maximum, level 99, has been reached.
He means that you level up, but don't gain stats or skills (or the rate at which you gain stats and skills are severely nerfed). Admittedly, that was my first reaction to the news as well. It would be the only way to not entirely invalidate the current game structure. Just don't change the xp/mob, let people "level up" past 75, but only award them 1 skill per level and maybe 1 stat every 5 levels.
However, that amounts to a reworked additional merit system, and they specifically said they'd be adding a new merit-like system.
PS. I just Aspired a Ghrah for 134 MP on Lightningsday, so it looks like 135 wasn't a fluke. Cap around 120MP maybe then? I only have 294 Dark skill at the moment.
All melee skills give attack and accuracy and it's not like a Lv.99 G.Axe wouldn't have a DMG increase over a Lv.75 one.
Plus, if current trends continue, MNKs will get some new WS that hits anything above VT for tiddlywinks and 2H users will get Raging Dickslap.
Relics can be put through Magian.
anyone have the playonline phone number? i lost it and the website is a bitch to navigate.
thank you kindly
For all the pups out there, (or anyone else who is informed about all the mathemetical shizz that goes into H2H) would /MNK be viable now as a subjob at 99? Assuming nothing gets tweaked, /MNK would give Martial Arts 4. Wrestler's Mantle also "Enhances Martial Arts Effect" while having MNK as subjob.
Not sure if it would beat out /WAR's Double Attack, Att bonus, Berserk and Aggressor
I hate to be the one who points this out, but PUP will have an A H2H skill now and doesn't even have Counter. Whether the chance that they'll take hate outweighs the damage increase from /WAR or not, I don't know. However, it might be time to introduce PUP to /NIN for stuff >VT.
I'm not a PUP, so maybe someone can explain why a PUP cannot combine their new found DD potential with a nuking puppet? Is it that the pet does more DMG meleeing when melee is viable or is there some restriction when using nukes?
pups control the puppet via maneuvers. Each element of maneuver corresponds with a different stat. Eg fire maneuver= str. The more of the stat you have when you use said maneuver the less strain is put on the puppet and the harder it is to overload the puppet.
Now take that info and consider how impossible it would be to carry around a DD set, pet DD/mage set, and the appropriate stat gear at once gear. It would be extremely difficult I would guess.
Yeah, but I generally don't overload with the mage puppet because AF gloves decrease overload, as does buffoon collar. I just macro those in when I use any maneuver. There are also a couple attachments to use for decreased overload potential. For the most part PUPs (at least me) use mage gear when they are /sch for landing sleep and drain/aspir. Though I guess I can bust out my Goli body now for the extra haste!
Anyway back to my question I guess you guys are right about NIN sub. If they allow for Innin and whatever the other one is to be used /NIN would be even better o.o.