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

  1. #241
    rog
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    Quote Originally Posted by pchan View Post
    Antea is worse than joyeuse and justice is better than joy when you get the 2 fstr so .. no. Justice/joyeuse.
    Is it? Assuming the same da rate, the dps is only slightly lower, and between the extra ws damage, and not needing stones, it should pull ahead a bit, no?

  2. #242
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Am I missing something?

    Templar Mace: DPS: 6.52 DMG:29 Delay:267 MND+5 "Cure" potency +10% Enhances "Undead Killer"

    +

    Muse Tariqah: MND+7 CHR+7 Spell interruption rate down 10%

    = 10% Cure Potency and + 7 mnd


    vs.

    Teiwaz: Dmg: 41 Delay: 366 Dmg: +4 "Cure" potency 15%


    = 15% cure potency



    Strictly talking about curing and nothing else, which would cure for more?

    I wanted to say obviously the Teiwaz, but I've been amazed that I can't seem to find another whm on my server also working on it. (which sucks for killing during weather cause the weather tends to wear before I manage to kill something). So I want to make sure I'm not insane and that this would be the best weapon (or weapon/shield) for curing.

    What am I missing that's making whms not bother with it? Is the difference going to be extremely small or something? Afaik there is no cap on cure potency so that would further my belief that this would be way worth it.

  3. #243
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    Teiwaz would Cure for more on Cure 3 by a considerable amount (depends what job, but maybe 3-4%?) and you can also pair it with a strap. It would probably cure more for C5 too, though it's harder for me to estimate how much there.

  4. #244
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  5. #245
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    ok good to know I'm not crazy then, wonder why no one is doing it....

  6. #246
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    Probably because it's such a bitch to do on one of the worst weapon types to deal damage with and almost noone has staff skill leveled high enough to actually manage to kill anything with the staff on.

  7. #247
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    I didn't even check WHMs weapons, but I guess that's another one I'm gonna do /sigh <.<

  8. #248
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Quote Originally Posted by Khajit View Post
    Probably because it's such a bitch to do on one of the worst weapon types to deal damage with and almost noone has staff skill leveled high enough to actually manage to kill anything with the staff on.
    well you only need the staff on during killing so if the whm has melee gear they can club it up until about 5% then switch to the staff.

    I realize this is what I have to do too LOL

  9. #249
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    Quote Originally Posted by Ksandra View Post
    well you only need the staff on during killing so if the whm has melee gear they can club it up until about 5% then switch to the staff.

    I realize this is what I have to do too LOL

    Care to tell me the trials' route for it? Trying to find it at the moment and it is laggy...

  10. #250
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    Yeah. for whms it's not so bad but imagine jobs other than whm trying to banish for high enough damage to get the light elemental nukes portion done. I've heard rdm can manage since they have native skill but brd/blm/smn/etc? Those guys are shit outta luck unless /sch gives a damned good bonus to divine magic skill and they have enough mnd(?) and MAB gear.

  11. #251
    xXNyteFyreXx420Sharingan
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    SCH doesn't get Banish

  12. #252
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Quote Originally Posted by Windfoxster View Post
    Care to tell me the trials' route for it? Trying to find it at the moment and it is laggy...
    Quote Originally Posted by Acorn
    790 > kill 100 treant family with any weather
    791> 100 spiders in fire wind thunder light weather
    828 > 100 any family light weather/day
    829 > 100 arcana light weather/day
    834 > deal the finishing blow to 150 beasts with light damage greater than 50
    838 > 10 bottled pixies

    Hardest part seems to be the spiders (rare weathers in their areas is my experience). Treant is pretty easy I found because you can fight them in Grauberg which has weather insanely often. And can do the other two in sky.

    Quote Originally Posted by Khajit
    Yeah. for whms it's not so bad but imagine jobs other than whm trying to banish for high enough damage to get the light elemental nukes portion done. I've heard rdm can manage since they have native skill but brd/blm/smn/etc? Those guys are shit outta luck unless /sch gives a damned good bonus to divine magic skill and they have enough mnd(?) and MAB gear.
    Smn should have it easy too actually, because they should be able to get credit with meteorite.


    Actually....come to think of it I wonder what constitutes as "light damage"

    Because if it includes weaponskills, then brd and blm can use starburst/sunburst too. Only obvious downside is it's random whether it ends up being light or dark damage.

  13. #253
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    Er, has nobody thought to cure undead?

  14. #254
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    Quote Originally Posted by Norellicus View Post
    Er, has nobody thought to cure undead?
    deal the finishing blow to 150 beasts with light damage greater than 50
    ­

  15. #255
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    My bad

  16. #256
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    Quote Originally Posted by Yugl View Post
    If you use Pizza, Askar >>>>>>>> Homam. On colibri the situation may change depending on the rest of your gear. Wyrm Body+1, Noct Body, and Aurum (If you can take advantage of sword strap) aside, Askar is the best body piece for DRG when at capped ACC, which it should be in many cases when using Pizza.

    Will check on jump question later (Or I might forget).
    If you're capped acc and don't need the STP, wouldn't Ares beat Askar?

    Also, befor I comment on Pole vs Sword Strap, can someone tell me how you calulate both their DoT boosts?
    They both add to melee damage and WS frequency, but Pole grip also adds to WS damage and jump/HJ damage+TP gain. How would you calulate that? Ignoring jumps, would it be like:
    Sword: 3%. done. (can not be any any bigger an increase aws there's no other -2h delay stuff)
    Pole: 1.9+(1.9*WS damage % of total damage) = 1.9+(1.9*0.65)=3.13 which is more than Sword strap.

    However, concidering in everyone's ideal builds, sword is better, where did I go wrong in the above?

    (With Aurum, I've still been put off using sword strap as it puts 492>477 delay, 12.8TP for 31STP for true 6hit. MEans you need to use Vork and fulltime White Tathlum in order to be able to swap out Aurum for jumps. Naturally, I don't have vork or tath yet (no poiint in buying tath currently, saw one vork drop in old ls, big list in new one)

  17. #257
    rog
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    sword strap is not 3%. With 0 haste, it'd be 3.09%, but it's less effective with haste. You calculate it with .03*(1-haste). It's multiplicative, so the more you have of the other the less effective it is, much like haste and dw (or fast cast) lower the effect of the other.

  18. #258
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    Quote Originally Posted by mdkuser View Post
    Math of Kurodachi versus hagun.

    Assumption: sam/war full time on the mob, hagun with 20% haste gear, 6 hit build, 17% Double attack. . Haste and double march. You never miss WS, and OAT can proc on WS.

    Melee: fSTR=10 pDIF=1.5

    Gekko: fSTR caped ( 16 hagun, 15 kuro), 90 WSC, pDIF=1.85.


    Hagun:

    average Gekko=(75+16+90)*1.19*1.85*(1.975*0.83+2.975*0.17) =854.7

    Kurodachi (6 hit, 20% haste, 17% DA):

    average Gekko=(68+15+90)*1.19*1.85*(1.6625*0.415+2.6625*0. 585)=856


    Kurodachi ( 5 hit, 16% haste, 15% DA)

    average Gekko=(68+15+90)*1.19*1.85*(1.6625*0.425+2.6625*0. 575)= 852.2
    I appreciate the maths, was looking for them but I have a question...

    How do you get 1 more damage on average gekko with Kuro over Hagun?

  19. #259
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    Quote Originally Posted by rog View Post
    sword strap is not 3%. With 0 haste, it'd be 3.09%, but it's less effective with haste. You calculate it with .03*(1-haste). It's multiplicative, so the more you have of the other the less effective it is, much like haste and dw (or fast cast) lower the effect of the other.
    So it would be less than 3%? What about Pole Grip, did I get the general gist of it above?

    If so then isn't pole grip basically always better? (Or is if you have 60/40+ WS/TP) ?

    Edit: Say 60% haste, it's boost is only 1.2, which is lower than the 1.8 from pole grip befor you concider that pole grip affects WS damage AND frequency (whereas sword only frequency)

    So now I'm really confused why everyone loves to try and put sword strap in their ideal builds?

  20. #260
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    Quote Originally Posted by sruon View Post
    I appreciate the maths, was looking for them but I have a question...

    How do you get 1 more damage on average gekko with Kuro over Hagun?
    possible with 58.5% double attack rate lol ( 50% OAT+ 17% DA= 58.5 OAT). assuming the OAT happens on Weapons skills, otherwise it would probably not beat hagun.

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