Change your base number of attacks to 2 (drop down menu below the tab) before you show results.
Change your base number of attacks to 2 (drop down menu below the tab) before you show results.
Just a note on the 91DMG 464 delay +5STP Keitonotachi, it takes between eight and ten hours to get, stupidly easy, and it doesn't stop you from getting any of the other better magian GKT later on, so no real downside.
Ok, just took off footwork to play a bit.
I counted 5 kicks total, POSSIBLY 6, blinked on an attack round (but the dmg wasn't low and I didn't have dunes on).
Brutal was on and off, subjob dnc. (Brutal was in my chakra macro so it was put back on)
Now, here's the interesting thing. That round w/ 5 attacks, I did not see a kick, but I countered while I was in that attack round, so idk if it was picked up as a hit or not, and brutal was on at this timeCode:Melee Data Player # Melee Attacks # Melee Rounds Attacks/Round # Extra Attacks Tigerwoods 88 29 2 31 Player # +1 Rounds # +2 Rounds # +3 Rounds # +4 Rounds # >+4 Rounds Tigerwoods 8 10 1 0 0 Player # MultiAttack Rounds MultiAttack % Kills w/Min Attacks Kills w/<Min Attacks Tigerwoods 19 67.86 % 1 0 Treat As: Multi-attacks per attack (2x/3x): Player # Double Attacks DA Rate Perc. DA # Triple Attacks TA Rate Perc. TA Tigerwoods 9 16.07 % 45.00 % 11 19.64 % 55.00 % Multi-attacks per round (Kicks): Player Footwork? # Rounds w/Kicks Kick Attack Rate Tigerwoods No 8 47.06 % Uncorrected Details Tigerwoods Buckets (Attack intervals at 0.5 sec resolution): 4 34 22 0 0 1 2 5 2 3 7 0 1 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 1 6/28/2010 9:11:56 PM -- 4 Attacks 6/28/2010 9:12:01 PM -- 2 Attacks 6/28/2010 9:12:07 PM -- 2 Attacks 6/28/2010 9:12:12 PM -- 4 Attacks 6/28/2010 9:12:18 PM -- 2 Attacks 6/28/2010 9:12:24 PM -- 2 Attacks 6/28/2010 9:12:29 PM -- 2 Attacks 6/28/2010 9:12:35 PM -- 3 Attacks 6/28/2010 9:12:41 PM -- 3 Attacks 6/28/2010 9:12:46 PM -- 4 Attacks 6/28/2010 9:12:57 PM -- 3 Attacks 6/28/2010 9:13:02 PM -- 4 Attacks 6/28/2010 9:13:08 PM -- 4 Attacks 6/28/2010 9:13:13 PM -- 2 Attacks 6/28/2010 9:13:18 PM -- 4 Attacks 6/28/2010 9:13:25 PM -- 3 Attacks 6/28/2010 9:13:41 PM -- 4 Attacks 6/28/2010 9:13:50 PM -- 4 Attacks 6/28/2010 9:13:55 PM -- 3 Attacks 6/28/2010 9:14:15 PM -- 4 Attacks 6/28/2010 9:14:22 PM -- 3 Attacks 6/28/2010 9:14:28 PM -- 2 Attacks 6/28/2010 9:14:34 PM -- 4 Attacks 6/28/2010 9:14:37 PM -- 2 Attacks 6/28/2010 9:14:40 PM -- 1 Attack 6/28/2010 9:14:45 PM -- 3 Attacks 6/28/2010 9:14:51 PM -- 5 Attacks 6/28/2010 9:15:02 PM -- 3 Attacks 6/28/2010 9:15:18 PM -- 2 Attacks
Oops. I wasn't reading.
Also, moving supposedly messes up animations with respect to kicking, which appears as a punch instead. Not suggesting that you moved or whatever, but some data needs to be collected to make sense of the DA-OAT interaction if five punches is actually going on with OAT Wargfangs.
hmm, i was under the impression it just read the log and saw the number of attacks. I don't see why getting the punch animation over the kick would be relevant.
Edit: Just tried this for 1 fight on pup, going to send parse data to Kinematics so he can see where the issue is coming from. no counter nor kick attacks as mnk, /dnc no brutal
and getting rounds that report 5 attacks (which I never visually saw, either)
Code:6/28/2010 9:46:03 PM -- 3 Attacks 6/28/2010 9:46:11 PM -- 5 Attacks 6/28/2010 9:46:20 PM -- 4 Attacks 6/28/2010 9:46:33 PM -- 3 Attacks 6/28/2010 9:46:55 PM -- 4 Attacks 6/28/2010 9:47:04 PM -- 5 Attacks 6/28/2010 9:47:16 PM -- 4 Attacks 6/28/2010 9:47:25 PM -- 3 Attacks 6/28/2010 9:47:33 PM -- 3 Attacks 6/28/2010 9:47:46 PM -- 2 Attacks 6/28/2010 9:48:08 PM -- 4 Attacks 6/28/2010 9:48:16 PM -- 1 Attack 6/28/2010 9:48:24 PM -- 5 Attacks 6/28/2010 9:48:33 PM -- 2 Attacks 6/28/2010 9:48:43 PM -- 4 Attacks 6/28/2010 9:48:52 PM -- 4 Attacks 6/28/2010 9:49:05 PM -- 3 Attacks 6/28/2010 9:49:13 PM -- 2 Attacks 6/28/2010 9:49:23 PM -- 3 Attacks 6/28/2010 9:49:33 PM -- 3 Attacks 6/28/2010 9:49:48 PM -- 4 Attacks 6/28/2010 9:50:00 PM -- 2 Attacks 6/28/2010 9:50:12 PM -- 2 Attacks
"Extra Attacks" can't magically determine if a hit is punch or a kick.
In any case, looking at your results, I don't see why anyone would accept a > 70% kick attack rate estimate at face value. So something else is going on, perhaps a parser issue.
On the standard h2h test (88 melee attacks) provided:
9:14:37 and 9:14:40 probably belong together (due to the short time between the two rounds), for one 3-attack round
9:14:51 is most likely two rounds combined (due to the long delay before the next round; most are 5-7 seconds, whereas the next listed round is 11 seconds away), one 3-hit and one 2-hit.
Adjusting for those rounds, you have:
2-hit: 9 rounds
3-hit: 10 rounds
4-hit: 10 rounds
Given 5 kicks, I'll shift 5 4-hit rounds to 3-hit rounds:
2-hit: 9 rounds
3-hit: 15 rounds
4-hit: 5 rounds
That gives 29 rounds, so 58 base punches. There are enough multi-attacks to then punch 25 more times. 25/58 = 43%.
So from this preliminary look, it would appear that the OAT rate is still the usual 40% in standard mode, for both hands.
I'm having trouble looking for undead to kill, where is the best spot?
What level are you?
You can find EP to 75s in Eldieme. There's a ton of undead in Gustav also.
You're pretty much regulated to dungeons, as the only ones that have undead outside 24/7 are either "too weak" (Xarc, for instance) - too strong to bother soloing (Xarc [S], Mire)...
Edit: Probably should have asked this in random question thread. I don't care, but someone is bound to.
All the lower floor necropolis are EP to 80. Plenty of them and easy. I wouldn't even need /dnc tbh and could go /sam to kill faster. I can live strictly off chakra, but sub dnc anyways to make sure I don't dro pto yellow
And i was just pointing out that it is not a better alternative. sword strap effectively erases the only benefit that the higher delay would have had.
Where the eff is this 95 base dmg weapon with 5 store tp?!You're coming in here and saying 95 fucking base damage with 5 more stp...
Sounds more stupid please.
option A:
91 dmg 464 delay 5 store tp, paired with sword strap becomes:
91 dmg 451 delay 5 store tp.
option B:
95 dmg 450 delay, paired with rose strap becomes:
95 dmg 450 delay 4 store tp.
Both 6hit, both swing the same, one has +4 damage.
Yes, the store tp weapon WILL beat hagun by a small margin, But why the eff does it matter if the 95 base dmg will beat that by an even larger margin?
Where the eff are you getting this? did you even read my posts? i said 91-92 base dmg will beat hagun on both WS and melee, which means I acknowledged that 95 would beat it. did you even see what my points were?"Sams WS alot and I dont have math to prove it but I dont think that 95 base damage will beat the WS modifier of Hagun but idk and idk about DoT either, heh guyz whatcha thingl!?!"
A: Radenotachi(89/450) is about tied with hagun(it's actually sometimes better, sometimes worse, but that's really not worth discussion at this point because...)
B: 95/450 trumps both hagun, and the 91(yup, only 91)/464 with 5 store tp, with the rare exception of owning usu feet, usu body, and the brand new 5haste/store tp belt.
and incase you missed it, i'll sum it up.
95/450 >> 91/464 5Stp > Hagun.
got it? k
Of course the Hiradennotachi is better than the Keitonotachi, so long as they're both used as 6-hit.
Care to show us how to get a Hiradennotachi in eight hours?
If you 2box/have a friend who wants to help, sync to 56-58 in Xarcabard. Tons of EP skeletons and ghosts around the outpost/entire zone on 5 minute repops and nearly constant ice weather, if you need it. Skeles begin to pop TW at 58-59 but I did almost all of my undead/ghost trials for the Pet: MAB+ claws there without too much trouble.
I'm pretty sure this is not the case. Melee, of course 92 will win, but on WS Hagun wins in almost all situations.
I'm gonna copy paste some of my blog cus I cba to do it from scratch:
Hagun WS = Masamune WS
75+fSTR+WSC * 1.875 * P-Dif = 97+fSTR+WSC * 1.5625 * P-Dif
So basically asking: "when are the WS damages of Hagun and Masamune equal?"
p-dif is the same on both sides and the difference in fTP can be represented simpler. So you get:
75+fSTR+WSC * 1.2 = 97+fSTR+WSC
becomes
90 + 1.2 fSTR + 1.2 WSC = 97+fSTR+WSC
0.2 fSTR + 0.2 WSC = 7
fSTR+WSC = 35
Masamune and Hagun WS damage will be the same when fSTR together with secondary modifiers add up to 35. The moment it adds up to MORE than 35, hagun actually wins.
[snip]
Considering you can do a Sneak Attack+Gekko to a Sky god for over 1K damage, that means that even on high level mobs (assuming p-dif of 3) fSTR+WSC can add up to more than 100.
So I'm plowing through my second last trial for OA2-3 Antea, and my friend checks the last trial which we are both about to hit..
450 Wamouras...
Ugh, any thoughts on these, or anyone have a trial like this and have any suggestions? If I'm reading correctly, an hour-ish repop on the ones in Mt.Z (and that's if no one is killing the little ones) oh yay...
There's a H2H trial that also requires Wamouras. On the wiki page for said trial, it says that the smaller "bugs" also count. Hopefully it's the same for your trial.
Thank you, hoping to god this works...