In regards to Critical Hit WS Rate. I'm fairly sure it has some sort of cap lower than normal melee swings.
I did some Blade: Rins with no offhand or DA/TA gear while maintaining a 100% Crit hit rate on White Damage.
RR/GH/DD, Eft Aby-Kon, NIN/DNC
Code:Blade: Rin 108: 1 + 110: 3 111: 1 112: 2 113: 2 130: 1 133: 1 135: 1 138: 1 139: 1 ^ 152: 1 157: 2 162: 2 165: 1 180: 1 198: 1 346: 1 380: 1 385: 1 418: 1 420: 1 424: 1
I don't exactly have time to do a more thorough or controlled test at the moment, but I'd think a single noncrit would disprove it carrying an identical cap. Unless of course there's an error in my testing method I'm overlooking.Code:Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit% 103513 94.17 % 580/26 95.71 % 0/0 0.00 580 135/220 178.47 100.00 %
If anyone could replicate a similar/superior test with Hi it would be helpful.
So from your test, it looks like your melee critical hit rate is 100%, but your WS critical hit rate was much much lower than that. Interesting.
There has to be something weird about Rin. That's a dismal crit rate (20%, low N). Maybe I can go test with Keen Edge later.
What's the offhand in that WHM tarutaru picture?
I could be wrong, but I'm fairly sure its a Trainee Burin.
Seems to me like some critical weaponskills just might not be affected by base critical hit rate and rely solely on fTP for their observed critical hit rate.
To anyone who's completed an Ochain or the new Harp - how the fuck do you compete against all these people camping T2 VNM's? it's ridiculous, I feel like it's the old day of HNM's, just groups and groups camping on them. There needs to be an alternative to collecting souls, or more instances for popping t2. Every zone I check, at any time of the day, has more than one group camping t2 vnms. It's getting out of hand.
ochain and harp in general is easier before merge
on ifrit it was free almost all day. on odin its camped almost all day
depends on ur server
Having any form of movement speed helps, and doing them on THF main for extended flee (assuming you have the af feet) gives you a pretty big advantage. That being said, I started a harp for my pocket bard and gave up after 9 souls. Between the constant competition and going 3 hours with no upgrades I couldn't stand it.
Personal experience doing Daurdabla was to ask people camping against me if they wanted the upgrades. Most people I came across did not and were after seals.
Id often party up with these people, get upgrades while getting them some seals and id be fine. Naturally, sometimes you're gonna get competition and that means either slugging it out for upgrades or being damn good at reading where the VNMs are going.
Koios was usually the least camped with Chione being packed often. I didn't really mess around with Gamayun much since she had a tendency to use Aerial Blast like it was going out of style.
Movement speed is definitely a plus.
I tried teaming up with people, and a few times it was just people after seals - and it'd work out. Although every group I've encountered now, is nothing but groups after Colorless souls as well. I guess I will try to get my thf mule to do the pops now with flee. But it would be a waste to replace myself as a thf, when I have Kannagi. I understand what you mean - Gamayum seemed like no problem o me - but getting Nightmare'd right as you pop is a big kick in the balls, especially when your whm was in range for pop.
Most of my souls came from garuda because ppl seems to avoid diabolos pop more than levi/ifrit. Less competition usually and diabolos is the easiest of the 3 imo if you have min 1 whm + 1 cure person.