6922.08 + 13768 = 20,690 to kuro's 21,800 if that's correct, 5.3% in kurodachi's favor.. very underwhelming
the real question is if people weren't willing to use soboro over hagun before because of tp feed, why would they want to use kurodachi now?
Ok, I messed up my original calculations because I'm apparently windows-calculator retarded this morning. Plugged it into excel and verified my equations are correct and got:
6-hit Soboro: 2.93 rounds to 100TP on average
6-hit Soboro with 15% DA: 2.908 rounds to 100TP on average
For anyone wondering, Soboro's Attack rounds to 100TP are minimized at 41% Double Attack - 2.8924 rounds to 100TP.
I like to feed tp. One thing to consider when doing the comparison though is the possibility that zanshin cannot proc 40% of the time (on any round you attack twice).
As I've explained to a few ppl via PM to get their opinions. I've done some testing w/ zanshin.
Mnk/sam h2h = no procs
Sam/blm h2h(one punch) = procs
Sam/nin club = procs
Sam/nin club x2 = no procs
So I've come to the conclusion that either h2h/DW are specifically excluded, or any time you attack more than once per round, zanshin isn't possible.
actually, the 3.77 rounds till 100 TP was for 95% acc; so for 100% acc you should take
3.58 for kurodachi
2.8x for soboro. ( with 0.3/0.5/0.2 distribution)
in the end soboro=hagun, less than 0.25% difference.. while kurodachi = +3.9% ( seems about rigth with your math. you basically compared 95% acc kurodachi to 100% acc soboro)
used 3.7 not 3.77, just pulled it out of your post.. acc assumption wasn't specified
So are we all in agreement now that OAT GK is bazing awesome?
Pink words.
\(´A´)/
I really want to know if the bow is an ammo-eater.
Well, I get these numbers under the stated conditions, units are attack rounds per WS
0% DA, 100% ACC:
Kuro 6-hit: 3.7776
Kuro 5-hit: 3.056
Soboro 6-hit: 2.93
Soboro 5-hit (Yoichi onry): 2.417
15% DA, 100% Acc:
Kuro 6-hit: 3.58
Kuro 5-hit: 2.89
Soboro 6-hit: 2.909
Soboro 5-hit: 2.375
I'm still not sure how to correct for 5% misses. It would shift the distribution towards higher numbers and really hurt the Kuro 5-hit (where 2x2 is the only way to get 100TP). Well, actually I think I just figured out how to do it, but I don't know if I want to put the time in and modify my spreadsheets, especially because it messes up my main simplifying assumption. >:/ isn't like I even have SAM75
Divide by .95; actually, take Zanshin into account too.I'm still not sure how to correct for 5% misses.
soboro 6-hits, 95% accuracy 17% double attack ignoring zanshin :3.025275865 rounds
soboro 5-hits, 95% accuracy 17% double attack ignoring zanshin :2.486170610 rounds
Now with 15% DA/95% acc
soboro 5-hit : 2.457205001
soboro 6-hit : 2.979435372
So, based off what I've been seeing and doing, Soboro SAMs should never sub WAR or probably even use Brutal Earring... unless they're doing a 5-hit with Yoichi. I don't know about you, but I get Brutal with /DRG being about a 0.3% increase in WS frequency. Sheeet, whatever Bushi does for DoT is probably better than that. /WAR and Brutal together give about a 0.7% increase in WS frequency.
Can you set DA% to 0 with 95% Acc and tell me what the Soboro 6-hit gets? Also, how are you calculating this?
Right now I figure I could break it up like this:
Set of probabilities - Separate into 2/3/4/5 hits after 2 attack rounds. Multiply by the probability distribution of hits and misses, re-separate into a new distribution of 1/2/3/4/5 hits. 5-hits (for a 6-hit) qualifies as 100TP, the other options move on to the next stage and repeat the process, but only the added hits are accuracy corrected. Continue until 5 attack rounds and call the difference between 100% and the sum of your probabilities 6+ attack rounds.
Right now I use the difference between 100% and the sum of my probabilities to avoid calculating one of the more difficult probability sets, so I don't really want to do this myself.
Edit: Ah-hah! Another option would be to just accuracy correct the Soboro distribution itself and use the new probabilities, which I could do in my spreadsheet right now if it wasn't for 0-hit cases.
not sure how i'm 'throwing a fit', i'm pointing out that it's not anywhere near as great as people are making it out to be.. much like the rest of these
depending on how the ranged ones work, they're both best nonrelic(and competitive with relic if the enm- isn't needed, but not sure if there are any places that applies really)
pole/scythe are both large improvements for nonrelic owners, pole could beat relic/mythic
dagger is a decent improvement for a nonrelic thf, and great for dnc
GK is marginal, barely beats soboro given 30-50-20 spread, and would lose to soboro if it was 25-50-25(which is well within margin of error for the posted test) or 33-33-33
not to mention GKs in general are for shitty pdif, not sure where you'd use it AND not care about tp given.. jol only weapon? or piercing resistant mobs in ein, about it
if you're a completionist sam that can never get amano(lol?) then get it and use it on jol or the rare situation you're fighting piercing resistant things.. better off using hagun for tanking, polearm or soboro /rng for zerging, polearm for weak things