Didn't look at her gear, but probably for a 5-hit
Didn't look at her gear, but probably for a 5-hit
I don't feel like doing the math, but does vulcans + rose strap not work for it?
If that 1 STP actually makes the difference that's just lame shit luck but tbh you'd prolly be better off using a brutal earring + some other earring anyway to make up the difference.
AGI+8 isn't all that useful for TPing anyway.
Not a RNG tho, just observations.
My Sterling Star aside...
Presently my TP set gives 20.1 TP and my WS set gives 19.7. So WS + 4 hits = 100.1 TP.
Rose Strap alone gives 19.9 TP per hit and WS with my current gear would give 19.6, so obviously that wouldn't work, it would require the use of Brutal during TP and WS. Even WS'ing in Skadi pants would only give 20.1 TP.
So you're talking about STR+3 and whatever you're getting from earrings vs. R.atk+10... kinda splitting hairs at that point lol
Some of the differential is because of you only getting one song. Adding Min III (I'm using all mobs as level 82 for easy math) you would be looking at doing 209056 damage. That's 11086 more. Not to mention the fact that when singing march x2 then single casting minuet, there are times where you will have duel marches before the bard can get around to giving you a song. It would be a pain in the ass for the bard, but if you are comparing yourself to a fully buffed sam, you need to be fully buffed as well even if it is 'not practical' since songs are usually tailored to 2h DD.
It still wouldn't be enough to win, but its very encouraging for several reasons:
1) If dragonmaw, and not the weaker oat gun, is the one that gets the eventual 3x and 4x attacks, it will be a force.
2) If skill caps continue to grow in disparity after the cap raise, a Sam's PA rating will bring it back to the pack some while a rangers native acc bonus trait will more than offset an "A" rating.
3) If SE ever delievers on that cryptic ja that 'occasionally fires 2 bullets' it could very well bring rng even in merit setups to the other strongest DD, even if it doesn't proc on dragonmaw multihits.
4) If none of this pans out, there is still kraken club.
According to Parse, Minuet IV was active only about 70% of the time vs. Tiger/Maridel's 95% March active, so good points there.
Also one other note, breaking down parse for Wivres only:
PDIF is a hell of a drug.Code:Damage Summary Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg WSkill Dmg Spell Dmg Other Dmg Kaworu 4393 9.32 % 2063 0 812 1518 0 0 Maridel 14022 29.74 % 5531 0 0 8395 0 96 Shadida 16923 35.89 % 26 6166 2533 8198 0 0 Tigerwoods 11816 25.06 % 4461 0 0 7167 0 188 Total 47154 100.00 % 12081 6166 3345 25278 0 284
Counting double proc rate now...
If you mean, is 35.86% actually 40%?
With a sample size of 251, a 'real' rate of 40%, the CI is +/- 6.03% at 95% CL.
So you are well within the range predicted from the larger sample sizes done on melee weapons.
This assumes that not one of the "singles" was about to DA when the mob died. So, unless you manually reviewed this, I think the 35.86% is understated.
Hm, you're right about that. Anyway, I just counted this so here you go:
305 RA's (the log continues beyond the parse a bit), 83 doubles, so 139 singles. 222 total RA's, 62% single, 38% double. I don't have time to eliminate the single kill shots but you're right Vodou - it probably is at least 40% if not 45%.
Motenten if you're still around, can you consider ranged attack double proc parsing for a future version update in Kparser? And while you're at it can you include some metric for the shots which were outside sweet spot, hit squrely, strikes true, and crit?![]()
Yeah, I'll put that in the Extra Attacks section. Didn't have it before for obvious reasons.
Will have to look at whether I can put in the range variance data. Not sure I have the space in the database to store it, though it's probably about time I actually made all those database revisions that have been piling up. Version migration will be a pain, though :/
Also (since your sig just reminded me), Hitler sadly no longer gets to learn about the level 99 cap.
When I played FFXI, I felt like I had to apologize if haste was off for more than 10 seconds :/
See, this is why parses are worthless. You're getting a much closer result in the latest parse because vegetto is a good DD and engages quickly, though you still have other factors. Who gives a shit if you can outparse a half-afk apoc, so can 6 of my jobs.Originally Posted by Shadida
If you want to know what's better, do math on it. No matter how many parses you do there'll always be external factors you can't entirely rule out.
As far as the people who always say "But math can't predict everything that'd happen in a real parse" I look at it this way.
The math shows your max potential. The better the player you are, the closer you come to reaching that peak potential.
Ill give it to veg', he knows how to stab shit!
Wise words.
Where the math becomes most relevant is when someone decides they're going to level(or use an already leveled) one of X jobs, say, a career mage doing their first melee. If their goal is to do the most damage, they're going to do it by leveling the job that does the most damage with gear available to them. Human error effects some jobs differently(WSing slowly will hurt a SAM more than a MNK), but not by enough to change what will do the most damage.
I've done tests on genbu's shield on chigoes outside Nashmau
proc rate : ~ 41%
absorb percent ~ 37%, not counting the -10% pdt on it, so ~ 1-(1-0.37)(1-0.9)
With those values, if you got x pdt on your gear outside genbu, and get it by 1 the resulting damage is :
(1-0.41)*(1-x-0.10)+0.41*(1-0.37)*(1-x-0.10)
For instance with 27% pdt and genbu the resulting damage is 0.534 or -46.6% pdt
With earth staff instead this would be -47% obviously
Now with soulsaber -5% pdt you have 42% pdt instead so the resulting damage with genbu is 0.492 while earth staff would put it at 0.53.
So genbu+soulsabe is equivalent to ~-24% pdt and beats earth staff, ding.
Good thing RDM shield blocks things it's tanking as well as EP chigoes.
I'll acknowledge that it's an interesting idea and very well might be the best option, but you can't assume proc rate is the same on everything, especially with 200 skill and PLD as a precedent.
I know next to nothing about RDM solo, but isn't the consistent damage reduction from Staff better than the chance reduction from shield+sword. I understand that overall the shield/sword combo will have better damage mitigation, but I was under the impression that RDM solo was easier /w reliable damage mitigation instead of chance damage mitigation?