Stick to Jump/HJump merits. It's a fairly meh JA; it's only going to help you if the wyvern has 34 TP by the time you hit 83 and even with the assumption that this happens (I never check pet tp), you're giving up macc on the wyvern's breath attack along with sacrificing some TP phase damage due to JA delay. Don't cap Empathy... I can see a slightly stronger argument for one merit in it now since that'll let you get TP without dropping your HP as long as you macro out Homam Gambieras, but that's it. One or two merits into it is as high as I'd even consider.
What horrible reasoning with respect to accuracy...
So, who's actually prepared to argue that a weapon skill with more hits benefits more from a given increase in accuracy than a weapon skill with fewer hits (before reaching the hit rate cap)?
(Edit) Ok, so technically, with the hit rate for the first hit being 95% in most cases, the relative benefit of fixed increase in accuracy (where the benefit of accuracy is actually achieved) is higher for the WS with more hits than the one with fewer hits.
This is different than making a correct but irrelevant observation about how, for a fixed probability of missing, the probability you miss at least one hit out of n hits increases as n increases. Of course it will, because as n increases, there are more opportunities to miss.
This thread suddenly has great potential, what with this CDF guy apparently knowing secrets about in-game accuracy that no one else understands. Popcorn, please
Still the wrong way to approach it. You don't apply accuracy to each hit in the way your above math would suggest, but instead do
If you want to make an acc-based argument, it needs to be based on the fact that acc will influence a greater proportion of hits on KJ (since SC's first hit has a hefty acc boost), which still favors SC more as your hitrate decreases unless I'm completely off my nut today. So you're right as to how hitrate impacts the two WS, just for the wrong reason.
I think. CDF's better at statistics than I am, should probably take his word over mine if he disagrees with what I'm saying here.
EDIT: Per what I just said, adjust application of the hitrate variable for differing hitrate on the first hit. Have to separate them for SC anyway due to pDIF boost.
I appended this to my previous post but I'll reiterate:
Ok, so technically, with the hit rate for the first hit being 95% in most cases, the relative benefit of a fixed increase in accuracy (where the benefit of accuracy is actually achieved) is higher for the WS with more hits than the one with fewer hits.
This is different than making a correct but irrelevant observation about how, for a fixed probability of missing a hit, the probability you miss at least one hit out of n hits increases as n increases. Of course it will, because as n increases, there are more opportunities to miss.
We're talking about a capped acc situation. Not what will benefit more for adding acc while below cap. I didn't bother to include acc in the example I gave since SC had already won, and assumed the 95% hit rate cap hurts KJ more than it hurts SC. Of course, actually doing the math, that turns out not to be the case because of SC's big ftp, so they end up proportionally losing just as much when you add in acc.
not factoring acc:
SC: (96 + 100 + 18) * (3 + 1) = 856
KJ: (96 + 65 + 18) * (1.5 + 1 + 1 + 1) = 805
average considering acc:
SC: (96 + 100 + 18) * (3 * 0.95 + 1 * 0.95) = 813
KJ: (96 + 65 + 18) * (1.5 * 0.95 + 1 * 0.95 + 1 * 0.95 + 1 * 0.95) = 765
Ends up the same for both.
You're making a correct but irrelevant observation about a "particular" and using that to make the incorrect conclusion that the 95% hit rate cap "hurts" KJ more than SC on average. The only relevant consideration is the effect on average damage, which affects both equally.
The concern for the particular instead of the average is similar to the irrelevant concern for the probability of TP overflow for multi-hit weapons instead of concern for the actual "effect" on determining WS frequency (on average).
What's 856/805.5? What's 813.2/765.225? Hmm, now why is the ratio the same...?
Errant slops > choral cannions for debuffing?
from my understanding stack all skill + for buffs
and all chr for debuffs.
Is that doing it right ?
Ares Sollerets vs Chaos Sollerets+1 for Guillotine?
7 chr = 3-4 m.acc at worst (depends on your chr vs target's chr)
3 skill = 3 m.acc
so Errant > AF nq, so your gear choice is correct even if your reasoning isn't. Just go for whatever gives the most m.acc, with 1 skill = 1 m.acc, and 1 chr = 1 or .5 m.acc depending on your dCHR compared to the target (though it's probably a safe bet that your chr is higher than your targets, so I assume 2 chr = 1 m.acc).
No idea if there is any data to back this up but possibly only wind/stringing effect song macc? They might just land more accurately than most spells at that low skill because of a native macc boost. Dunno
Triumph Earring vs Aesir Ear Pendant for King's Justice and Asuran Fists?
Rough call, depends on buffs. Attack +7 is a lot, STR+2 is not a lot. Conserve TP is novel.
KJ... I'd use Triumph if you have a lot of attack buffs, but if you don't (and are still using KJ for some reason - like skillchains with Spamurais and Dragoons) you could use Aesir.
Asuran, you'll almost always be better off with Aesir.