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  1. #1221
    Relic Horn
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    It´s pre 2hand buff obviously

  2. #1222
    Chram
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    Adrianne Lehmen
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    Balmung
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    Lakshmi

    clearly outdated, BST above DRG makes me

  3. #1223
    rog
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    Quote Originally Posted by Lyramion View Post
    It´s pre 2hand buff obviously
    Ahh, that makes more sense. It's still pretty silly since a top of the line rng is wayyyyyyyy better than anything else for merits.

  4. #1224
    Relic Horn
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    About the new footwork MNK 2-3 thing - I only seen setups with haidate - how much would Bahamut Hose 6% kick attacks up the average over Byakkos Haidate ? Is that even how it works?

  5. #1225
    rog
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    Quote Originally Posted by Lyramion View Post
    About the new footwork MNK 2-3 thing - I only seen setups with haidate - how much would Bahamut Hose 6% kick attacks up the average over Byakkos Haidate ? Is that even how it works?
    It wouldn't, it would slow your attacks down.

  6. #1226
    Salvage Bans
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    Phoenix

    Where did the crafting sub-forum go?

    Edit: Found it! Apparently you have to be logged in to view this now?

  7. #1227
    Relic Horn
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    It wouldn't, it would slow your attacks down.
    Ah I should add more info - but with the new shoe latent, bb, turban and some new hands MNK can get like 24 or 25 haste without haidate.

  8. #1228
    Old Merits
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    Phoenix

    main page, read the sections

  9. #1229
    rog
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    Quote Originally Posted by Lyramion View Post
    Ah I should add more info - but with the new shoe latent, bb, turban and some new hands MNK can get like 24 or 25 haste without haidate.
    Oh, ok. Then you'd more than likely be better using that and bahamut hose i guess. Sorry, i haven't really looked at the new gear, except for rdm.

  10. #1230
    Sea Torques
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    Quote Originally Posted by rog View Post
    It wouldn't, it would slow your attacks down.
    no, you can cap haste without haste on legs:
    BB 12 turban 5, poise 5, ocelot gloves 3 =25 +tiercel if you want tru cap,
    come to

    15 dex, 5skill (hachimaki add 1dmg if full merited)/whatever other trade VS 6% ka
    dont think it worth it

  11. #1231
    Relic Shield
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    Shiva

    Quote Originally Posted by seiji View Post
    no, you can cap haste without haste on legs:
    BB 12 turban 5, poise 5, ocelot gloves 3 =25 +tiercel if you want tru cap,
    come to

    15 dex, 5skill (hachimaki add 1dmg if full merited)/whatever other trade VS 6% ka
    dont think it worth it
    Does gear like Melee Hose even do anything under Footwork?

    I think all it does is increase the rate of your kicks processing under normal circumstances...

  12. #1232
    rog
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    Quote Originally Posted by Francisco View Post
    Does gear like Melee Hose even do anything under Footwork?

    I think all it does is increase the rate of your kicks processing under normal circumstances...
    It works just like DA with footwork.

  13. #1233
    Sea Torques
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    Any new subjob options for a OAThrice footwork mnk?

  14. #1234
    BG Content
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    Can anyone say for sure that they have seen the following drops off a single mob in Dynamis:
    1) RotZ Relic Armor + 4 Currency
    2) RotZ Relic Armor + Mob-specific Crafting item
    3) RotZ Relic Armor + D1 Relic starter weapon
    4) ToAU/WotG Relic Armor + 4 Currency
    5) ToAU/WotG Relic Armor + Mob-specific Crafting item
    6) ToAU/WotG Relic Armor + D1 Relic starter weapon
    7) 5 Currency
    8 ) More than one Crafting item
    9) More than one D1 Relic starter weapon

  15. #1235
    E. Body
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    Quetzalcoatl

    Ok I can't seem to get a straight answer anywhere, so Im going to ask here. I've searched all over and am getting answers that vary so much I don't know what to believe.

    How does Dual Wield Work?!

    According to wiki, you take the average delay of the two weapons if they're different so, add them together and divide by two then double that...

    Wait ok so I just combine the delay of the weapons right?[(x+y)/2]*2 just = x+y right?

    Ok so I combine the delay of the weapons. Then according to wiki they both get the same tp/hit? Well what tp is that? The tp/hit of the main hand? The offhand? Or do they just get the tp/hit of their own strikes?

    then I take the combined delay and take off the % from dual wield trait and gear, correct? So at level 80p dnc I take off 30% of my delay, 35% if Im using suppa earring, yes?

    But here's where shit really gets controversial. Does or does not dual wield gear lower my tp/hit to make up for increased attack rounds? I am getting a mix of people and wikis and forums saying it does and doesnt, neh?

    Secondly, how do I even calculate how much tp/hit is taken off? Do dual wield traits like dancer's and ninja's and blue mages do this as well, or is it just armor?

    Or is dual wield basically the same as haste, but it doesn't count towards haste cap and only works while using 2 weapons?

  16. #1236
    BG Content
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    So, Dual wield works like this:
    (Main-hand Delay + Off-hand Delay)*(1-Dual wield%) = New Round Delay
    To find the TP you get, plug (New Round Delay/2) into the Tactical Points formulas.

    DW 1 = 10% DW
    DW 2 = 15% DW
    DW 3 = 25% DW
    DW 4 = 30% DW
    Suppanomimi = +5% Dual Wield

    I don't know where to round, so I always round in the least favorable way for players, because that's what SE seems to normally do.

    Edit: Oh yeah
    Below 180 Delay per hand, TP gain per second is increasing. Above 180 delay per hand, TP gain per second is pretty nearly constant (until around 480 Delay.)

  17. #1237
    CDF
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    Quote Originally Posted by Hitoseijuro View Post
    Is that only with the h2h weapon w/footwork? Or has this been tested aswell with other OA 2-3 magi weapons? Or is this just an educated guess going based on what the knuckle testing was? Just curious as Ill have to make some adjustments to what I had predicted the 2-3 sword would be against joytoy for pld....
    Katana, H2H (can't even kick three times per round with Footwork, and you have to correct for Kick Attacks II anyway where MNK is involved, not a problem), all the JP testing no one knows about but is probably rehashed somewhere.

  18. #1238
    E. Body
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    Quetzalcoatl

    So does tp/hit go down on my weapons when I put on suppanomimi? Im not entirely sure if thats what you meant by dividing the delay in half?

    Like some people have told me if Im getting like 5.6 tp/hit on my mainhand and put on suppa, SE made it so I'll start getting like 5.4~5.3 tp/hit to make up for my icnreased attack speed, and that there used to be a floor on tp/hit after dual wield is calced and people would use that to their advantage by going over that floor and turning dual wield gear into haste, but Im not sure what to think of that.

    I suppose I'll just have to test it myself by dual wield identical daggers and seeing if my tp/hit is going down after suppa...

  19. #1239
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    Quote Originally Posted by urat View Post
    Ok I can't seem to get a straight answer anywhere, so Im going to ask here. I've searched all over and am getting answers that vary so much I don't know what to believe.

    How does Dual Wield Work?!

    According to wiki, you take the average delay of the two weapons if they're different so, add them together and divide by two then double that...

    Wait ok so I just combine the delay of the weapons right?[(x+y)/2]*2 just = x+y right?

    Ok so I combine the delay of the weapons. Then according to wiki they both get the same tp/hit? Well what tp is that? The tp/hit of the main hand? The offhand? Or do they just get the tp/hit of their own strikes?

    then I take the combined delay and take off the % from dual wield trait and gear, correct? So at level 80p dnc I take off 30% of my delay, 35% if Im using suppa earring, yes?

    But here's where shit really gets controversial. Does or does not dual wield gear lower my tp/hit to make up for increased attack rounds? I am getting a mix of people and wikis and forums saying it does and doesnt, neh?

    Secondly, how do I even calculate how much tp/hit is taken off? Do dual wield traits like dancer's and ninja's and blue mages do this as well, or is it just armor?

    Or is dual wield basically the same as haste, but it doesn't count towards haste cap and only works while using 2 weapons?
    Google averaging because that's not how it works.

    TP/hit is based on the average delay of your 2 weapons, delay reduction included. So if you were using 2 katanas with 227 delay, at 75NIN, with a Suppa, your TP/hit would be based on a delay of 227*.65=147.55, probably floored to 147.

    Yes, Dual Wield reduces TP/hit. However, it still increases your TP/time rather than being zero-sum like you imply by suggesting the TP reduction "makes up for" the extra speed.

  20. #1240
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    The more dw traits you add from job/equipment the less tp you will get using the same weapons. Yes is the answer to your question.

    edit: beaten

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