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Thread: What's Better?     submit to reddit submit to twitter

  1. #1081
    Cerberus
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    Quote Originally Posted by Byrthnoth View Post
    OA2-3s are terrible damage options for at least another 4 days, so you can knock that one out. I'd predict it expands to 2-4 in this coming update, but it's still no k-club and the 2-3 has a shitty distribution. I also anticipate the DA path potentially expanding to include Triple Attack.

    Still, as it stands:
    D55, 40% OAT rate
    D66, 9% Double Attack rate (also applies to offhand)

    I'd say it depends whether you're dual wielding, what your other weapon is, etc. If you're dualwielding a K-club, you should just be doing the max damage or an elemental magian. If your second one is an elemental path, the DA+9% one is going to be very competitive (remember that its bonus also applies during WS and it gives you higher base damage for WS).
    I WISH I had a kClub and yes, I will be duel-weilding. My thoughts was having either the D55, 40% OAT rate OR the D66, 9% Double Attack rate as the off-hand. What I'm not familiar with is if certain attributes are active when off-handed.

    Main hand for now will be the Weaponskill +10% trial club (since I learned the 10% is active when main hand only).

  2. #1082
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    Lakshmi
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    The DA+9% Club (D66) is likely going to do better WS damage than the WS damage+10% club (D56).

    Assuming 200 STR and MND (ridiculous mods to favor the WS damage club) gives 68 weapon damage during WS from mods.
    (66+68 +15 ) = 149 (and 9% Double Attack + 5% from Brutal I'd assume)
    (56+68 +14 )*1.1 = 151.8 (and 5% Double Attack from Brutal)
    Hexa is normally a 7-hit attack when dual wielding, 6 of which are from the main hand. Double Attack can proc on two of those hits:
    1.14+1.14+4 = 6.28 = (times above damage) = 935.72 + offhand damage
    1.05+1.05+4 = 6.1 = (times above damage) = 925.98 + 1.1*offhand damage

    Offhand damage would have to be 97.4 to make up the difference, which I now realize is actually totally feasible with those WS mods.

    Under realistic conditions though (<200 STR and MND), the Double Attack club should be a better Hexa Strike main-hand than the WS damage club. This would leave you free to offhand whatever you want (STR/Atk, DEX/Acc, etc). That combination would also be much better DPS than anything involving the WS damage club.

  3. #1083
    CoP Dynamis
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    Quote Originally Posted by Byrthnoth View Post
    Hexa is normally a 7-hit attack when dual wielding, 6 of which are from the main hand. Double Attack can proc on two of those hits:
    Was under the impression the swings/round capped at 8. If you're dual-wielding Hexa, shouldn't you not be able to proc DA more than once?

  4. #1084
    Nidhogg
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    Quote Originally Posted by Byrthnoth View Post
    The DA+9% Club (D66) is likely going to do better WS damage than the WS damage+10% club (D56).

    Assuming 200 STR and MND (ridiculous mods to favor the WS damage club) gives 68 weapon damage during WS from mods.
    (66+68 +15 ) = 149 (and 9% Double Attack + 5% from Brutal I'd assume)
    (56+68 +14 )*1.1 = 151.8 (and 5% Double Attack from Brutal)
    Hexa is normally a 7-hit attack when dual wielding, 6 of which are from the main hand. Double Attack can proc on two of those hits:
    1.14+1.14+4 = 6.28 = (times above damage) = 935.72 + offhand damage
    1.05+1.05+4 = 6.1 = (times above damage) = 925.98 + 1.1*offhand damage

    Offhand damage would have to be 97.4 to make up the difference, which I now realize is actually totally feasible with those WS mods.

    Under realistic conditions though (<200 STR and MND), the Double Attack club should be a better Hexa Strike main-hand than the WS damage club. This would leave you free to offhand whatever you want (STR/Atk, DEX/Acc, etc). That combination would also be much better DPS than anything involving the WS damage club.
    Your entire math is assuming what offhand? Because he said he was planning to OH the DA or OAT (DA prob being better), so no, there's a 0% difference in DA rate...also, I thought what Scrooge said is correct. You seem to be way offbase, and WS+10% + DA+9 seems like a pretty strong combination to me, though I'm not sure how the OAT or OA2-3 stacks up, but even so I think inside Abyssea WS+10% will almost always win over any other mainhand.

  5. #1085
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    True, somehow the "Hexa is already 7 hits" thing I said didn't compute. If you're in Abyssea on WHM/NINorDNC, OAT will be a better offhand and WS damage+10% will be a better main-hand. You lose out on the WS damage from Double Attack, but that was a fairly minor part of the DA+9 club's contribution anyway.

    Also, I didn't assume an offhand damage. I backcalculated what the offhand damage would have to be in order to figure out what point would be equilibrium, which was below the offhand damage you'd predict in Abyssea. If you calculated it again excluding one DA hit, or assuming DA club offhanded, it would have to be an even lower base damage to make them equal

  6. #1086
    Cerberus
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    Thanks for the input (and the math @.@) I'll stick with the WS damage+10% club (D56) main hand and await for the update(s) before I decide what my off-hand will be for now....

  7. #1087
    >The Implying
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    Jeryhn Astracrown
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    Need a math guru here. When I'm not using Uggalepih Pendant (or Artemis Medal), I'm having a little trouble deciding on a neckpiece for nuking (mostly for BLM).

    Choices:
    Goetia Chain
    Leme. Medallion (or Prudence Torque)
    Solon Torque

    My guess is Solon Torque would outperform most of these on T4 nukes or higher inside Abyssea, given the availability of Minikin to inflate INT. I'm just not sure about Goetia Chain. Ideally a decent nuke neckwear I could also use on RDM would be nice. If I've also missed an obvious choice I haven't already listed, please do let me know.

  8. #1088
    Salvage Bans
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    Leme+1/Prudence should beat Solon if I remember for T4, and pretty much for T5 too. dINT has no cap on T3 and highers spells from damage shots of primeval brew.

    EDIT: Goetia for blm obviously is better than both

  9. #1089
    I enjoy tapping my sisters fine ass
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    Quote Originally Posted by Jeryhn View Post
    If I've also missed an obvious choice I haven't already listed, please do let me know.
    http://wiki.ffxiclopedia.org/wiki/Caract_Choker

  10. #1090
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    How can you not be sure if 7 int beats 5 int? Goetia beats solon and caract.

  11. #1091
    Melee Summoner
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    curious as to what people think of bustle dirs (haste 7%) for sam. What do you think of these over af3+2?

  12. #1092
    New Merits
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    Quote Originally Posted by Castellano View Post
    curious as to what people think of bustle dirs (haste 7%) for sam. What do you think of these over af3+2?
    if it doesnt break your 5hit, go for it.

  13. #1093
    Sea Torques
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    Best hands for MNK? Excluding Emp Weapon/Fake Emp Weapon. Mainly for tanking.

  14. #1094
    An exploitable mess of a card game
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    http://www.ffxiah.com/item-sets/168238

    Improvements besides +2 Legs/Aesir Earring? Just making sure.

  15. #1095
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    Cerb +1 is all that comes to mind.

  16. #1096
    xXNyteFyreXx420Sharingan
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    Fenrir

    Zahak's would be better if you don't need the STP, no? Granted you probably do for 5-hit. Warwolf if attack capped.

  17. #1097
    Hydra
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    Warwolf belt vs. Anguinus belt for Fudo?

  18. #1098
    An exploitable mess of a card game
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    Quote Originally Posted by Nightfyre View Post
    Zahak's would be better if you don't need the STP, no? Granted you probably do for 5-hit. Warwolf if attack capped.
    Ya, Zahaks is better damage wise, but as you mentioned, I need the sTP from Aurum for 5-hit. I wasn't sure how to approach the belt issue since I know I'm uncapped with only food or only stalwarts, but I might be capped with both (800ish ATT I think? I'll have to check).

  19. #1099
    Bagel
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    Quote Originally Posted by Castellano View Post
    curious as to what people think of bustle dirs (haste 7%) for sam. What do you think of these over af3+2?
    Only useful for seigan tanking (idk why you'd be doing this at this point but yeh.)

  20. #1100
    I enjoy tapping my sisters fine ass
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    What is better for "The effectiveness of the THF job trait "Treasure Hunter" will occasionally increase with each melee attack landed."
    OA2-3x2
    Auric Dagger/OA2-3
    Rapidus sax/OA2-3
    Auric Dagger + Rapidus Sax
    or TK+OA2-3 ?

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