ITT: weapons are armor
ITT: weapons are armor
Did you factor in zanshin?
I'm getting ~263 expected rounds with 14% haste (not counting JA delay). 1698 seconds, 450*.86/60 = 6.45sec/round. 1698/6.45=263.26. In any case, that's pretty irrelevant, working backwards from your numbers you were swinging @ ~82.6% speed (rounding error due to partial rounds) implying you had 17.4% haste, or between 3% and 4% more haste than expected.
Don't really see anything wrong with what you've done. I just got the +1s today, may or may not get around to messing with it also.
I need to level my samurai so I can test them. Collecting dust right now ;( someone want to let me be their key bitch.
Anyone tested to see if the AF3 set effects are similar to campaign armor, in which 2 pieces triggers the effect and each successive piece accelerates it?
I've been doing some definitive testing on the Enhances "Penury/Parsimony" Effect on Savant's Pants +1 and I've come to the conclusion that the idea that it further reduces the MP cost is bunk.
I made a table of expected MP costs considering Conserve MP and a standard 50% Penury, using Reraise II as the test spell. Every time I cast the spell it lined up with one of the expected values, and it never deviated from the listing. Every single spell was 50% of the post-Conserve MP values. Then it hit me: I never included a column for no Conserve MP proc. Furthermore, I never received a cost that would be there. After some more focused testing with and without the pants I have concluded that the Enhances "Penury/Parsimony" Effect trait pushes Conserve MP to a 100% proc rate. It still retains the randomness of 8/16-15/16 of the cost. That's a pretty huge enhancement.
I did some additional testing to see whether or not it was required to be wearing the pants while casting the spell, or just when using penury. Unfortunately you must wear the pants when the spell goes off, so that reduces their usefulness somewhat, especially when casting those expensive nukes where 100% Conserve MP would be most useful. Still, an excellent enfeebling piece, and also good for casting Accession+Penury Protect/Shell.
100% conserve MP is pretty damn amazing. Completely negates the need for ANY conserve MP gear, which opens up a helluva lot of possibilities. Sort of the same kind of adjustment that we saw with aquaveil becoming a 100% interruption block, eliminating the need for -spell interrupt gear during those times.
Wanted to second the question above about the "Set" bonuses. Has any testing been done to see if they tier up as you add pieces (ala campaign armor) or work only with full set equipped (as in nyzul armor).
That's pretty cool, but wouldn't boosting penury/parsimony to 75% MP reduction have been better? At least in terms of consistency. Conserve MP Can be amazing, if it procs in the higher end of the spectrum.
Re: Sch legs, to simplify the end results for easy understanding:
Penury: 50% of post-Conserve MP
Non-ehanced Conserve MP average: 71.875% reduction 25% of the time, average of 92.96875% spell cost.
Net average cost of spells with normal Penury: 46.484375%
Conserve MP average spell cost at 100% proc rate: 71.875%
Net average cost of spells with enhanced Penury: 35.9375%
Rough effective comparison: Spells' average cost is 36% base instead of 46.5%, so an extra 10% reduction in spell cost.
If in a nuking situation and using Parsimony for every nuke, alternating between Stone V and Water V (ie: several in a row, then pause or casting other spells, then nukes again, etc), and doing 5 of each over 10 minutes, total MP cost from nukes would be:
Normal: 556 (Water V) + 516 (Stone V) = 1,072 MP
Enhanced: 429 (Water V) + 399 (Stone V) = 828 MP
244 MP saved over 600 seconds, the equivalent of one entire additional nuke (even without Arts reductions), or the 'refresh' equivalent of 1.22 MP/tick. Should easily outweigh the value of, say, Teal Slops for damage over time (should do 3-4 times as much damage with the one extra nuke as you would from the extra damage from Teal on 10 nukes), though Teal is obviously still better if you need maximum damage on a per nuke basis.
Tested +1 Unkai legs against byakko's haidate, first test we did was unkai + hasso vs. byakko's + hasso, no extra haste gear.
Spoiler: show
oblit zanshined twice and I zanshined twice, he completely missed once; from beginning to end of our 10min struggle against the rock wall we kept pace in terms of attack speed. We both ended up with 91 attack rounds.
Second test undocumented was on the same rock face with unkai+1 vs. byakko's without hasso, I visibly overtook him in attack speed. Determined from that that the hasso bonus was about 1% haste bonus.
Earlier we ran a test against the same rocks with full gear haste (26% and 27%) and haste buffs, marches. We both attacked at the same rate, so from that I'm gonna say that the bonus on +1 haidate is +1% gear haste.
Does anyone have a definitive location on where Black Mage seals can be obtained?
... don't go giving me shit about math when you yourself screwed up. He said it makes Conserve MP trigger 100%, not that it always happens at the higher end. In theory, you could be getting a crapload of low end conservations you dumb shit.
Xanthe, what's the average rate on the additional MP% saved?
EDIT: Really, only +1 haste? Any accuracy testing done? Hopefully the +2 gives a more profound boost, otherwise that's pretty weak. I mean yes, when going into the higher tiers (66+) you want all the haste you can get but really, just +1? Oh well, those pants (the +2) still kick the crap out of Haidate regardless.
Hasso gives JA haste, not gear haste, and even if for some reason it did give extra gear haste 26% and 27% are both above gear haste cap anyways.
So you tested uneven haste values against each other, both with and without hasso? Am I reading this wrong? I fail to see what this proves, if anything.