Rose is an obvious one when needed, but Claymore, that was unexpected. There are a couple up on ah, I'll grab one and play around with it when I get home.
Rose is an obvious one when needed, but Claymore, that was unexpected. There are a couple up on ah, I'll grab one and play around with it when I get home.
Claymore eh? Hmm, I've got all 3 (pole/rose/claymore) but hadn't really considered anything but Pole on WAR 'cause, you know, native DA and all. I know it has diminishing returns but fuck, with AF3 adding so much of it and triple damage procs on DA, it's hard to say no. I did just get that Mantle you mentioned last night too, not sure if it's worth using with Raging Rush over my Amemet +1.
Sword strap (delay -3%) would still be better overall if it allows you to keep your x-hit right? Or is there some possibility of the critical hit grip overtaking it over time with certain atma?
It depends what you're doing.
Cleaving - Rose strap (You get hit a lot, plenty of 2 TP chunks, Retaliations, etc. You don't know how much TP you need for an x-hit, so any STP you add is going to be valuable)
Hasso/Retal Raging Rush spamming - You get hit less, you can plan an approximate X-hit. If it doesn't involve Rose, Claymore isn't a bad choice.
Raging Rush spamming sans Retal - You can plan an exact x-hit. If it doesn't involve Rose and you can take the hit from Sword strap, Sword strap would likely be better than Claymore.
The problem is that most GAs have shifted from 504 to 488/482 delay. If we use Sword strap we end up pushing that down further and out of the TP/sec sweet spot. I just don't see very many builds where it would be useful.
Since I'm 2/3 WAR AF3+2, I attempted to test the partial set bonus of "augments double attack." I whacked a fortification in Campaign for a while and noticed no difference (or I don't understand the set bonus).
Yes, that was my understanding. However, after attacking the wall for an hour or so, nothing jumped out.
We're probably talking about a 1% proc rate that's conditional on a ~20% proc rate. 0.2% base, you'd need about 500 attack rounds to see it on average. 500*(~6 seconds with 25% Haste) = 3000 seconds. So that's 50 minutes per proc on average assuming continuous attacking solo. Assuming you were using a parser and your range of damage was such that you could definitely tell when double-procs occur, you still may have just gotten unlucky.
To really be able to tell, you'd need:
2*(Lowest Hit) > (Highest hit)
for both crits and normal. Otherwise you can't necessarily even tell.
If you weren't using a parser... well, it's even easier to miss then.
"Augments Blood Boon" gives a little chance to perform a BP 50 or 100% more powerful if Blood Boon procs.
http://i133.photobucket.com/albums/q...sse/Dia1-1.jpg
With the set :
http://i133.photobucket.com/albums/q52/papesse/Dia2.jpg
(Favor was up)
TP bonus from Caller's Spats +2 is 50% (+1 is 25% NOT 30%)
Caller's Horn +2 gives 2 MP/tick and a new increase on Favor (20 HP/tick Regen, 11 MAB, 77 DEF but still 5 MP/tick)
Summoner really made out like a bandit with their AF3, even the Blood Boon shit is pretty nifty. Refresh hat+2 is also pretty sweet.
New dev team likes pet jobs.
About time too...
Still kinda bummed AF3 Hat for DRG didn't have new breath mods, but they're probably saving that for the Body ><;
Which means I still need to lug around both helms. Was very much hoping for a combo effect on the new one (so I can ditch my AF helm and not have to screw around looking for Dyna Xarc/Tav shouts)
Regarding Savant's bonnet +2 , Enhance "Regen" potency , adds 1 hp/tick for regen 1 boosting it to 6 hp/tick , adds 2 hp/tick for regen II boosting it to 14 hp/tick , & adds 3 hp/tick to regen III boosting it to 23 hp/tick .
For the set bonus Augments grimoire , it's definitely NOT further decrease in MP cost , NOT even further increase in magic skills , NOT -recast on spells niether those under same art nor the opposite arts , as I tested all the possible Augment Grimoire situations , but didn't notice any change .
Any idea what's the augment grimoire set bonus is really ?
How does "Augments elemental resistance spells" work for the Orison Attire +2 Set?
I understand if you have two pieces of the set it does something, and the 3rd piece enhances the effect even further.
Is it like the "Augments songs" on Aoidos Attire +2 Set for BRD? I see that picture of the BRD, or the player who received the song, take 0 dmg from that element. But its unclear to me if its 100% of the time, or just a very common proc rate. And if it acts the same way as whm's would.
I've seen whm's with two or more +2 pieces, I have the +2 head myself, and I'm curious if they have noticed anything.
http://i133.photobucket.com/albums/q...esse/Geo-1.jpg
Increase of 75% in dmg. The set effect seems to give a random multiplier of x1.5, x1.75 or x2.
So the Blood Boon effect works like the BLM set effect, if conserve MP kicks in, you occasionally do extra dmg.
I don't have any good conclusive proof, but it seems DRK AF3+2 set bonus is not just straight attack bonus. Seems to be like the other damage boosting set bonus, except since DRK doesn't have anything cool like Double Attack, Triple Attack, cMP, Zanashin, etc... so it can just proc on any hit, but a very low proc rate. I've been PM by 2 other drks who noticed something similar, and I myself have had one hit that can't be explain by just a relic proc and capped pdif~