The veterans here, I'm sure, can easily understand that any answer to this question will not hold for all situations. The game is far too situational. Various factors such as player stats and equip, buffs, debuffs, and mob fought are all interdependent. However, it is still possible and beneficial to speak generally so long as we understand that general =/= always.
I'll post here a very abridged summary version, but for those that would like to know a lot more, the article in my blog can be found here: How to Maximize Sa/Ta Damage. So for detailed reading, I'd go there instead. Posting it all here would be 'tldr'.
I've come up with the following ratios for the relative values of various stats that can affect Sa/Ta damage (/nin).
Sneak Attack
1Dbl.Atk = 1
1TripleAtk = 2.38 (d.a.)
1Dex = 2.58 (d.a.)
1Str = 1.20 (d.a.)
1Attack = 1.19 (d.a.)
1Slow(2xMarch,Haste) = -2.64 (d.a.)
1D.Wield(2xMarch,Haste) = 2.16 (d.a.)
1Haste(2xMarch,Haste) = 2.65 (d.a.)
1Haste(1xMarch,Haste) = 2.22 (d.a.)
1Haste(NoMarch,Haste) = 1.84 (d.a.)
Trick Attack
1Dbl.Atk = 1
1TripleAtk = 2.51
1Agi = 3.35
1Dex = 0.39
1Str = 1.29
1Attack = 1.26
1Slow(2xMarch,Haste) = -3.50
1D.Wield(2xMarch,Haste) = 2.59
1Haste(2xMarch,Haste) = 3.50
1Haste(1xMarch,Haste) = 2.89
1Haste(NoMarch,Haste) = 2.43
These values are all relative to how much a single point of double attack increases damage.
I've also used this to rank SA/TA gear accordingly,
Sneak Attack
(head) Maat's Cap (26.46) > Skadi's Visor (25.41) > Gnadbhod's Helm (13.84) > AF2 (12.9) = Turban (13.25) > Emp.Pin (7.74) > Heca+1 (0.84)
(neck) Love Torque (20.04) > Kubira Bead Necklace (15.08) > Spike Necklace (11.34)
(ears) Suppanomimi (10.8) > Pixie (7.74) => Merman's (7.14) > Hollow/Adroit (5.16) = Coral (5.95) = Brutal (5.0)
(body) Dragon Harness+1 (32.34) > Skadi (26.59) = DH nq (27.38) > Anatares Harness (20.64) > BlueCote+1 (16.32) > WarAketon +1 (12.9) > Rapp (10.6)
(hand) ANNM Dragon Mitts (20.44) > Skadi Bazubands (17.9) > Dusk+1(2xMarch) (17.74)* > Enkidu's (15.12) => Tarasque Mitts +1 (14.28) => Dusk(2xMarch) (13.9)* > Merman's (8.94) > AF (7.74) > Heca +1 (4.02)
(rings) Rajas Ring (18.9) > 5Dex Ring (12.9)
(back) Charger's (23.8) => Cerberus Mantle +1 (22.65) > Forager's (21.45) > Amemet +1 (20.25) > Cuchulain's (15.12) > Commander's (11.34) > AF2 (10.32)
(waist) Cuchulain's Belt (27.38) > Ninurta's (23.04) > Warwolf (18.9) > Speed Belt (15.9) > Swordbelt +1 (14.28)
(leg)Enkidu's (18.9) > Dusk (16.66)* > Hecatomb Subligar +1 (12.44) = Heca nq (12.76) > Dragon+1 (12.9) = Barbarossa's (12.75) > Dragon nq (10.32)
(feet) Enkidu's (17.8) > Dragon +1(13.89) > Dragon (10.12) => Dusk (10.06)* > Leapers (7.74)
Trick Attack
(head) Maat's Cap (35.21) > Skadi's Visor (33.02) > Denali Bonnet (31.18) > Dragon+1 (16.75) > Turban (17.5) > Dragon (13.4) > Emp.Pin (11.22)
(neck) Hope Torque (16.75) > Crocodile Collar (13.4) > Love Torque (9.51) > Agile Gorget (6.7) => Justice Torque (6.45) => Tiger Stole (6.3) > Spike Necklace (5.04)
(ears) Suppanomimi (19.65) > Genin (13.4) > Drone (10.05) > Merman's (7.56) > Coral (6.3) => Brutal (5.0)
(body) Denali Jacket (44.84) > Dragon Harness +1 (41.3) > Skadi (36.22) > DH nq (35.04) > Antares Harness (26.8) > BlueCote+1(24.76) > Rapp (14.0)
(hand) AF+1 (?, ~54.77) > Skadi (35.8) > Dusk+1(2xMarch) (21.56)* = Dragon+1 (20.53) > Dusk(2xMarch) (16.8)* = Dragon (15.92) => Tarasque Mitts +1 (15.12)
(rings) 5Agi Ring (16.75) > Rajas (8.4)
(back) Charger's (25.2) => Cerberus Mantle +1 (24.06) > Forager's (22.77) > Amemet +1 (21.48) > Commander's (15.09) = AF2 (14.96)
(waist) Ninurta Sash (28.56) > Speed Belt (21.0) > Grenadier Belt (18.87) > Swordbelt +1 (15.12) => Scouter's (13.4) > Ryl. Knight's Belt (10.06) > Vanguard Belt (10.17) > Warwolf Belt (8.4) => Swift Belt (7.7)
(leg) Dusk+1 (18.9)* > Dusk (17.64)* > War Brais +1 (16.75) > Barbarossa's (15.66) > WarBrais/AF (13.4) > Heca nq (-13.68) > Hecatomb Subligar +1 (-17.77)
(feet) Enkidu's (23.26) > Dragon +1 (18.74) > Dragon (13.74) > Dusk (13.3)* > Leapers (11.22)
For the mathematically inclined, I used the following formula to measure the marginal increase of damage from an SA/TA "act":
(SA/TA round Dmg) - (TP round opportunity cost)
=
(Initial Critical Hit)+(Extra Swings) - (dDelay Function)*(TP round Dmg)
=
{(Main. +fStr'a +Dex/Agi)*(pDif'a+1) + [(Main. +fStr'a)*Dbl./Trip.Atks + (Off. + fStr'a)*(1 + Dbl./Trip.Atks)]*(CritRate'a*(pDif'a+1) + NonCritRate'a*pDif'a)}
- ((delayTP - delaySA)/delayTP)*[(Main. + Off. +2fStr'b)*(CritRate'b*(pDif'b+1) + NonCritRate'b*pDif'b)*(1 + Dbl./Trip.Atks)*Accuracy There's more detail on understanding the formula in the LJ. Also included is the method that I used to come up with the stat ratios and corresponding gear rankings, excel spreadsheets included. Short story, I used my base sa/ta gear (that I knew for sure were the best options), my tp gear, the standard lvl82 greater colibri, double-march/haste and an accuracy buff, and variable gear options to create a spreadsheet of over 950 gear combinations for SA and over 100 for TA. From there, I found the best sets for each and simply worked out how much a single point of an attribute increased total damage, and then rationalized them.
As I said earlier, these ratios/rankings won't always hold. It's more of a general guide, though I think the gear rankings should generally hold pretty well for most situations though, even if the stat ratios change.
I really hope this can be of decently useful reference to some of the devoted thieves we have on the forums here. This project took far longer to finish than originally anticipated, and I was really glad when it was over. Also, double-checking of the math here is welcome and definitely encouraged, though I feel pretty comfortable with it. The biggest errors would probably be some truncation shortcomings, but I'm pretty confident this hasn't affected the end results in any major ways.
Edited, Jul 30th 2009 12:33pm by Shamaya
Edited, Sep 24th 2009 5:12am by Shamaya
Edited, Sep 25th 2009 12:51pm by Shamaya
Edited, Sep 25th 2009 3:16pm by Shamaya




The math supports this conclusion, unless I did something wrong.
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