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We're talking everything from leveled up exp mobs to NM's like Briarues. I wonder if maybe most of us just wrote them off because merit mobs were all wind resistant for eternity. As my RACC build gets more powerful, I find myself not wanting to take off my Ziska's for Bomlet/Core and have been seriously questioning other ranged options' worth.
I agree and I added that in there for a reason. Acid's 12.5% defense down has always been a big deal and I've been shooting everything in abyssea with bolts. I haven't tried to get the thief rang for this reason (we've seen a few new mobs that have overwritable defense up moves to boot). Most abyssean mobs are more defensive than they are evasive to me and I can use red curry buns almost everywhere I go. But if I'm subbing /nin I really need more attack and acids are a huge help. When I /war... night to day!! I was farming Percy for head seals thf/nin yesterday and with acid bolt + red curry my stacked weaponskills were doing approximately 1200-1300. I soon realized /nin sucked here after seeing tremors and silencega etc spammed so I came back thf/war. Instead of the 1300 ish* damage weaponskills I was hitting percy for 2K+ TA evisc and TA DE's once I used zerk. Instead of hitting the baby worms for ~~~ 1500 damage I shot upwards to the 2500 range. I didn't realize the worms had such pathetic int and MAB at first but when I /war it was a huge boost. That's slightly off topic but my point is that my thief is really limited by her low attack rating whereas my acc and r acc is good 90% of the time even with meat. Acid bolts proc on almost everything in abyssea and that's a bigger boost than rang bomblet or core. I've even skipped out on the stone because of it. I trust my marksmanship and I never take it off nowadays because birds are a thing of the past.
Also @ Mirax, I agree the boomerang will calculate to a 21 hit round, but I was trying to emphasize that calculating X hit builds for thief doesn't work like it does for 2 handers. There are too many things to consider about thief tp build for me to place faith in a model
--much lower tp per hit to start with vs 2 handers (but many more hits)
--multi hit ws will return 8-16 tp in every interval dependant on multi procs and missed swings/offhand swing
--we swing by 2 dagger rounds
--getting hit adds tp
--both hands can triple and double attack
We've discussed X hit builds by individual swings to 100%, rounds to 100%, builds involving the tp/hr model, and more. There just isn't any way to be certain because too much is happening. This is one instance where I don't believe what you get on paper is what you will see in practice and I err on the side of what I KNOW works. Haste and dual wield increase damage in a way I can easily quantify whereas Stp increases tp gain in a way that's very difficult to quantify. Thief burn DD is heavily DoT oriented and my damage skew is almost always approximately 35% weaponskill to 65% DoT. Because of this I err on the safe side with the sure fire thing .... more speed is always good. I will add Stp to my builds if they come on pieces I like already, but I wouldn't trust NOT using the thf rang just because of sTP issues. The increased speed and DoT is something I have come to rely upon, so if I wasn't so set in my ways of spamming bolts I would use the rang in lieu of the alternatives.
Edited, Oct 5th 2010 11:04pm by Melphina