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A new atma setup for damage. The Stp setup!Follow

#1 Jan 06 2011 at 11:37 PM Rating: Good
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Good evening everyone, I wanted to share with you a few insights into my latest thrill, the sTP setup. In the past I've mostly ignored sTP as a major function on thief damage because there wasn't much to choose from. Either a piece of armor was good and had sTP on it as a bonus so we'd use it anyway (like brutal, rajas, skadi's chausses, belenos mantle, loki's kaftan etc) or it had stp but was otherwise crap which meant it wasn't worth using anyway. Up until Heroes we were also limited to using only two atmas and there weren't any really good choices for sTP. That changed now so without further ado, I have some interesting data below.

First off I'll start with my sTP build. Last night I had my first encounter with ulu range zone boss and mini boss so I tried this out today

Atma of the Plaguebringer --- Stp Major (also 10/tick regen and 5% double attack)
Atma of the Persistent Predator --- Store TP Major (also occasionally increases TP gained when taking damage)
Atma of Dunes (Glavoid) --- Stp Major

I do not yet have the Atma of the Sun Eater but I would use that in place of Atma of Dunes. It not only gives Major sTP, but also Major Conserve TP. Yes I gave up Razed Ruins to try this out because I'm missing a few other atmas. My tp set incorporates brutal, rajas, and belenos's mantle. I don't yet have Loki's but I WOULD add that in lieu of my mirke since I can cap haste without it anyway. I only gathered one parse but I posted it below. Keep in mind the target of this parse was Kutherai, which also opened up my Shinryu access. The other party members are blotted out. The only DDs were a BLM, a BLU, and the closest contender, a Ninja using RR + i dunno w/e else (he was working on masamune earlier so he prolly had some defensive atmas)

Generic parse shows a lot of potential

I was using Dancing Edge since my atma selection ignored razed ruins and gnarled horn and I always had tp after 5 attack rounds and when I triple attacked I could go from 20 TP after a weaponskill to 50++ in my first round. I only got in 227 swings and threw out 15 weaponskills, whereas the ninja got in 168 attacks and threw out 8 (also remember the difference between katana speed and tp gain vs thf). Looking back I would change a few things though. A full sTP atma build isn't worth using, but a hybrid definitely is. I think my newest ideal triple atma combination would look like this

My new ideal DD atma combo
Quote:

Atma of the Razed Ruins
Atma of the Scorpion Queen (I don't have this one yet either)
Atma of the Sun Eater


That adds 40 sTP, 40% critical rate, 30% critical damage, and 20% conserve TP, and that's no joke. This would result in 20 sTP less than my above parse, but maintaines the critical effect of RR with 40% crit rate (plenty!!) and 30% crit damage. Since evisceration raises critical hit rate by either 10% or 15% at 100% tp ANYWAY I'll take that.... I'd take that indeed.

Edited, Jan 7th 2011 12:45am by Melphina
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#2 Jan 07 2011 at 12:15 AM Rating: Decent
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Sea Daughter + VV = 7 TP per tick regain. You'd also get slowed by 25% but the extra TP might make up for it.

Edited, Jan 7th 2011 2:16am by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#3 Jan 07 2011 at 12:47 AM Rating: Decent
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What about using a regain atma like Voracious Violet in there? Regain may do more than STP depending on the amount, or it may do less I dont know. But VV has other nice buffs too, might be worth a look as well.
But interesting finds, interested to see how this turns out
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#4 Jan 07 2011 at 12:49 AM Rating: Decent
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Lobivopis wrote:
Sea Daughter + VV = 7 TP per tick regain. You'd also get slowed by 25% but the extra TP might make up for it.

Edited, Jan 7th 2011 2:16am by Lobivopis
You realise you're talking about 13% slow there. I can't see that being worthwhile.
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Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#5 Jan 07 2011 at 6:55 AM Rating: Decent
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I gathered some data last night on sTP atma's at a whim because I had been thinking about all the "major" stp atmas that Heroe's introduced and was curious to see what it would do for tp gain for a while. The fact that I had finally gotten a few made it possible to gather some data, but I'm sure I could have done better with a different setup. One thing I DO feel pretty confident in saying is the first 2 atma's are the following

1: Atma of the Razed Ruins -- This is just so much power it's impossible to ignore. This just HAS to be in any DD setup
2: Atma of the Scorpion Queen -- Up until now I have been getting great results with gnarled horn but I literally SPAMMED weaponskills last night and I really do think sTP 20% is worth lowering crit rate by 10% and agi by 50.
3: A third atma. This one is more situational....

The third atma is kind of hard to place because there is just SO MUCH to choose from. Noodles brings up the point of VV and it's a good one. Overall 50 strength (25 attack as a bonus), 2 tp/tic regain, and 5% double attack is very appealing. This may very well be worth using in light of the sun eater, but since I haven't gotten to see it I can't speak for how powerful 20 conserve tp is.

If I wanted a damage setup the razed ruins and scorpion queen look like pure gold because I'll get a huge crit DoT rate without sacrificing eviscerations godlieness. VV stabilizes strength and ensures it gets capped whereas it might not be capped otherwise, and that's also an important thing to consider. I definitely intend to go grab the scorpion queen at the very least. I'll have unlocked shinryu access now with a few cutscenes, so I'll try to get back with some data once I incorporate the twilight knife and SQ atmas into my setups, but the way I was throwing out weaponskills left and right yesterday leads me to believe it will be a scary setup indeed. I like the idea of keeping VV in there tbh, and I'll probably end up doing that because regain affects my tp gain even when I'm NOT engaged as well as the bonus stuff.

Quote:
Sea Daughter + VV = 7 TP per tick regain. You'd also get slowed by 25% but the extra TP might make up for it.


You're joking right? The atma of the sea daughter would be a great atma for situations where you can't melee at all, but I have yet to find a scenario where that happens. I'm allowed to build tp on every mob all the time, so unless a situation like the dragon's aery of old ever resurfaces (I don't want!! that to happen) then the sea daughter is flatright out.

Edited, Jan 7th 2011 7:55am by Melphina
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#6 Jan 15 2011 at 9:32 PM Rating: Decent
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I'm curious if the Mercurial Kris would actually shift the TP gain into weaponskill spamming territories (more than we are now).
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#7 Jan 15 2011 at 10:15 PM Rating: Decent
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FacerX wrote:
I'm curious if the Mercurial Kris........

Mercurial Kris is dead. Since a very very long time.
http://wiki.ffxiclopedia.org/wiki/Dagger_Trials


Edited, Jan 16th 2011 5:16am by Breaze
#8 Jan 16 2011 at 5:46 PM Rating: Decent
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Mkris has all the use it ever had. Just that it never had a use for thf. I use it for !! Triggering offhand with sword dagger and club if /war. That's about it as thf (if even that).
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