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#52 Dec 24 2010 at 4:30 AM Rating: Decent
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What are the best atma for prime brew and berserker tonic?

Was thinking 74% crit rate RR GH SS

or

94% crit rate

RR GH DD
#53 Dec 24 2010 at 3:23 PM Rating: Excellent
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RR+GH+SS, especially after adding in the +crit rate of Impetus. Same answer for both Ascetic's Fury and Victory Smite.
#54 Dec 24 2010 at 4:17 PM Rating: Decent
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Ok, I've been told by a couple of old school siren monks that somewhere on BG it was discovered that Ascetic's Fury gets a damage boost if you're not wearing hand armor. They say they've tested it themselves and it turned out true, but I can't find it on BG (not that finding anything is easy on BG, the place is a mess). Have any of you read/seen/heard of this? It sounds like a croc of **** to me, but I can't I can't get anything conclusive from my testing. Smiley: dubious
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#55 Dec 24 2010 at 4:40 PM Rating: Good
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Lady Jinte wrote:
Ok, I've been told by a couple of old school siren monks that somewhere on BG it was discovered that Ascetic's Fury gets a damage boost if you're not wearing hand armor. They say they've tested it themselves and it turned out true, but I can't find it on BG (not that finding anything is easy on BG, the place is a mess). Have any of you read/seen/heard of this? It sounds like a croc of sh*t to me, but I can't I can't get anything conclusive from my testing. Smiley: dubious


sounds pretty dubious (and i see from quoting your emoticon that you agree). what kind of bonus is it supposed to be? a flat multiplier? if so, that's easy to test (work out the damage cap, sneak attack ascetic's fury wild rabbits). if not, i'd have to say the theory is too ridiculous to go to the trouble of harder tests (unless easier base damage or ATT boost tests exist that elude me).
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#56 Dec 24 2010 at 8:35 PM Rating: Decent
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Doesn't sound like the SE I know.

Can you even make a standard (as SE would'nt think in terms of windower) macro that uses temple gloves to boost then unequip them for ws?

Can u even write macro's that leave you with nothing on?
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#57 Dec 24 2010 at 8:59 PM Rating: Good
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/equip hands

will remove whatever is in that slot iirc
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#58 Dec 24 2010 at 9:27 PM Rating: Decent
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Lady Jinte wrote:
Ok, I've been told by a couple of old school siren monks that somewhere on BG it was discovered that Ascetic's Fury gets a damage boost if you're not wearing hand armor. They say they've tested it themselves and it turned out true, but I can't find it on BG (not that finding anything is easy on BG, the place is a mess). Have any of you read/seen/heard of this? It sounds like a croc of sh*t to me, but I can't I can't get anything conclusive from my testing. Smiley: dubious


Retarded. You just got trolled.

milich wrote:
sounds pretty dubious (and i see from quoting your emoticon that you agree). what kind of bonus is it supposed to be? a flat multiplier? if so, that's easy to test (work out the damage cap, sneak attack ascetic's fury wild rabbits). if not, i'd have to say the theory is too ridiculous to go to the trouble of harder tests (unless easier base damage or ATT boost tests exist that elude me).


This.
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#59 Dec 26 2010 at 9:43 AM Rating: Decent
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I'd assume 1 DMG and set bonus of 5/5 af3+2 beats out Bkote for hand slot and 4/4, but what about next update if we don't get the 1 DMG from the 7 h2h skill. How does full set measure up then?
#60lynnminmay, Posted: Dec 26 2010 at 5:59 PM, Rating: Sub-Default, (Expand Post) Milich are palides cant do anything but use the word troll when discoveries appears to go against their way of playing monk. Ascetic'fury damage boost was easily tested back when mobs actually had defense. Averaging 450 damage on JoJ with peeks at 800 and averaging 450 on dyna xarc nms when asuran barely breaks 200 is enough evidence. How much and how it affects pdif would be more interesting. Any monk worth a **** that tanked those mobs would know it.
#61 Dec 26 2010 at 6:10 PM Rating: Excellent
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How well Ascetic's Fury does against high def mobs is an entirely separate issue than whether Ascetic's Fury gets a boost when you're not wearing hand armor. The former is well documented; the latter seems quite fanciful, with no supporting evidence.
#62 Dec 26 2010 at 9:56 PM Rating: Excellent
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Assuming 6 more ranks per level, 391 + 16 at level 95:

Actually, we still get +1 base damage either way. 407 = 47, 414 = 48, 419/421 = 49. With the +1 base damage, and not counting the augment to KA, it's nearly identical to OKote, with BKote a very tiny bit ahead. In general, it's still the best hand option.

#63 Dec 26 2010 at 9:59 PM Rating: Excellent
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Veggeto wrote:
I'd assume 1 DMG and set bonus of 5/5 af3+2 beats out Bkote for hand slot and 4/4, but what about next update if we don't get the 1 DMG from the 7 h2h skill. How does full set measure up then?


Assuming the next update is to 95, and you get +6 skill per level, +2 hands will give you a dmg increase again, and so will torque. If it changes and goes to +7 skill per level, +2 hands will give a dmg boost, but faith torque will not, so best to use the 8att/8acc one or something you prefer, in order to keep 5/5 set on if its superior to other mix builds.



*Heh, Kine beat me to the punch*

Edited, Dec 27th 2010 4:00am by hitoseijuro
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#64 Dec 27 2010 at 5:24 PM Rating: Decent
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Kinematics wrote:
RR+GH+SS, especially after adding in the +crit rate of Impetus. Same answer for both Ascetic's Fury and Victory Smite.

Given that Enhances Impetus appears to add critdmg+, would this change with Tantra Cyclas +1/2?
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#65 Dec 27 2010 at 5:24 PM Rating: Excellent
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lynnminmay wrote:
Milich are palides cant do anything but use the word troll when discoveries appears to go against their way of playing monk. Ascetic'fury damage boost was easily tested back when mobs actually had defense. Averaging 450 damage on JoJ with peeks at 800 and averaging 450 on dyna xarc nms when asuran barely breaks 200 is enough evidence. How much and how it affects pdif would be more interesting. Any monk worth a **** that tanked those mobs would know it.


what the fuck are you even talking about? he asked if not wearing hand gear increased ascetic's fury damage.
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#66 Dec 28 2010 at 8:03 AM Rating: Excellent
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moffatt wrote:
would it be possible to easily add backhand blow to the spreadsheet? i don't have fury yet so thats what i'll probably be using now that i got RR.



I commented on this earlier, but was recently cleaning up the spreadsheet I use and decided to check in on the BB stats. It may be partly due to the corrections I made, but the real shift seems to be the addition of the third atma, and particularly Atma of the Apocolyse with its high TA rate. In any case, with only two atma BB is only barely ahead of Asuran, but with Apocalypse it takes a much larger lead.

For the particular gear set/etc I have in the spreadsheet right now, with/without Impetus, Asuran is averaging 1101 and 1028. Backhand Blow is averaging 1608 and 1398, a very healthy lead. Ascetic's is still better, with 1981 and 1621, and Victory Smite of course trumps all at 3299 and 2617.

The numbers with Impetus include the augmented crit damage of the Tantra body (specced out to be an average +14% crit damage after factoring in the hard cap and RR atma).

As an aside, if anyone would like a copy of the spreadsheet, I've uploaded them here: http://bellsouthpwp2.net/k/i/kinematicf/FFXI/DPSSpreadsheets/

The mnk one is fully current and has all known bugs fixed (although Impetus isn't integrated into the Footwork side yet). The other spreadsheets were made as copies at various stages and may not be fully correct or have all the clean-ups applied to them. Doing it this way I think will be much easier than going through the google docs version, since I dread trying to update that (named ranges are a real pain to deal with). I'll try to keep relatively recent copies in place on a regular basis.

Edited, Dec 28th 2010 8:05am by Kinematics
#67 Dec 31 2010 at 12:25 AM Rating: Excellent
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Mnk spreadsheet updated, as well as the nin one (added Triple attack, modified for new layout, etc).
#68 Dec 31 2010 at 7:03 AM Rating: Good
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Just a quick question Kine, on the spreed sheet I was going over all the ws to compare them, and I was just curious why backhand blow had a higher DPS average vs Victory Smite. Granted it was only a 2% increase in DPS average but I was just curious if someone did anything to the settings or is there something we havent tried?
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#69 Dec 31 2010 at 7:32 AM Rating: Excellent
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There was a reference error when linking to the Backhand Blow page from the main calc page. Fixed that and uploaded a new copy.

Note: As I try to update the other spreadsheets, I'm coming across issues with calculating TAs on weaponskills. Have redone it a few times, but at the moment the only one I'm comfortable with is Blade: Hi on the nin spreadsheet. Gradually migrating the changes to the other spreadsheets, but it takes time. Not sure yet how much this will affect average damage values on the rest, so keep it in mind.
#70 Dec 31 2010 at 10:24 AM Rating: Excellent
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Got mnk, war and nin speadsheets fixed up to correct the weaponskill calculations and incorporate Triple Attack properly. Average values didn't change by more than about 1%, so wasn't too far off before, but nice to have better numbers. Haven't redone the Footwork weaponskills for mnk, though, nor the Stringing Pummel page. Will get around to them later.

New versions updated to the above site.
#71 Dec 31 2010 at 12:58 PM Rating: Good
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Was looking to add in Thunder/Fire Belts (assumed 10acc +0.1ftp) but is no column for +ftp in the gear page. Is this handled somewhere else or just not supported yet?

Edit: I'm blind, "Ele. Belt", ty

Edited, Dec 31st 2010 11:59am by Radecx
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#72 Jan 03 2011 at 3:48 PM Rating: Decent
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Hello all of you who punch stuff. My wife enjoys your ways, but she isn't really the greatest at research, leaving me to sort out what gear we should pursue. Now I've read through this thread, and pretty much have the gist of it (Though I will admit, I'm a mage by trade, so some of this is going over my head).

We don't have an LS that does bosses or major fights often, and we don't really have ideal jobs for soloing many of the nastier mobs. I'm trying to sort out which is the most obtainable solution from the weapon options listed.

Now, Sphari are pretty much out, as much as I'd love to get those for her. Verethragna would be awesome, but if I understand it, those mobs are none to low-man friendly...

So, would you guys say Revenant Fists +2 are realistically obtainable as a duo?

Edit: Yes, I know there are some issues with Walk of Echoes, but I'm trying to not wind up leading her down a path she can't finish. Our LS doesn't do big bosses, and I don't care if we have to eek out a few coins and what not whenever/where ever we can. But she can't keep going on with just her Destroyers forever ; ;

Edited, Jan 3rd 2011 4:52pm by Pawkeshup
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#73 Jan 03 2011 at 4:13 PM Rating: Good
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I am really not all that certain as a duo that Revenant would be all that easy for you. For an average Duo the VNMs could be rather tough, especially so with some limitations on gear and weapons. Not impossible I would think, just a little bit tougher. I've only low-manned or duoed a couple of them and even those had been rather tough to say the least without well prepared and well geared players(Then again, I have terrible luck).

You can give that a try, but the most easily obtainable while still quite nice for you would probably be fire path Taipan (or DefDown depending on which gear chart she fits on).
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#74 Jan 03 2011 at 9:07 PM Rating: Excellent
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As it happens, I just finished the VNM hunting for Revenant Fists over the last week. They are very easy. Shoggoth we did as a trio, but I was mainly just a bystander; the bst (working towards his Empyrean) and rdm (just there to help) were the ones who actually fought it. Technically soloable by rdm. Farucca Fly I duo'd with the bst (sheep tanked, I went as mnk/dnc for stuns and healing; meleed, but avoided taking hate). Tammuz (for the bst) and Chesma (for me) were trivial to duo; I fought as mnk/nin, and just needed someone with paralyna and stona to help out, with a bit of curing and haste as a bonus.

So you may want an extra hand on the Shoggoth, but in general it should be fairly easy to manage as a duo. You can rdm for Shoggoth and whm/blm for the others and let her tank.

WoE will take a bit more time and patience if you're not part of a group that does it.

#75 Jan 04 2011 at 3:01 PM Rating: Decent
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Alexander: Those were my concerns, just because I knew the VNMs would be the worst of them. She does have some old knuckles she started that I forgot about that we could take down the path far enough for some Taipan, as that path does look easy enough for me to do while I build my BST axes (I'm on Earth Day/Weather Lizards, so I have plenty of thumb-twiddle time that I could better use soloing on her on her starting trials).

Kinematics: Good to know that it is possible. My RDM is not exactly high, but with Abyssea, that should be easy to fix. As for the rest, I will definitely be able to handle it. I can work on it slowly if I need to, since the coins will take a bit (Our LS seems to hate WoE), but I can do these side-by-side so she at least gets something to use until we can get Revenant +2
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#76 Jan 12 2011 at 4:51 PM Rating: Excellent
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Due to Gobli data that Victory Smite mods might be different that what I've been using, went through and did some testing. As before, found that certain basic testing made it very difficult to distinguish between the two (one particular setup I was considering actually turned out to have identical max potential damage values). However shifting to testing the str mod instead of the fTP mod made it a bit easier, especially when the rounding created a significant gap.

Will simply note the primary sample point of interest.

Mnk/thf for SA testing on starter mobs.

Gear:
Revenant Fists +2 // Tantra
Tantra+2 / / Brutal / Kemas
Usukane / Heafoc / Rajas / Spiral
- / Black / Usukane / Hermes

Base damage: 377 skill * .11 + 3 = 44 + 31 (weapon) + 11 (fStr) = 86

Str: 79+56 = 135 // Edit: fix typo

@50% str, WSC = 56
@60% str, WSC = 68

Max potential with 60%/2.25: 1,089
Max potential with 50%/2.40: 1,071

High end observed weaponskill damage: 1,083 and 1085

That's sufficiently higher than the 50%/2.4 max value that I'm willing to switch to the Gobli weaponskill mods. Updating my spreadsheet accordingly.


Edited, Jan 12th 2011 10:15pm by Kinematics
#77 Jan 12 2011 at 5:44 PM Rating: Default
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Kinematics wrote:

Base damage: 377 skill * .11 + 3 = 44 + 31 (weapon) + 11 (fStr) = 86

Str: 79+56 = 155

@50% str, WSC = 56
@60% str, WSC = 68

Max potential with 60%/2.25: 1,089
Max potential with 50%/2.40: 1,071

High end observed weaponskill damage: 1,083 and 1085


86+floor(0.75*floor(0.5*155)) = rounded to 143
2.4*143 = rounded ro 343
343*3.15= rounded to 1080

with 2.25/60%
86+floor(0.75*floor(0.6*155))=155
2.25*155=348
348*3.15=1096

It could be a rounding error still ? And is alpha 0.75 (it should be, following wiki's chart)


Edited, Jan 12th 2011 6:45pm by lynnminmay
#78 Jan 12 2011 at 7:51 PM Rating: Decent
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lynnminmay wrote:
Kinematics wrote:

Base damage: 377 skill * .11 + 3 = 44 + 31 (weapon) + 11 (fStr) = 86

Str: 79+56 = 155

@50% str, WSC = 56
@60% str, WSC = 68

Max potential with 60%/2.25: 1,089
Max potential with 50%/2.40: 1,071

High end observed weaponskill damage: 1,083 and 1085


86+floor(0.75*floor(0.5*155)) = rounded to 143
2.4*143 = rounded ro 343
343*3.15= rounded to 1080

with 2.25/60%
86+floor(0.75*floor(0.6*155))=155
2.25*155=348
348*3.15=1096

It could be a rounding error still ? And is alpha 0.75 (it should be, following wiki's chart)


Edited, Jan 12th 2011 6:45pm by lynnminmay


pretty sure it went up to .85
#79 Jan 12 2011 at 10:15 PM Rating: Excellent
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Typo: 79+56 = 135, not 155. Calculations below that use 135 correctly, though.

135 * .5 = 67 * .85 = 56
56 + 86 = 142

142 * 2.4 = 340.8 (assume floored to 340)
340 * 3.15 = 1,071


And yes, current alpha is 0.85.
#80 Jan 13 2011 at 10:52 PM Rating: Decent
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Where do rev fists+2 and Vereth compare to spharai now after cyclas+2 augment to impetus?
#81 Jan 13 2011 at 11:25 PM Rating: Default
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I've been messing around but not doing anything consistent enough to use a parse for and I gotta question an atma choice.
According to a prior page, top DD: RR GH SScythe < RR GH VV

I understand the +Crit DMG but I am having a very hard time believing the +crit DMG beats out 50 STR(for WS and lol25atk) Double Attack and Regain. The 3tp/tic not only makes battle WS's more frequent but allows any downtime to actually turn useful.

Is there an actual -long- parse that shows the difference? I notice my WS's top out higher, but Ascetic's is so random..
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#82 Jan 14 2011 at 4:43 AM Rating: Good
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I'm a bit confused because you just asked why is RR/GH/SS worse than RR/GH/VV, then said why you think RR/GH/VV is better, but...

I assume this is all based on Kine's spreadsheet maths rather than actual parses, so presumably doesn't take into account factors like gaining TP between fights from Regain. Either way from what I can see from the numbers on the last page, RR/GH/VV is indeed the best DD combination outside of Apocalypse.

Just had another look and perhaps you were looking at the top post? Further down there's the numbers for RR/GH/SS and RR/GH/VV

Quote:

Lacking AoA, VV is second best option. Third atma combined with RR+VV:

GH: 260.676
SA: 258.265
SS: 259.133 (267.289 if uncapped)
A/O: 262.212

Very close, though SS pulls well ahead if crit damage is now uncapped.


Also, RR+GH+SS: 255.574 (265.668 if uncapped), so very close to the top damage atma, not counting Apocolypse.


I think, ignore the 'uncapped' numbers because they were talking about if crit damage was no longer capped at 50%, but it is. But yes, VV should definitely outdo SS, mainly because you don't actually get the full bonus of the crit damage from SS due to it being capped. Also, mileage varies depending on if you have Victory Smite, being higher STR mod you'll get a bigger bonus on Smite from VV than you will on Ascetic's.

That said, I don't have VV, and I don't have Smite either, but regardless I do like the RR/GH/SS combination due to the extra HP too. Obviously it depends on what you're fighting, if you're the main tank etc.

Obviously the maths can't take into account counter rate, TP gained in downtime, and general survivability, so it comes down to personal preference really. But yes, mathematically speaking RR/GH/VV should be your best option in terms of DD without Apocalypse. Parsing may prove slightly differently because of the above factors but presumably when you're geared for such high DD you need to take survivability into account too.

---

A question of my own: How worthwhile is it to boost these days? I seem to remember this being mentioned somewhere but don't remember an exact answer. With such high attack in Abyssea I wonder if it's that beneficial for the delay it causes. Further to that, if Boost is not useful does this make Taurine Cesti a less appealing option, or does the Boost enhancement make a difference to Boosting being worthwhile.
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#83 Jan 14 2011 at 2:04 PM Rating: Good
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SolarusX wrote:

A question of my own: How worthwhile is it to boost these days? I seem to remember this being mentioned somewhere but don't remember an exact answer. With such high attack in Abyssea I wonder if it's that beneficial for the delay it causes. Further to that, if Boost is not useful does this make Taurine Cesti a less appealing option, or does the Boost enhancement make a difference to Boosting being worthwhile.


With proper amount of haste, and attack options(higher tier'd food,/war,drinks,cor?) the amount of attack you are left with getting from boost is too small of an increase to justify the delay you are adding each time you boost. You start to actually slow your overall damage down. Outside of abyssea im sure boost has its benefits still outside of /war+cor combo(youll want to boost with zerk down probably outside). Either way a nice delay+dmg on the knuckles still make them worth having if you dont have Vere/WoE options yet and/or havent done or are not planning on doing fire path Taipan Fangs.
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#84lynnminmay, Posted: Jan 14 2011 at 5:09 PM, Rating: Sub-Default, (Expand Post) It's not due to abyssea nor requires cor.
#85 Jan 15 2011 at 1:04 PM Rating: Excellent
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Due to a thread on the thf forum where it seems commonly accepted that A/O atma is 10%, I ran a personal test. Posted results are here.

Summary: It seems that, from my testing, A/O is indeed 10% triple attack rather than 5%. Adjusting my spreadsheets accordingly, at least until someone runs another test that indicates that mine is wrong as well...

#86 Jan 15 2011 at 2:35 PM Rating: Decent
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I have no clue whatsoever how to navigate your spreadsheet :/ I can find lists for everything, like all the bodies, all the atma, but no clue where to make a set of all that and get some numbers for results.
#87 Jan 15 2011 at 4:26 PM Rating: Excellent
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There are only three areas that you may need to modify:

1) The Gear Lists page. Insert new gear here that you want to have available in the comparisons. Usually shouldn't be an issue, though always make sure you insert new gear between existing gear. You can re-sort the group to alphabatize it if it's out of order.

2) The Gear page. This is the one you will likely do most of your initial work on. Each blue field is a spot you can modify, all other cells are locked. They columns are for gear and each have a drop-down of the valid gear for that slot (based on the corresponding Gear Lists section). The blue rows are where you can explicity add a specific value for that column without worrying about having a piece of gear to match it. Also where you can add set bonuses. Most fields you can delete if you want an empty slot, but some you need to select the None option from the drop-down.

3) The Calcs page. This is where you do most of your modifications for non-gear elements. Fields that are red are ones you can modify. Fields in black are almost all auto-calculated, and shouldn't be touched. Togglable choices (eg: whether Berserk is active) usually have drop-downs where you can select 0 or 1 for that cell. Others you can enter specific values for. Stalwart's can be 0, 1 or 2, where 2 is for Stalwart's bonus but only on the first gear set. Others should be self-explanatory.


The Gear sheet shows the final DPS for each set, weaponskill average for each set, and overall average at the bottom. This is just a copy of what's on the Calcs page so you can see the changes without flipping between sheets.
#88 Jan 15 2011 at 4:36 PM Rating: Decent
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not seeing anything even close to resembling anything you just described.

this is what I'm getting.


http://i52.tinypic.com/2j5nkfp.png
#89 Jan 15 2011 at 4:46 PM Rating: Good
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Veggeto wrote:
not seeing anything even close to resembling anything you just described.

this is what I'm getting.


http://i52.tinypic.com/2j5nkfp.png


There's a maximize button on that sheet you're in, if you maximize it the sheet will fill to fit the screen and you should be able to see the different sheets at the bottom of the screen.


http://i53.tinypic.com/104n438.png
#90 Jan 15 2011 at 4:56 PM Rating: Decent
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k yea that worked, thanks.


hmm 7% increase in dmg vs all that HP and then losing 10% counter. Doesn't seem worth it at all. I think I'll keep AoA/GH/RR
#91 Jan 15 2011 at 5:08 PM Rating: Excellent
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Make sure the 'pup' flag is off on the Calcs page. Think it was left on on the last upload. It changes base delay and removes kick attacks.
#92 Jan 15 2011 at 5:18 PM Rating: Decent
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Ah, only 5.7% w/ pup unchecked. Yea, def keeping my current combo.


Edit: Was set to Afury. Even lower w/ smite, 3.1%

Edited, Jan 15th 2011 6:21pm by Veggeto
#93 Jan 15 2011 at 5:39 PM Rating: Decent
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Hmm is there a reason I'm getting a bigger diff (in tantra+2's favor, vs loki's) when impetus is set to 0, than when it's set to 1?

Impetus 0:
Tantra+2: 3452
Loki: 3366


Impetus 1:
Tantra+2: 4030
Loki: 4012

The crit dmg+ being factored in on tantra+2?

Edited, Jan 15th 2011 6:41pm by Veggeto
#94 Jan 15 2011 at 6:01 PM Rating: Excellent
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Hm. Are you sure all the gear is otherwise identical? I'm seeing 3545 > 3647 (+102) with Impetus and 2902 > 2986 (+84) without Impetus, for changing Loki's to Tantra +2 on weaponskill. Of course looking at it I could probably handle the crit damage a little better (and yes, Tantra +2's crit dmg is being included, but on a longer than necessary path). Will have to see if I can fix it.

Edited, Jan 15th 2011 6:02pm by Kinematics
#95 Jan 15 2011 at 6:02 PM Rating: Decent
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Yea, the rest is identical. I merely swapped the bodies and wrote down the new WS numbers.
#96 Jan 15 2011 at 7:06 PM Rating: Excellent
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Ok, fixed the weaponskill crit damage total during Impetus, uploaded new copy. Before, if you were using a Tantra body during TP you got the crit dmg bonus during weaponskill, even if you were using a different body. It now properly applies the Impetus crit dmg bonus only if weaponskilling in a Tantra body.

Sample weaponskill numbers:
Loki's: 3219
Tantra+2: 3647

Non-impetus numbers don't change. Still 2902 with Loki's, 2986 with Tantra +2.

Suggest re-downloading and checking to make sure you're getting the same numbers I am, then as you make other changes, keep verifying the Loki vs Tantra numbers and see if/where it changes to be so close.
#97 Jan 15 2011 at 7:30 PM Rating: Decent
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kk getting sme results now.


Edit: Does the impetus 1 assume it's up all the time, or account for the 60/40 split of it being on and off (meaning if you wanted a full comparison would have take one set of results, multiply by .6 and the other and multiply by .4)

Edited, Jan 15th 2011 9:27pm by Veggeto
#98 Jan 15 2011 at 8:44 PM Rating: Excellent
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Veggeto wrote:
kk getting sme results now.


Edit: Does the impetus 1 assume it's up all the time, or account for the 60/40 split of it being on and off (meaning if you wanted a full comparison would have take one set of results, multiply by .6 and the other and multiply by .4)


Ok, good.

Impetus 1 (on) makes Impetus active for gear set 1, which is treated as being 60% of the total time (3 minutes) for the overall DPS average (bold value at J33). Gear set 2 is treated as 40% of the time (2 minutes, Focus). Berserk is also applied to gear set 1 if you turn it on. Mixing Focus with the other two will take some manual math, but as long as you only want to see the effect of them individually then it works fine, and with appropriate time splits.

Edited, Jan 15th 2011 8:45pm by Kinematics
#99 Jan 16 2011 at 12:50 PM Rating: Decent
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Haste values for Advancing and Victory march are listed as 100/1024 and 124/1024 in the Magic Haste cells. Minor nitpick, but I believe they should be 96/1024 and 128/1024 with +2 instrument. On a more meaningful note, Aoidos' Manchettes +2 add March+1, increasing both of these values by 16/1024 for up to 406/1024 magic haste without SV.

Also, Bison Steak seems to be glitched on the NIN spreadsheet.

Impressed by the numbers with the new A/O values, though our MNK will probably stick to GH as the third atma for the most part. More counters and reduced TP feed is just too sexy.
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Nightfyre - Fenrir
#100 Jan 16 2011 at 2:56 PM Rating: Excellent
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Fixed March values and added +3 toggle for all spreadsheets. Fixed Bison Steak for nin.
#101 Jan 16 2011 at 4:11 PM Rating: Excellent
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Also updated the Footwork sheets to bring it up to speed on triple attack, etc.
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