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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
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