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#1 Jan 17 2011 at 5:00 PM Rating: Default
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So...

revising brave grip for abyssea uses...

+3.5% Critical Hit Damage Boost.

3,500 Drakesbane = 122.5 Damage Boost from Grip.

4,000 Drakesbane = 140.0 Damage Boost from Grip.

4,500 Drakesbane = 157.5 Damage Boost from Grip.

5,000 Drakesbane = 175.0 Damage Boost from Grip.

5,500 Drakesbane = 192.5 Damage Boost from Grip.

This is pretty much on every WS. How would this compete vs let's say Pole Grip, or even Claymore Grip. Would Claymore Grip even have an effect in Abyssea considering Razed Ruins, or would Razed Ruins completely overshadow what Claymore can provide?

These numbers maybe completely off, it's % based on total damage versus the actual Crit per Hit basis that it would go by.

This would also directly affect Spirit and Soul Jump with Wyvern out.

Any ideas?
#2 Jan 18 2011 at 3:26 AM Rating: Good
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Was wondering the same thing the other day. Bought a Brave Grip, but then couldn't remember if it's Brave or Claymore that can possible beat Pole.
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#3 Jan 18 2011 at 9:37 AM Rating: Decent
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The higher your critical hit rate the better brave grip would be. If you critical 100% of the time, you take full benefit of the 3.5%. If you critical 80% of the time, you take 2.8% etc etc. With RR and SQ, you are probably looking at 64% critical hit rate during tp, and 100% during jump, and likely 80% during drakesbane with the bonus from the WS. So you will probably take advantage of this 70-75% of the time.

However, you also have to remember this, you are going to have 30% critical damage boost from RR, and 10% from AF3+2 pants, so you are going to have 40% by default. Adding 3.5% on top of the 40% on 70-75% critical hit rate, is like 1.875% increase in overall damage.

Claymore grip is 3% critical hit rate, but remember it gains you nothing when you do soul or spirit jump with wyvern out. So it is 3% on top of the 64% during tp phase and 80% during drakesbane. Going with 3.5:5.5:1 ratio on tp:ws:jumps, you are gaining about 1.56% on overall damage.

And obviously if you have critical hit rate gears on tp or ws, it is going to downgrade claymore grip and upgrade brave grip.

So in conclusion, yes, in abyssea, brave is likely going to be better. Pole is not really for me since I use an OAT polearm already, so the boost to my overall damage is minimal. But it is probably a better boost than brave for none OAT users. Tho it also depends on what atma you pick. If you stack alot of DA, it is not as big of a boost.
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#4Niakohr, Posted: Jan 25 2011 at 6:24 PM, Rating: Sub-Default, (Expand Post) FTFY
#5 Jan 25 2011 at 10:58 PM Rating: Good
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The net damage is the same. 2 more hits every 100 rounds is always 2 hits worth of damage. if you do 10 damage a swing and get 2 more, you always do 20 more damage. That is true.

The RELATIVE gains are not. If you increase your damage by 20 for every 100 you do, you do 120 damage instead of 100. Your total damage output increased by 20%. If you do 200 damage, but still just increase by 20, going from 200 to 220 damage is only 10%. That is diminishing returns. The actual net damage increase may be the same. Both add 20 damage. But if your base is far higher, then it will only make up a relatively smaller chunk of your TOTAL damage.

It really doesnt technically matter how you measure it or what you call it to determine the end result of what gear/atma/buffs make you do the most damage. Both statements are true. However, you MUST COMPARE in the same way to the alternative gear/atma/food/buff/whatever. If a pole grip gives you 20 damage and a brave grip gets you 15 damage. The pole is better. If pole increased damage by 2% and brave by 1.5% its the same thing. It doesnt matter if you say its 'diminishing returns' or not. So long as you calculate the damage properly the terminology is irrelivant aside from consistency and clarity in communicating ideas to others.

Conceptually, adding more of any stat aside from haste reduces the % gain of each point after the 1st by more and more until said stat caps (hard or soft cap) because you are adding the same net damage with each increment, but your overall damage is increasing making additional amounts of the stat a smaller and smaller chunk of your total damage as you progress, even though each point adds the same damage per time increment. Its just a numerator and denominator fractional relationship.

What I am curious about is, do you also apply the same logic in reverse regarding haste? If there is no such thing as diminishing returns, then haste should not have increasing returns either as they are just opposite sides of the same coin. You cant accept increasing returns on haste while disregarding diminishing returns on acc/atk/DA/TA/Fstr/WSC/FTP and all that jazz.
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#6 Jan 26 2011 at 9:52 AM Rating: Decent
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Statement:
Quote:
2% = 2%, regardless of whether you're going from 0% to 2% or from 20% to 22%. The amount of damage increase you'll get is the same.

OAT is a different matter and I agree you would not get as much benefit from Pole Grip when using an OAT polearm.

I can explain the math if necessary, but I want to quash the misconception that Double Attack in any way has diminishing returns.



Rebuttal:
Banalaty wrote:
The net damage is the same. 2 more hits every 100 rounds is always 2 hits worth of damage. if you do 10 damage a swing and get 2 more, you always do 20 more damage. That is true.

The RELATIVE gains are not. If you increase your damage by 20 for every 100 you do, you do 120 damage instead of 100. Your total damage output increased by 20%. If you do 200 damage, but still just increase by 20, going from 200 to 220 damage is only 10%. That is diminishing returns. The actual net damage increase may be the same. Both add 20 damage. But if your base is far higher, then it will only make up a relatively smaller chunk of your TOTAL damage.

It really doesnt technically matter how you measure it or what you call it to determine the end result of what gear/atma/buffs make you do the most damage. Both statements are true. However, you MUST COMPARE in the same way to the alternative gear/atma/food/buff/whatever. If a pole grip gives you 20 damage and a brave grip gets you 15 damage. The pole is better. If pole increased damage by 2% and brave by 1.5% its the same thing. It doesnt matter if you say its 'diminishing returns' or not. So long as you calculate the damage properly the terminology is irrelivant aside from consistency and clarity in communicating ideas to others.

Conceptually, adding more of any stat aside from haste reduces the % gain of each point after the 1st by more and more until said stat caps (hard or soft cap) because you are adding the same net damage with each increment, but your overall damage is increasing making additional amounts of the stat a smaller and smaller chunk of your total damage as you progress, even though each point adds the same damage per time increment. Its just a numerator and denominator fractional relationship.

What I am curious about is, do you also apply the same logic in reverse regarding haste? If there is no such thing as diminishing returns, then haste should not have increasing returns either as they are just opposite sides of the same coin. You cant accept increasing returns on haste while disregarding diminishing returns on acc/atk/DA/TA/Fstr/WSC/FTP and all that jazz.


Conclusion:
Quote:

I can explain the math if necessary, but I want to quash the misconception that Double Attack in any way has diminishing returns.


Fail'd

You can't quash that misconception, because your statement is false. Double Attack does in fact have diminishing returns, the only way this would not be true would be if you could infact double attack off of a double attack, and even then, it would have to be possible to double attack off of both attacks in a double attack. Then you still run into diminishing returns if your double attack is high enough to where you are reaching the hard cap of 8 hits per melee round. See, there is no way for you to mathmatically prove that double attack does not have diminishing returns along that line of reasoning.
#7 Jan 26 2011 at 10:34 AM Rating: Excellent
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Ill try to put it a different way as I realize this often doesnt make sense. Hell, when I was 1st posting here I didnt understand this concept myself. I was under the impression that haste and acc/atk etc were the same. I didnt 'believe' in diminishing or increasing returns myself some years ago and it took me a looong time to come around and it finally just clicked one day. So I dont mean to beat a horse to death with another post, but if i can try another way so more people get out of the same thought rut I was stuck in then I think it is worth trying.

The two different measurements are just that. Two different measurements. They dont quite say the same thing.

'Cool Item' makes you do 20 damage=20 damage all the time only measures the raw damage added by a stat. There is nothing wrong with this because it is completely true. However diminishing returns combines that raw damage boost and compares it to the existing damage. Say base of 100 and adding 'Cool Item' is +20 damage=20% MORE damage over what you did before. Compared to 200 base adding another 'Cool Item' is +20 damage=10% MORE damage over what you did before. The net damage is still 20 damage. But the % of the total damage has changed.

They are not measuring the same thing. Net damage is in a vacuum. X damage boost adds X damage. Diminishing returns come in when you incorporate everything before you add X damage. I imagine the 'proof' is that an item adding X damage will ALWAYS add X damage and that would be the 'proof' there is no diminishing return because it always adds the same thing. But, as stated above, that is not measuring the same thing. Both concepts exist and are true, but we just have to be careful not to mix up the ideas and apply them in the wrong situations.

A good drg related example is the melee damage from your wyvern. Wyverns will basically swing at a mob at teh same speed/damage all the time so it is X damage. It will always be X damage no matter what you do (ignoring empathy and stuff. just go with me :P) Lets say it does 100 damage over a defined period of time. If you send your wyvern on autoattack and you dont even hit the mob, wyvern is 100% of 'your' damage poking away for that 100 damage. That is 1 end of the extreme. A middle example is now YOU engage and do 400 damage in that same time your wyvern still does 100. Now YOU make up 80% of the damage and the wyvern only does 20%. Now you get buffed up to hell with food/haste/stuff and do 900 damage in that same timeframe that your wyvern only does 100. Now you are doing 90% of the damage and wyvern only does 10%. The X damage your wyvern does (100) has NOT changed. But it is becoming a smaller part of your TOTAL damage. It gets smaller because it is part of a fraction. The X added damage is the numerator and the total daamage is the denominator.

wyvern/total.
100/100=100%. This is the player not engaging and wyvern doing all the work.
100/500=20%. This is the player doing 400 and wyvern doing 100.
100/1000=10%. This is player doing 900 and wyvern doing 100.

The more damage is being done, the smaller % adding a static amount of damage like 20 will be. Its measuring something different than "X item adds 20 damage". It is saying X item makes up Y PERCENT of my TOTAL damage.
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#8 Jan 26 2011 at 11:46 AM Rating: Default
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Claymore can beat Pole with RR assuming you don't need Rose for xhit. The last time I saw someone did the math comparing them even with Atma Brave grip was .5% overall increase in damage... it was below a Pole Grip (somewhere between 1% and 2% increase in overall damage). Brave can beat Pole with RR however possibly considering Soul Jump, but I still see it as behind Claymore. They might be pretty close regardless, and Rose for xhit is possibly the better option depending on your setup.

Edited, Jan 26th 2011 1:54pm by Neisan
#9 Jan 26 2011 at 12:20 PM Rating: Decent
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Banalaty wrote:
The net damage is the same. 2 more hits every 100 rounds is always 2 hits worth of damage. if you do 10 damage a swing and get 2 more, you always do 20 more damage. That is true.

The RELATIVE gains are not. If you increase your damage by 20 for every 100 you do, you do 120 damage instead of 100. Your total damage output increased by 20%. If you do 200 damage, but still just increase by 20, going from 200 to 220 damage is only 10%. That is diminishing returns. The actual net damage increase may be the same. Both add 20 damage. But if your base is far higher, then it will only make up a relatively smaller chunk of your TOTAL damage.

It really doesnt technically matter how you measure it or what you call it to determine the end result of what gear/atma/buffs make you do the most damage. Both statements are true. However, you MUST COMPARE in the same way to the alternative gear/atma/food/buff/whatever. If a pole grip gives you 20 damage and a brave grip gets you 15 damage. The pole is better. If pole increased damage by 2% and brave by 1.5% its the same thing. It doesnt matter if you say its 'diminishing returns' or not. So long as you calculate the damage properly the terminology is irrelivant aside from consistency and clarity in communicating ideas to others.

Conceptually, adding more of any stat aside from haste reduces the % gain of each point after the 1st by more and more until said stat caps (hard or soft cap) because you are adding the same net damage with each increment, but your overall damage is increasing making additional amounts of the stat a smaller and smaller chunk of your total damage as you progress, even though each point adds the same damage per time increment. Its just a numerator and denominator fractional relationship.


Please do yourself a favor and look up what "Diminishing Returns" actually means, without listening to what other Alla posters are telling you. It is simply not what you are talking about.

You are arguing percentage of increase, which is not at all the same thing. Sure, percentage-wise, each time you add a static amount, it's going to be a smaller percentage increase. If every year, you get a $0.50 pay raise, you are getting a linear increase. Percentage-wise, it is a smaller increase, but does that make the slightest bit of difference? You still get the same benefit from it. (ignore taxes for this discussion)

If you take all the math you've done and call it "Smaller Percentage of Increase" then you'll be on the right track. It will also help you make better decisions going forward.

Banalaty wrote:
What I am curious about is, do you also apply the same logic in reverse regarding haste? If there is no such thing as diminishing returns, then haste should not have increasing returns either as they are just opposite sides of the same coin. You cant accept increasing returns on haste while disregarding diminishing returns on acc/atk/DA/TA/Fstr/WSC/FTP and all that jazz.

Haste is increasing returns. When you graph it, your benefits from haste rise in a parabola shape (much like the right half of a U).

If you were to graph decreasing returns, it would look like a U rolled on its side, facing the right. There would be a sharp rise at first, followed by leveling out, and eventually virtually no rise at all.

DA's graph does not look like that. It is an angled line that is straight and consistent.
#10 Jan 26 2011 at 12:22 PM Rating: Decent
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Yea, there is two way to measure things, one is in relative term, and one is in pure gain term.

If you are measuring in the way that a fixed amount of gain is a fixed amount of gain, then haste will not have increasing return since it just cuts a portion of your delay each time. Therefore, everything is linear. We can call this measure 1.

If you are measuring in the way that is relative to where you starts before the addition is applied, then DA will have diminish return and haste will have increasing return. We can call this measure 2.

In measure 1, you are always comparing to the original figure. So for 2% DA on top of a 50% DA in 100 swings, you are gaining 2 hits out of the 100 swings. For haste, 2% haste on top of a 50% haste in a 1000 delay weapon, you are reducing 20 delay out of the 1000 delay. So yes, in this case nothing has increasing return, and nothing has diminishing return.

In measure 2, you are always comparing to what you have before the addition. So for 2% DA on top of a 50% DA in 100 swings, you are gaining 2 hits out of the 150 swings, a 1.3% increase instead of gaining 2 hits out of the 100 swings, a 2% increase, if you don't have the 50% DA to begin with. For haste, 2% haste on top of a 50% haste in a 1000 delay is 20 delay reduced on top of 500 delay, a 4% increase in attack speed instead of the 2% if you don't already have the 50% haste.

The key in here is obviously to either use measure 1 or measure 2 in your calculation. When I did my calculation, I used a relative term, which is measure 2, on all my calculation, so it is consistent. Either way really works, but relative term is more accurate in a sense of comparing one thing to another.
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#11 Jan 26 2011 at 12:27 PM Rating: Default
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Meldi wrote:

Fail'd

You can't quash that misconception, because your statement is false. Double Attack does in fact have diminishing returns, the only way this would not be true would be if you could infact double attack off of a double attack, and even then, it would have to be possible to double attack off of both attacks in a double attack. Then you still run into diminishing returns if your double attack is high enough to where you are reaching the hard cap of 8 hits per melee round. See, there is no way for you to mathmatically prove that double attack does not have diminishing returns along that line of reasoning.

Fail is the grade you would get in math class if you turned any of this in for an assignment.

You are expecting increasing returns and when you are not getting them, you are calling it decreasing. You're missing the fact that it is linear returns. Not as good as increasing returns, but not decreasing in any way.
#12 Jan 26 2011 at 12:33 PM Rating: Good
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Quote:
Haste is increasing returns. When you graph it, your benefits from haste rise in a parabola shape (much like the right half of a U).

If you were to graph decreasing returns, it would look like a U rolled on its side, facing the right. There would be a sharp rise at first, followed by leveling out, and eventually virtually no rise at all.

DA's graph does not look like that. It is an angled line that is straight and consisten


This is wrong if you are measuring the way you are measuring in your $.50 pay raise example. If every year you get a $.5 pay raise, you can say you are getting the same amount every year but in percentage term you are gaining less, which you explained very well in that example.

However, nothing is different if you are talking about haste. Haste is $.50 pay raise each year too if you put it that way. You are gaining a fixed amount of delay of your original delay, similar to a fixed amount of pay to your original pay. You are ignoring the subsequent addition that you gain each year. There is really no difference if you want to measure it that way, which in my previous post, it is called measure 1. And in such measurement, your haste graphic will not look like a U either, it will be linear cuz you are netting the same amount of delay each time.

Only when you do in % of increase term, then that linear line will become a U shape since each fixed amount of delay you gain is a greater % of the delay than the previous addition. Same as DA, your gain is a smaller % of the overall than the previous addition. That's why we are trying to say you can only do it one way, not taking it both. We all know it isn't called diminishing return in the math term, and whoever started that terminology is wrong in the sense of true math term, but the idea of a consistent measurement is there. You have two way to measure, in % term or in fixed amount term, and either way works, but you can't mix and match them in one calculation.

Edited, Jan 26th 2011 1:34pm by pochenlai
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#13 Jan 26 2011 at 12:36 PM Rating: Excellent
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At 1st I assumed you didnt understand the concept, but after the last post and catching a similar one you made in anther forum, its quite obvious that isnt an issue. I think its quite obvious at this point we all understand the concepts everyone is talking about. Were just debating about 'what is the proper term for X phenomenon' semantic junk. If there is no confusion on what we mean then I dont really see what the issue is. If you graph the % gain of DA, each point is smaller than the last. Decreasing return. If you graph the literal net damage of something like DA it is a straight line.

Most people that do math here work in % gain because it is more easily translated to other changes in gear/atma/buffs. If changing from weapon A to weapon B increases damage output by 10%, we dont have to recalculate explicitly every time we change another piece of gear that does not share the same stat boost as the weapon. We can just multiply all the + and - % from varying adjustments together and get a final number. That is simple. If we say changing weapon A to weapon B increases damage by 5000/hr, we have to recalculate from scratch EVERY TIME we do anything because the actual net damage will be adjusted and thus needs a new number/hr. % gains are just easier to work with because they are more easily applied to changing gear/mobs/buffs.

Because % is always easier to work with in our situation (calculating game damage) everything will be referenced as such by the community which is what has happened. Chart the % gain from DA and its not a straight line. Im all for PC correctness, but the fact is, terms are only as good as the clarity they provide in communication. Even if the term isnt used 'technically' correctly, so long as it is clear to those using it what is meant, it is irrelivant. (Lol just realized i could have said that much more succinctly and clearly by just quoting the 'ain't is in the dictionary' line :P Irony go!)

We know what we mean dagnabit! Now get off my lawn you wily kids! :P

Edited, Jan 26th 2011 1:39pm by Banalaty
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#14 Jan 26 2011 at 12:39 PM Rating: Decent
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Couldn't explain it any better than that myself.

Edited, Jan 26th 2011 1:42pm by pochenlai
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#15 Jan 26 2011 at 12:49 PM Rating: Default
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pochenlai wrote:
Yea, there is two way to measure things, one is in relative term, and one is in pure gain term.

If you are measuring in the way that a fixed amount of gain is a fixed amount of gain, then haste will not have increasing return since it just cuts a portion of your delay each time. Therefore, everything is linear. We can call this measure 1.

If you are measuring in the way that is relative to where you starts before the addition is applied, then DA will have diminish return and haste will have increasing return. We can call this measure 2.

In measure 1, you are always comparing to the original figure. So for 2% DA on top of a 50% DA in 100 swings, you are gaining 2 hits out of the 100 swings. For haste, 2% haste on top of a 50% haste in a 1000 delay weapon, you are reducing 20 delay out of the 1000 delay. So yes, in this case nothing has increasing return, and nothing has diminishing return.

In measure 2, you are always comparing to what you have before the addition. So for 2% DA on top of a 50% DA in 100 swings, you are gaining 2 hits out of the 150 swings, a 1.3% increase instead of gaining 2 hits out of the 100 swings, a 2% increase, if you don't have the 50% DA to begin with. For haste, 2% haste on top of a 50% haste in a 1000 delay is 20 delay reduced on top of 500 delay, a 4% increase in attack speed instead of the 2% if you don't already have the 50% haste.

The key in here is obviously to either use measure 1 or measure 2 in your calculation. When I did my calculation, I used a relative term, which is measure 2, on all my calculation, so it is consistent. Either way really works, but relative term is more accurate in a sense of comparing one thing to another.


You're basically right in the fact that we're talking about two different types of calculation, one is based on the original values and the other is based on the adjusted value each time you add more.

The problem is that the terms you are using are only meant to be used with the first type. Increasing, decreasing, and linear returns are all based on the original values. I wouldn't have that big of a problem with misuse of the terms if it weren't for the fact that the conclusions being drawn are based on the proper use of the terms.

Other than the terminology, you were incorrect about haste. Even in the first calculation, each additional amount of haste increases damage over time more that the amount before it did. Haste is not linear in that method of calculation.
#16 Jan 26 2011 at 12:54 PM Rating: Default
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pochenlai wrote:
Quote:
Haste is increasing returns. When you graph it, your benefits from haste rise in a parabola shape (much like the right half of a U).

If you were to graph decreasing returns, it would look like a U rolled on its side, facing the right. There would be a sharp rise at first, followed by leveling out, and eventually virtually no rise at all.

DA's graph does not look like that. It is an angled line that is straight and consisten


This is wrong if you are measuring the way you are measuring in your $.50 pay raise example. If every year you get a $.5 pay raise, you can say you are getting the same amount every year but in percentage term you are gaining less, which you explained very well in that example.

However, nothing is different if you are talking about haste. Haste is $.50 pay raise each year too if you put it that way. You are gaining a fixed amount of delay of your original delay, similar to a fixed amount of pay to your original pay. You are ignoring the subsequent addition that you gain each year. There is really no difference if you want to measure it that way, which in my previous post, it is called measure 1. And in such measurement, your haste graphic will not look like a U either, it will be linear cuz you are netting the same amount of delay each time.

Only when you do in % of increase term, then that linear line will become a U shape since each fixed amount of delay you gain is a greater % of the delay than the previous addition. Same as DA, your gain is a smaller % of the overall than the previous addition. That's why we are trying to say you can only do it one way, not taking it both. We all know it isn't called diminishing return in the math term, and whoever started that terminology is wrong in the sense of true math term, but the idea of a consistent measurement is there. You have two way to measure, in % term or in fixed amount term, and either way works, but you can't mix and match them in one calculation.

Edited, Jan 26th 2011 1:34pm by pochenlai

Your argument is wrong, but it brings up the perfect example and I thank you for that!

Haste is like taking your yearly salary and saying you get that in 11 months. Then in 10 months. Then in 9...
#17 Jan 26 2011 at 1:06 PM Rating: Decent
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Banalaty wrote:
At 1st I assumed you didnt understand the concept, but after the last post and catching a similar one you made in anther forum, its quite obvious that isnt an issue. I think its quite obvious at this point we all understand the concepts everyone is talking about. Were just debating about 'what is the proper term for X phenomenon' semantic junk. If there is no confusion on what we mean then I dont really see what the issue is. If you graph the % gain of DA, each point is smaller than the last. Decreasing return. If you graph the literal net damage of something like DA it is a straight line.

Most people that do math here work in % gain because it is more easily translated to other changes in gear/atma/buffs. If changing from weapon A to weapon B increases damage output by 10%, we dont have to recalculate explicitly every time we change another piece of gear that does not share the same stat boost as the weapon. We can just multiply all the + and - % from varying adjustments together and get a final number. That is simple. If we say changing weapon A to weapon B increases damage by 5000/hr, we have to recalculate from scratch EVERY TIME we do anything because the actual net damage will be adjusted and thus needs a new number/hr. % gains are just easier to work with because they are more easily applied to changing gear/mobs/buffs.

Because % is always easier to work with in our situation (calculating game damage) everything will be referenced as such by the community which is what has happened. Chart the % gain from DA and its not a straight line. Im all for PC correctness, but the fact is, terms are only as good as the clarity they provide in communication. Even if the term isnt used 'technically' correctly, so long as it is clear to those using it what is meant, it is irrelivant. (Lol just realized i could have said that much more succinctly and clearly by just quoting the 'ain't is in the dictionary' line :P Irony go!)

We know what we mean dagnabit! Now get off my lawn you wily kids! :P

Edited, Jan 26th 2011 1:39pm by Banalaty

Very well stated. Rate up! And I loved that 'ain't is in the dictionary' line too, that was great.

Yes, we are talking about terminology. We both have a very good understanding of how the math works and we know that the community is taking a little license with the terms. I don't believe that you will be mislead at all by that. Being a very smart guy (or girl), there are people who will just accept what you say as the truth. Do they understand that you're using a different definition for the term? 'Diminishing returns' has a very negative connotation. Are they going to be led in the wrong direction by that?
#18 Jan 26 2011 at 1:36 PM Rating: Good
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Nah, haste is cutting delay, it wouldn't be the right example with getting the same salary in less time.

1% haste in a 1000 delay weapon is 10 delay. Each haste is 10 delay regardless of how much haste you have, similar to your DA argument, that each DA is 1 addition hit regardless of how much DA you have. You will always be getting that 10 delay with each 1% haste. So that is linear. It will only be a increase return if you compare them relatively. The first 10 delay on 1000 delay is a 1% increase, the second 10 delay on 1000 delay is still a 1% increase of the original delay, but on top of the first 10 it will be 10/990. It is still two different way of calculation. When you do the DA in one way, you should do haste in one way. The only reason why they both turn into U shape of different direction when you do in relative term is that for DA, it is a fixed amount adding on top of each other, thus getting smaller and smaller in % of increase, for haste, it is a fixed amount reducing on top of each other, thus getting bigger and bigger in % of decrease.

There is no difference what so ever on the two when you break it down like that. That's why when you say haste has increasing return, then you have to say DA has reducing return. Or they are both linear, one way or another. That's the only problem I have with your argument.

Aside from that, I didn't use the wrong terminology in my original post. I probably left out "in term of % increase" in the end of "Tho it also depends on what atma you pick. If you stack alot of DA, it is not as big of a boost."

But I think most ppl get the idea cuz through out my post I used a % increase term instead of a fixed increase term.
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#19 Jan 26 2011 at 1:55 PM Rating: Default
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The reason haste is different is because what we're measuring through all of this is Damage / Time. Every other factor we're looking at is dealing with the numerator, Damage, which we would graph on the y-axis. Those are all going to have similar effects. Haste affects Time, the x-axis. It's a whole different animal. It's kind of like taking the same linear graph and then taking one step, then a bigger step, then a bigger step, etc.

You're right, haste goes up linearly, but its effect on Damage / Time does not.
#20 Jan 26 2011 at 2:02 PM Rating: Decent
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Yep, totally agreed on that.
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#21 Jan 26 2011 at 8:46 PM Rating: Decent
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tl;dr Tomato tomāto
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#22 Jan 27 2011 at 9:22 AM Rating: Decent
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Here is your problem. You are stating(implying) that the only possible denominator of the equation of diminishing returns is Time. What if your denominator of the equation is Swings per 100 rounds of combat.

@ 0% double attack, 2% adds 2 attacks per 100 rounds of combat, same at 50% double attack, yes that is a linear relationship.

2 extra swings / 100 swings per 100 rounds of combat - 2.0% increase in swings per 100 rounds of combat
2 extra swings / 150 swings per 100 rounds of combat - 1.3% increase in swings per 100 rounds of combat
2 extra swings / 200 swings per 100 rounds of combat - 1.0% increase in swings per 100 rounds of combat
2 extra swings / 250 swings per 100 rounds of combat - 0.8% increase in swings per 100 rounds of combat

By your very definition of increasing returns on haste.

Edited, Jan 27th 2011 9:37am by Meldi
#23 Feb 03 2011 at 4:13 PM Rating: Decent
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Meldi wrote:
Here is your problem. You are stating(implying) that the only possible denominator of the equation of diminishing returns is Time. What if your denominator of the equation is Swings per 100 rounds of combat.

@ 0% double attack, 2% adds 2 attacks per 100 rounds of combat, same at 50% double attack, yes that is a linear relationship.

2 extra swings / 100 swings per 100 rounds of combat - 2.0% increase in swings per 100 rounds of combat
2 extra swings / 150 swings per 100 rounds of combat - 1.3% increase in swings per 100 rounds of combat
2 extra swings / 200 swings per 100 rounds of combat - 1.0% increase in swings per 100 rounds of combat
2 extra swings / 250 swings per 100 rounds of combat - 0.8% increase in swings per 100 rounds of combat

By your very definition of increasing returns on haste.

Edited, Jan 27th 2011 9:37am by Meldi

Shoot, I thought this topic had died, but since this post was added...

Meldi, SE has not yet added a NM or BCNM scenario where you get a specified number of rounds of combat. Until that happens, the only thing people care about is damage over time.

That scenario would be interesting because it would radically shift everything you gear up for. For instance, haste would be worthless because you wouldn't gain anything by finishing your 100 rounds of combat earlier. If anything, you'd want to slow yourself down so you can use more spells and job abilities during the fight.

It would be an interesting topic of conversation, but it is not currently what people are interested in gearing for.

#24 Feb 04 2011 at 3:18 AM Rating: Decent
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Meldi wrote:
2 extra swings / 100 swings per 100 rounds of combat - 2.0% increase in swings per 100 rounds of combat
2 extra swings / 150 swings per 100 rounds of combat - 1.3% increase in swings per 100 rounds of combat
2 extra swings / 200 swings per 100 rounds of combat - 1.0% increase in swings per 100 rounds of combat
2 extra swings / 250 swings per 100 rounds of combat - 0.8% increase in swings per 100 rounds of combat
Can someone explain this to me? I'm not getting it...
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#25 Feb 04 2011 at 4:51 AM Rating: Default
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It would seem he's showing the overall effect of 2% DA with the more hits you land to your dps.
#26 Feb 04 2011 at 11:56 AM Rating: Good
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Niakohr wrote:
Meldi wrote:
Here is your problem. You are stating(implying) that the only possible denominator of the equation of diminishing returns is Time. What if your denominator of the equation is Swings per 100 rounds of combat.

@ 0% double attack, 2% adds 2 attacks per 100 rounds of combat, same at 50% double attack, yes that is a linear relationship.

2 extra swings / 100 swings per 100 rounds of combat - 2.0% increase in swings per 100 rounds of combat
2 extra swings / 150 swings per 100 rounds of combat - 1.3% increase in swings per 100 rounds of combat
2 extra swings / 200 swings per 100 rounds of combat - 1.0% increase in swings per 100 rounds of combat
2 extra swings / 250 swings per 100 rounds of combat - 0.8% increase in swings per 100 rounds of combat

By your very definition of increasing returns on haste.

Edited, Jan 27th 2011 9:37am by Meldi

Shoot, I thought this topic had died, but since this post was added...

Meldi, SE has not yet added a NM or BCNM scenario where you get a specified number of rounds of combat. Until that happens, the only thing people care about is damage over time.

That scenario would be interesting because it would radically shift everything you gear up for. For instance, haste would be worthless because you wouldn't gain anything by finishing your 100 rounds of combat earlier. If anything, you'd want to slow yourself down so you can use more spells and job abilities during the fight.

It would be an interesting topic of conversation, but it is not currently what people are interested in gearing for.



I don't agree, sort of. Your analysis of things is correct for the most part, but DA does have a marginal impact on Damage over time. Yes, it does represent a linear increase in number of attacks (I.E. your 2% = 2%), but because DA can not proc on top of another DA proc, if the denominator of productivity is DoT and Time is constant.

Hypothetically we have 100% accuracy, and each hit does 1 damage, if you normally do 100 DoT (with time being constant), as you add DA, its marginal production goes down as a function of extra damage/base DoT. I probably should have phrased my previous post as 2 extra damage/100 DoT, would have been easier to identify. If it were humanly possible, eventually the benefit of adding DA reaches 0, which is the entire argument of diminishing returns. If you are just looking at how many swings 2% DA adds to x amount of swings, yes you are correct stating that DA's relationship to damage is linear. But looking at it as a function of Damage over Time it is not linear. It is just harder to show than haste because with haste you are decreasing the denominator which has the effect of rapidly pulling the function towards infinity. The other end of the scope, increasing the denominator will never actually decrease the function to 0, as you always have something in the numerator.
#27 Feb 04 2011 at 7:07 PM Rating: Decent
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Meldi wrote:

I don't agree, sort of. Your analysis of things is correct for the most part, but DA does have a marginal impact on Damage over time. Yes, it does represent a linear increase in number of attacks (I.E. your 2% = 2%), but because DA can not proc on top of another DA proc, if the denominator of productivity is DoT and Time is constant.

Hypothetically we have 100% accuracy, and each hit does 1 damage, if you normally do 100 DoT (with time being constant), as you add DA, its marginal production goes down as a function of extra damage/base DoT. I probably should have phrased my previous post as 2 extra damage/100 DoT, would have been easier to identify. If it were humanly possible, eventually the benefit of adding DA reaches 0, which is the entire argument of diminishing returns. If you are just looking at how many swings 2% DA adds to x amount of swings, yes you are correct stating that DA's relationship to damage is linear. But looking at it as a function of Damage over Time it is not linear. It is just harder to show than haste because with haste you are decreasing the denominator which has the effect of rapidly pulling the function towards infinity. The other end of the scope, increasing the denominator will never actually decrease the function to 0, as you always have something in the numerator.

Herein lies the problem. You are considering DoT over Time. DoT in fact stands for Damage over Time. So, your calculations are based on Damage over (Time * Time). Why?

The statements of increasing, decreasing, and linear return are based on Damage over Time. That's all anybody really cares about is how can I do the most damage in the shortest amount of time.

All the math being done to back up the decreasing returns argument is based on Damage over (Time * Time). They are mathematically correct, but they don't back up the argument.

Edit: There are other formulas people have used as well, but they still have the same problem. They are using DoT as the numerator, when it is supposed to be the whole formula.


Edited, Feb 4th 2011 5:21pm by Niakohr
#28 Feb 04 2011 at 7:17 PM Rating: Default
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Noodles wrote:
Meldi wrote:
2 extra swings / 100 swings per 100 rounds of combat - 2.0% increase in swings per 100 rounds of combat
2 extra swings / 150 swings per 100 rounds of combat - 1.3% increase in swings per 100 rounds of combat
2 extra swings / 200 swings per 100 rounds of combat - 1.0% increase in swings per 100 rounds of combat
2 extra swings / 250 swings per 100 rounds of combat - 0.8% increase in swings per 100 rounds of combat
Can someone explain this to me? I'm not getting it...

He's using examples of adding 2% DA at beginning levels of 0% DA, 50% DA, 100% DA, and 150% DA. Either that or he's using a 2 handed weapon, a 1.5 hand weapon, a 1 hand weapon, and grown an extra limb. I chose not to make an issue of where the examples came from because he was just using exaggerated numbers to make his point.


Edited, Feb 4th 2011 5:18pm by Niakohr
#29 Feb 07 2011 at 10:12 AM Rating: Good
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Niakohr wrote:
Meldi wrote:

I don't agree, sort of. Your analysis of things is correct for the most part, but DA does have a marginal impact on Damage over time. Yes, it does represent a linear increase in number of attacks (I.E. your 2% = 2%), but because DA can not proc on top of another DA proc, if the denominator of productivity is DoT and Time is constant.

Hypothetically we have 100% accuracy, and each hit does 1 damage, if you normally do 100 DoT (with time being constant), as you add DA, its marginal production goes down as a function of extra damage/base DoT. I probably should have phrased my previous post as 2 extra damage/100 DoT, would have been easier to identify. If it were humanly possible, eventually the benefit of adding DA reaches 0, which is the entire argument of diminishing returns. If you are just looking at how many swings 2% DA adds to x amount of swings, yes you are correct stating that DA's relationship to damage is linear. But looking at it as a function of Damage over Time it is not linear. It is just harder to show than haste because with haste you are decreasing the denominator which has the effect of rapidly pulling the function towards infinity. The other end of the scope, increasing the denominator will never actually decrease the function to 0, as you always have something in the numerator.

Herein lies the problem. You are considering DoT over Time. DoT in fact stands for Damage over Time. So, your calculations are based on Damage over (Time * Time). Why?

The statements of increasing, decreasing, and linear return are based on Damage over Time. That's all anybody really cares about is how can I do the most damage in the shortest amount of time.

All the math being done to back up the decreasing returns argument is based on Damage over (Time * Time). They are mathematically correct, but they don't back up the argument.

Edit: There are other formulas people have used as well, but they still have the same problem. They are using DoT as the numerator, when it is supposed to be the whole formula.


Edited, Feb 4th 2011 5:21pm by Niakohr


No I am not. Time is not a factor when calculating the potential benefit of double attack. Time is a constant(In this relation). The relation is Damage from extra DA / Damage / Time -> (Damage from extra DA * Time)/Damage. What changes with each percentage of DA added is not Time, but the base damage from which you are working. It could be adapted to some how account for arriving at the same damage in a specified amount of time, but that is way too complex to do. As it stands, Time can be fixed to a specific period to remain constant, more damage would be produced in that specific period of time, you are working from a base damage determined by your base DA rate and adding a percentage of DA on top of that provides a diminishing marginal return of Damage for that specified period of time.

Edit: It is much easier to translate Haste into this same formula to measure whether you want to use haste or double attack in a certain situation too by the way.

Edited, Feb 7th 2011 10:39am by Meldi
#30 Feb 07 2011 at 11:31 AM Rating: Default
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Meldi wrote:

No I am not. Time is not a factor when calculating the potential benefit of double attack. Time is a constant(In this relation). The relation is Damage from extra DA / Damage / Time -> (Damage from extra DA * Time)/Damage. What changes with each percentage of DA added is not Time, but the base damage from which you are working. It could be adapted to some how account for arriving at the same damage in a specified amount of time, but that is way too complex to do. As it stands, Time can be fixed to a specific period to remain constant, more damage would be produced in that specific period of time, you are working from a base damage determined by your base DA rate and adding a percentage of DA on top of that provides a diminishing marginal return of Damage for that specified period of time.

Edit: It is much easier to translate Haste into this same formula to measure whether you want to use haste or double attack in a certain situation too by the way.

You're right, I did misstate my previous post a bit. What I was trying to say is that people are using values other than Damage/Time in their comparisons. Or rather, the delta of Damage/Time for whichever factor is changed.

The proper thing is to pick a fixed time and compare the damage dealt over that time on the Y-axis with the factor you're changing on the X-axis. And you do the exact same thing whether it's DA or Haste. The Rate Of Return is the slope of the graph.
#31 Feb 07 2011 at 8:10 PM Rating: Decent
tl;dr

What's the verdict?
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#32 Feb 07 2011 at 9:19 PM Rating: Decent
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TheHolyDragoonSeraphus wrote:
tl;dr

What's the verdict?


The same as its always been, double attack gives decreasing returns.
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#33Niakohr, Posted: Feb 08 2011 at 4:05 PM, Rating: Sub-Default, (Expand Post) The same as it has always been. People who need to go to school and take some math classes incorrectly argue and firmly believe that DA has diminishing returns.
#34 Feb 08 2011 at 7:20 PM Rating: Good
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Palides wrote:
TheHolyDragoonSeraphus wrote:
tl;dr

What's the verdict?


The same as its always been, double attack gives decreasing returns.


Sounds about right. Pretty much anything that's a reduction is an increasing return, anything that's an increase is decreasing returns.

Edited, Feb 8th 2011 9:26pm by Neisan
#35 Feb 10 2011 at 7:46 AM Rating: Good
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Niakohr wrote:
TheHolyDragoonSeraphus wrote:
tl;dr

What's the verdict?

The same as it has always been. People who need to go to school and take some math classes incorrectly argue and firmly believe that DA has diminishing returns.
Different terminolgy with the same conclusion.
By "diminishing returns" what people mean is that it's the opposite of the "increasing returns" of haste. It's just an easy way of stating the mathematical difference between reduction stats and addition stats (as in: haste is not an addition of a stat, but infact a reduction of a stat (delay), wheras DA (number of attacks per round), attack, acc, etc is an addition of the stat).
I'm sorry but no one cares if the terminology is not technically correct by some math graduate's standards. It's an easy way of explaning and comparing the two different types of stats whilst making it easier to understand for less educated people.

Seriously, shut up.
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#36 Feb 16 2011 at 10:56 AM Rating: Decent
So Brave Grip over Pole Grip? Y[ ] N[ ]

Edited, Feb 16th 2011 8:57am by TheHolyDragoonSeraphus
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#37 Feb 16 2011 at 6:16 PM Rating: Default
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Yeah, Brave > Pole Grip in Abyssea. I wonder how it would do outside of abyssea versus pole grip though, but even then I'm sure Claymore still reigns supreme over Pole Grip anyways.

However, while it may be better than pole or not is really irrelevant if you need a Rose Strap to hit a 5 hit, in which case most drg's without a STP Stingray would need to use it to get closer to that 5 hit.

Be really nice if whoever is in charge of thinking crap up for jobs would really sit down and look at what DRG is missing, and needing.

On a separate note... what are people using for jump sets now a days? Full AF3+2 seems to be the way to go, although I must admit I do tend to miss 5/5 Ares's on jumps.
#38 Feb 17 2011 at 12:01 AM Rating: Excellent
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i leave for like 6 months and now it's this sh*t again?
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#39 Feb 17 2011 at 12:09 AM Rating: Excellent
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milich wrote:
i leave for like 6 months and now it's this sh*t again?


And you wouldn't believe how much attack can fit in the str cup now!
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#40 Feb 17 2011 at 10:50 AM Rating: Default
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Personally I like to stack DA on my drg so I full time pole grip and brutal earring. My line of thinking is the more hits that i land the more chances I have to critical hit. But with addition of RR, VV and apoc atma inside abyssea I can't really see how either brave or pole will have much of a noticeable effect either way. The percentage increase offered by either one will be such a small ammount compared to the greater whole that you could afford to play either piece and still not see any great effect. Brave will combine nicely with RR while pole will stack with VV, so really it's up to you what you wanna do.
#41 Feb 17 2011 at 11:16 AM Rating: Decent
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FunkyFish25 wrote:
Brave will combine nicely with RR while pole will stack with VV, so really it's up to you what you wanna do.
So you're saying VV will make pole better and similarly RR will make Brave better?

Bzzzt. Incorrect. Please feel free to try again.
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#42 Feb 17 2011 at 11:57 AM Rating: Default
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Well brave grip does benefit from RR bc RR increases the amount of criticals you do. So if you crit 50% of the time, brave grip increases your melee dmg by 1.75% as appose to .7% out of abyssea with 20% crit hit rate cap.

With DA's diminishing returns, pole grip's use decreases with higher DA, so that's correct.
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#43 Feb 18 2011 at 6:14 AM Rating: Default
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Drgnlord wrote:
Well brave grip does benefit from RR bc RR increases the amount of criticals you do. So if you crit 50% of the time, brave grip increases your melee dmg by 1.75% as appose to .7% out of abyssea with 20% crit hit rate cap.

With DA's diminishing returns, pole grip's use decreases with higher DA, so that's correct.
We have a winner. Razed Ruin atma makes Brave Grip Stronger, however VV Atma does not make Pole Grip stronger, infact it makes it weaker compared to other options.
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#44 Feb 18 2011 at 6:28 AM Rating: Decent
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Noodles wrote:
Drgnlord wrote:
Well brave grip does benefit from RR bc RR increases the amount of criticals you do. So if you crit 50% of the time, brave grip increases your melee dmg by 1.75% as appose to .7% out of abyssea with 20% crit hit rate cap.

With DA's diminishing returns, pole grip's use decreases with higher DA, so that's correct.
We have a winner. Razed Ruin atma makes Brave Grip Stronger, however VV Atma does not make Pole Grip stronger, infact it makes it weaker compared to other options.


So much fail in this thread Noodles, just let the gimps be gimp.

Correct answer is: People without good atmas, and without full sets of abyssites use VV.

2nd Correct answer is: If you have the inventory space, use the Brave grip. I personally do not have the space. Pole grip, Sword strap, and Rose strap will remain my defaults.


Edited, Feb 18th 2011 6:28am by Palides
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#45 Feb 18 2011 at 7:40 AM Rating: Decent
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Palides wrote:
Correct answer is: People without good atmas, and without full sets of abyssites use VV.
Not sure I agree with this. Drakesbane has a 50% Str mod, and WSC has no cap. It's also 10% DA and regain. Regain is debabteable for how useful it turns out to be, but the 10% DA is not.

I've tried all manner of combos of RR, SS, SA, GH, A/O, Apoc, VV, SQ and RR/VV/Apoc is easilly my favourite.
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#46 Feb 18 2011 at 8:45 AM Rating: Decent
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5% DA actually. VV helps with xhit builds as well (don't count more than 2 ticks though, it gets too fuzzy if you try to account for 3).
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