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Warrior's ****Follow

#1 May 09 2008 at 4:07 PM Rating: Excellent
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43,461 posts
Screenshot

Gear: 01-20
Gear: 20-40
Gear: 40-60
Gear: 60-75
Beginner and Advanced End Game Gear Sets

The stuff I'm writing up is a guideline, and much like guidelines, they're not laws. If you don't want to take the routes I suggest, don't. I'm one of the biggest voices towards Warriors leveling all the weapons. Not for some sadomasochistic desire for efficiency+1 (Outside Axe/Great Axe. Those are mandatory.), but because it's fun to be able to use different weapons. Bored with Rampage or Raging Rush? Switch to Vorpal Blade. Bored with that? Evisceration. Penta Thrust. There are very few weapon skills Warrior can't use, and seeing the same ones day in and day out can drive you insane.

Luckily, most gear choices aren't going to change between weapon choices, so there's little gear swapping involved.

Please, please, please, don't turn yourself into one of those "MUST GET ONE MORE PERCENT ON THE PARSER" drones. That's the fastest way to drain the fun out of the game.

Also, Warrior's main strength comes from being able to switch between weapons. While you're more than welcome to pick a single weapon / build and be done with it, you'll be a gimp Warrior over all. If you want a job that specializes in single weapons, there are several jobs that do it so much easier. Don't waste your time here. I'll always advocate that people that wish to level Warrior to keep at least a feasible Axe and Great Axe build available on them at all times, and I'll always regard people who so choose not to as people who are actively nerfing their own potential. I'll answer their questions, and help where I can, but just know that WARRIOR IS NOT A SINGLE WEAPON JOB.

Now, with the start of the guide ...

Most HQs won't be mentioned, and up to the individual to figure if the cost is worth it. There are a few exceptions, and will be explained. Items in GOLD are basically manditory items. There are few, but they are key items, and should be sought after at all costs, even if it requires you to stop exping and start farming. There are no exceptions for these. Items in RED are in place for people that happen to have them, and not available to first time through people. I mean, at all. Usually not even to people going through a few times. They're added for completion's sake. Also note gear in RED does not mean it is better than available choices. They're just the harder to obtain items that have some use. That's not to say they're not the best, but I digress.

The first section is just gear by level, and in no way meant to be taken as what you upgrade for level for level. You have to take the stats into account before choosing what you want to upgrade. Luckily, at the end of the guide there will be an explanation on how to go about doing so.

[ 01 - 04 ]
Truthfully, this short range of levels is inconsequential when it comes to choosing your gear. You can basically use the Onion Sword you start the game with, the racial start gear, and be done with it in short order. One thing that will make a nice difference isn't gear, but an Au Luit. The monsters you'll be fighting are too weak, there are no weapon skills until about level 3, and the gear itself you could buy just isn't much, if any, upgrade at all from the things you start the game with. Just slaughter the things outside, and use the drops to start funding your job. Also consider Light Crossbow +1. Having Marksmanship leveled can, and will, help you out when you want to solo, and debuffing/pulling. HQs are preferable on your ranged weapon because they tend to be cheap and worth the slight increase in cost from the NQ.

[ 05 - 09 ]
Another level range where there is little necessity to buy anything, except a Butterfly Axe. This is the first step in being a Warrior, and not just the job you started the game with, or whatever your reason is for leveling this job happens to be (Like of, sub job, et cetera) Soon this will give access to one of the best low level weapon skills in the game, SHIELD BREAK. It lowers the monster's evasion by up to 40 points, which is a MASSIVE amount that not only helps you, but everyone taking a swing at the monster. It should NOT be over looked. Note: Here on out, this guide will be more list like than prose. The first ten levels are pretty sparse as far as all this stuff, and I felt an explanation would help more than just put "N/A" or just the two items I mentioned. Also note, you don't have to go item by item. You can skip here and there, depending how you feel. Explanations will be given where I (Or someone else) feels necessary.

Weapons


[ 10 - 20 ]
Weapons
  • 12 - Greataxe
  • 12 - Hydro Axe + Hydro Pumps: Not something to look at if this is your first time through and you're just starting off, but if you've found a niche for making money, the proc rate on the Hydro Pumps is actually fairly decent, so you should consider it. *
  • 16 - Moth Axe
  • 20 - Neckchopper

Ranged

* Not applicable if using Marksmanship.

Armor (Back)
  • 1-20 - Nothing to write home about. Get what you can afford or quest.


Armor (Body)


Armor (Ear)


Armor (Feet)


Armor (Finger)

* Vision / Balance Rings aren't nearly as big a boost to your stats as Mighty/Courage Rings at this level range.
milich's explanation wrote:
suppose you have 100ATT, and you add 2x mighty rings to that, fighting a mob 7 levels above you that just checks low DEF. you have...

100ATT:
100/80-.35= .9

111ATT (2 m.rings, +10ATT, +2STR)
110/80-.35= 1.025

for a 15% melee damage increase. assuming really low ACC (50%, which isn't uncommon lowby), you'd need 15ACC to catch up to the % bonus of mighty rings. mighty rings' bonus will be higher if you don't have the mob checking low DEF (and lower if you're soloing; level correction makes ATT more potent).
even at 200ATT, mighty rings beat pre-sniper/venerer competitors.

200ATT:
200/160-.35 = .9

211ATT: (2 m.rings)
211/160-.35 = .96875

for a 7.6% melee damage increase. assuming 60% ACC here (by the time you get 200ATT, your ACC should be coming up as well, hopefully to 70%+), you'd need about 9ACC. the progression to snipers actually fits pretty nicely, as the value of 10ATT sort of segues to around the value of 10~ACC right as sniper and venerer become available. (because the bonus of ACC is more or less linear--it's relative to your ACC%, but not to your level or total ACC, like ATT basically is--the % bonus of snipers stays around the same as you level up, while the goodness of mighty rings drops and drops).


Armor (Hands)


Armor (Head)


Armor (Legs)


Armor (Neck)
  • 1-20 - Nothing to write home about. Get what you can afford or quest.


Armor (Waist)


Edited, Dec 2nd 2009 11:54am by lolgaxe
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#2 May 09 2008 at 4:07 PM Rating: Excellent
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43,461 posts
Gear: 01-20
Gear: 20-40
Gear: 40-60
Gear: 60-75
Beginner and Advanced End Game Gear Sets

[ 20 - 40 ]
Weapons

** At this point, the weapons to dual wield with aren't horrible compared to just going with Great Axe. While still ill advised, it won't kill you.

Ranged

* Not applicable if using Marksmanship.

Armor (Back)

* Highly situational, use only in situations where you're either only tank, or have multiple kites

Armor (Body)
Note: At this point you will probably want two types of armor. One that provides you with defense, and one that offers offense. It's a pretty common practice to carry multiple gear sets, and this is the level range that this starts. Usually designated as "TP Gear," "WS Gear," and "Tanking Gear." Low levels this isn't as noteable, but the higher the level, the more evident. Explanations at end.


Armor (Ear)


Armor (Feet)


Armor (Finger)

* For Warrior, Sattva is a VERY situational piece of equiptment.
** Not mandatory, but certainly really, really good. And cheap.
*** These, however, are mandatory.


Grip


Armor (Hands)


Armor (Head)


Armor (Legs)


Armor (Neck)
milich on Spike vs. Tiger Stole wrote:
at 21, i’d imagine tiger stole wins, and they quickly become even, but i’m not sure. um... let’s see what weapon you use then...

k, neckchopper. so base dmg is about 45. spike necklace has a 75% chance of raising base dmg by 1. assuming that happens, it’s about a 2.222% increase. 3DEX gives about 2ACC, and thus 1ACC%. assuming your ACC is mad low (50%), that’s a 2% increase for a total increase of 4.2%. the ACC bonus will be more or less static, and the base dmg % increase will get lower as your weapons’ base dmgs increase. however, the total bonus should always hover around 3%.

5ATT will give around a 4% increase once your ATT is, um.... let’s do algebra, assuming mobs are 7 levels above you:

[((X+5)/(X/1.25)-.35)-(X/(X/1.25)-.35)]/(X/(X/1.25)-.35) = .04
well, (X/(X/1.25)-.35) = X * X/1.25 - .35 which = 1.25 - .35, which = .9, so...
our original equation can become...
[((X+5)/(X/1.25)-.35) - .9]/.9 = .04
((X+5)/(X/1.25)-.35) - .9 = .036
(X+5)/(X/1.25)-.35 = .936
(X+5)/(X/1.25) = 1.286
(1.25X + 6.25)/X = 1.286
1.25X + 6.25 = 1.286X
6.25 = .036X
173.611 = X

soooooo, tiger stole will beat spike necklace until your ATT is around 175. the lower the mobs DEF, the earlier spike necklace will come out ahead, but this is about as close to a “general rule” as one could deduce on the topic.


Armor (Waist)


Edited, Jun 21st 2008 12:36am by lolgaxe
____________________________
George Carlin wrote:
I think it’s the duty of the comedian to find out where the line is drawn and cross it deliberately.
#3 May 09 2008 at 4:07 PM Rating: Excellent
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43,461 posts
Gear: 01-20
Gear: 20-40
Gear: 40-60
Gear: 60-75
Beginner and Advanced End Game Gear Sets

[ 40 - 60 ]
Weapons

* Don't bother without capped skill and merits. This is an option, but requires a lot of previous work.
** Dual Wield II is available from this point on, making the concept more acceptable.


Ranged

* At this point, shooting for damage is a really weak option, so if you're going to continue with marksmanship just keep debuff bolts.
** At this point, some ammo slot gear offers decent boosts.


Armor (Back)


Armor (Body)

* After long internal debate, decided to add it afterall. However, Haubergeon is basically the first armor you get, and Byrnie is pretty over rated.
Haubergeon is bolded because it's THE most important upgrade you'll ever make in the game for your Warrior. You can try to talk yourself out of other essential items, but this one is no exceptions.


Armor (Ear)


Armor (Feet)


Armor (Finger)


Grip


Armor (Hands)


Armor (Head)


Armor (Legs)


Armor (Neck)


Armor (Waist)


Edited, Jun 21st 2008 12:37am by lolgaxe
____________________________
George Carlin wrote:
I think it’s the duty of the comedian to find out where the line is drawn and cross it deliberately.
#4 May 09 2008 at 4:07 PM Rating: Excellent
******
43,461 posts
Gear: 01-20
Gear: 20-40
Gear: 40-60
Gear: 60-75
Beginner and Advanced End Game Gear Sets

Note: Reds in this section, are in no ways, easy to get. In fact, depending on your determination, you may very well never see them. They require a level of inane cooperation and dedication to get.

[ 60 - 75 ]
Weapons

* Don't bother without capped skill and merits. This is an option, but requires a lot of previous work.
** Requires steady supply of Virtue Stones.
*** Gold because there's no way to avoid it.


Ranged


Armor (Back)


Armor (Body)

After something like Haubergeon, I have a huge bias. While other sections may involve downgrades, this one is clear cut.

Armor (Ear)

* Lots of internal debate, but I added the Rare/EX Triumph Earring after all, as well as the Assault Earring+1.

Armor (Feet)


Armor (Finger)

* Highly specialized situations.

Grip


Armor (Hands)


Armor (Head)

* Because it has f'in horns, that's why.

Armor (Legs)


Armor (Neck)


Armor (Waist)


Edited, Aug 3rd 2009 6:30pm by lolgaxe
____________________________
George Carlin wrote:
I think it’s the duty of the comedian to find out where the line is drawn and cross it deliberately.
#5 May 09 2008 at 4:07 PM Rating: Excellent
******
43,461 posts
Gear: 01-20
Gear: 20-40
Gear: 40-60
Gear: 60-75
Beginner and Advanced End Game Gear Sets

[ Beginner and Advanced End Game Gear Sets ]

Please note that if you have a better option in a slot than suggest, then obviously go with the better option. This is a fairly static progression guide, and unfortunately for the guide people don't start at the same place. Some people get certain items before others.

Stage One: The My Little Pony Starter Merit Build
Woodville's Axe                 Maneater          [Empty]            Combat Caster's Boomerang +1                                     
Maneater                        Iron Ram Pick     [Empty]            Fire Bomblet 
Fourth Division Toporok         Pole Strap        [Empty]            Bomb Core 
 
Celeta                          Chiv. Chain       Spike Earring      Spike Earring 
                                                  Assault Earring 
Haubergeon                      Tarasque Mitts+1  Sniper's Ring      Sniper's Ring 
Hauberk                                           Woodsman Ring      Woodsman Ring 
 
Amemet Mantle+1                 Life Belt         Barone Cosciales   Thick Sollerets 
                                Sword Belt+1
This is pretty much the bare minimum of what you'll want once you hit 75. It's basically no frills, no excitement, and about as basic as basic gets. It's not going to excel by any means, but if it were, it wouldn't be the first step now, would it? This is simply to show you that, if you're not even "here" yet, then you're behind and should catch up to Step 1. A few alternatives were provided, but everything on this list is easy to get. The hardest may be the Pole Strap, and that's barely an excuse since it's AHable. In fact, the entire list can be bought entirely from the auction house. In other words, it'd be hard pressing to believe that if you show up and use less than this gear, that your party won't believe you're a weak link.

Note also, at this point you probably don't have much options available to you to differentiate between "TP Gear," and "WS Gear." As you get further into merits, these two terms will become fairly important, and the amount of space in your inventory will shrink exponentially. Since this is your first merit gear build, it is doubtful you have merits to support switching out gear anyway, so hold off on switching out gear for the moment. The time will come soon enough. It's best to cover your bases before trying to hit grand slams.

Your first goals after this point should be some fairly simple (sometimes) tasks that need to be completed. One would be completing enough missions and quests to gain access to both Sky and Dynamis. While Dynamis is of lesser value to Warrior than Sky, you have to get it before Sky anyway, and you can at least work on two lateral grades in Dynamis. This will open up a lot of options.

First pieces of gear to work on upgrading should be the Optical Hat. The accuracy alone will be an invaluable asset to you.

Next, once those previous missions for Dynamis and Sky, you can work on things like Byakko's Axe to replace your Fourth Division Toporok, an Adaman Celeta over Celeta, and Adaman Sollerets over thick Sollerets. These upgrades are just "more of the same" type upgrades. Also from Dynamis, you can get Warrior's Mufflers from Dynamis-Jeuno, which is basically the same thing as Tarasque Mitts+1 (Which translates to "freed up money"). We're not really moving to a different type of build yet.

Your first, real, required upgrade should be to put all your efforts into getting an Optical Hat. There will almost always be situations where your normal accuracy gear won't be enough for whatever reason. Not a particularly easy mission to complete, but well worth the effort. Also, now that you have Sky, you should begin in a sky shell, and should receive a few of the rot drops.

Stage Two: Teenage Mutant Ninja Merit Gear Playset
Woodville's Axe                 Maneater          [Empty]            Combat Caster's Boomerang +1 
Maneater                        Iron Ram Pick     [Empty]            Fire Bomblet 
Byakko's Axe                    Pole Strap        [Empty]            Bomb Core 
 
Optical Hat                     Chiv. Chain       Spike Earring      Spike Earring 
Adaman Celeta                                     Assault Earring 
 
Haubergeon                      Tarasque Mitts+1  Sniper's Ring      Sniper's Ring 
Hauberk                         Warrior's Muffler Woodsman Ring      Woodsman Ring 
                                Hecatomb Mittens  Ruby Ring          Ruby Ring 
 
Amemet Mantle+1                 Life Belt         Barone Cosciales   Adaman Sollerets 
                                Sword Belt+1                         Hecatomb Leggings 
                                Warwolf Belt 
                                Potent Belt
As you can see, not a massive upgrade yet, but improvements have been made over your previous gear. Also, more rare/ex. Not saying rare/ex automatically makes it better, but it certainly doesn't hurt one's pride either. Also, now that you're doing Sky, and have a few merits under your belt, you can start looking into a WS Build. TP Gear will be Chartreuse, and WS Gear will be in Orange (Until I can figure out less offensive to the eye colors...) Also, the leg slot is pretty debatable, as there are at least three different choices you can go with. Refer to the previous "60-75" section for this. I picked Barone because that's what I used. Likewise, the use of Potent Belt is pretty debatable. If you need accuracy to land full hits, Life Belt is a better choice, and anything accuracy isn't needed Warwolf Belt and Sword Belt+1 are superior.

Your next evolutionary step, sort of speak, is going to take time. Quite a bit, in fact. First, you'll need to be doing those Sky runs with whatever shell you're signed up with to accumulate points, or standings, or whatever their rules are. Your ultimate prize from there is a pair of Byakko's Haidate. Of course, the problem here is they're the ultimate prize for, more or less, any job that can equip them that stands on the front line as well. In other words, there will probably be a waiting list. Make nice, and it'll eventually be yours as well.

Also, doing a lot of Dynamis will eventually net you a pair of Warrior's Cuisses. Much like Artifact Feet, the extra Double Attack isn't substantial, but the STR coupled with it make it a decent choice over all, until you get your Byakko's Haidate.

You'll also want to be doing Assaults, along with Chains of Promathia missions during this period of time. What I'm getting at is that your care-free "AH is good enough" days are all but over at this point. It's just how it goes. You're more than welcome to stay at the second stage, as no one is forcing you to go on, but if you've read this far, then chances are you don't want to just sit idle.

As far as Assaults goes, aim at doing the Mamool Ja Staging Points. The first rank one is especially easy with a simple group of three. You're aim is a pair of Amir Boots. Of course, you can do the other Assaults as well, and get Potent Belt this way, but since you can just grab the Potent Belt for a nominal fee off the Auction House, this is kind of a worthless endeavor.

Chains of Promathia, on the other hand, might be a bit more painful. What you'll want to do is progress up to around Mission 4-2, which will give you access to Sacrarium. While the subligar (And the armor associated with it) aren't much of anything (The subligar are a good way to creep people out. Just throwing that out.), you'll want to set up a run for Swift Belt. This belt, while not as useful starting off, will become much more useful in the upcoming stages.

Also, since at this point you've been meritting more, you should use those Imperial Standing Points to buy coins. Lots of coins. Another "not as useful starting off yet/by itself" item is available to you in Walahra Turban.

The two previous items, combined with a third (possibly fourth) item off the auction house will bring you your next step. PROVIDED YOUR ACCURACY CAN HANDLE IT, this is your first Haste Build. You'll have to either parse, have someone parse it for you, or just keep a close eye on it to see if it is an actual upgrade or not, unfortunately. Keep in mind, you'll need all three (or four) of the aforementioned haste gear pieces. 10% Haste through gear is the magic number to aim at when starting here. Byakko's Haidate was added here as well, and you'll probably never take them off. The 5% Haste on them puts you half way to a starter Haste Build to begin with, the +15 DEX is +7~11 accuracy, and a possible boost to your Crit Rate Tier. There's only one piece of gear that can out perform it, but that's at the end.

Didn't color code for TP/WS on legs, because you'll not be macroing out the pieces, truthfully.

Stage Three: My First Haste Playset
Woodville's Axe                 Maneater          [Empty]            Combat Caster's Boomerang +1 
Maneater                        Iron Ram Pick     [Empty]            Fire Bomblet 
Byakko's Axe                    Pole Strap        [Empty]            Bomb Core 
 
Optical Hat                     Chiv. Chain       Spike Earring      Spike Earring 
Walahra Turban                                    Assault Earring 
Adaman Celeta 
 
Haubergeon                      Dusk Gloves       Sniper's Ring      Sniper's Ring 
Hauberk                         Tarasque Mitts+1  Woodsman Ring      Woodsman Ring 
                                Warrior's Muffler Ruby Ring          Ruby Ring 
                                Hecatomb Mittens 
                                 
Amemet Mantle+1                 Life Belt         Barone Cosciales   Adaman Sollerets 
Forager's Mantle                Sword Belt+1                         Dusk Ledelsens 
Cerberus Mantle+1               Swift Belt                           Unicorn Leggings 
                                Warwolf Belt                         Hecatomb Leggings 
                                Potent Belt
Keep in mind this is the first and second steps into a haste build, so keep your options open with your previous Accuracy/Attack Heavy build. You may, or may not, be quite meritted enough to use this haste build to your own satisfaction, and it's good to have a back up just in case. You could also use sushi if you'd like, but on a personal level I try to refrain from doing so.

Now, here's the thing about feet and back armor. There are technically upgrades here as well for both Amemet Mantle+1, and Dusk Ledelsens. These upgrades are barely upgrades, so you can live without them. Forager's Mantle is one STR more than Amemet Mantle+1, which is highly likely to not do a thing for you, and a little higher up the chain is Cerberus Mantle+1 (The NQ is actually a downgrade). This upgrade is more for people who have nothing left to buy.

Then there is Unicorn Leggings. It's 1% Haste over Dusk Ledelsens, but to activate the latent is 75% Health or higher. Considering where you should be with merits (Nearly capping Warrior Specifics, considerable work in Combat, and capped Critical), this is a difficult feat to say the least. The reason to go for these? (A) You've got money to burn and (B) They look better. I know, I know, stupid reason, but it's the reason a lot of people choose them. In short, Dusk are more "reliable" to your haste build, but considering haste's increasing returns, all other things even the haste on Unicorn is "better," and the boots just look better side by side. Your choice here.

After some thought, Byakko's Haidate was removed from "my first haste set," due to the fact that, really, the demand, drop rate, and frequency of fights for the Haidate is pretty steep. It'll take a while, unless you're really lucky, before you see them, unfortunately, and they're not necessary for your first haste set. They are important, but not realistic for your first set.

Stage Four: Big Wheels Haste Set
Woodville's Axe                 Maneater          [Empty]            Combat Caster's Boomerang +1 
Maneater                        Iron Ram Pick     [Empty]            Fire Bomblet 
Perdu Voulge                    Pole Strap        [Empty]            Bomb Core 
 
Optical Hat                     Chiv. Chain       Spike Earring      Spike Earring 
Walahra Turban                  Peackock Charm    Brutal Earring     Assault Earring 
Adaman Celeta                   Elemental Gorget  Suppanomimi 
 
Haubergeon                      Dusk Gloves       Sniper's Ring      Sniper's Ring 
Hauberk                         Tarasque Mitts+1  Woodsman Ring      Woodsman Ring 
                                Warrior's Muffler Ruby Ring          Ruby Ring 
                                Hecatomb Mittens 
                                 
Amemet Mantle+1                 Life Belt         Barone Cosciales   Amir Boots 
Forager's Mantle                Sword Belt+1      Byakko's Haidate   Dusk Ledelsens 
Cerberus Mantle+1               Swift Belt                           Unicorn Leggings 
                                Warwolf Belt                         Aurum Sabatons  
                                Potent Belt			     Hecatomb Leggings
A lot of really notable changes from the previous set up, but they're pretty big ones. At this point you should have been doing a lot of sky, a lot of Assaults, and a lot of ZNMs. Not to mention a truck load of exping. You're going to want to save those IS to get that invaluable Perdu Voulge for your Great Axe build, your assault points for Amir Boots. Along those lines, your work in sky should also produce a Byakko's Haidate for you, and ZNMs are fairly easy enough to snag yourself a pair of Aurum Sabatons. Also, your shell should be proficient enough, now that you've gotten a Haidate, to also take out Divine Might. Also, you should have a collection of Ancient Beastcoins from all those adventures you've been having in Limbus, so get yourself a Brutal Earring. These are the hardest of the easy things to get. A pretty rough road, and unfortunately the rest of the upgrades after this point are even more tedious. You'll pretty much need a full time endgame linkshell.

Also about the final step, along with getting new gear, we'll also be eliminating the less useful pieces of gear and leaving behind your final build.

TO BE CONTINUED . . .

Store TP and Warrior.

Edited, Mar 25th 2009 7:38am by lolgaxe
____________________________
George Carlin wrote:
I think it’s the duty of the comedian to find out where the line is drawn and cross it deliberately.
#6 May 09 2008 at 4:08 PM Rating: Decent
*****
12,443 posts
There is one final weapon in every warrior's **** A Warrior who learns how to utilize this weapon is on his way to being a great warrior. One who does not master this, even if they have amazing gear, will become a **** warrior.

What is this weapon you ask?

Screenshot

IT'S YOUR WARRIOR SPIRIT!

A TRUE warrior has a Good attitude! They leave good impressions on those they party with! You can wow them on the parse, but have a **** attitude, and they'll never party with you again. Or, you can wow them on the parse, and make them laugh, and make the atmosphere AWESOME. They'll invite you over and over.

Everyone loves the guy who makes the party laugh! We here in the Mead Hall specialize in this. We +1, we Love Boobs, we drink Booze, we embody AWESOME. That is our sworn duty as warriors!

Screenshot


LOOK UP! Aim for the Sky BEYOND sky! Rise from the Sea below Sea! Shred your way through the Hordes of Dynamis! Fear not your death, Fear only Fear itself! Embrace the Passionate, Fiery spirit that is WARRIOR! Your Axe can Break through to the Heavens! Have HEART! Have SPIRIT!


and remember,

Screenshot

if you mess up, we're always here to help. Our Fiery Spirits burn with Passion like no other! Are your jokes duds? Tell us, we'll help! Does your gear suck? Read the sticky, it's laced with special threads of AWESOME that will rub off on you! Do you not know which weapon to use? ALL OF THEM!


Do not be afraid to rush into battle weakened! Do not fear dying and losing exp! Mow down your enemies and Stand strong! YOU ARE A WARRIOR! MAKE US PROUD!

WE ARE WARRIORS! WE ARE BADASS! WE DO NOT LOSE! WE DO NOT DIE! WE ALWAYS FIGHT!

Edited, Oct 22nd 2008 6:45am by Jinte
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Theytak, Siren Server
LOLGAXE IS MY ETERNAL RIVAL!

Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#7 May 09 2008 at 9:09 PM Rating: Good
****
4,906 posts
shot gun
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Sweet! I love being sigged
Spoonless wrote:
HOLY **** GIGANTIC SIG.

Caitsith
WAR excel sheet for damage calculations.
Advanced Spellcast Script for WAR.

Retired - sold 200m
#8 May 09 2008 at 9:46 PM Rating: Good
Party Pooper
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12,232 posts
5 hour late combo breaker.
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[sm]FFXI: Flix 75THF/RNG/NIN/WAR/MNK/DRK/SAM/DRG/BLM Retired: Sept 2009.
SW:TOR Maim (Assassin) Sai'kou (Sniper) GM: Ultimatum. Retired: When 1.2 failed miserably.
FFXIV: Flix Skyfall (Behemoth) 50BRD: River of Blood for dayzzzzzz


#9 May 10 2008 at 4:05 AM Rating: Good
Drunken English Bastard
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15,262 posts
Tactican Magician Espadon links to Gigant Axe.


Nice guide btw
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Solrain wrote:
WARs can use semi-colons however we want. I once killed a guy with a semi-colon.

LordFaramir wrote:
ODESNT MATTER CAUSE I HAVE ALCHOLOL IN MY VEINGS BETCH ;3
#10 May 10 2008 at 4:23 AM Rating: Excellent
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43,461 posts
Work in progress. Going crosseyed with links. Hope to add more to it. Fixed and thanks.
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#11 May 10 2008 at 4:37 AM Rating: Decent
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no prob, also make REPUBLIC SUBLIGAR yellow, imo it's manditory for all jobs that can use it!
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#12 May 10 2008 at 5:12 AM Rating: Decent
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looks good ^^ but high breath mantle imo is worth a mention.
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#13 May 10 2008 at 7:33 AM Rating: Decent
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Sticky'd, you're welcome.
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#14 May 10 2008 at 7:50 AM Rating: Good
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#15 May 10 2008 at 11:16 AM Rating: Decent
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if you're including marks, shouldn't you also mention **** bolts? they've gotta have more use than holy bolts
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Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#16 May 10 2008 at 10:00 PM Rating: Excellent
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Alright, got the general collection of collectible equipment down. Added the suggestions as well. Now just need to add the "My Little Pony First Merit Party Gear Set," and the "Super Ultra Mega Megazord End Game Set," and probably a progression chart between the two highlighting which upgrades to go for first and it should be guideworthy.

Then to add the advanced explanations (Why haste build is better than an attack build for one) and viola.

And a name. I was thinking Warrior's Weapons Cache, but it seems too cheesy. It's not going to be "SWORDCHUCKS, YO!" but a mention to that particular build will be added soon after the two other builds in mind. Glad I saved an extra spot for the guide. Leaves so much room for growth. Smiley: lol
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#17 May 11 2008 at 7:30 AM Rating: Good
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You have Cerberus Mantle +1 linked to Dead Eye Gloves.
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#18 May 11 2008 at 9:00 AM Rating: Decent
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you're also missing the level 55 Fourth Cuirass set, and I'm only mentioning this because you have the I.M. set mentioned, since 4th is the same thing with better stats
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#19 May 11 2008 at 9:03 AM Rating: Good
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Gold walahra turban. I'm sure you didn't because you don't want people to think they should TP in it over ohat in situations where they shouldn't (not enough haste etc), but it's so good for recast timers it should be mandatory, besides it being fairly simple to get.
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#20 May 11 2008 at 9:24 AM Rating: Excellent
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Professor Jinte wrote:
you're also missing the level 55 Fourth Cuirass set, and I'm only mentioning this because you have the I.M. set mentioned, since 4th is the same thing with better stats
The reason I skipped the Fourth Cuirass was because, up to that point, the stat bonuses on the gear isn't much to talk about, outside extreme circumstances, so I was adding some "high defense/VIT" loltanking gear along with it. Higher up I passed up some gear like that (Like the Adaman Cuirass Barney Paladin set). I'll add it in, but personally, I don't think it should even be looked at.

Course, I added a lot of items I don't think should be looked at ...

Eltio wrote:
Gold walahra turban. I'm sure you didn't because you don't want people to think they should TP in it over ohat in situations where they shouldn't (not enough haste etc), but it's so good for recast timers it should be mandatory, besides it being fairly simple to get.
I actually had it gold originally, but then decided against it because without a beginner haste set, it's not worth the use. I'm not sure a "recast timer" gear set is enough to justify it being considered a mandatory item. One reason I didn't add Loquacious Earring. If other people want to voice their opinion about this, I'd be happy to reconsider.







I also skipped out on "Soloing Gear Set," and "Assault Jerkin," for similar reasons. May add in later, depending if it's requested enough.

Edited, May 11th 2008 2:21pm by lolgaxe
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#21 May 11 2008 at 11:21 AM Rating: Excellent
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I'd be interested to see what you'd throw in for a soloing set.

That is all I have to contribute. Sorry. XD


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#23 May 11 2008 at 2:26 PM Rating: Excellent
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I'd also love a soloing gear set, mostly cause I suck at soloing. Maybe better gear will help me out? lol.

PS. I think a color coding system for DD/tanking/WS/soloing/etc. gear like dawgdchi's guide would help this thread's format very nicely.

Edited, May 11th 2008 3:29pm by mazmaz
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I suppose I could also call it "smallifying numberitude" but that sounds incredibly gay. Like, milich youtube playlist gay.
#24 May 12 2008 at 3:00 AM Rating: Excellent
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mazmaz wrote:
I'd also love a soloing gear set, mostly cause I suck at soloing. Maybe better gear will help me out? lol.
Does "Job Change" count as a gear set?

mazmaz wrote:
PS. I think a color coding system for DD/tanking/WS/soloing/etc. gear like dawgdchi's guide would help this thread's format very nicely.
I'll color code the actual gear sets. The first section is more to get the gear out to look at.
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#25 May 12 2008 at 6:52 PM Rating: Excellent
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You could replace IR and tank set by just saying sub NIN and invite another WAR.

Since you've conveniently posted your guide in many posts, you should include some kind of table of contents near the top of the first post and link them to the other posts for easy and fast access, this is the internet you know.

Edited, May 12th 2008 11:39pm by RedshiftOnPandy
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#26 May 14 2008 at 6:03 AM Rating: Excellent
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It appears Power Sandals have been missed as a tanking piece,
Level18 +3 VIT +Fire Res iirc.

Probably in a later iteration, but thought I'd mention it.

Easily questable (although not by first time througher's)

So maybe RED ?

Situationally better in the tanking /Gob-Bomb toss levels.
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#27 May 14 2008 at 7:38 AM Rating: Good
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I'd suggest making Neckchopper Yellow, it's simply that awesome of a Gaxe imo.
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#28 May 15 2008 at 3:19 AM Rating: Excellent
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It is awesome, but is it awesome eno--

Yeah, it is.

All other things adjusted as well. Haven't been working on it, outside of suggestions, due to work fatigue, and weekend is going to be difficult as well. I'm sorry.
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#29 May 15 2008 at 3:57 AM Rating: Good
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Haven't been working on it, outside of suggestions, due to work fatigue, and weekend is going to be difficult as well. I'm sorry.



NO EXCUSES!



I forgive you..
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#30 May 16 2008 at 6:22 AM Rating: Excellent
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Shouldn't level one wars be using Bronze Axe? :S
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#31 May 18 2008 at 4:04 PM Rating: Good
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75 - Walahra Turban

* Because it has f'in horns, that's why.


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#32 May 19 2008 at 3:33 AM Rating: Excellent
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LordFaramir wrote:
Shouldn't level one wars be using Bronze Axe? :S
If you got the money to blow, but the level range ends so quickly that it's really an unnecessary purchase.

Edited, May 24th 2008 1:57am by lolgaxe
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#33 May 22 2008 at 9:45 AM Rating: Good
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Awesome thread. My request is to gold-ify Spike Necklace. Without PCC/PCA you'll be wearing that sucker for a long time and imo it really is worth it.
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#34 May 22 2008 at 10:31 PM Rating: Good
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Spike Necklace isn't a shabby piece at all. There's another neck piece though i've wore a lot lower levels. Tiger Stole. +5 atk in the neck piece @20ish is sexy.
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#35 May 23 2008 at 9:50 PM Rating: Excellent
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I was going to goldify Spike Necklace, but as the post after yours pointed out I had forgotten Tiger Stole. If someone with MAD MATH SKILLZ would like to quantify which would be the better choice, I'm open to picking one over the other, but as it stands that to me, they're both pretty even.

Edited, Jun 1st 2008 5:54am by lolgaxe
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#36 May 24 2008 at 1:24 PM Rating: Good
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While Dynamis is of lesser value to Warrior than Sky, you have to get it before Sky anyway, and you can at least work on two lateral grades in Dynamis. This will open up a lot of options.



What does this mean? I've been avoiding Dynamis so I can focus on sky. Didn't see anything in Dynamis that interested me.
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I suppose I could also call it "smallifying numberitude" but that sounds incredibly gay. Like, milich youtube playlist gay.
#37 May 24 2008 at 5:58 PM Rating: Good
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Quote:
What does this mean? I've been avoiding Dynamis so I can focus on sky. Didn't see anything in Dynamis that interested me.


im thinking warrior's stone and warrior's mufflers
#38 May 24 2008 at 5:59 PM Rating: Excellent
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mazmaz wrote:
lolgaxe wrote:
While Dynamis is of lesser value to Warrior than Sky, you have to get it before Sky anyway, and you can at least work on two lateral grades in Dynamis. This will open up a lot of options.
What does this mean? I've been avoiding Dynamis so I can focus on sky. Didn't see anything in Dynamis that interested me.
In Dynamis you can get a pair of Warrior's Mufflers, which for all intents and purposes, are the same as Tarasque Mitts +1 (As in: It's just a sideways upgrade.), and while the legs are nice, they're in about the same boat as Fighter's Calligae, in that the DA increase is incredibly low. Then there's Warrior's Stone, which is basically a Potent Belt.

Edited, May 24th 2008 10:00pm by lolgaxe
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#39 Jun 01 2008 at 5:42 PM Rating: Good
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PROVIDED YOUR ACCURACY CAN HANDLE IT, this is your first Haste Build.


Ok, soo... define "handle it"? Is there some sort of a magic number that accuracy should be at? I mean there's only so far I can push accuracy with axe/g.axe merits before getting into the ridicolous expensive items like PCC and Bomblet.
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bsphil wrote:
I suppose I could also call it "smallifying numberitude" but that sounds incredibly gay. Like, milich youtube playlist gay.
#40 Jun 01 2008 at 7:30 PM Rating: Excellent
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lolgaxe wrote:
I was going to goldify Spike Necklace, but as the post after yours pointed out I had forgotten Tiger Stole. If someone with MAD MATH SKILLZ would like to quantify which would be the better choice, I'm open to picking one over the other, but as it stands that to me, they're both pretty even.

Edited, Jun 1st 2008 5:54am by lolgaxe


from a PM i'm sending to lolgaxe that i may as well post here:

at 21, i’d imagine tiger stole wins, and they quickly become even, but i’m not sure. um... let’s see what weapon you use then...

k, neckchopper. so base dmg is about 45. spike necklace has a 75% chance of raising base dmg by 1. assuming that happens, it’s about a 2.222% increase. 3DEX gives about 2ACC, and thus 1ACC%. assuming your ACC is mad low (50%), that’s a 2% increase for a total increase of 4.2%. the ACC bonus will be more or less static, and the base dmg % increase will get lower as your weapons’ base dmgs increase. however, the total bonus should always hover around 3%.

5ATT will give around a 4% increase once your ATT is, um.... let’s do algebra, assuming mobs are 7 levels above you:

[((X+5)/(X/1.25)-.35)-(X/(X/1.25)-.35)]/(X/(X/1.25)-.35) = .04
well, (X/(X/1.25)-.35) = (X * 1.25)/X - .35 which = 1.25 - .35, which = .9, so...
our original equation can become...
[((X+5)/(X/1.25)-.35) - .9]/.9 = .04
((X+5)/(X/1.25)-.35) - .9 = .036
(X+5)/(X/1.25)-.35 = .936
(X+5)/(X/1.25) = 1.286
(1.25X + 6.25)/X = 1.286
1.25X + 6.25 = 1.286X
6.25 = .036X
173.611 = X

soooooo, tiger stole will beat spike necklace until your ATT is around 175. the lower the mobs DEF, the earlier spike necklace will come out ahead, but this is about as close to a “general rule” as one could deduce on the topic.

(edit: in the PM, there's earlier math illustrating exactly why 2x mighty rings are the best melee ring option until mighty/venerer then sniper/sniper. as it turns out, 10ATT gives a bigger bonus than 10ACC until juuuuuust around the mid/late 30s, conveniently right when you can equip 10ACC on your fingers (and for the curious, yes, 10ACC > 5ATT + 5ACC, or 5ACC + 4STR or whatever sh*t one may try to replace sniper/woody with). in the math part showing that, it makes it pretty clear that tiger stole gives a bonus larger than 4% at level 21. probably like 7 or 8%. then, as written above, spike wins at around base ATT=175, including food, bard, etc. earlier if sh*t is already low DEF and people further throw dia or box step on it. 175 is a cute "general rule" number, so i hereby christen it the general rule.)

----

Quote:
Ok, soo... define "handle it"? Is there some sort of a magic number that accuracy should be at? I mean there's only so far I can push accuracy with axe/g.axe merits before getting into the ridicolous expensive items like PCC and Bomblet.


as you know, your ACC% varies between 20% and 95%. 1ACC adds a static .5 to your ACC%. however, that .5 is more valuable when your ACC% is lower, because it provides a larger % DoT bonus. why? because total melee dmg is basically dmg/hit * ACC%. therefore, if you increase ACC% by, say, 5%, the equation of your DoT looks like this:

dmg/hit * ACC%*1.05

which has the same values as...

dmg/hit * (ACC%*1.05) = DoT*1.05

and as

1.05 * dmg/hit * ACC% = DoT*1.05

(i quickly edited this after having it pointed out that what i had written was not only jumbled but false. see my next post for what i was getting at)

so, adding 1 to your ACC% (which takes 2ACC) at 20%ACC represents a 5% DoT increase, while adding 1 to your ACC% at 94%ACC (which still takes 2ACC) represents a 1.06% DoT increase (because, again, X% ACC% increase IS an X% DoT increase).

haste has increasing returns; in other words, your % increase in attack rounds/minute from adding 1% haste is GREATER if you add that 1% haste to 20% than say adding it to 5%. most people treat this % attack rounds/minute increase as a direct % DoT increase. to this day i have never read a good justification for doing so, but all of my parses (and other people's parses) have born it out, so i'll go with it too.

SOOOO, say you're debating between optical hat and w.turban. depending on the haste your stacking, you may get like 5.5% DoT from the turban, or 7%, or more. the ohat will raise your ACC% by 5. if your ACC is 90% already, that's a 5.5% increase. if your ACC% is 70%, ohat represents a 7.1% increase.

it's in this way that your base ACC and base haste influence (or "provide a magic number") gear decisions. on many jobs, people prefer to let their ACC be 80-85% before going for haste or meat dishes, but you need to do actual nitty gritty calculation to say with certainty which gear/food choice is better in terms of % DoT increase.

edit: fixed typo in the algebra. typo remains in the PM i sent to lolgaxe, but i have a feeling he won't mind too much.

Edited, Jun 3rd 2008 3:43am by milich
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#41 Jun 02 2008 at 2:36 AM Rating: Good
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Thanks Falcon Pahnch. I'll be sure to edit in all the information you sent in PMs in an upcoming weekend. As it turns out, I've got a lot of of things I have to get in order in the up coming week, so I probably won't even be doing many posts at all, much less edits to this little guide. If you (or anyone else) can think of anything that needs changing or such, feel free to PM me and I'll get to it at the soonest imaginable time.
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#42 Jun 02 2008 at 10:01 PM Rating: Excellent
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Quote:
dmg/hit * ACC%*1.05 = DoT

which has the same values as...

dmg/hit * ACC% = DoT*1.05



Shouldn't that be DoT/1.05?
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I suppose I could also call it "smallifying numberitude" but that sounds incredibly gay. Like, milich youtube playlist gay.
#43 Jun 02 2008 at 11:33 PM Rating: Excellent
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mazmaz wrote:
Quote:
dmg/hit * ACC%*1.05 = DoT

which has the same values as...

dmg/hit * ACC% = DoT*1.05



Shouldn't that be DoT/1.05?


no, but you're right that i messed up in expressing that (or, yes, but that doesn't say anything...). thanks for the correction though, what i wrote was bad.

for some reason i'm having trouble thinking of an illuminating way to write this...

how about:

dmg/hit * ACC% = DoT

dmg/hit * ACC%*1.05 = DoT*1.05

with all the values constant.

or...

dmg/hit * ACC% = DoT

dmg/hit * (ACC% * 1.05) =
dmg/hit * ACC% * 1.05 =
1.05 * dmg/hit * ACC%

the point being that raising dmg/hit or ACC% by a certain % raises total dmg by that very same %.

if you didn't get my point immediately and now get it, it probably seems like i'm stating the obvious. it may or may not be obvious to most people, but even if it is obvious (as it was to me), it may just not be "the way you think about the dmg equations" (as i didn't think of them at first).

in my opinion, the best way of thinking about damage is in terms of % increase in the multiplicands of the equation. it's only through this line of thought that STR, double attack, ATT, haste (which is a bit stickier, but meh), etc can be rendered commensurable.

in other words, say for example you've got a 4 STR ring you're thinking of putting on. if you know what fSTR is, your first thought is probably "4STR raises my base dmg by 1, that's cool." but that doesn't tell you much of anything just on its own. what matters is "what % of your initial base dmg is 1? what % would, say, an +5 ACC competitor raise your ACC%?" if you answer those questions, you might discover that the 4STR raises your base dmg with, say, woodville's axe by at best 2%, while the 5ACC raises your ACC% by at worst 2.7% if ACC is uncapped. with the knowledge in hand that % base dmg increases are exactly as potent as % ACC increases or % ATT/cRatio/pDIF increases, you know right off that TPing in that victory ring fails in comparison to TPing in a sniper.

i don't know if this kind of thing is too basic, but if it helps, i highly suggest people come to think of dmg as a long multiplication equation, that basically looks like:

base dmg * pDIF * ACC% * attack rounds per minute increase from haste = DoT

once you get a feel for base dmg (it's usually the number on your weapon + somewhere between 5 and 10), pDIF, ACC%, and the increasing returns of haste, you can start to really make informed, eyeballed gear decisions.

for example, i didn't do any math at all when i first started answering the question regarding spike necklace vs tiger stole. i just have a feel for how much ATT you have at that level, and what kind of base dmg you can expect. from there it was easy to (correctly) estimate that tiger stole wins early on, then loses to spike necklace.

----

anyway,

mazmaz,

do you see what i mean in trying to answer your "what's the magic number?" question? if you know where your ACC%, your base dmg, your cRatio (level corrected ratio of your attack to mob's defense) and such are at, and also what kind of % bonus you'll get from the item in question, you'll get commensurable numbers.

like in the ohat vs turban example above, i pointed out that they both can vary from like 5.5% to 7% increase. it's easy to see how ohat varies (ohat adds 5 over whatever number between 20 and 95 your ACC% was pre-ohat--though the bonus gets cut off at 95% of course). haste on the other hand has increasing returns, that you calculate a little differently.

not wanting to type out more numbers, i googled this. to do the math yourself and see what's up with haste, note the following things:

delay/60 = seconds between attack rounds
X% haste yields (delay*(.01(100-X))) = delay

divide the time between attack rounds into 60 to get att rounds per minute.

quick illustration:

360 delay,
6 seconds b/w att rounds
10 att rounds per minute

add 16.666666% haste
.01(100-16.666666etc) = .8333333etc
360 * .8333333333etc = 300, new delay
5 seconds b/w att rounds
12 att rounds per minute
for a 20% increase in attack rounds/min

anyway, i'm sleepy and going to go have a cigarette and go to bed. is this helping any? the point is that the magic number gets created by the rest of your circumstance. also, 80%-85% ACC% is usually around the magic number.

Edited, Jun 3rd 2008 4:08am by milich
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#44 Jun 02 2008 at 11:50 PM Rating: Excellent
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Looks like I have some researching to do, cause I have no idea what most of that means.
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#45 Jun 03 2008 at 12:10 AM Rating: Excellent
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most of it should be explained by the stuff i'm corresponding with lolgaxe about in PM, though it seems both he and i don't have much time to post. here's a general dmg equation explanation post:

http://ffxi.allakhazam.com/db/jobs.html?fjob=13;mid=1202348488216514635;page=1;howmany=50#m1202468409223497798
(the part labeled "background")

if you have any specific questions, feel free to ask here or PM. i have no idea what's too basic or not basic enough, but i know that the terms fSTR, pDIF, blablabla aren't hugely known outside of certain forums.

edit:

by the way, I'M NOT TRYING TO ADVOCATE THAT PEOPLE TURN FFXI INTO A BIG CALCULATOR GAME. the point of getting a feel for certain ACC%s, certain %bonuses from haste, certain base dmg increases, etc, is to make the kind of informed decisions number crunchers make w/o needing to crunch (m)any numbers.

it's like buddhism. throw away the raft when you get to the island, stop taking the medicine once the disease is gone, that kind of sh*t. oh, and apologies for my chronic post editing. now i'm going to bed.

Edited, Jun 3rd 2008 4:13am by milich
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#46 Jun 03 2008 at 3:06 AM Rating: Excellent
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milich wrote:
I'M NOT TRYING TO ADVOCATE THAT PEOPLE TURN FFXI INTO A BIG CALCULATOR GAME.
I'll second and third this for everyone reading now and forever.

Edit: Moved what I wrote to be part of the introduction. Just note it used to be here.

Edited, Jun 12th 2008 11:47am by lolgaxe
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#47 Jun 04 2008 at 10:39 PM Rating: Good
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Sound like you have your introduction..(roughly).
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bsphil wrote:
I suppose I could also call it "smallifying numberitude" but that sounds incredibly gay. Like, milich youtube playlist gay.
#48 Jun 05 2008 at 9:24 PM Rating: Good
3 posts
Thanks for a good guide. One minor correction: bone earrings(+1) are level 16 not 15 :P.
#49 Jun 21 2008 at 4:05 PM Rating: Excellent
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Great guide, I just don't think there is enough Beer and T&A. No T&A makes Mackie sad!

As far as my contribution to the guide:

Stuff.

There you go, great job bud.
#50 Jun 21 2008 at 11:02 PM Rating: Excellent
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so i geared up WAR38/DRG19 and formed a party today. when i started the gearing process, i looked at this guide briefly to see if there was some r/ex GA i didn't know about. then i decided for myself on gear b/c i sort of know what it does;;.

i used mad shied breaks and sturmwinds. it was fun. some day, it will be your forum that i vandalize when i get drunk, alone, early in the morning.
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#51 Jun 23 2008 at 2:55 AM Rating: Decent
Just read through your hase build setup and was surprised you havent put "rune chopper" in there for ~wotg~ and ~toau~ areas as refresh sanction gives full effect of all rune weapons fulltime,

My current hastebuild is-

walmart turban
dusk gloves
boots
byakkos haidate
rune chopper

and im 1 away from gear haste cap when i merit on war also sometimes take choper to endgame events with a few ethers or refresh drinks and its just as spectacular there too

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