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.)
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
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