TheWulf wrote:
Quote:
appropriate gorget will always beat torque for WS
Love Torque for SA WS!
i'm sincerely hoping you know that DEX does not add damage to /THF sneak attack; ;.
also, in case anyone's wondering, sneak attack has no effect at all on the % increase in damage you get from gorget. the WS damage equation looks like this:
(WD + fSTR + WSC) * fTP * pDIF = weapon skill damage (the actual damage you do to a mob with a WS)
WD is your weapon damage, as seen in the description on your weapon when looked at in the item menu or whatever.
fSTR is a function from your STR and mob VIT. when high (and it's usually high), fSTR is (STR - VIT + 4)/4 (with any decimals cut off). fSTR has a cap that's determined by weapon rank. weapon rank is the number on your weapon divided by 9. so for example, byakko's axe is rank 10 (94/9= 10.444, so 10). the upper cap of fSTR is weapon rank + 8 (so 18 for byakko's axe) and the lower cap is negative weapon rank (-8 for byakko's axe). the only people that commonly cap fSTR vs merit mobs or above are MNKs or THFs stacking STR on WS (possibly NINs and axe-or-sword WARs), and occasionally during TP, or SAM on WS because they overload on STR.
WSC is "mods". an X% mod multiplies the relevant stat by X%, then multiplies it again by a level correction (.83 for level 75 players). say a WS has a 75% STR mod. the equation looks like (STR*.75)*.83. this number is floored at each step, meaning the decimals are chopped off. for example 130 STR, 75% STR mod looks like this:
floor(floor(130*.75)*.83) =
floor(floor(97.5)*.83) =
floor(97 * .83) =
floor(80.51) =
80
fTP is a multiplier that varies from WS to WS, and sometimes varies with TP. since it is universally more damage efficient to WS at 100%TP than later, people generally take note only of the fTP of a WS at 100%TP (or at 200%TP if you use a martial weapon such as hagun). king's justice, for example, has an fTP of 1.0 at 100%TP, 1.25 at 200%, and 1.5 at 300%. fTP doesn't have tiers; it increases linearly. so, with king's justice, a WS at 150% TP has fTP = 1.125.
fTP applies only to the first hit of a WS, and is the part that gets affected by sea gorgets. pDIF is a function from your ATT and mob DEF, that is corrected for how many levels above you the mob is. pDIF is a random number a little bit above
cRatio, which is:
yourATT/mobDEF - .05*how many levels above you the mob is = cRatio
pDIF is what gets increased by a critical hit. for 1h weapons, pDIF ranges from 0-2.45~, and for 2h weapons it ranges from 0-2.7~ (forget exact cap, if it has even ever been discovered). a critical hit adds 1 to pDIF, and raises the cap to 3.15 (though see **note** if you care about a squabbling detail). /THF sneak attack just forces a normal critical hit. therefore, the only things affecting the goodness of sneak attack are how much ATT you have and the level and DEF of your target.
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so, the only thing that influences the % increase your WS yields from a sea gorget is the fTP of your WS (and how many hits there are in the WS). for example, asuran fists has fTP=1.0, so a gorget raises the damage of the first hit by 10%. on a fully connected (8 hit) asuran fists, that's (1.1 + 1*7 = 8.1) a 1.25% increase. so, in a capped ACC situation, an ATT or STR neck option would need to increase damage a bit more than 1.25% to beat gorget.
rampage is interesting, in that its fTP (which again applies only to the first hit) is actually lower than 1, so it especially likes sea gorgets. the first hit of rampage has fTP = .5, so adding .1 fTP is actually a 20% increase in damage (very large). guillotine is in a similar boat.
anyway, while the value of ATT and STR and other things might change in different situations (different mobs, different buffs), the only thing that changes the value of a sea gorget, in terms of the damage it adds besides for the ACC, is which WS you use and (sometimes) how much TP you have.
**note** in actuality, 1h pDIF probably ranges from 0-2.4, and crit pDIF cap for both 1h and 2h is probably 3.0. the reason we see damage indicating a pDIF of 2.45 or 3.15 is that there is a random modifier to all damage that ranges from 1.0 to 1.05. note, 3.0*1.05 = 3.15. this is basically trivial; since we generally use cRatio as "average pDIF", we project a slightly lower damage than you'll actually get, but we don't overestimate or underestimate the impact of ATT (or anything else).
eg, say we suppose your dmg/hit is going to be (94 + 10) * 1.5 = 156. if the random modifier averages 1.025, your actual dmg/hit would be 159.9 (2.5% more than base dmg * pDIF), but so what? it's still all multiplication so:
base dmg*10% * pDIF * RANDOM =
base dmg * pDIF*10% * RANDOM =
base dmg * pDIF * RANDOM*10%
"RANDOM" makes no difference at all to theorycrafting, especially considering it is applied equally to melee as it is to WS.