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#1 May 15 2009 at 9:17 AM Rating: Excellent
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First of all let me start off by saying I know a DA build would be the absolute worst thing to do ever for WAR.

Now, that being said, how high could you get your DA percentage to be with gear and merits (minus Warriors Charge). I believe that with merits you guys can get a 15% DA rate, but how much DA can you get with gear?




Also, like I said; I know a DA build would be the absolute worst thing to do ever for WAR. I'm not trying to advocate making a DA build, nor am I trying to say that it would be better than any other kind of build. This is just a purely theoretical "what if..." scenario to satisfy my curiosity and by no means should anyone reading this post think it's a good idea to make a DA build, because a DA build is not a good idea.
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#2 May 15 2009 at 9:20 AM Rating: Good
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I think I worked it out to be around 68% or something daft like that a while back. Definitely in excess of 60%, I don't remember everything I factored in though.
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#3 May 15 2009 at 9:35 AM Rating: Good
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Its not the worst thing. Theres always someone who will try a evasion build...

Counting weapons? I mean, Ridill/Kclub valid?

If not, lets see...

10 from trait
5 from merits
5 from rune halberd
2 from pole strap
5 from brutal

5 from full ares set

2 from soldier's ring
2 from tau ring during salvage
2 from ares legs
1 from af feet

Comes up to 39%. Not really impressive.
#4 May 15 2009 at 9:56 AM Rating: Excellent
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wyrmnax wrote:
Its not the worst thing. Theres always someone who will try a evasion build...

Counting weapons? I mean, Ridill/Kclub valid?

If not, lets see...

10 from trait
5 from merits
5 from rune halberd
2 from pole strap
5 from brutal

5 from full ares set

2 from soldier's ring
2 from tau ring during salvage
2 from ares legs
1 from af feet

Comes up to 39%. Not really impressive.


Hmmmmm Smiley: dubious
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#5 May 15 2009 at 10:01 AM Rating: Good
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MithraDooom wrote:
wyrmnax wrote:
Its not the worst thing. Theres always someone who will try a evasion build...

Counting weapons? I mean, Ridill/Kclub valid?

If not, lets see...

10 from trait
5 from merits
5 from rune halberd
2 from pole strap
5 from brutal

5 from full ares set

2 from soldier's ring
2 from tau ring during salvage
2 from ares legs
1 from af feet

Comes up to 39%. Not really impressive.


Hmmmmm Smiley: dubious
Smiley: laugh
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#6 May 15 2009 at 10:32 AM Rating: Good
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Redoing it as it's easier.

10 from traits
5 from merits
5 from Brutal
2 from Pole Grip

that's some ground work down at 22.

Now to fine-tune that.

Roshi Jinpachi + Shogun Rice Ball +5
Drake Earring +5
Rune Halberd +5
Askar Korazin +2
Ares' Flanchard +2
Soldier's Ring +2
Tau Ring +2
Fighter's Calligae +1

Fighter's Roll from COR: Up to 24% assuming job correllation

Currently puts us at 65%

The real question, though, is "WHY!?"

Edited, May 15th 2009 6:47pm by Lucinus
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#7 May 15 2009 at 10:37 AM Rating: Excellent
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Quote:
The real question, though, is "WHY!?"


Like I said, I was simply curious about how high it could get.
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#8 May 15 2009 at 10:41 AM Rating: Excellent
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Drake Earring is drg only :(
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#9 May 15 2009 at 10:46 AM Rating: Excellent
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MithraDooom wrote:
Drake Earring is drg only :(
You know, for some reason I read it as All Jobs.

note to self, drunken mathematics = fun, but ultimately full of holes
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#10 May 15 2009 at 10:50 AM Rating: Good
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DERG.
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#11 May 15 2009 at 10:53 AM Rating: Good
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is full ares actually good?

i mean, i know its not bad, but is it worth full-timing, tping only, ws only? a buid based around DA doesnt work well because of everything you have to give up to get more DA, but considering you can easily pull off 29% DA while still holding a perdu voulge... idk.

ok now im interested

main: perdu
grip: pole
ammo: fire bomb
head: askar
neck: pcc
ear1: hollow
ear2: brutal
body: hauby+1
hand: dusk
ring1: rajas
ring2: iota
back: amemet+1
waist: swift
legs: byakkos
feet: aurum

str: 17
dex: 38
vit: 7
acc: 47
att: 43
DA: 22%
haste: 18%

main: perdu
grip: pole
ammo: fire bomb
head: ares
neck: pcc
ear1: hollow
ear2: brutal
body: ares
hand: ares
ring1: rajas
ring2: iota
back: amemet+1
waist: swift
legs: ares
feet: ares

str: 29
dex: 16
vit: 22
acc: 59
att: 69
DA: 29%
haste: 4% (lol)

difference for ares
str: +12
dex: -22
vit: +15
acc: +12
att: +26
DA: +7%
haste: -14%

wow, after the dex acc is added ares build is actually -4acc. looks like ares set is crap compared to cluster-@#%^ (sky, znm, nyzul, AH) build. now i remember why i don't do salvage.



edit: errr wtf, spaces dont show up? i need to fix dis.

Edited, May 15th 2009 1:54pm by iknoweverything

Edited, May 15th 2009 2:05pm by iknoweverything
#12 May 15 2009 at 11:31 AM Rating: Good
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The complete and utter lack of haste is what kills the ares set.

Realistically, the most you should be wearing is DA+22% total; from base + merits + brutal + pole. Anything else and the benefits would not out weigh the opportunity cost.
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#13 May 15 2009 at 4:42 PM Rating: Good
iknoweverything wrote:
is full ares actually good?
This came up recently, have a root if you want to know more.

It's never going to be worth the cost though.
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#14 May 16 2009 at 5:37 AM Rating: Excellent
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Monsieur MojoVIII wrote:
iknoweverything wrote:
is full ares actually good?
This came up recently, have a root if you want to know more.

It's never going to be worth the cost though.
Linked for the lazy.
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#15 May 17 2009 at 2:22 PM Rating: Decent
Ahh if you factor in the Fortitude axe DA with full ares you come out to a very impressive number of attacks which theoretically beats out haste. however your giving up alot of base dmg and acc to do so.

DA build of 65% dA giving you 165 attacks per 100 normal swings then add in another 38% from sea weapon stacking on top of that = 227.7 swings per normal 100.

Wow thats like having more than 55% haste.


Well thats just theory anyway.
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#16 May 17 2009 at 2:43 PM Rating: Excellent
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Eihnlazer wrote:
Ahh if you factor in the Fortitude axe DA with full ares you come out to a very impressive number of attacks which theoretically beats out haste. however your giving up alot of base dmg and acc to do so.

DA build of 65% dA giving you 165 attacks per 100 normal swings then add in another 38% from sea weapon stacking on top of that = 227.7 swings per normal 100.

Wow thats like having more than 55% haste.


Well thats just theory anyway.


but does that take into account DA you'd get anyway from traits, merits, pole grip, and brutal, along with a normal haste setup? (not to mention fort axe can be used with haste too)
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#17 May 17 2009 at 3:12 PM Rating: Default
Well milich thats just assuming the DA gear settup mentioned above for 65%.

If you stuck veliocious belt and haste spell on top for the additional 21% haste you'd get an amazing 336 attacks per normal 100. And thats not even with brd songs. Even if you were hitting only 70% accuracy that should outdamage most builds.
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#18 May 18 2009 at 1:32 AM Rating: Excellent
Eihnlazer wrote:
Ahh if you factor in the Fortitude axe DA with full ares you come out to a very impressive number of attacks which theoretically beats out haste. however your giving up alot of base dmg and acc to do so.

DA build of 65% dA giving you 165 attacks per 100 normal swings then add in another 38% from sea weapon stacking on top of that = 227.7 swings per normal 100.

Wow thats like having more than 55% haste.


Well thats just theory anyway.
Um, can't DA more than 100%... Shouldn't cap be 100 swings per normal 100?

Or can sea weapon proc on a DA too?
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#19 May 18 2009 at 1:45 AM Rating: Excellent
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Monsieur MojoVIII wrote:
Or can sea weapon proc on a DA too?
Yes. Well, more precisely, DA can proc on each swing of a Jailer weapon.
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#20 May 18 2009 at 3:33 AM Rating: Excellent
Wow... That's really awesome.

So you could have a 4 swing attack round?
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#21 May 18 2009 at 3:54 AM Rating: Excellent
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Monsieur MojoVIII wrote:
Wow... That's really awesome.

So you could have a 4 swing attack round?
Yep. MNK can have an 8 hit Round >:D
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#22 May 18 2009 at 8:42 AM Rating: Excellent
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That's why I don't think Fortitude Axe gets as much credit as it should... My hypothesis is that the math will work out in favor of Fort. Axe over just about all other options for several reasons. I started working on the math, but then I got busy at work. I'll finish it someday.

Edited, May 18th 2009 12:42pm by LordMnementh
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#23 May 18 2009 at 12:04 PM Rating: Excellent
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LordMnementh wrote:
That's why I don't think Fortitude Axe gets as much credit as it should... My hypothesis is that the math will work out in favor of Fort. Axe over just about all other options for several reasons. I started working on the math, but then I got busy at work. I'll finish it someday.

Edited, May 18th 2009 12:42pm by LordMnementh


i haven't done the math either, but i'd be surprised if fort isn't the best g.axe (for meriting at least) short of relic.
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#24 May 18 2009 at 12:13 PM Rating: Good
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It's just roughly a 50% DoT increase that isn't subject to the diminishing returns of typical DA+ (it works compounded on top of DA rather than added to it). I think it'd be a fun toy but I would say that Perdu would give it some tough competition and not need to use virtue stones.
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#25 May 18 2009 at 5:35 PM Rating: Excellent
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bsphil wrote:
It's just roughly a 50% DoT increase that isn't subject to the diminishing returns of typical DA+ (it works compounded on top of DA rather than added to it). I think it'd be a fun toy but I would say that Perdu would give it some tough competition and not need to use virtue stones.
Before I start with the math, I expect Perdu to out damage Fortitude by a fat margin, first because War ratio between DoT and WS damage is different than Mnk's, and the higher percentage of your damage coming from WS the heavier impact from a low damage weapon(like Fortitude Axe), and second because it implicates the loose of 11 accuracy and 16 attack(Perdu Bonus + Fire Bomblet)

-------------------------------Enemy----------------------------------------------------
Level 81: Defense 322, Evasion 334, VIT 67, AGI 67
Level 82: Defense 327, Evasion 339, VIT 67, AGI 67
Average: lvl: 81.5, def: 324.5, eva: 336.5, correction: 0.325

------------------------------Weapons----------------------------------------------------
Fortitude Axe:
DPS: 762 DMG:64 Delay:504 VIT+7 LV 73 WAR DRK
Virtue stone equipped: Occasionally attacks twice

Perdu Voulge:
[Main] All Races
DPS: 1083 DMG:91 Delay:504 LV 73 WAR DRK
Latent effect: DMG:96 Attack+10 Accuracy+5

-------------------------------Stats----------------------------------------------------- 
                                                        Perdu           Fortitude 
STR = 18 + 71 =                                         89              89 
2 Handed Attack =  8 + 292 + 66(82) + 26 + 10 + 60 =    466             450 
Beserk:                                                 582.5           562.5 
Accuracy:                                               401             390 
Aggressor:                                              426             415 
fSTR = ((89 - 67) + 4) / 2 =                            13              13 
pDif(no Berserk):                                       1.333           1.274 
pDif(Berserk):                                          1.764           1.69 
Accuracy penalty:                                       -26             -26 
%Hit(no Aggressor):                                     94.25           88.75 
%Hit(Aggressor):                                        95              95 

--------------------------------Math-----------------------------------------------------
Normal Damage:

Berserk:
Fortitude: ( 64 + 13 ) * 1.69 = 130.13
Perdu: ( 96 + 13 ) * 1.764 = 192.276

No Berserk:
Fortitude: ( 64 + 13 ) * 1.274 = 98.098
Perdu: ( 96 + 13 ) * 1.333 = 145.297

Weapon Skill Damage(I will take king's justice for this comparison):

Berserk:
Fortitude: ( ( 64 + 13 + 36 ) * 1 ) * 1.69 = 190.97 * 3 = 572.91
Perdu: ( ( 96 + 13 + 36 ) * 1 ) * 192.276 = 278.8 * 3 = 836.4

No Berserk:
Fortitude: ( ( 64 + 13 + 36 ) * 1 ) * 1.274 = 143.962 * 3 = 431.886
Perdu: ( ( 96 + 13 + 36 ) * 1 ) * 1.333 = 193.285 * 3 = 579.855

Lets be fair and consider Bersker merited 3/5 with it up 70% of the time

Average hit:
Fortitude: ( 130.13 * 0.7 ) + ( 98.098 * 0.3) = 120.5204
Perdu: ( 192.276 * 0.7 ) + ( 145.297 * 0.3 ) = 178.1823

Average WS:
Fortitude: ( 572.91 * 0.7 ) + ( 431.886 * 0.3) = 530.6028
Perdu: ( 836.4 * 0.7 ) + ( 579.855 * 0.3) = 759.4365

To factor Fortitude DA we just need to multiply that for 1.5 since every hit has the chance to proc DA or in other words both DA from traits and equipment and DA from Fortitud multiply each other instead of overlap.

Average hit:
Fortitude: ( 130.13 * 0.7 ) + ( 98.098 * 0.3) = 120.5204 * 1.5 = 180.7806
Perdu: ( 192.276 * 0.7 ) + ( 145.297 * 0.3 ) = 178.1823

Average WS:
Fortitude: ( 572.91 * 0.7 ) + ( 431.886 * 0.3) = 530.6028 * 1.5 = 795.9042
Perdu: ( 836.4 * 0.7 ) + ( 579.855 * 0.3) = 759.4365

I just can say... that I feel like to cry ; ;

Ken.

P.D. there is also a little difference in accuracy during aggressor down state, that account for ~2% DoT that push Perdu a bit ahead in normal damage but still a short on WS damage, after this I would say that both are the same... but still!
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#26 May 18 2009 at 5:57 PM Rating: Excellent
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well, remember 2 factors for low dmg multihit weapons: 1) fSTR for melee. that plus h2h giving base dmg is a huge part of the reason why faith baghs are so broken, and why ridill is/was such a big deal. 2) fSTR and WSC on WS. this is the big strength for soboro and, i might guess, fort axe. you make up a lot of that base dmg disparity with fSTR and WSC common to both.

(1) not so big a deal for GA WAR. 96 is an even 50% greater than 64, which drops only to 43% if you add 10 fSTR on (compared to, say destroyers vs faiths, where destroyers have 50% more +DMG, but yield a base damage only about 17% higher than faiths once h2h skill and fSTR are factored in. (2) on the other hand... hey that's odd, you have perdu still at 43% higher average damage than fort. what do you know. well, regardless, you can infer that fort should win if you get 50%~ more WS.
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#27 May 18 2009 at 8:01 PM Rating: Decent
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Sea weapons don't work on WS
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#28 May 18 2009 at 8:16 PM Rating: Excellent
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RedshiftOnPandy wrote:
Sea weapons don't work on WS
indeed but since you are doing 50% more attacks it indirectly means 50% more WS due the extra tp, which is half of the appeal with multi-hit weapons.

I apologize since the way I did the calculations it seams like DA from fortutude enhance the damage of the WS but is base on this simple logic

X WS's with average 10 damage

VS

Y WS's with average 8 damage

The only thing we know about X and Y is that Y = 1.5*X, then if I want to know which will do more damage I can just multiply the average for the difference in the number of WS's.

10 VS 12(8*1.5)

Then the later weapon(the one with Y attacks) has more over all damage.

Ken.

Edited, May 19th 2009 4:24am by kenage
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#29 May 18 2009 at 8:29 PM Rating: Excellent
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Need to take into account that even with DA+50% TA+11% (assuming you have DA+22% base), a lot of the time you will waste TP because you went over.

EDIT: Fortitude Axe can't attack four times in one round. Three times is the most, DA and Fort can only proc on the first hit and not on subsequent hits.

Edited, May 19th 2009 1:28am by RedshiftOnPandy
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#30 May 18 2009 at 9:07 PM Rating: Excellent
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RedshiftOnPandy wrote:
Need to take into account that even with DA+50% TA+11% (assuming you have DA+22% base), a lot of the time you will waste TP because you went over


and meditate and getting hit. still get a decent amount more WS though (shrug).
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#31 May 19 2009 at 7:01 AM Rating: Excellent
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milich wrote:
RedshiftOnPandy wrote:
Need to take into account that even with DA+50% TA+11% (assuming you have DA+22% base), a lot of the time you will waste TP because you went over


and meditate and getting hit. still get a decent amount more WS though (shrug).
I still think Fortitude isn't as good as Perdu in meriting though. With 6hit, DA 22%, high acc/haste and retaliation, WS fast with just Perdu and the jump to Fortitude isn't much faster in WS spam.

This is just me talking in the morning with no desire to go to class, so don't mind me.
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#32 May 19 2009 at 7:21 AM Rating: Excellent
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You don't necessarily waste TP when you use King's Justice, or Steel Cyclone for that matter. TP becomes less efficient, but it's not negligible like it is for Raging Rush. Also, Fortitude Axe does not get penalized in the DoT department like Perdu does when you go over.

There are a couple negatives on Fortitude Axe. Stones are first and foremost. Let me preface the other negative by saying I have personally done this and this is the primary reason I don't use Fort Axe in parties:

It's fun, but it is a LOT of work. War/Sam with Fort Axe on birds was the most action intensive party I have ever experienced. I will need to basically create a completely streamlined macro pallette JUST for this combo if I were to use it again. The fact that with retaliation, you can essentially get 100 TP in a matter of seconds makes it so that any kind of lag in WS macros makes you lose potential TP efficiency by going over.

It is a big thrill though. Good to see that I was pretty spot on.

Quote:
I still think Fortitude isn't as good as Perdu in meriting though. With 6hit, DA 22%, high acc/haste and retaliation, WS fast with just Perdu and the jump to Fortitude isn't much faster in WS spam.

This is just me talking in the morning with no desire to go to class, so don't mind me.


That's just the thing though. Fort. Axe is still a 6 hit, it's still directly modified by 22%DA with no diminishing return. You still swing just as fast and you still gain TP at a greatly increased rate. Whether or not you can keep up with it is dependingon your own aggressiveness.

Edited, May 19th 2009 11:24am by LordMnementh
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#33 May 19 2009 at 8:06 AM Rating: Excellent
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For TP in the 100-200 range, it's pretty negligible for KJ and SC too. Don't take much for Fort to work in macros either, just add "/equip ammo virtue stone" after WS macros or any 'aftercast' macros. And farming stones isn't so bad, I got 3 stacks after getting Fort Tork >.>
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#34 May 19 2009 at 8:06 AM Rating: Good
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The one thing about Fort. Axe and DA in general it isn't as big of an increase of WSs as Store TP or haste. Due to the random nature of DA often you'll have DAs and TAs land putting you well over 100% TP. So a 50% increase in DAs does not equal exactly 50% more WSs. I've parsed Fort. Axe quite a few times and I've always found a larger damage GAX like Perdu or Rune Chopper better, not sure if that's everyone's experience but definitely mine.

Edited, May 19th 2009 9:20am by OrsonBastokChampion
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#35 May 19 2009 at 9:50 AM Rating: Excellent
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RedshiftOnPandy wrote:
For TP in the 100-200 range, it's pretty negligible for KJ and SC too. Don't take much for Fort to work in macros either, just add "/equip ammo virtue stone" after WS macros or any 'aftercast' macros. And farming stones isn't so bad, I got 3 stacks after getting Fort Tork >.>


Well, I am coming from a PS2 perspective. I am sure that it would not be a problem for people using "bot macros"(my pet name for spellcast), but it is quite a bit of effort when you hit 2 macros for WS, 1 for TP, and they can lag out, leaving Bomblet or Core instead of Stones. Also a hindrance when you have to hit all that while properly positioning yourself for the next mob (which can also lag pretty bad and still cause you to sheathe.)I know you advanced macro people like to claim normal people can do everything you can, but this is one example where it just doesn't work out all that well for non-windower.
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#36 May 19 2009 at 10:08 AM Rating: Excellent
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I played on PS2 a long time ago, I had my WS macro on alt5, WS gear on ALT3|4, TP on ALT6|7. Just add bomblet to WS and stones to TP. Takes like 10secs to change Perdu to Fort and pressing ALT3-7 with a controller is easy; I don't see what's so hard. All SC does is let me press 1 button instead of 5.

Edited, May 19th 2009 2:09pm by RedshiftOnPandy
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#37 May 19 2009 at 10:43 AM Rating: Excellent
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It isn't hard, I do it all the time... (Just not with Fort Axe) I am a very aggressive DD, and It's difficult to be such when having to busy yourself with WS swaps so often while also maintaining proper mob switching and sh*t. Perhaps you forgot why you decided to change from PS2 in the first place... obviously there has to be a reason, so don't pretend it isn't there.

I never said it was hard or impossible. I just suggested it didn't work that smoothly (efficiently) and that its more cumbersome to maintain at peak levels for hours in a row. Whether or not you believe me is your own thing, but I can guarantee it takes you a lot less time to macro swap, and I can guarantee that my stones don't equip every time I hit the macro, as I have to wait for all of the "Equipment Changed" messages to process. I do things faster than that sometimes and don't get all my equipment swapped. Also, you may have had less equipment to swap when you were on PS2. If I add stones to my TP macro, then I lose a piece of gear that I can switch out. They are all pretty maxed. Its also not a problem in any normal situation, but it becomes an issue when I have to macro surf as much as I do with Fort Axe.



Edited, May 19th 2009 2:48pm by LordMnementh
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lolgaxe wrote:
Lucinus wrote:
WARs do what they do best.

Provoke the foe and break it in half.
Coincidentally, that's how I met my wife.
#38 May 19 2009 at 11:17 AM Rating: Default
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Quote:
and second because it implicates the loose of 11 accuracy and 16 attack(Perdu Bonus + Fire Bomblet)

I thought perdu was 15 att/5acc, which would be 21 att/11 acc.

The other thing I've noticed is running out of stones and swing for a short time before noticing to re-equip.

Whenever I've done testing with some other warrior buds; the perdu wins by a decent amount. (This testing was done all before KJ, which might make some difference)
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#39 May 19 2009 at 12:30 PM Rating: Good
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doctorugh wrote:
The other thing I've noticed is running out of stones and swing for a short time before noticing to re-equip.
When I use my love halberd I pop a few stacks open and then switch to a stack of 99 before my current stack runs out.
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#40 May 19 2009 at 2:11 PM Rating: Good
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I thought perdu was 15 att/5acc, which would be 21 att/11 acc.

The other thing I've noticed is running out of stones and swing for a short time before noticing to re-equip.

Whenever I've done testing with some other warrior buds; the perdu wins by a decent amount. (This testing was done all before KJ, which might make some difference)


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#41 May 19 2009 at 4:04 PM Rating: Good
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Damnit! I've been assuming all perdu weapon have the same bonus. My hanger is +15. Thanks for the correction.
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#42 May 19 2009 at 4:34 PM Rating: Excellent
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@Perdu destroy Fortitude:

First of all this isn't Destroyers VS Faith.B. the difference here isn't that large, both can perform as good in my opinion, basically Fortitude destroy Perdu on raw damage(with destroy I mean 3-4% DoT) but 11 accuracy are no joke that alone could account for a fat DoT margin(~5%) that is currently mostly wasted during aggressor(at least in the set I propose), whatever the case is pretty ground breaking for me the fact that Fortitude Axe could perform as good as Perdu, as I stated on my original post I was expecting Perdu to obliterate Fortitude.

@LordMnementh

Today I have for you... Ancient knowledge!(aka to much free time in the work to search for semi useful crap)

1) My wife play as well in ps2 and I have learned a trick or 2 to handle things easier in there:

First one "virtual" macros for more than 6 gear changes:

Set 1
[cntl+1]:WS1
Set 2
[cntl+1]:WS2

Then inside each:

[cntl+1]:WS1
/equip ...
/equip ...
/equip ...
/equip ...
/equip ...
/macro set 2

[cntl+1]:WS2
/equip ...
/equip ...
/equip ...
/equip ...
/ws
/macro set 1

Now you just need to press cntl+1 twice(or R2+X twice) instead of opening the pallet and search for the other one, sometimes you will forget to press it twice and be in the wrong pallet at the wrong moment, but once you get use it's easy to feel the difference.

2) Virtue stones, we all use a lot of macros all the time not just WS, Third Eye/Utsusemi, Meditate, Provoke, I'm pretty sure that you have a free line in any of those, just put your virtue stones line in there.

I hope it helps.

Ken.
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#43 May 20 2009 at 1:42 AM Rating: Excellent
That's how I manage gear swaps when not using SC which is a lot of the time. What I do is, I have ctrl+3 as my actual RR macro. In macro set 2 it is the same, but with a clause that switches me back to set 1 again, so even if I hit ctrl+1 (my gear swaps) too many times, I'll be back in set 1 after the weaponskill regardless.

When playing I usually just mash ctrl+1 a few times, then hit ctrl+3 and continue.

My weaponskill macro swaps back in a lot of my tp gear, and then alt+1 gets another piece or two.
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