Excenmille wrote:
I have been seeing people state time and time again that Double Attack has diminishing returns but I don't get it, maybe I'm retarded or something. For example:
+5% Double Attack
Out of 100 hits = 105 hits overall
5% increase in 100 hit round
Add +5% more Double Attack
Out of 100 hits = 110 hits overall
10% increase in 100 hit round
Add +5% more Double Attack
Out of 100 hits = 115 hits overall
15% increase in 100 hit round
If you had 50% Double Attack Rate
Out of 100 hits = 150 hits
50% increase in 100 hit round
Thats because you are calculating its effectiveness differently. Yes if you add 50% more DA, you will do attack 50% more times in w/e amount of attack rounds you have. However what kind of increase over all you get from it, is different.
You get more by going from 0-5% DA than going from 40-45% DA. Even though you are adding exactly the same amount of DA(5%) its not as *potent* as it was when you first started out with 0. You can argue that that may not be considered diminshing, but how effective or how potent it is higher up, can not be argued as it is not as potent higher up as it was with less amount. Heres examples by other people :
Shintasama wrote:
as for DA:
100rounds(ignoring acc b/c it cancels):
0%DA->2%DA = 102 attacks / 100 attacks = 1.0200x
2%DA->4%DA = 104 attacks / 102 attacks = 1.0196x
4%DA->6%DA = 106 attacks / 104 attacks = 1.0192x
....
52%DA->54%DA = 154 attacks / 152 attacks = 1.0132x
As you can see, the % from 2% DA goes down the higher amount that its applied to, vs when it was first applied to at a 0%. You still get 2% DA that percent doesnt change, however how effective that 2% is goes down with how much more DA you are stacking it to.
Excenmille wrote:
Obviously it's better with the more Double Attack you add. You are getting whatever % you put into the rate back. So explain how it is diminishing? I'm lost. Not saying you should choose DA for the legs of course but just curious. Technically you would be doing +x% more damage the more Double Attack you had. In all honesty isn't the point of DoT to do more damage in less amount of time? Hence why Haste% is so big right now? Why would you not count Double Attack % into that formula as well. Accuracy is guaranteed Hit Rate, Haste% works 100% of the time, Double Attack isn't 100% out of 100 rounds obviously.
If you are capped on acc, yes adding DA/crit/att/str are always better, however if you could add haste to w/e slot you are doing, that would better than the above til you hit cap.
Excenmile wrote:
Just makes me wonder, I know people do haste/acc/str/attack. But if you're at 95% hit rate, wouldn't you actually be LOSING possible damage by NOT going for Double Attack or even Triple Attack modifiers? It's a chance to add another attack. With haste/acc/str/attack you would do 100 hits for 50 damage = 5000 damage. But with DA/TA modifiers let's say you get DA %25 modifier, so 125 hits for 40 damage = 5000. Hmm. I guess my math is wrong or I need to do some testing. I think I just pretty much proved DA is worthless to some degree? Bah. It's 2:30am ;; Someone help me out.
Yes but where are you or what situation that you find yourself at a 95% hit rate always?? Chances are, by going with acc gear in the first place, you got there. If you take some off to put in other gear, you would probably lose it. Dont eat sushi/rolls/songs to cap off acc. If you are on PLD, Id only be eating sushi on HNMs or mobs higher than exp mobs. If we are assuming this is only for pld job, you will never be at acc cap just on gear alone, ever at exp camps.
It would probably help if you pointed out what you were thinking of using your DA pants on. For pld they are useless at exp camps, because you will never be at cap outside of pizza+1 mamools camp. And even then I wouldnt melee with 2% DA as joytoy has a 45~50% DA rate and toss in dual weilding Justice and you get a less % in tossing in 2% DA vs more att/acc/str for Pld.
Asdrabael wrote:
The 5% cure potency with an extra 4 enmity attached will provide better hate than trying to use the haste + enmity for a flash piece.
No, they are about the same enmity being generated. 5% Cure potency will generate 7 units of CE aswell 4enmity on flash. That why I added it as an alternative. You dont add in the enmity +4 from the pants into the equation because you already get +4 from IR so you cant add them into the equation when seeing how much enmity 5% cure potency adds vs 4enmity for pants.
Going off my max cure III with 5% cure potency
193*1.05 = 202.65
202.65 * .727 = 147.32 CE
193*.727 = 140.31 CE
This gives me a total of 7 CE gain for 5% cure potency. Now for flash its easy
flash base CE is 180
180* 1.04 = 187.20
Giving me the same exact 7 CE gain.
So it really comes down to how many cures you usually do vs flashes. Few things that I considered before suggesting this was, some people dont have/use cure cheats, flashes are mp efficient, after 4-5 minutes you're usually just spamming flashes over cures anyhow, if you're galka or elvaan your mp pool cant really support much lol;;. Esp if your refresh rate isnt as high as others.
For me, im going to go with cure potency+enmity just because I tend to spam cures at the beginning on myself more often than not. I try to balance it out as best as possible, using more with Chivalry/devotion and poping a cure IV with Sentinel, etc.