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The Sealed Dagger: A Ninja Guide
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-11-30 17:57:08
Carbuncle.Lunatone said: »Totally forgot about Mijins, I guess now too the ambuscade katana(s)? But I dont think they've said anything about augments yet.
Making me want to try to roll a TA 3 kanaria again lol
There isn't a snowball's chance in hell the +2 version of Ambuscade weapons wont have augments. They will, and it will be something absurdly good for the effort. I imagine them recycling the sap line of buffs (da/stp/mab/wsd/etc) onto a weapon, to make some truly unique options. But that's just me.
Asura.Eiryl
By Asura.Eiryl 2018-11-30 18:00:32
This is square.... there's a significant chance of anything lol. They could get zero augments... or full cape list of augments... or +3 with aftermaths... or divergence augments... or ranked augments from winning ambuscades with a new point system... or syngerizing evoliths onto them... or skirmish stone augments... or magian trials... literally nothing is off the table.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3604
By Phoenix.Capuchin 2018-11-30 18:17:47
Kikoku:
Kikoku is going to win in any situation you're not pdif capped as AM + weapon itself gives nearly 200 attack.
This is simply wrong, and you're overvaluing attack. Kikoku AM is certainly BENEFICIAL when not pdif capped, but even if you're able to use every bit of that attack it's not normally enough to outweigh the DPS benefits that either Heishi (STP+10/TP Bonus+500) or Kannagi (AGI+70/DEX+20 and the huge benefit of 50%ODT AM) bring to the table.
Plus, Aeonic and Empy's other stats are helpful even when attack capped, whereas Kikoku atk is straight up useless in well buffed situations and obviously falls well behind.
50 Agi isn't very useful, you could say it lets you tp in different gear with lower racc and more acc/store tp/multihit but those options aren't really there currently, so the 50 agi is pretty wasted. Blade: Hi is a very unimpressive WS and emp AM doesn't make up for the nearly 200 attack power lost(kikoku) or radiance/umbra and 500 TP bonus(Heishi).
As noted above, you're just wrong if you think 50% ODT isn't better than ~200atk. And, using augmented numbers, the 70 AGI (plus the obviously useful DEX+20) is indeed useful, even more so with current Daken rate (max 79%: 40 base, 25 from +2 neck, 14 from gifts). It's harder to maintain sufficient Racc to match melee accuracy, so an extra ~52.5 Racc from AGI is pretty handy. Actually just about perfect for me to even melee/ranged acc up (excluding Madrigals, which only affect melee acc), since Daken gets a 100racc bonus and my normal non-Kannagi TP sets have about 140~150 more Acc than Racc, while my Kannagi set is almost even with Daken Racc (100~110 more melee Acc than Racc, before accounting for Daken bonus).
FWIW, the contribution to Daken and TP generation is also a big part of the reason Fudo Masamune performs well as an offhand on stuff where you're not capping racc.
And this isn't a question of freeing up the ability to change other TP gear. The rest of your TP gear doesn't really change regardless of weapon: Adhemar+1 head/hands, Kendatsuba+1 3/5 (or Samnuha legs or Herc feet depending on situation), JSE neck/back, same earrings/rings/belts.
I see a lot of people who just can't seem to fathom that Kannagi is any good, based seemingly only on getting subpar results on Blade: Hi with a non-Kannagi weapon that's not good for it (and likely with a subpar WS set), and despite both spreadsheets and real world experience showing otherwise. I have parsed my own DPS many times in same content/buffs with Kannagi and Kikoku, and Kannagi always gives me better DPS than Kikoku outside of situations where AM isn't possible to maintain (very rare). Apex mobs, Ambuscade, Dynamis, you name it. I really only pull the Kikoku out when I want to use Metsu for SC purposes, or if for some weird reason it's not viable to get and keep AM up (super short zerg Ambu fights, weapons and aftermath getting stripped, etc.)
Leviathan.Kozumi
Server: Leviathan
Game: FFXI
Posts: 36
By Leviathan.Kozumi 2018-11-30 18:29:05
The spreadsheet is known for completely overestimating auto-attack damage in the TP Phase, especially for 1h jobs. You said you parsed but I'd love to see it, because from what I know 45% autoattack damage should not beat 200 attack power.
45% autoattack damage when without store TP roll I do around ~25% of my damage on auto-attacks doesn't make up for 200 attack power I'm pretty sure. Would love for a more math savvy person to answer this.
Asura.Eiryl
By Asura.Eiryl 2018-11-30 18:30:34
The spreadsheet is known for completely overestimating auto-attack damage in the TP Phase, especially for 1h jobs. You said you parsed but I'd love to see it, because from what I know 45% autoattack damage should not beat 200 attack power.
I have parsed my own DPS many times in same content/buffs with Kannagi and Kikoku, and Kannagi always gives me better DPS than Kikoku outside of situations where AM isn't possible to maintain (very rare). Apex mobs, Ambuscade, Dynamis, you name it. I really only pull the Kikoku out when I want to use Metsu for SC purposes, or if for some weird reason it's not viable to get and keep AM up (super short zerg Ambu fights, weapons and aftermath getting stripped, etc.) 45% autoattack damage when without store TP roll I do around ~25% of my damage on auto-attacks doesn't make up for 200 attack power I'm pretty sure. Would love for a more math savvy person to answer this.
Relic having attack plus does absolutely nothing unless you're soloing or playing with a party so bad that you may as well be soloing. This is the exact case for Mandau. it's completely ignored because(*) everyone is 100% capped on 100% of the things(*)
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3604
By Phoenix.Capuchin 2018-11-30 18:32:29
Are you looking at spreadsheets or have you actually tested Kannagi vs Kikoku in real world situations? The spreadsheet is known for completely overestimating auto-attack damage in the TP Phase, especially for 1h jobs.
I've tested it:
I have parsed my own DPS many times in same content/buffs with Kannagi and Kikoku, and Kannagi always gives me better DPS than Kikoku outside of situations where AM isn't possible to maintain (very rare). Apex mobs, Ambuscade, Dynamis, you name it.
Have you? Your profile shows that you have a Kikoku but not a Kannagi.
Leviathan.Kozumi
Server: Leviathan
Game: FFXI
Posts: 36
By Leviathan.Kozumi 2018-11-30 18:35:19
No, I have not, as I do not have it. I would like to see the math how 200 attack loses to 45% autoattack damage when autos are only ~25% of your damage.
Edited my post cause missed that part D: Multitasking is too hard.
Any situation where the attack bonus from Kikoku isn't strong enough to matter, then Heishi should be the optimal choice, yes? If you benefit greatly from the attack power(Or skillchain properties) then Kikoku should be better. Kannagi is below both of these weapons, unless niche amnesia/qutrub situations. Is this not correct?
I just don't see how Kannagi can win. You talk up the weapon and say you test and stuff, but I don't see actual proof and evidence. That's all I'm asking for, I'd love to admit to Kannagi being a great weapon but I don't see the data or proof of this claim. Please provide it if possible, I'm asking nicely and not saying I think I'm right, I just would enjoy learning. Knowledge = power.
Personally, I don't think Kikoku is that great of a weapon but it's better than non-rmea katanas. Heishi should beat Kikoku in most situations, and absolutely destroy Kannagi unless it's some amnesia/qutrub type scenario, and for Kikoku to ever be worth it over Heishi you're looking at equally niche situations(skillchaining, solo DD, etc).
Server: Asura
Game: FFXI
Posts: 109
By Asura.Sirtaint 2018-11-30 18:42:11
All this attack and TP% talk and everyone is leaving off Metsu.
8.4 ftp (at 1k) 80% DEX Darkness / Fragmentation
Quetzalcoatl.Langly
Server: Quetzalcoatl
Game: FFXI
Posts: 684
By Quetzalcoatl.Langly 2018-11-30 18:43:17
Kozumi said: The spreadsheet is known for completely overestimating auto-attack damage in the TP Phase, especially for 1h jobs.
Howso?
Quetzalcoatl.Langly
Server: Quetzalcoatl
Game: FFXI
Posts: 684
By Quetzalcoatl.Langly 2018-11-30 18:47:21
8.4 ftp (at 1k) 80% DEX Darkness / Fragmentation
It's a good thing to point out, but you'll never WS at exactly 1k TP every single WS. And TP overflow does zero for Metsu. Absolute. Zero.
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Leviathan.Kozumi
Server: Leviathan
Game: FFXI
Posts: 36
By Leviathan.Kozumi 2018-11-30 18:49:22
Quetzalcoatl.Langly said: »Quote: The spreadsheet is known for completely overestimating auto-attack damage in the TP Phase, especially for 1h jobs.
Howso? Just the way it calculates tp per round, it always assumes the same. You don't always swing 3.3 times when you might only swing 3 times. just the fact that it uses an arithmetic mean for every calculation means it has to either over or undervalue things. It inaccurately gives tp return values since it'll return values you can't even get. Tp phase is overvalued marginally just based on the TP return and always using an average hits to 1k.
Server: Asura
Game: FFXI
Posts: 109
By Asura.Sirtaint 2018-11-30 19:31:26
Quetzalcoatl.Langly said: »8.4 ftp (at 1k) 80% DEX Darkness / Fragmentation
It's a good thing to point out, but you'll never WS at exactly 1k TP every single WS. And TP overflow does zero for Metsu. Absolute. Zero.
Correct but average rounds to WS is all that matters.
And has anyone figured when the WS bonuses are calculated?
We know it’s after ftp and the 40% and 20% on relic are multiplicative. But is the 40/20 additive or multiplicative with Wsdmg gear? We are probably underestimating R15 relic WSs.
Ramuh.Austar
Server: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2018-11-30 19:37:24
it's multiplicative. i don't know why you think people are underestimating anything when nobody posts any real math
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Quetzalcoatl.Langly
Server: Quetzalcoatl
Game: FFXI
Posts: 684
By Quetzalcoatl.Langly 2018-11-30 19:59:36
We argue with feelings here Austar.
Asura.Eiryl
By Asura.Eiryl 2018-11-30 20:09:07
To be perfectly frank you can't quantify what's better realistically anyway.
There are "kinds" of better. Not even "situations" but just "robotic" better, and "the way you play" better.
Kannagi can be totally better for someone that doesn't immediately ws as fast as a bot would while kikoku is theoretically better while a program ws's exactly perfectly every single time.
If you don't exhibit flawless play, all your numbers go out the window.
It's really not that big a deal they're all good. (except nagi) You're talking literal seconds difference here. Not minutes. Not pass or fail. Not timing out. Not doing zero damage because of some invisible barrier.
The sim DOES do a better job of approximating this, but that's not the gospel either. It's just a guess.
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Ramuh.Austar
Server: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2018-11-30 20:12:16
Quetzalcoatl.Langly said: »We argue with feelings here Austar. when people get different results using the same program, proper variables should all be shared to find where differences lie. just saying the result doesn't do any good.
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Server: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2018-11-30 20:42:36
To be perfectly frank you can't quantify what's better realistically anyway.
There are "kinds" of better. Not even "situations" but just "robotic" better, and "the way you play" better.
Kannagi can be totally better for someone that doesn't immediately ws as fast as a bot would while kikoku is theoretically better while a program ws's exactly perfectly every single time.
If you don't exhibit flawless play, all your numbers go out the window.
It's really not that big a deal they're all good. (except nagi) You're talking literal seconds difference here. Not minutes. Not pass or fail. Not timing out. Not doing zero damage because of some invisible barrier.
The sim DOES do a better job of approximating this, but that's not the gospel either. It's just a guess.
And to add another factor, your group will change this too. Generally, I am top of the parse in my LS, by a wide margin. Last night though we had more people on top jobs than usual, and I actually got smoked. Mobs were dead before I could get going, and I had a lot of wasted time. My DPS was down significantly simply because my alliances was much higher. I needed to change my playstyle if I wanted to win that parse.
So yeah, play which mainhand fits how you enjoy playing the job. If you are amazing at WSing asap, Kikoku is possibly your best bet, as that is it's playstyle.
Carbuncle.Lunatone
Server: Carbuncle
Game: FFXI
Posts: 291
By Carbuncle.Lunatone 2018-11-30 22:16:53
Quetzalcoatl.Langly said: »We argue with feelings here Austar.
And I feel Metsu
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By DaneBlood 2018-11-30 23:32:33
looks like i needto with m Ancient currency... was about to put it down on kikoku
so ignorind aeonics.
Emps are the supperior weapon ?
Server: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2018-11-30 23:42:58
looks like i needto with m Ancient currency... was about to put it down on kikoku
so ignorind aeonics.
Emps are the supperior weapon ?
I'm still not sold on the Kannagi argument. If the theorized impact of AGI was more conclusive (Parry, subtle blow, etc.) then maybe. I don't think Hi is that great of a WS, and would think the double damage and STP+25 Fudo would keep up if not beat Kannagi in a number of circumstances for mainhand (especially if acc and/or att was uncapped). But maybe I just haven't properly geared/buffed Hi to see its benefits.
Kikoku looks like a solid weapon, but I think for how I want to use Nin, Heishi and Ten spam works best. I can see both of those weapons being solid. I can see how Kannagi may work, but I'm not sold on its argument.
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By DaneBlood 2018-11-30 23:50:15
Quetzalcoatl.Langly said: »We argue with feelings here Austar. when people get different results using the same program, proper variables should all be shared to find where differences lie. just saying the result doesn't do any good.
i dont know how much i anna +1 this
So often a simple debate turns into a match about who is right rather then listing and share information to find what is the reason of the different and what is the truth.
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Asura.Eiryl
By Asura.Eiryl 2018-12-01 00:01:42
The spreadsheet on the first page is updated right? If you don't trust, just put some ***in and see what it spits out.
Every bit of gain that kiko gets from r15 kannagi gets as well. 70 modifier (for any ws) is a ton. I feel like a lot of the "kannagi is best" is from 70 agi going into daken.
Kannagi is the only rema that gives a boost to daken at all (right?)
kkk is only melee attack, heishi only got acc/macc and nagi is lolnagi(it also only got acc and macc) ((well heishi has stp for daken))
Server: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2018-12-01 00:07:31
The spreadsheet on the first page is updated right? If you don't trust, just put some ***in and see what it spits out.
Every bit of gain that kiko gets from r15 kannagi gets as well. 70 modifier (for any ws) is a ton. I feel like a lot of the "kannagi is best" is from 70 agi going into daken.
Kannagi is the only rema that gives a boost to daken at all (right?)
kkk is only melee attack, heishi only got acc/macc and nagi is lolnagi(it also only got acc and macc)
So the argument is the RACC you get from kannagi's AGI? You get more RACC from another Fudo. And you'd get STP+25 for the Daken throws.
Asura.Eiryl
By Asura.Eiryl 2018-12-01 00:09:35
I mean, we're not considering not-rema, so
Also, isnt 70 agi putting some white damage into throws
Ramuh.Austar
Server: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2018-12-01 00:18:20
just ranged crit chance
Server: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2018-12-01 00:21:21
I mean, we're not considering not-rema, so
Also, isnt 70 agi putting some white damage into throws
We should consider whatever could be best, REMA or no.
It would appear to increase the crit rate of Daken, if bgwiki on AGI is to be believed.
I'm interested in what proof there is of the claim that AGI reduced monster TP gain independent on subtle blow. Not simply for NIN, but also for THF. Bgwiki page claims it, but has no source.
The problem with the modifier for Hi is that it's AGI. See, if it was DEX on Kannagi and worked for other WS, it'd be fine and good. At minimum could get to Kannagi and use another WS as needed.
Metsu and Hi have the same fTP and number of hits. Kikoku gets +30% to Metsu from trials, though. And then r15 has a higher multiplier that also STACKS with the +30% to Metsu. So it's (80% dex mod x 5 ftp) x 1.56 vs (80% agi(+70) mod x 5 tp) x 1.1. In all likelihood this means at low gear levels Kannagi and Hi can win out, but eventually Metsu will run away with it. And it's hard to gear to crit for Hi as you want to stack WSD and AGI wherever you can.
Fudo vs Kannagi gets you:
50% double damage vs 50% triple damage (win for Kannagi, but must keep AM3 up)
STP+25 pure win for Fudo
RACC+50 vs RACC+ 51-52 from AGI on Kannagi
ACC+50 vs ACC+15 from DEX
As much as attack+105 from full Shadows on Fudo.
DMG: 161 Fudo, DMG: 153 Kannagi
And a 1.1 mod to a mid-tier WS for Katana.
I'm not seeing that be a clear Kannagi victory by any means.
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Asura.Eiryl
By Asura.Eiryl 2018-12-01 00:26:31
The page that is currently up on the spreadsheet from the OP has Heishi beating kiko by ~500 dps I'm not gonna dl it and *** with it, but if you want to know why/how kannagi wins (if it does) that will answer your questions.
From a quick look, I can see there are zero buffs to racc, so if you change one to kannagi without changing anything else, it's going to win just based on that.
base acc main/offhand are 1500 daken racc is 1100 (it has torpor turned on*)
Asura.Ladyofhonor said: »I'm interested in what proof there is of the claim that AGI reduced monster TP gain independent on subtle blow. Not simply for NIN, but also for THF. Bgwiki page claims it, but has no source.
This was added... 12/6/2010 apparently
Quote: Battle-related
The maximum job level has been increased to 90.
To advance beyond level 85, you must first complete the new quest "Beyond the Stars" offered by the Nomad Moogle in the Ru'Lude Gardens.
The maximum number of merit points a character can accumulate has been raised from 10 to 20.
The amount of TP a character deals to the target will now decrease proportionate to his or her AGI.
This was a real ***, because blu/rdm used to give 10(0) TP from dia. and the agi change made it 5(0) tp.
Server: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2018-12-01 01:03:25
This was a real ***, because blu/rdm used to give 10(0) TP from dia. and the agi change made it 5(0) tp.
So it's official that it does. But...what does it mean. Is it like dDEX on crit rate and overall a rather minor amount that you must meet a certain tier amount to hit? Or is it some linear thing independent on the attributes on the enemy? Considering there's no attribute related to store TP for players, it would make more sense for it to be the latter in some fashion. But to what degree could be significant.
Asura.Eiryl
By Asura.Eiryl 2018-12-01 01:07:14
Quote: TP gain Reduction
Monster TP gained per hit = floor( Base Monster TP × Inhibit TP' × dAGI × (1 - Subtle Blow÷100), .1)
Note: There may actually be multiple flooring steps.
In addition to reducing the TP given to the monster by selecting damage sources wisely, it is possible to reduce TP fed using Agility, Subtle Blow, and Job Abilities/Spells that gives Inhibit TP.
dAGI
dAGI = Player AGI - Monster AGI
TP Modifier = 1-(dAGI+30)÷200
This term caps at a maximum of 50% reduction when the player's AGI exceeds the monster's stat by 70. This term multiplies base monster TP.
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