[Archive] Bushido - The Way Of The Samurai (A Guide) |
||
[Archive] Bushido - The Way of The Samurai (A Guide)
In case anyone else is still skeptical about the JA haste:
From my and Byrth's PMs: Byrth said: » 1) Both of you grab a shitty D1 staff with the same delay. Ideally the same staff. 2) Both of you use the gloves and over-capped gear Haste. 3) One of you uses Hasso and one of you doesn't. 4) You both afk while swinging at something with a lot of HP, like a Numbing Blossom in Yorcia. -- There is a place where there is nothing but Numbing Blossoms (idr the position) and it doesn't matter if your rounds are paralyzed or not. 5) Count the number of attack rounds for each person using event_action in Lua. - I can give you this if you need it. The ratio of attack rounds is proportional to the ratio in your attack speeds. So if guyA has 1200 rounds and guyB has 1000 rounds, guyA is swinging 20% more (1200/1000). Time / (Haste * Delay) = Number of Rounds Time and Delay are between the two cases, so what varies is Haste and Number of Rounds. Time / (HasteA * Delay) = HassoRounds Time / (HasteB * Delay) = NoHassoRounds We can take the Ratio of these rounds and cancel out both time and delay: HasteB/Haste A = HassoRounds/NoHassoRounds Subbing in the known Haste value: (.75)/(.75-EnhancedHasso) = HassoRounds/NoHassoRounds So in the above case, 0.75*1000 = 1200*(0.75) - EnhancedHasso) Enhanced Hasso = .125% Haste So the gloves would give +2.5% Llew said: » Here's the results: With Hasso and Wakido Kote including JA delay: 60 mins - 902 90 mins - 1352 Without Hasso including JA delay: 60 mins - 783 90 mins - 1169 I don't quite understand the formula you posted, but it looks like Wakido Kote don't offer any JA haste? Byrth said: » .75*1169 = 1352*(.75-Hasso) 876.76 = 1014 - 1352*Hasso Hasso = 10.1% (~104/1024) Yeah, seems that way. Valefor.Mattyc
Offline
welp thats *** lame. what a waste of time and AF -.-
Did I miss if anyone said it was JA activation or full time?
If it's activation only, the piece is pretty awesome. If it's full time, I'd still get it in prep for the +1, but that's just me. Haven't gotten around to that yet. Will do it sometime today. I want to first try to confirm the Hasso enhancement is indeed accuracy, though.
Went and retested and I guess it's probably not accuracy. Used Wakido Kote & 1 Dark Ring for 20 DEX to equal Saotome Kote's 15 acc.
Saotome Kote +2 Retest: Code Damage Summary Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg WSkill Dmg Spell Dmg Other Dmg Absorbed Dmg Llewelyn 2534 100.00 % 2534 0 0 0 0 0 0 Total 2534 100.00 % 2534 0 0 0 0 0 0 Melee Damage Player Melee Dmg Abs'd.Dmg Net Dmg Melee % Hit/Miss M.HR % M.Acc % M.Low/Hi M+0.Avg M-0.Avg Llewelyn 2534 0 2534 100.00 % 1140/742 60.57 % 60.57 % 0/8 1.40 2.43 Melee Crit Damage Player #Crit C.Low/Hi C-0.Avg Crit% Llewelyn 325 1/16 4.30 28.51 % Melee Data Player # Melee Attacks # Melee Rounds Attacks/Round # Extra Attacks Llewelyn 1882 1132 1 750 Player # +1 Rounds # +2 Rounds # +3 Rounds # +4 Rounds # >+4 Rounds Llewelyn 750 0 0 0 0 Player # MultiAttack Rounds MultiAttack % Kills w/Min Attacks Kills w/<Min Attacks Llewelyn 750 66.25 % 0 0 Treat As: Multi-attacks per attack (2x/3x): Player # Double Attacks DA Rate Perc. DA # Triple Attacks TA Rate Perc. TA Llewelyn 750 66.25 % 100.00 % 0 0.00 % 0.00 % Multi-attacks per round (Kicks): Player Footwork? # Rounds w/Kicks Kick Attack Rate Llewelyn Yes 750 66.25 % Multi-attacks per attack (Zanshin): Player # Missed First Attacks # DA w/Missed First Possible Zanshin % Llewelyn 641 641 100.00 % Player Acc. Rate of First Attacks Acc. Rate of Second Attacks Llewelyn 43.37 % 85.34 % Wakido Kote Retest: Code Damage Summary Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg WSkill Dmg Spell Dmg Other Dmg Absorbed Dmg Llewelyn 2770 100.00 % 2770 0 0 0 0 0 0 Total 2770 100.00 % 2770 0 0 0 0 0 0 Melee Damage Player Melee Dmg Abs'd.Dmg Net Dmg Melee % Hit/Miss M.HR % M.Acc % M.Low/Hi M+0.Avg M-0.Avg Llewelyn 2770 0 2770 100.00 % 1299/865 60.03 % 60.03 % 0/8 1.28 2.28 Melee Crit Damage Player #Crit C.Low/Hi C-0.Avg Crit% Llewelyn 345 1/16 4.48 26.56 % Melee Data Player # Melee Attacks # Melee Rounds Attacks/Round # Extra Attacks Llewelyn 2164 1295 1 869 Player # +1 Rounds # +2 Rounds # +3 Rounds # +4 Rounds # >+4 Rounds Llewelyn 869 0 0 0 0 Player # MultiAttack Rounds MultiAttack % Kills w/Min Attacks Kills w/<Min Attacks Llewelyn 869 67.10 % 0 0 Treat As: Multi-attacks per attack (2x/3x): Player # Double Attacks DA Rate Perc. DA # Triple Attacks TA Rate Perc. TA Llewelyn 869 67.10 % 100.00 % 0 0.00 % 0.00 % Multi-attacks per round (Kicks): Player Footwork? # Rounds w/Kicks Kick Attack Rate Llewelyn Yes 869 67.10 % Multi-attacks per attack (Zanshin): Player # Missed First Attacks # DA w/Missed First Possible Zanshin % Llewelyn 724 724 100.00 % Player Acc. Rate of First Attacks Acc. Rate of Second Attacks Llewelyn 44.09 % 83.43 % I have no clue what it could be, then. <.< Use a riceball see what happens
I doubt the two are related, lol.
lol was jk maybe its just added text for the sake of text!
And no effect on Third Eye? There's not much else it could be besides maybe Evasion.
Probably some obscure ***, like how Mirage Shalwar enhanced magic critical hit rate through Assimilation
Worth attempting to ask on the official forums? Maybe we'll get lucky with a response. Anyone check jpwiki yet? I'm terrible at navigating it or I would.
nope. probably won't see anything there until they publish a new magazine article or something detailing the hidden stats; that's how we got things like what I mentioned above.
Siren.Hellscream
Offline
Leviathan.Nitenichi said: » Anyway the ejekamal boots fit in a set? Are 15A miki or augmented DA otronif feet better? ItemSet 314996 Not sure which situation you're using that in, but looks like its strong point would be in a SAM Roll/Capped ratio/Ionis set. It would be pretty much equal to this set (even took the liberty of adding Misuuchi to your set since it would be better in this example):
ItemSet 311465 Assuming DA2 on Otronif in both sets. Adding Oneiros Ring to my set or taking away Oneiros Ring from your set would obviously have my set start pulling ahead, but I prefer my HP merits. Do note that it's a very marginal difference, however, and a good alternative to people not wanting to spam +2 stones for DA2 augments. Maybe w.kote enhance hasso in one of these ways, incase someone bored and doesnt know what to test >.>
.Enhance eva. .Add counter effect .Ws dmg+ .Tp bonus+ .Multiple shadows if third eye is used with hasso .Attack+ or any stat+ during WS .Enhance zanhasso in some way acc+, attack+, stat+, tp+ .Lets you occ evade a tp move /shrug. .Enhance raacc or attack. .Give ranged attacks/WS some other kind of bonus Already tested some of those. I'm just hoping it's supposed to be JA Haste but it's borked.
Bismarck.Llewelyn said: » Already tested some of those. I'm just hoping it's supposed to be JA Haste but it's borked. It's not like SE never gives us garbage we don't need, but I'd be hoping that, too. You can't call it garbage till we know what it does lol.
It could add defense for all I care, if the bonus is activation only, I'll take it. Are Tenryu Hakama +1 useless now? Even for Namas? Not sure if 13 str 9 agi 20 r atk beats 3% WS dmg
Now useless for GK weapon skills, but still have some use for Namas Arrow. Seems they're still good for mid-level or weaker mobs while capped ratio. Going by the spreadsheet:
Tojil (Impacted) (RCB, Hasso, Boost-STR, 4 Minuets) - Capped cRatio: Otronif - 6412 Tenryu +1 - 6408 Wakido - 6348 Uncapped cRatio (~2.4): Otronif - 5162 Tenryu +1 - 5105 Wakido - 5176 Delve Fodder (RCB, Hasso, Boost-STR, 2 Minuets) - Capped cRatio: Otronif - 6361 Tenryu +1 - 6434 Wakido - 6310 Uncapped cRatio (~2.4): Otronif - 5172 Tenryu +1 - 5180 Wakido - 5202 Note that additional STR from buffs will push Tenryu +1 a bit closer to the other options. Compiled list of ideal max distances in Morimar + Foret for Namas SAM.
My current impression suggests that a Tsurumaru/Yoichi SAM can easily beat a Kogarasumaru SAM in some important high-level content. (Our LS kills 4-5 delve bosses per night so we have a lot of data with i119 Yoichi and Kogas) Because of this, I thought that it is important to make a compilation of important Mob+player distances to aid in maximum damage output for other Yoichi SAMs. I had first brought this up on this thread: http://www.bluegartr.com/threads/108713-Legion-info-and-strategies?p=5611484&viewfull=1#post5611484 And am following up and posting these values in order to aid in the use of this strategy in new content. All values are in yalms. There are sometimes minor variations +-.2 yalms, but these are pretty close. Foret: Jagil: 6.1 Urganite: 4.2 Cracklaw: 4.2* Krabakarpo: 5.9* Nervik (Orobon): 6.4 Shark: ~5.0* Morimar: Eft NM: 3.9 Raptor: 5.0 Matamata: - Turtle: 7.1* Peiste: 4.8 Tojil: ~5.0* Summary: Morimar Tojil: Namas Arrow for only 75%-50%. If buffs/debuffs are correct, the average Namas is 8-10k. There's a lot of pushback so sometimes it's not possible to get maximum distance. 5.0 works, but getting closer is ok. I don't recommend going further if you don't have a wall because it takes too long to get back into action. Turtle: Don't use Namas here. It doesn't work well. Matamata: Too much pushback, better to just use Fudo Eft: Prime target. I would recommend going back to Fudo if Berserk or Minuets get dispelled. Raptor: Beware and use at your own risk. Namas-> Namas skillchains can really ruin "someone else's" day. Peiste: Prime target. Foret: Shark: Use Namas Arrow from 100%->75%, 50%->0%. Do not use Namas from 75%->50%. Average should be ~5-6k. Krabkakarpo: I wouldn't recommend using Namas on this NM (Murasamemaru). It's probably ok for the first 25%, but otherwise, it doesn't really shine on this NM. Cracklaw: Is a mura NM if you go on SAM. I gave you the value anyway, but I wouldn't recommend it. Nervik: Prime Target. Jagil: Prime Target. Uragnite: Ok target. Conclusion: On these two delve bosses, when used correctly, Namas arrow is clearly the choice over G.kat options in some phases. They also match (or exceed) the performance of Kogarasumaru in real-time usage in other NMs. There are instances that I could imagine some sort of "mix and match" where you'd be able to utilize both Koga/Masa/Tsuru+Yoichi on Tojil, (Pull a 300% aftermath sometime after 50%?) but for something like the Shark, it's clear that the G.kat's will likely not exceed the usage of a Yoichi/Tsuru combo. Building an aftermath for only 25% doesn't seem practical. I will try to get the bee values later, but I'm always on RNG for that so didn't get to check. Bismarck.Keityan said: » I will try to get the bee values later, but I'm always on RNG for that so didn't get to check. i can do that if you want :D. stand at max melee distance and own the zone. sorry >.> Bismarck.Keityan said: » Conclusion: On these two delve bosses, when used correctly, Namas arrow is clearly the choice over G.kat options in some phases. They also match (or exceed) the performance of Kogarasumaru in real-time usage in other NMs. How does Koga + 5/5 Apex compare to Tsu+Namas? Assuming full delve buffs. 119 Yoichi Namas destroys Apex. The increased TP gain from Koga wouldn't make up for the damage loss from settling with a weaker WS. Stick to Tsuru/Amano + Namas.
If you're using Koga you should be getting higher WS numbers out of Fudo/Shoha over Apex anyway unless you're fighting something piercing-weak. I think he was implying for piercing weak phases? To not have to swap out koga and lose AM.
Phoenix.Dramatica said: » I think he was implying for piercing weak phases? To not have to swap out koga and lose AM. Probably, I would hope anyone who has access to iLVL Koga and Yoichi wouldn't use them together, but you never know... Oh. Meh, I didn't get that implication from the post at all.
|
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|