Did you make those or did you grab screenshots in-game?
I don't get the critical hit rate +1 on head.
Climactic flourish makes first hit of each attack round 100% crit. What use is making that 100 into a 101%?
The Last Dance II: The Show Must Go On |
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The Last Dance II: The Show Must Go On
Did you make those or did you grab screenshots in-game?
I don't get the critical hit rate +1 on head. Climactic flourish makes first hit of each attack round 100% crit. What use is making that 100 into a 101%? Screenshots. I wish. SE just made fun of my Chloris pop by making POL explode right after popping Chloris. And now I have to move my sorry *** into my office...
As for the Tiara, it's likely a misnomer: The "old" Tiara granted 1 additional critical hit when you popped CF with the Tiara equipped. I'd think it behaves the same here. So it's "Critical Hit number +1" instead of what you see on there. Yeah basically one additional attack round of granted 100% crit on first hit.
I'll be looking for input from you and other math guys for WS options. I think the choice is easy for mythic DNC but for the rest of us, which WS is going to be worth using from now on? I guess Rudra only when stacked with climactic, or at 2000+ TP? (even unstacked) or for SC purposes of course. In all other situations Evis/Pyrrhic? Gut feeling, no real maffs behind it: Pyrrhic Kleos > Evisceration at 1000 TP. If you somehow end up with a lot of TP, Rudra's Storm. I can't tell you the "from here on, use Rudra's Storm" point right now, unfortunately.
Only SC purpose for Rudra's Storm would be double Darkness. Pyrrhic Kleos and Evisceration cover (low TP) single Darkness well enough. Better even, most of the time. It also opens up things like Reverse Flourish into your own double Darkness. Or just leaving that single Darkness for someone else to drop a (preferably) stacked Rudra's. Courtesy of BG:
Maculele Tiara +1 DEF:101 HP+41 STR+18 DEX+28 VIT+17 AGI+26 INT+16 MND+16 CHR+16 Accuracy+23 Attack+23 Evasion+49 Magic Evasion+59 "Magic Def. Bonus"+3 Haste+8% "Store TP"+8 Climactic Flourish: Critical hit rate +1 Critical hit damage +25% Set: Augments "Samba" Macu. Casaque +1 DEF:134 HP+63 STR+25 DEX+38 VIT+24 AGI+28 INT+21 MND+21 CHR+27 Evasion+55 Magic Evasion+69 "Magic Def. Bonus"+6 Haste+4% "Subtle Blow"+12 "Dual Wield"+11 Striking Flourish: "Double Attack" critical hit rate +60% Set: Augments "Samba" Macu. Bangles +1 DEF:91 HP+27 STR+13 DEX+39 VIT+30 AGI+13 INT+13 MND+31 CHR+18 Accuracy+26 Evasion+36 Magic Evasion+43 "Magic Def. Bonus"+2 Haste+5% "Skillchain Bonus"+11 "Reverse Flourish"+12 Set: Augments "Samba" Maculele Tights +1 DEF:114 HP+50 STR+29 VIT+16 AGI+20 INT+30 MND+17 CHR+11 Evasion+73 Magic Evasion+75 "Magic Def. Bonus"+5 Dagger skill +28 Haste+6% "Critical Parry"+20 Set: Augments "Samba" Macu. Toeshoes +1 DEF:72 HP+15 STR+12 DEX+27 VIT+12 AGI+39 MND+12 CHR+33 Evasion+80 Magic Evasion+75 "Magic Def. Bonus"+5 Haste+5% "Store TP"+10 "Feather Step"+4 Set: Augments "Samba" Nice to see there's Haste on that body piece finally. Hehe. And I can't believe they threw dnc's empyrean upgrade, Chloris Buds... Oh well... /cheers to farming
Feather Step +4 looks good.
Reverse Flourish +12 scares me, because the current "Reverse Flourish+" is much less potent and works on a different term than Charis Bangles +2. The enhancements to unique stats are kind of the minimum they possibly could have done, but I'll take it. Damn, I was doing inventory control and tossed 3 Chloris buds out 2 weeks ago.
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It seems like a really strong evasion set, if that rustles you jimmies.
ScaevolaBahamut said: » It seems like a really strong evasion set, if that rustles you jimmies. Taeon is still the king of evasion, I think.
That head will not compensate fully for the Rudra's Nerf, but it is at least a 15% increase in damage over the +2 head. Body is not good enough to make Striking worthwhile, unless it stacks with base critical hit rate (unlike the +2). Otherwise I like the piece for TP without Haste II. Dread Jupon seems superior for WS. I would have to check whether it has a place in a Haste II set Hands will either be worse than the +2 for Reverse or not, but they might be our best sC closing hands either way. Legs are a solid evasion TP piece even compared to Taeon, but the latter wins in essentially every other situation with good augments. Feet are great for feather step. Presto Feather Step will start at -6% with them. They may be better than Taeon for TP, which would be relevant if you do not have Closed Position merits or are not tanking. I am honestly considering dropping my CP merits and picking something else just for fun. Valefor.Sapphire
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favorite thing of the update so far is new lockstyle 'cause my offhander is now a glowy Asteria dagger
Ofuk, I can have shiny daggers! Asteria + Coruscanti!
I can confirm that SE did not stealth nerf Reverse Flourish with the Empy +2 -> Empy 109 change, but something weird is going on.
I have 5/5 Reverse Flourish Effect Merits, and 10/10 Flourish II Effect Job Point thing, along with a Reverse Flourish +30 Toetapper, and here's what I'm seeing: 1 Finishing Move: 311 TP 2 Finishing Moves: 504 TP 3 Finishing Moves: 729 TP 4 Finishing Moves: 986 TP 5 Finishing Moves: 1275 TP With +10 Reverse Flourish, I'd expect to see 1 Finishing Move: 310 TP 2 Finishing Moves: 480 TP 3 Finishing Moves: 660 TP 4 Finishing Moves: 850 TP 5 Finishing Moves: 1050 TP So it looks like the formula for the Empy 109 hands is: (95 + Reverse Flourish Effect) * Finishing Moves + 16 * Finishing Moves^2 + 30*Reverse Flourish Merits. That would yield: 1 Finishing Move: 311 TP 2 Finishing Moves: 504 TP 3 Finishing Moves: 729 TP 4 Finishing Moves: 986 TP 5 Finishing Moves: 1275 TP Which matches the observed values. [edit]: So, as far as I can tell, the "Reverse Flourish +10" on the Empy 109 hands is increasing the Empy 109 Hand's Squared Term Modifier Bonus from 10 to 11. So "Reverse Flourish +10" == +10% to the Squared Term Modifier Bonus on the hands. So with the hands going from Reverse Flourish +10 to +12 at 119, this is what I expect to see:
1 Finishing Move: 311.8 TP (311 assuming they floor it) 2 Finishing Moves: 507.2 TP (507 floored) 3 Finishing Moves: 736.2 TP (736) 4 Finishing Moves: 998.8 TP (998) 5 Finishing Moves: 1295 TP So Empy +2 to Empy 109 hands is only a gain of 45 TP at 5 Finishing Moves. Which is a disappointment. But at least it still keeps the Squared Term Modifier Bonus. Okay, cool. So the +2 hands should give:
1 - 312 TP 2 - 508 TP 3 - 738 TP 4 - 1002 TP 5 - 1300 TP Bismarck.Zenim said: » ScaevolaBahamut said: » It seems like a really strong evasion set, if that rustles you jimmies. which means all my hard work means nothing, every random th+ thf mule will have more evasion lol /salty No offense, but by now you should have known that any of the "gamble on augments with stones" stuff was prone to that. Bismarck.Zenim said: » Asura.Ivlilla said: » Bismarck.Zenim said: » ScaevolaBahamut said: » It seems like a really strong evasion set, if that rustles you jimmies. which means all my hard work means nothing, every random th+ thf mule will have more evasion lol /salty No offense, but by now you should have known that any of the "gamble on augments with stones" stuff was prone to that. Imagine if you had gotten mab+30 augment on your hagondes legs and then gear came out with mab+60 on legs a month later. (it would never happen and 2 years later even today it still hasn't happened, but that's what just happened in the evasion world) Honestly, the possibility of stuff like that, combined with the cost of the augment stones is why I don't have a MACC/ACC set up of Taeon for Violent Flourish. As it is I have +151 ACC and +92 MACC in my Violent Flourish set, and there's not a whole lot of gear to replace it that's better that wouldn't cost 10s of millions of gil in gambling to get, and I decided long ago that 1% increases in performance are not worth 10s of millions of gil. edit: math is hard. Did I mention math is hard? Not to mention I'm up to 81 pieces of gear for DNC. There is some overlap in that with other jobs, but in addition to cost, I don't feel like losing 5 slots for 1% gain.
Now, a full set of +%WS damage, on the other hand, I'd go get a wife and have a kid just to have a firstborn to sell for that. Well, I've got two pieces of the 109 now, gonna go see if they changed the set bonus. Third piece will be ready soon, so more testing still.
Getting roughly a 1.25% activation rate with two pieces, it's hard to be more precise without some way to log the data and do a proper statistical analysis.
Roughly 4% activation rate with 3 pieces. I'm assuming my test with 2 pieces was being too conservative, but even assuming it was really 1.5% with 2 pieces, 2->3 pieces would be a 2.5% increase.
So magic bursts deal double the damage they use to? magic bursting ninjutsu as dnc/nin may be an interesting option for soloing now. At the very least it would give us something other than utsusemi lol. Plan on reactivating tomorrow, will probably play around with this a little. Magic bursting lunge is also a stronger option now when dnc/run.
[edit] I'm an idiot and can't remember how my own JAs work.
err... no you aren't.
Here is how Climactic Flourish works: https://www.bg-wiki.com/bg/Climactic_Flourish Lakshmi.Byrth said: » err... no you aren't. Here is how Climactic Flourish works: https://www.bg-wiki.com/bg/Climactic_Flourish Yeah, sorry. It's been years since I've TPed in the tiara I forgot about the CHA bonus. I have been wondering. I have seen dnc on fastcast gear, does fastcast work on waltzes.
Waltzes... Aren't spells.
So no. |
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