DNC TP Gear

Eorzea Time
 
 
 
言語: JP EN FR DE
日本語版のFFXIVPRO利用したい場合は、上記の"JP"を設定して、又はjp.ffxivpro.comを直接に利用してもいいです
users online
フォーラム » FFXI » Jobs » Dancer » DNC TP gear
DNC TP gear
First Page 2 3
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 19:40:34  
i've been dinking around with the gear that's currently out and i was trying to see how high i can jack store tp up without a major loss in attack speed.



fusetto: stp +13

if i calc'd this right a dnc/sam can get 7.6 tp per hit or 15.2 per attack round without double attack. which is 14 hits or 7 base attack rounds to 100 tp. thoughts? improvements?
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 20:07:04  
For the "thoughts" question. I'd sooner go for a DD build than worrying about most tp/hit. 99% of the time your limiting factor to cures will be your recast timer and not the amount of tp you're able to generate.
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:10:47  
its just a TP set, will have other ws sets and what not. the only things you'd lose from the typical melee set is dex kila and belenos' mantle
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 20:23:02  
Well that's a total loss of 23 attack on the mantle for a gain of 4 stp, and for example, goading to bullwhip would cap haste.

Just don't see the point in max tp/hit when that's usually not even the limiting factor in your curing ability.
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:25:38  
im not even looking at it for curing >.>;;
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 20:26:49  
Well, if DD'ing is your concern here, I don't see how goading would ever be better than Bullwhip when you're not capping haste.
Offline
Posts: 34
By reaperofsoul 2010-12-05 20:28:01  
could you drop the tathlum to goto charis and still keep the same 7hit?
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:29:15  
reaperofsoul said:
could you drop the tathlum to goto charis and still keep the same 7hit?
yes
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:30:15  
Sylph.Tigerwoods said:
Well, if DD'ing is your concern here, I don't see how goading would ever be better than Bullwhip when you're not capping haste.
in a standard party dnc caps delay without capping gear haste
Offline
Posts: 34
By reaperofsoul 2010-12-05 20:32:57  
id take off some of the dual wield+ then and cap haste in gear
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:35:38  
reaperofsoul said:
id take off some of the dual wield+ then and cap haste in gear
you lose 1 store tp with the combination of the neck and earring. switching to full haste actually hurts the tp gain in this case
Offline
Posts: 34
By reaperofsoul 2010-12-05 20:39:06  
hmmm... not a math person but i thought the haste would make up for the lost stp in atk speed, could be wrong though.
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 20:42:04  
Asura.Yunalaysca said:
Sylph.Tigerwoods said:
Well, if DD'ing is your concern here, I don't see how goading would ever be better than Bullwhip when you're not capping haste.

If you're at a point to where you're capping, could always remove charis and add bullwhip. at high % of haste' you'd get more from 2% haste than you would from 5% DW, so if you were capping w/ 5 dw you'd be capping w/ 2 haste, you'd keep the same x-hit and could put something better on your neck
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:42:06  
reaperofsoul said:
hmmm... not a math person but i thought the haste would make up for the lost stp in atk speed, could be wrong though.
same delay cap
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:44:29  
Sylph.Tigerwoods said:
Asura.Yunalaysca said:
Sylph.Tigerwoods said:
Well, if DD'ing is your concern here, I don't see how goading would ever be better than Bullwhip when you're not capping haste.

If you're at a point to where you're capping, could always remove charis and add bullwhip. at high % of haste' you'd get more from 2% haste than you would from 5% DW, so if you were capping w/ 5 dw you'd be capping w/ 2 haste, you'd keep the same x-hit and could put something better on your neck
5 dw is still better than 2 haste even with haste buffs, 2haste you are shy a percent or so from capping and you are also hurting yourself for no obvious need to do so. additionally to get that lost store tp back you have to drop both the earring and necklace.
Offline
Posts: 34
By reaperofsoul 2010-12-05 20:47:13  
yea just woke up ignore me
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 20:48:36  
Asura.Yunalaysca said:
Sylph.Tigerwoods said:
Asura.Yunalaysca said:
Sylph.Tigerwoods said:
Well, if DD'ing is your concern here, I don't see how goading would ever be better than Bullwhip when you're not capping haste.

If you're at a point to where you're capping, could always remove charis and add bullwhip. at high % of haste' you'd get more from 2% haste than you would from 5% DW, so if you were capping w/ 5 dw you'd be capping w/ 2 haste, you'd keep the same x-hit and could put something better on your neck
5 dw is still better than 2 haste even with haste buffs, 2haste you are shy a percent or so from capping and you are also hurting yourself for no obvious need to do so. additionally to get that lost store tp back you have to drop both the earring and necklace.
If you're capping delay either way, you'd be better off doing so w/ the 2 extra haste on the belt and putting a beneficial DD stat in the neck, which should be the case here. Not sure how that'd be hurting you.
[+]
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 20:49:32  
As for the get back lost store tp comment. Your xhit is the same. Both builds (bullwhip + no charis), (Goading + charis), takes the same number of hits to 100 tp, so don't see the argument there, either.
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 20:53:53  
Sylph.Tigerwoods said:
As for the get back lost store tp comment. Your xhit is the same. Both builds (bullwhip + no charis), (Goading + charis), takes the same number of hits to 100 tp, so don't see the argument there, either.
dual wield is calculated before haste, the delay calculated with dual wield puts you at certain tp gain cap. my point was in order to make a difference with the dual wield items is that you had to lose both. 5 store tp is nothing to laugh at and no change in the neck will make up for the loss that bullwhip has in comparison to goading. if you can point out a better set then ok, but bullwhip is not what it's made out to be especially for dnc. the only thing that comes to mind with capping delay again is with terciel necklace and the result is inferior to charis/goading.
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 20:59:30  
Assuming you cap haste in gear, 25%, and have dual marches + samba + haste,
190 + 186 = 376, your cap for delay is 75.2

Your build + bullwhip = 25% haste in gear, 21.875 from marches, 15 from haste, 10 from samba = 71.875% haste

376 x .28125 = 105.75 delay

Adding DW w/o charis or suppa, 30% DW 4

105.75 x .7 = 74.025

You reach cap w/o using suppa or charis

Goading suppa charis = 7.6 tp/hit

bullwhip + dd neck + dd ear = 7.5 tp/hit

same number of hits to 100 tp and you deal more damage in the process.

and yes for TP purposes, DW is calculated first, but for speed purposes, (delay cap) it doesn't matter which you use first.

For dealing damage, I don't see how taking a neck slot, and ear slot, replacing them with something that actually contributes to your damage, and losing .1tp/hit, which has 0 effect on your number of attack rounds to 100 TP is not worth it, hence I don't see the goading > bullwhip argument standing here.

Edit: Taking off white tathlum even with bullwhip still keeps you at 7.4 tp/hit and that's still the same x-hit as 7.5 and 7.6, taking off the back and replacing w/ the stp 2 back is 7.2 tp/hit, which is STILL 14 hits to 100 tp.

What's the point in having going from 7.2 to 7.6 tp/hit when it has no effect on your number of hits to 100 tp?
[+]
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 21:10:11  
can you point out suitable replacements for ear and neck please?

Quote:

What's the point in having going from 7.2 to 7.6 tp/hit when it has no effect on your number of hits to 100 tp?

it does actually, which is why i was trying to find a few more tp to make it a shorter X hit
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 21:10:59  
Basically, my suggested build here is

bullwhip, agasaya's collar, Belenos' Mantle, Aesir Ear Pendant, rest the same.

Keep 7.2tp/hit same exact x-hit as your build.

Go from -15 attack

to

+23(To go from -15 to +8 is +23 attack), +8, +7 = 38 attack.

I don't see how tp that does nothing for you is going to produce more damage than 38 attack
 Bahamut.Aeronis
Offline
サーバ: Bahamut
Game: FFXI
user: Aeronis
Posts: 1838
By Bahamut.Aeronis 2010-12-05 21:11:11  
Agasaya and Aesir
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 21:15:39  
Sylph.Tigerwoods said:
Basically, my suggested build here is

bullwhip, agasaya's collar, Belenos' Mantle, Aesir Ear Pendant, rest the same.

Keep 7.2tp/hit same exact x-hit as your build.

Go from -15 attack

to

+23(To go from -15 to +8 is +23 attack), +8, +7 = 38 attack.

I don't see how tp that does nothing for you is going to produce more damage than 38 attack
idealy i was looking for another 1 or 2 store tp, because that build is just shy of 13 hits, and i'd like to make it a 12 hit build if the update plays nicely
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 21:15:55  
on a side note, lol, this dnc here w/ Twashtar (85) is offhanding Auric
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 21:16:48  
Asura.Yunalaysca said:
Sylph.Tigerwoods said:
Basically, my suggested build here is

bullwhip, agasaya's collar, Belenos' Mantle, Aesir Ear Pendant, rest the same.

Keep 7.2tp/hit same exact x-hit as your build.

Go from -15 attack

to

+23(To go from -15 to +8 is +23 attack), +8, +7 = 38 attack.

I don't see how tp that does nothing for you is going to produce more damage than 38 attack
idealy i was looking for another 1 or 2 store tp, because that build is just shy of 13 hits, and i'd like to make it a 12 hit build if the update plays nicely
Even then, going from 14 to 13 hits, especially if you're using saber dance, isn't going to beat 38 attack during tp phase for total damage.
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 21:20:03  
Sylph.Tigerwoods said:
Asura.Yunalaysca said:
Sylph.Tigerwoods said:
Basically, my suggested build here is

bullwhip, agasaya's collar, Belenos' Mantle, Aesir Ear Pendant, rest the same.

Keep 7.2tp/hit same exact x-hit as your build.

Go from -15 attack

to

+23(To go from -15 to +8 is +23 attack), +8, +7 = 38 attack.

I don't see how tp that does nothing for you is going to produce more damage than 38 attack
idealy i was looking for another 1 or 2 store tp, because that build is just shy of 13 hits, and i'd like to make it a 12 hit build if the update plays nicely
Even then, going from 14 to 13 hits, especially if you're using saber dance, isn't going to beat 38 attack during tp phase for total damage.
perhaps, generally in abyssea 38 attack would maybe add like 5 dmg per hit, number out of my *** yes, but with crits dmg gained from attack is pretty lack luster.
 Sylph.Tigerwoods
Offline
サーバ: Sylph
Game: FFXI
user: Vegetto
Posts: 15064
By Sylph.Tigerwoods 2010-12-05 21:21:17  
So is going from 14 to 13 hits, when you're DA'ing out the *** or even when u can take a hit and still take the same total number of attack rounds to 100 tp. Way many variables and you won't get near the increase as you would on paper for 14 to 13 hits.

DW/h2h jobs get STP increases hella devalued.
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 21:21:23  
Sylph.Tigerwoods said:
on a side note, lol, this dnc here w/ Twashtar (85) is offhanding Auric
that is pretty funny actually
 Asura.Yunalaysca
Offline
サーバ: Asura
Game: FFXI
Posts: 1292
By Asura.Yunalaysca 2010-12-05 21:22:10  
Sylph.Tigerwoods said:
So is going from 14 to 13 hits, when you're DA'ing out the *** or even when u can take a hit and still take the same total number of attack rounds to 100 tp. Way many variables and you won't get near the increase as you would on paper for 14 to 13 hits.

DW/h2h jobs get STP increases hella devalued.
i know, just saying ultimately 12 hit build is what im going for
First Page 2 3