|
Kogarasumaru
Ragnarok.Fasaga
サーバ: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Fasaga 2012-10-14 05:20:08
Just decided to start this about a week ago, at about 2500/30000 so far and was just wondering if anyone can give me 100% conformation that the AM is 40% DA AND 20% TA, also was wondering if these aftermath numbers actually did proc on WS's as "Stiel" claims on the page.
サーバ: Ragnarok
Game: FFXI
Posts: 853
By Ragnarok.Erikthecleric 2012-10-14 05:28:52
AM3 procs on WS, I believe once max per WS, and only on first 2 hits like DA/TA/QA(iirc). Unsure about DA/TA rate, but I want to say its a 40/40/20 split though.
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6137
By Lakshmi.Byrth 2012-10-14 07:31:51
Yeah, the things you've said are correct for level 95+ Koga. It also gets Rana damage +30%, not that it really matters.
Cerberus.Kvazz
サーバ: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2012-10-14 07:47:23
How does Rana with +30% dmg compare to Shoha anyways?
It always was a fairly good ws if properly buffed\geared
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6137
By Lakshmi.Byrth 2012-10-14 08:16:26
Its crappy STR mod and lack of an attack bonus kind of hurts it for practical use, but:
Koga/Rose/_____/Thew
Mekira +1/Gorget/Brutal/Vulcan's(TP Bonus for Shoha)
Phorcys/Phorcys/Pyrosoul/Pyrosoul
AF3/Belt/Tenryu +1/AF3+2
104+7+80 STR for Rana (+76 for Shoha)
17% DA
+10% WS damage (to first hit)
+.2/.3 fTP
Rana:
1.2*1.1+2+.834+.17 = 4.324 fTP base (when day doesn't match)
4.324*1.3 = 5.62 effective fTP after the 30% bonus
191*.35*.85 = 56 base damage added from mods
(128+22+56)*5.62 = 1157 "damage"
Shoha:
1.76875*1.1+1+.834+.17 = 3.95 fTP base (when day doesn't match)
191*.85 = 162 base damage added from mods
(128+22+56)*3.95 = 1232 "damage"
So even under the most favorable conditions for Rana (attack capped, acc capped, fSTR capped, not day), Shoha is still a little better (~5%). If you can't maintain AM3, Rana is probably better than Shoha with Kogarasa. If you can't maintain AM3 though, Koga isn't a very good GKT.
By macsdf1 2012-10-14 12:32:04
Code
Player WSkill Dmg Abs'd.Dmg Net Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
Macross 565287 0 565287 63.67 % 268/3 98.89 % 100/5875 2109.28
- Leg Sweep 4399 0 4399 0.78 % 20/0 100.00 % 100/729 219.95
- Namas Arrow 23171 0 23171 4.10 % 13/1 92.86 % 1619/1979 1782.38
- Tachi: Goten 1539 0 1539 0.27 % 1/0 100.00 % 1539/1539 1539.00
- Tachi: Hobaku 30780 0 30780 5.45 % 36/1 97.30 % 361/1464 855.00
- Tachi: Rana 83880 0 83880 14.84 % 37/0 100.00 % 1241/4660 2267.03
- Tachi: Shoha 421518 0 421518 74.57 % 161/1 99.38 % 690/5875 2618.12
Tried out my 99 today in dynamis, off the DC stuff. Rana did pretty well, almost all were done without AM3 active.
I did alot of shoha without AM3 as well so dunno how much more it could have been doing. Prob 1/2 the run was without AM3. Will try again tomorrow with full or near full AM3 and see how it goes.
Food was just bison steak which wore off about 1/2 way too hehe.
Tried to use quint spear and proc during WS times, but namas arrow was doing pretty crappy dmg so I switched to gkt.
Shoha's over 4k dmg
4064: 1
4157: 1
4168: 1
4174: 1
4191: 1
4366: 1
4376: 1
4494: 1
4545: 1
4621: 1
4647: 1
4851: 1
4967: 1
5146: 1
5875: 1
were about 20 1 hit shoha (killshots) as well that skew the parse, around 1200-1500 dmg.
Ragnarok.Martel
サーバ: Ragnarok
Game: FFXI
Posts: 2900
By Ragnarok.Martel 2012-10-14 15:50:30
Mythic AM3 procs on the WS that triggers it. It works kinda like those TP<100% latents that also work on ws. Trigger WS, TP drains to 0, AM3 goes active, WS hits mob with AM3 up.
So unless you were doing 100%~299% TP Rana's, then some(if not all/most) of those Rana were with AM3 up.
Bismarck.Rorien
サーバ: Bismarck
Game: FFXI
Posts: 37
By Bismarck.Rorien 2012-10-14 15:59:30
lol his new shout is anyone selling anything cheap? i'm po....lol. cracks me up
By macsdf1 2012-10-15 03:43:02
Mythic AM3 procs on the WS that triggers it. It works kinda like those TP<100% latents that also work on ws. Trigger WS, TP drains to 0, AM3 goes active, WS hits mob with AM3 up.
So unless you were doing 100%~299% TP Rana's, then some(if not all/most) of those Rana were with AM3 up.
Ah had no idea it procs on the 300 trigger hehe. Too bad tp just gives ACC for rana.
Here's a parse with almost fulltime AM3 on. Got 325 bronze 176 bynes this run, 183 kills 3boxin.
Code
Weaponskill Damage
Player WSkill Dmg Abs'd.Dmg Net Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
Macross 634787 0 634787 60.44 % 266/1 99.63 % 407/5800 2386.42
- Tachi: Hobaku 51948 0 51948 8.18 % 56/1 98.25 % 407/1901 927.64
- Tachi: Rana 78466 0 78466 12.36 % 33/0 100.00 % 760/4604 2377.76
- Tachi: Shoha 504373 0 504373 79.46 % 177/0 100.00 % 844/5800 2849.56
Necro Bump Detected!
[296 days between previous and next post]
Shiva.Tedril
サーバ: Shiva
Game: FFXI
Posts: 509
By Shiva.Tedril 2013-08-07 08:55:34
ItemSet 310344
Was curious what would be a today set for koga. And came up with this I shied away from as much double attack as possible and put as much ta/qa as possible. While remaining 5hit with capped haste and decent accuracy however I think the accuracy might lack for delve I'm not sure i havnt ran the numbers.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-08-07 09:10:22
The most confusing part about that set is that it uses Whirlpool Greaves but not Tsurumaru.
Shiva.Tedril
サーバ: Shiva
Game: FFXI
Posts: 509
By Shiva.Tedril 2013-08-07 09:14:17
The most confusing part about that set is that it uses Whirlpool Greaves but not Tsurumaru. The point was for it to be koga, the set was built for it. Tsurumaru may be the best now but was just looking at how it would be with current gear for if the rem update ever happens and it is decent again.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-08-07 10:05:55
I was mostly kidding! But!!
I suppose I can understand the purpose of the thought experiment, but by then equipment and (if I'm correct about a few things, and my predictions thus far have been true about how game mechanic changes introduced in SoA would alter player behavior) dominant gearing paradigms will look a lot different.
[+]
Asura.Gabba
サーバ: Asura
Game: FFXI
Posts: 86
By Asura.Gabba 2013-08-07 10:06:31
The most confusing part about that set is that it uses Whirlpool Greaves but not Tsurumaru. The point was for it to be koga, the set was built for it. Tsurumaru may be the best now but was just looking at how it would be with current gear for if the rem update ever happens and it is decent again.
Update all you gear w/ plams gear... if you havent notices iLVL > all (and more than most of them already have better stats wise than any other piece of gear)
Shiva.Tedril
サーバ: Shiva
Game: FFXI
Posts: 509
By Shiva.Tedril 2013-08-07 10:10:33
The most confusing part about that set is that it uses Whirlpool Greaves but not Tsurumaru. The point was for it to be koga, the set was built for it. Tsurumaru may be the best now but was just looking at how it would be with current gear for if the rem update ever happens and it is decent again.
Update all you gear w/ plams gear... if you havent notices iLVL > all (and more than most of them already have better stats wise than any other piece of gear) Well Portia and phorcys are the only ones that Arnt though? And there really isn't a good replacement that I know of.
Bismarck.Keityan
サーバ: Bismarck
Game: FFXI
Posts: 323
By Bismarck.Keityan 2013-08-07 11:44:26
I shied away from as much double attack as possible and put as much ta/qa as possible.
Double attack is not necessarily a bad thing under an analysis that Raist and I have done, we determined that adding double attack never decreases the amount of attacks that Koga does so simply trying to avoid DA isn't a good approach.
Code attack rounds start 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
Gear DA 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9
resulting DA attacks 0 100 200 300 400 500 600 700 800 900
rounds left 1000 900 800 700 600 500 400 300 200 100
AM3 TA 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2
resulting TA procs 200 180 160 140 120 100 80 60 40 20
extra attacks from TA 400 360 320 280 240 200 160 120 80 40
rounds left 800 720 640 560 480 400 320 240 160 80
AM3 DA 0.4 0.4 0.4 0.4 0.4 0.4 0.4 0.4 0.4 0.4
resulting DA procs 320 288 256 224 192 160 128 96 64 32
Total extra attacks 720 748 776 804 832 860 888 916 944 972
Moot for now, I'm sure lots of gear changes will occur before these weapons become viable again.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-08-07 12:20:59
Lol, since the average number of attacks per round for koga is known (1.8) it's very trivial to say that adfing double attack (adding two hit rounds) cannot mathematically reduce your hits/round. Given a finite set of positive real numbers, the average cannot be less than the smallest member of the set and cannot be greater than the largest.
Bismarck.Keityan
サーバ: Bismarck
Game: FFXI
Posts: 323
By Bismarck.Keityan 2013-08-07 12:29:51
Nonetheless, the notion of eliminating DA from koga gear sets (as apparent by Claymore Grip and the comment to shield away from DA) still exists. :(
Shiva.Tedril
サーバ: Shiva
Game: FFXI
Posts: 509
By Shiva.Tedril 2013-08-07 12:31:58
Lol, since the average number of attacks per round for koga is known (1.8) it's very trivial to say that adfing double attack (adding two hit rounds) cannot mathematically reduce your hits/round. Given a finite set of positive real numbers, the average cannot be less than the smallest member of the set and cannot be greater than the largest. Makes sense, I was just going off the principle that increasing triple attack would be your best bet. I will continue to update pieces in the meantime. What would a good body be?
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-08-07 12:35:21
Lol, since the average number of attacks per round for koga is known (1.8) it's very trivial to say that adfing double attack (adding two hit rounds) cannot mathematically reduce your hits/round. Given a finite set of positive real numbers, the average cannot be less than the smallest member of the set and cannot be greater than the largest.
You could argue that it devalues AM3, though, as you increase your average attacks per round you decrease the amount that AM3 adds, but it's still more DPS either way.
It seems really odd to feature a set with a haste body just to use windbuffet belt. The legs are also generally costing you haste because of the hasso enhancement on AF3+2.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-08-07 12:35:53
Nonetheless, the notion of eliminating DA from koga gear sets (as apparent by Claymore Grip listed above) still exists. :(
That's because people who play this game have developed, over the years, the ability to average 1.8 and 2 and get a number less than 1.8
It's an impressive feat, really!
8(
Shiva.Tedril
サーバ: Shiva
Game: FFXI
Posts: 509
By Shiva.Tedril 2013-08-07 12:57:26
Nonetheless, the notion of eliminating DA from koga gear sets (as apparent by Claymore Grip listed above) still exists. :(
That's because people who play this game have developed, over the years, the ability to average 1.8 and 2 and get a number less than 1.8
It's an impressive feat, really!
8( I simply went with general consensus. However I the avg went up above 2 then it would begin to bring it down. I would assume the 1.8 avg for the weapon is before job traits and gear so that would be possible lol but thank you for the clarification. I mean I got the idea of "stay away from double attack" from a liberator thread.
Just decided to start this about a week ago, at about 2500/30000 so far and was just wondering if anyone can give me 100% conformation that the AM is 40% DA AND 20% TA, also was wondering if these aftermath numbers actually did proc on WS's as "Stiel" claims on the page.
|
|