The Last Dance II: The Show Must Go On

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The Last Dance II: The Show Must Go On
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 Leviathan.Katriina
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By Leviathan.Katriina 2019-02-12 17:17:37  
Asura.Sechs said: »
Given all I've just said the only thing that remains in favour of Twashtar OH for Terps MH is the lower delay?
Can a slightly lower delay alone contribute to over 168 melee DPS? Seems a lot :x

211 vs 176 delay.. of course it does!
And its only 3% ahead of Sari, for the reasons mentioned before.
But from a pure PK at 1K perspective, Sari is ahead!
I ruled out the drop in skill btw, because in capped situations it wouldn't matter.

Asura.Sechs said: »
Speaking of which... Katriina the last version present in the spreadsheet node has the may 2018 as latest version. Might want to update that node, or you can ask me/chiaia if you cannot.

I believe its the same one on google drive? haven't touched it since the AM3 fix, and Terp across hits update.
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By SimonSes 2019-02-12 22:39:51  
Asura.Cambion said: »
All without success.
If I use Divine Waltz 2, and don't have the TP or the cooldown to do it, I want to downgrade to Divine Waltz.

2 days ago I switched to Selindrile Gearwap.
Now I don't know if this is the problem for only his gs or Motente's too, but this:

if spell_recasts[262] < 1

checks as positive even when Divine Waltz II is on cooldown.
 Asura.Lunafreya
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By Asura.Lunafreya 2019-02-13 07:54:15  
Would like to discuss PK and maybe someone can explain the damage calculation(s) because I am terrible at that sort of thing. Also, apologies if this specific thing has been discussed before.


I replaced my adhemar hands +1 (str/dex/atk path) with bangles +3 last night and was surprised to see that it felt like my average PK damage was lower than before. This was on normal enemies during Omen card farming.

Now this could be normal variance and I didn't log any damage and calculate an actual average so I could be totally off base here. But it made me look at the two pieces side by side and I kind of don't understand why you would use the bangles over adhemar in the first place.


Bangles:
21 STR
45 DEX
48 Accuracy
35 Attack
10 WSD

Adhemar +1:
27 STR
56 DEX
32 Accuracy
20 Attack
4 Triple Attack


You gain 10 WSD, 16 accuracy, and 15 attack but lose 6 STR, 11 DEX, and 4 Triple Attack. Why are the Af hands considered better for PK? Is it as simple as the 10 WSD does more for the first hit of the WS than the extra STR/DEX/TA does for all hits on average?


And if the WSD is that much of a difference, why wouldn't we use Horos Legs +3 over Samnuha? >.>;
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By Nariont 2019-02-13 08:07:00  
Its dex/str/multi attack for pk luna, wsd is very poor on pk since its a 5~ hit, maybe you were thinking wsd applied to all hits?
 Leviathan.Katriina
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By Leviathan.Katriina 2019-02-13 08:10:50  
This was discussed before, not sure how close it can be now, no one did a peer review.[Page 43]

SimonSes said: »
Why every set I see for Pyrrhic uses AF+3 gloves? 10% WSD only works for first hit, so it shouldn't be that strong for 5-8 hits WS. So just for overall high acc(especially with Regal ring)/att/str/dex?

Wouldn't Adhemar +1 win? Assuming path B it's +11DEX, +6STR, -10.5(25.5acc with Regal ring), -12att, +4% TA, -10%WSD. Isn't Adhemar a clear winner when acc/att isn't a problem?

EDIT: Adhemar gloves also has +7sTP. sTP isn't that valuable for WSs, but it's also an additional small advantage on 5-8 hits WS.


Leviathan.Katriina said: »
SimonSes said: »
Why every set I see for Pyrrhic uses AF+3 gloves?

I’m sure that there are others who can answer this way better than me but I tried to do some rough calculations to see your proposal:

Pyrrhic Kleos is a 4 hit with fTP of 1.75
1.75x4=7 [Before multi-hits]

Add belt/neck:
1.95x4=7.8

Factoring Multihits:
BiS PK has [ 29DA 10 TA ]
100x0.1=10
10x2=20+100=120
100-10=90
90x0.29=26.1+120=146.1 attacks
1.461 AVG attacks of a 46.1% chance of getting a proc of multihit attack with 1.95 fTP
For the sake of making this easy I will add a constant of (1.95x46.1%) to the overall fTP(0.9)
Will also exclude offhand (too minuscule to even worry about it)...

Total fTP= 7.8+0.9=8.7 with BiS

Now let’s see if you increase TA by 4 using Adhemar Hands HQ
[29 DA 14TA]
100x0.14=14
14x2=28+100=128
100-14=86
86x0.29=24.9+128=152.9 attacks

1.529AVG attacks of a 52.9% chance of getting a proc of multihit attack with 1.95 fTP
For the sake of making this easy I will add a constant of (1.95x52.9%) to the overall fTP(1.03)

Total fTP= 7.8+1.03=8.8 with Adhemar Hands
8.8-8.7=0.1 increase in fTP

By swapping to Adhemar you lose 10% wsd from AF3 Hands in exchange for 0.1 in total fTP which is not recommended imo [I could be missing something here and a better explanation can be done by others]

Cross referenced it to Spreadsheet [post update]:
PK With AF+3 Hands= 19677 and DPS=5148.171
PK With Adhemar +1= 19941 and DPS=5206.947

Adhemar +1 leads by 2% in capped situations.[Adhemar +1 is Path B]
If you only have Path A then its going to lead by 0.03%
[+]
 Asura.Lunafreya
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By Asura.Lunafreya 2019-02-13 08:15:15  
Nariont said: »
Its dex/str/multi attack for pk luna, wsd is very poor on pk since its a 5~ hit, maybe you were thinking wsd applied to all hits?

Yea this is exactly why I was thinking Adhe > Maxixi! But almost every set you see recommends the maxixi hands >.>;

Leviathan.Katriina said: »
This was discussed before, not sure how close it can be now, no one did a peer review.[Page 43]

SimonSes said: »
Why every set I see for Pyrrhic uses AF+3 gloves? 10% WSD only works for first hit, so it shouldn't be that strong for 5-8 hits WS. So just for overall high acc(especially with Regal ring)/att/str/dex?

Wouldn't Adhemar +1 win? Assuming path B it's +11DEX, +6STR, -10.5(25.5acc with Regal ring), -12att, +4% TA, -10%WSD. Isn't Adhemar a clear winner when acc/att isn't a problem?

EDIT: Adhemar gloves also has +7sTP. sTP isn't that valuable for WSs, but it's also an additional small advantage on 5-8 hits WS.


Leviathan.Katriina said: »
SimonSes said: »
Why every set I see for Pyrrhic uses AF+3 gloves?

I’m sure that there are others who can answer this way better than me but I tried to do some rough calculations to see your proposal:

Pyrrhic Kleos is a 4 hit with fTP of 1.75
1.75x4=7 [Before multi-hits]

Add belt/neck:
1.95x4=7.8

Factoring Multihits:
BiS PK has [ 29DA 10 TA ]
100x0.1=10
10x2=20+100=120
100-10=90
90x0.29=26.1+120=146.1 attacks
1.461 AVG attacks of a 46.1% chance of getting a proc of multihit attack with 1.95 fTP
For the sake of making this easy I will add a constant of (1.95x46.1%) to the overall fTP(0.9)
Will also exclude offhand (too minuscule to even worry about it)...

Total fTP= 7.8+0.9=8.7 with BiS

Now let’s see if you increase TA by 4 using Adhemar Hands HQ
[29 DA 14TA]
100x0.14=14
14x2=28+100=128
100-14=86
86x0.29=24.9+128=152.9 attacks

1.529AVG attacks of a 52.9% chance of getting a proc of multihit attack with 1.95 fTP
For the sake of making this easy I will add a constant of (1.95x52.9%) to the overall fTP(1.03)

Total fTP= 7.8+1.03=8.8 with Adhemar Hands
8.8-8.7=0.1 increase in fTP

By swapping to Adhemar you lose 10% wsd from AF3 Hands in exchange for 0.1 in total fTP which is not recommended imo [I could be missing something here and a better explanation can be done by others]


Of course...if I had gone back another 5 pages or so I would have found it myself xD

Interesting though. I think I am going to do some testing today with both and get some general averages.


Edit:

Leviathan.Katriina said:

Cross referenced it to Spreadsheet [post update]:
PK With AF+3 Hands= 19677 and DPS=5148.171
PK With Adhemar +1= 19941 and DPS=5206.947

Adhemar +1 leads by 2% in capped situations.[Adhemar +1 is Path B]

If you only have Path A then its going to lead by 0.03%


So it is better! Only makes sense =p Time to update the guide!
 Leviathan.Katriina
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By Leviathan.Katriina 2019-02-13 09:46:27  
Only if you get another pair with Path B [with the current prices you should], guide already updated!
 Asura.Lunafreya
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By Asura.Lunafreya 2019-02-13 09:59:21  
Oh yeah mine are already path B :D thanks, Kat!
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By SimonSes 2019-02-13 10:40:21  
Ok so, this took tons of time >.>

Nothing was working correctly in previous one actually, so I also fixed Curing Waltzes.
First of all code, then TL;DR for those who are interested..
Code
local waltz_tp_cost = {['Curing Waltz'] = 200, ['Curing Waltz II'] = 350, ['Curing Waltz III'] = 500, ['Curing Waltz IV'] = 650, ['Curing Waltz V'] = 800, ['Divine Waltz'] = 400, ['Divine Waltz II'] = 800, }

-- Utility function for automatically adjusting the waltz spell being used to match HP needs and TP limits.
-- Handle spell changes before attempting any precast stuff.
function refine_waltz(spell, spellMap, eventArgs)
    if spell.type ~= 'Waltz' then
        return
	elseif player.tp < 150 then
		add_to_chat(123, 'Abort: Insufficient TP ['..tostring(player.tp)..'] to waltz.')
		eventArgs.cancel = true
		return
    end

	-- Don't modify anything for Healing Waltz
    if spell.english == "Healing Waltz" then -- or spell.english == "Divine Waltz" or spell.english == "Divine Waltz II" then
        return
    end

    local newWaltz = spell.english
    local waltzID	
    
    local missingHP
    
    -- If curing ourself, get our exact missing HP
    if spell.target.type == "SELF" then
        missingHP = player.max_hp - player.hp
    -- If curing someone in our alliance, we can estimate their missing HP
    elseif spell.target.isallymember then
        local target = find_player_in_alliance(spell.target.name)
        local est_max_hp = target.hp / (target.hpp/100)
        missingHP = math.floor(est_max_hp - target.hp)
		
		if buffactive['Contradance'] then
			missingHP = missingHP / 2
		end
    end
    
    -- If we have an estimated missing HP value, we can adjust the preferred tier used.
    if missingHP ~= nil then
        if player.main_job == 'DNC' then
            if spell.english == "Divine Waltz" or spell.english == "Divine Waltz II" then
				local abil_recasts = windower.ffxi.get_ability_recasts()
				if spell.english == "Divine Waltz II" and abil_recasts[190] < 1 and player.tp > 800 then
					add_to_chat(122,'DII')
					newWaltz = 'Divine Waltz II'
					waltzID = 262				
				elseif abil_recasts[225] < 1 and player.tp > 400 then
					add_to_chat(122,'why this is added to chat two times?')
					newWaltz = 'Divine Waltz'
					waltzID = 195
				else
					add_to_chat(122,'Cant do Divine')
					eventArgs.cancel = true
					return	
				end				
			else			
				local abil_recasts = windower.ffxi.get_ability_recasts()
				if missingHP < 40 and spell.target.name == player.name then
					-- Not worth curing yourself for so little.
					-- Don't block when curing others to allow for waking them up.
					add_to_chat(122,'Full HP!')
					eventArgs.cancel = true
					return
				elseif missingHP < 200 then
					if abil_recasts[217] < 1 and player.tp > 200 then 
						newWaltz = 'Curing Waltz'
						waltzID = 190
					elseif abil_recasts[186] < 1 and player.tp > 350 then
						newWaltz = 'Curing Waltz II'
						waltzID = 191
					elseif abil_recasts[187] < 1 and player.tp > 500 then
						newWaltz = 'Curing Waltz III'
						waltzID = 192
					elseif abil_recasts[188] < 1 and player.tp > 650 then
						newWaltz = 'Curing Waltz IV'
						waltzID = 193
					end	
				elseif missingHP < 600 then                
					if abil_recasts[186] < 1 and player.tp > 350 then
						newWaltz = 'Curing Waltz II'
						waltzID = 191
					elseif abil_recasts[187] < 1 and player.tp > 500 then
						newWaltz = 'Curing Waltz III'
						waltzID = 192
					elseif abil_recasts[188] < 1 and player.tp > 650 then
						newWaltz = 'Curing Waltz IV'
						waltzID = 193
					elseif abil_recasts[217] < 1 and player.tp > 200 then 
						newWaltz = 'Curing Waltz'
						waltzID = 190
					end	
				elseif missingHP < 1100 then
					if abil_recasts[187] < 1 and player.tp > 500 then
						newWaltz = 'Curing Waltz III'
						waltzID = 192
					elseif abil_recasts[188] < 1 and player.tp > 650 then
						newWaltz = 'Curing Waltz IV'
						waltzID = 193
					elseif abil_recasts[189] < 1 and player.tp > 800 then 
						newWaltz = 'Curing Waltz V'
						waltzID = 311
					elseif abil_recasts[186] < 1 and player.tp > 350 then
						newWaltz = 'Curing Waltz II'
						waltzID = 191
					elseif abil_recasts[217] < 1 and player.tp > 200 then 
						newWaltz = 'Curing Waltz'
						waltzID = 190
					end	
				elseif missingHP < 1500 then
					if abil_recasts[188] < 1 and player.tp > 650 then
						newWaltz = 'Curing Waltz IV'
						waltzID = 193
					elseif abil_recasts[187] < 1 and player.tp > 500 then
						newWaltz = 'Curing Waltz III'
						waltzID = 192
					elseif abil_recasts[189] < 1 and player.tp > 800 then 
						newWaltz = 'Curing Waltz V'
						waltzID = 311
					elseif abil_recasts[186] < 1 and player.tp > 350 then
						newWaltz = 'Curing Waltz II'
						waltzID = 191
					elseif abil_recasts[217] < 1 and player.tp > 200 then 
						newWaltz = 'Curing Waltz'
						waltzID = 190
					end	
				else
					if abil_recasts[189] < 1 and player.tp > 800 then 
						newWaltz = 'Curing Waltz V'
						waltzID = 311
					elseif abil_recasts[188] < 1 and player.tp > 650 then
						newWaltz = 'Curing Waltz IV'
						waltzID = 1193
					elseif abil_recasts[187] < 1 and player.tp > 500 then
						newWaltz = 'Curing Waltz III'
						waltzID = 192
					elseif abil_recasts[186] < 1 and player.tp > 350 then
						newWaltz = 'Curing Waltz II'
						waltzID = 191
					elseif abil_recasts[217] < 1 and player.tp > 200 then 
						newWaltz = 'Curing Waltz'
						waltzID = 190
					end	
				end
			end	
        elseif player.sub_job == 'DNC' then
            if missingHP < 40 and spell.target.name == player.name then
                -- Not worth curing yourself for so little.
                -- Don't block when curing others to allow for waking them up.
                add_to_chat(122,'Full HP!')
                eventArgs.cancel = true
                return
            elseif missingHP < 150 then
                newWaltz = 'Curing Waltz'
                waltzID = 190
            elseif missingHP < 300 then
                newWaltz = 'Curing Waltz II'
                waltzID = 191
            else
                newWaltz = 'Curing Waltz III'
                waltzID = 192
            end
        else
            -- Not dnc main or sub; bail out
            return
        end
    end

    local tpCost = waltz_tp_cost[newWaltz]
   
    if newWaltz ~= spell.english then
        send_command('@input /ja "'..newWaltz..'" '..tostring(spell.target.raw))
        eventArgs.cancel = true
        return
    end

    if missingHP and missingHP > 0 then
        add_to_chat(122,'Trying to cure '..tostring(missingHP)..' HP using '..newWaltz..'.')
    end
end


You also need to add one line to different function. It's on very beginning so I will only paste that (rest of the function stays the same)
Code
function check_recast(spell, spellMap, eventArgs)
        if spell.action_type == 'Ability' and spell.type ~= 'WeaponSkill' then
			if spell.recast_id == 190 or spell.recast_id == 225 or spell.recast_id == 217 or spell.recast_id == 186 or spell.recast_id == 187 or spell.recast_id == 188 or spell.recast_id == 189 then return false end


Now TL;DR
1. ID for waltzes and their recast ID are different.
2. There is function "check recast", which prevent using ability on recast even just to trigger some function to change it for different ja, so I needed to disable that cancelling for all Waltzes, so function "refine waltz" could be triggered by them even when they are currently on cooldown.
3. Even after 5 hours of testing I can't *** figure out why text added to chat with "Divine Waltz" is added 2 times, but I don't really care, because whole functionality works correctly. Maybe I will go back to this some day.
[+]
 Asura.Celious
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By Asura.Celious 2019-02-13 16:58:57  
I'm new to DNC, and I'm trying to understand Closed Position a bit better. Do I need to be directly in front of the monster to gain the benefits (face-to-face in description makes be think this), or can I be off to the side and little bit? (Thinking like staying in the frontal cone if the mob)

In addition, is it worth swapping to a pair Herc Boots with 4% TA augmented onto them for when it's unsafe to be in front of the mob? My current Horos Shoes are only +1, but I'm working on +2ing them soon, so I'm not sure if store TP on the shoes out ranks TA on Herc Boots for DNC.

Thanks!
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By SimonSes 2019-02-13 17:43:07  
Asura.Celious said: »
I'm new to DNC, and I'm trying to understand Closed Position a bit better. Do I need to be directly in front of the monster to gain the benefits (face-to-face in description makes be think this), or can I be off to the side and little bit? (Thinking like staying in the frontal cone if the mob)

In addition, is it worth swapping to a pair Herc Boots with 4% TA augmented onto them for when it's unsafe to be in front of the mob? My current Horos Shoes are only +1, but I'm working on +2ing them soon, so I'm not sure if store TP on the shoes out ranks TA on Herc Boots for DNC.

Thanks!

As far as I understand it, imagine that mob you are fighting is MNK (unless it's really a monk :P) and being face-to-face means you can be a little off to sides, but not enough to not let him counter you.
 Leviathan.Katriina
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By Leviathan.Katriina 2019-02-14 01:16:29  
There was a test done on overwhelm angle, in SAM forum [Page 89,90], and it showed its around 45 degrees from the axis of symmetry to the mob, and depending on the size of the model, it can range between 85-90 degrees total.


I believe that "Closed Position" operates the same way, same as "Sonic Thrust" or any Conal TP move if that helps.

If you really want to test it out yourself, call a tank trust, pull a mob, face the mob, then hit it with a single dagger naked without "multi hit", and only Relic Feet Equipped with 5/5 "Closed Position", and check TP return, keep moving away from center checking angles until the TP return becomes lower, there is your range.

Asura.Celious said: »
In addition, is it worth swapping to a pair Herc Boots with 4% TA augmented onto them for when it's unsafe to be in front of the mob?

Yes, its worth it, I personally do that on Monk types and during Conal TP moves from mobs, with a simple macro swap.
Also, Relic +3 Feet is the one we are talking about being BiS atm, if you don't have it, stick with Herc until you finish it.
[+]
 Asura.Cambion
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By Asura.Cambion 2019-02-14 04:06:56  
SimonSes said: »
Even after 5 hours of testing I can't *** figure out why text added to chat with "Divine Waltz" is added 2 times, but I don't really care, because whole functionality works correctly. Maybe I will go back to this some day.

I assume because both 'spells' are being triggered/attempted in the single use of the ability.

So the text is added to the chat:
Once when you use Divine Waltz II (but fails)
and then again upon the auto-downgrade to Divine Waltz (success)
but... I'm not sure that makes logical code sense?

Either way, change:
if spell.english == "Divine Waltz II" or spell.english == "Divine Waltz" then

to
if spell.english == "Divine Waltz II" then

and the double text will no longer occur. Since we don't ever need to adjust Divine Waltz, it shouldn't matter to delete it. Just to be safe I added it with the 'Healing Waltz' line above it:

-- Don't modify anything for Healing Waltz or Divine Waltz
if spell.english == "Healing Waltz" or spell.english == "Divine Waltz" then
return
end

this way all bases are covered.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Just as feedback, first and foremost I would like to say thank you, I truly appreciate your time and effort.

The bad news, is that it wasn't entirely working for me. Divine Downgrade worked, but I lost functionality of Waltz 5>4>3>2>1 downgrades based on hp. I do not have a function check_recast(spell, spellMap, eventArgs)
anywhere in Mote utility, or my lua, so I assume this is the root of the cause. I tried putting it in, to no avail. I believe you stated you don't use Mote's Gearswap anymore, so this is likely entirely on my end and not yours.

I'm only sharing this, so that (IF) others who run into the same issue know they aren't alone. There's a very strong chance this is user error on MY part, so I'm going to wait for some others to chime in on whether it works for them or not.

However, due to all the footwork you've done, I was able to hack apart your code and re-write it in a format that works for Me (or Mote maybe?) So in the event I am not an outlier, I can share that if people would like. As of my current testing, my alteration is fully functional, I'll push it to the limits tomorrow.

Again, I appreciate everything you've done and I hope to hear back from some others with their results soon. Most likely I just screwed up. Thanks again!
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By Asura.Celious 2019-02-14 08:22:34  
Leviathan.Katriina said: »
There was a test done on overwhelm angle, in SAM forum [Page 89,90], and it showed its around 45 degrees from the axis of symmetry to the mob, and depending on the size of the model, it can range between 85-90 degrees total.


I believe that "Closed Position" operates the same way, same as "Sonic Thrust" or any Conal TP move if that helps.

If you really want to test it out yourself, call a tank trust, pull a mob, face the mob, then hit it with a single dagger naked without "multi hit", and only Relic Feet Equipped with 5/5 "Closed Position", and check TP return, keep moving away from center checking angles until the TP return becomes lower, there is your range.

Asura.Celious said: »
In addition, is it worth swapping to a pair Herc Boots with 4% TA augmented onto them for when it's unsafe to be in front of the mob?

Yes, its worth it, I personally do that on Monk types and during Conal TP moves from mobs, with a simple macro swap.
Also, Relic +3 Feet is the one we are talking about being BiS atm, if you don't have it, stick with Herc until you finish it.

Thanks so much for the info! Looks like I'll stick to the Herc boots for!
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By Asura.Bikpik 2019-02-14 12:25:54  
Does anyone have an updated lua that they could share please?
[+]
 Asura.Cambion
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By Asura.Cambion 2019-02-14 14:42:32  
Asura.Bikpik said: »
Does anyone have an updated lua that they could share please?

Here's mine:
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By Asura.Lunafreya 2019-02-15 13:50:49  
Solo CPing on some Apex Bats in Outer RaKaz and I am finding that a 4 step darkness (Shark Bite > PK > Evis > Rudra) is a pretty consistent way to kill these quick when Climactic is down...when clim is available it's just the usual old climactic 3 step.

Anyone got some Shark Bite sets?I threw together the following really quickly:

ItemSet 365134

All the herc is dex/acc/atk/wsd. Dex/acc/atk/wsd mantle.


It seems pretty good but wondering if there are improvements to be made. It's basically the non-Clim Rudra set but with Fotia's.
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By Asura.Cambion 2019-02-16 13:15:25  
Asura.Lunafreya said: »
Anyone got some Shark Bite sets?

ItemSet 365134

Likely depends on your buffs/food, but I tossed it into the spreadsheet and found the following upgrades:
Caro Necklace (Assuming Etoile Gorget Aug is not an option)
Grunfeld Rope
Floestone
Moonshade Earring
Ramuh+1 can be replaced in this order:
Regal > Epam... > Apate > Eponas > Rajas > Ramuh+1

Horos Body +3 (I tested against 15Dex 20acc/20att 5%WSD Herc Augs, Horos won by a noticeable amount)
Horos Tiara +3 (Same as above)
**Herc Feet** have to be 15Dex, 5% WSD, and 20/20 acc/att to beat Horos Feet +3, so if you already have that, congrats. If not, I wouldn't chase the augs as the dmg was negligible between them. (7 total(not DPS) Dmg on the WS)

You said solo, so I assumed Haste 2, double march, double mad from trusts, against Apex Bats. I tested with Sublime Sushi and Red Curry Bun, results were the same, but margins did change. These tests were with Terp/Sari but without AM3, if that alters things for you.
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By SimonSes 2019-02-16 13:56:56  
Herc can't be 5%WSD and 15DEX without DM augment. Max is 4%/+15DEx or 5%/+10DEX.
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By Asura.Cambion 2019-02-16 20:40:29  
With this months Ambuscade I decided to make a new Dual Wield cape, and try to optimize every haste tier. I didn't find anything on the Dnc Community guide, so I just tried to optimize what I could with the DPS Sheets. The following are 99% optimized. There's a few Dual Wield scenarios where Adhemar Jacket +1 will come out on top, but it was marginal and not worth the ~25m it cost on my server, when Maculele is so easy to get. I ignored Regal Ring as well. The DPS drop from NQ, +1, and +2 Etoile Gorget are minimal. Like... really minimal. NQ to +2 with Augs are three (3) DPS. Obviously this comes into play in Acc scenarios, where all these tests were done on Apex Bats and Capped Acc, with Red Curry Bun, Hume, /Sam. However, Anu and Caro Torque would be the step down from NQ Gorget, but at 500k for the NQ, I'd recommend you just grab that.

Anywho, here's what I have, if anyone is looking for some Haste Tier Help. These are all based on Master, so an extra 5% Dual Wield is accounted for. Aeneas/Sari (capped)

0% Haste - Nothing
ItemSet 365154
Cape is 20acc/20att, 30Dex, 10 Dual Wield

15% Haste - Haste1
ItemSet 365155
Cape is 20acc/20att, 30Dex, 10 Dual Wield

30% Haste - Haste2 or March+Haste1
ItemSet 365156
Cape is 20acc/20att, 30Dex, 10 Double Attack

40% Haste - Haste2 + Samba
ItemSet 365157
Cape is 20acc/20att, 30Dex, 10 Double Attack

Capped Haste - Haste2 + Samba + March
ItemSet 365163
Cape is 20acc/20att, 30Dex, 10 Double Attack
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By Ramuh.Austar 2019-02-16 21:11:22  
AF+3 tiara has 8 DW, you can probably get more efficient swaps than the emp body
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By Leviathan.Katriina 2019-02-17 02:13:27  
When/if one needed to cap delay in situations where Haste Samba isn't an option, can't get Haste II or Marches, and/or you're weak/zombi, you should probably use this set:

ItemSet 359603
*Cape with DW 10
*Hands with 15 DEX/STR+30 ACC/ATT+ 4DW

With only Haste Samba:
ItemSet 359606
*Cape with DW 10

With Trusts and Haste Samba:
ItemSet 365170
*Cape with STP 10

I can't think of any other sets for capping delay in the current game meta, so its probably going to be these three sets.
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By Asura.Cambion 2019-02-17 03:23:47  
Ramuh.Austar said: »
AF+3 tiara has 8 DW, you can probably get more efficient swaps than the emp body

There wasn't a way to make it work without Adhemar Jacket, which is what I was trying to avoid, but for the sake of min/max I've updated the lower 2 sets. I get different results than Katriina, but not sure why.

A lot of this months VD Ambuscade v1 had me sitting in these low haste scenarios, so I've just been trying to optimize them. Sometimes you get a haste, sometimes you can have samba, but sometimes I'm just trying to have enough HP to survive Kibosh and riding Fan Dance.

Additionally I spent a lot of time solo Farming Ahi Dahaka for Ebani Earring this week and he wipes buffs constantly where I kept ending up in these odd haste scenarios where I knew I was sacrificing DPS. In order to kill him in the 30 min window I couldn't afford to give up much damage. The lua already handles it all, it was silly not to min/max the gear.
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By Ramuh.Austar 2019-02-17 09:26:20  
you can also augment herc set for dual wield if you need to.
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By Asura.Cambion 2019-02-23 23:37:51  
Solved:
Code
        if player.main_job_level >= 77 and prestoCooldown < 1 and not buffactive['Presto'] then
            cast_delay(1.1)
            send_command('input /ja "Presto" <me>')
        end
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By Asura.Sechs 2019-02-24 13:52:31  
Anybody mind sharing their Waltz sets? I'm recently considering the idea of removing the Subligar.
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By SimonSes 2019-02-24 13:56:46  
Asura.Sechs said: »
Anybody mind sharing their Waltz sets? I'm recently considering the idea of removing the Subligar.

Dashing subligar? Why? >.> Its the last piece i would consider to drop. Free blink is great.
 
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By Asura.Sechs 2019-02-24 17:03:59  
SimonSes said: »
Dashing subligar? Why? >.> Its the last piece i would consider to drop. Free blink is great.
Because:
1) Inventory+1
2) I don't need the Waltz potency+ anymore
3) I can use other items with more CHR/VIT
4) Blink is fine but I don't really need it when I'm doin group content with my LS

Sooo... yeah, kinda considering the idea of removing it from my set :x
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