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Using Python3 to estimate BIS gear sets for Ninja.
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2022-12-23 12:59:32
which GUI module are you using? you should be able to scale it based on window resolution
By Izanami 2022-12-23 13:09:32
which GUI module are you using? you should be able to scale it based on window resolution
PySimpleGUI
I started that process back in November, but never got any complaints about UI scaling so dropped the priority in favor of adding more jobs.
Each GUI code already stores screen resolution:
Code
w, h = sg.Window.get_screen_size()
I just need to find a good value to use for scaling purposes. Unless you know of a better way to do it.
Asura.Cluste
サーバ: Asura
Game: FFXI
Posts: 15
By Asura.Cluste 2022-12-24 06:42:41
I wonder if it might even be possible with the "Initial Gearset" if you move the mouse over an item, you not only see the name but also the stats of the item.
This would have the advantage that missing stats or incorrect ones could be recognized more quickly.
By Izanami 2022-12-24 08:21:35
I wonder if it might even be possible with the "Initial Gearset" if you move the mouse over an item, you not only see the name but also the stats of the item.
This would have the advantage that missing stats or incorrect ones could be recognized more quickly.
This is very easy to do. I actually had this exact same idea before I left for holiday, but I didn't like how it looked on my first attempt. The biggest problem is the stats for gear on the bottom row will occasionally overflow off-screen with low resolution displays (more UI scaling issues).
I think in the end it'll come down to me hard-coding which stats should share a line in an attempt to reduce how tall the tooltip box is. I'll push the update in January when I return and then modify it over time, just so something is there.
I've quickly re-created what I have on my main computer as an example of what it looked like. See below.
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Asura.Cluste
サーバ: Asura
Game: FFXI
Posts: 15
By Asura.Cluste 2022-12-29 14:49:25
A Question about the set on Page 5 "Tachi: Fudo: 2000-2300 TP"
I was also playing around with SAM Sets, and found that ~2k TP "Doji" comes out ahead of "Masa" for Fudo, is that correct? Or is there a calc mistake somewhere.
Knobkierrie also wins for me at attack cap over Crep.
By Izanami 2022-12-29 15:24:19
I was also playing around with SAM Sets, and found that ~2k TP "Doji" comes out ahead of "Masa" for Fudo, is that correct? Or is there a calc mistake somewhere.
I recall there being an issue with Fudo and Doji that I fixed a while ago. I don't remember what the issue was exactly. I think that I had an extra space in the "Tachi: Fudo" name, so the code was trying to compare "Tachi: Fudo" with "Tachi: Fudo ", which caused the +10% damage on Masamune to not trigger. If this is the case, then it would show up in your copy of check_weaponskill_bonus.py or weaponskill_scaling.py. I do not* see this issue myself.
Knobkierrie also wins for me at attack cap over Crep.
Knobkierrie should win for single-hit WSs like Fudo. That one was just me adding gear too quickly without paying enough attention. Edit: Of course this depends on total WSD, but Knobkierrie wins by an insignificant amount in the set I show there.
Asura.Syto
サーバ: Asura
Game: FFXI
Posts: 446
By Asura.Syto 2022-12-29 22:45:12
That's a lot of BST discussion for a Ninja/Python project thread. Interestingly, Ninja appears to be part of the discussion in the BST thread right now too. I recommend staying on topic. I don't think many users are going to search for BST testing results in the Ninja forums.
I wonder what the python method would look like for mnk and sam? So far this has helped me with my nin but still having trouble getting Gere ring from Odin.
The code supports all jobs now if you wanted to download it and play with SAM and MNK. SAM sets are especially boring, though.
I'm slowly working on another FFXIAH node post that will contain sets for all jobs. So far I've created mid/high buff sets for DRK, DRG, MNK, SAM, BRD, WHM, and BST. This is a slow process since making FFXIAH item sets is not quick. If anyone knows of a way to semi-automate this, then please let me know.
See below for the copy/paste SAM and MNK sets taken from my node draft. The formatting is still a work in progress, but I think I'll settle for something similar to this anyway.
Edit: Looks like the far-right part of the sets gets cut off, though. At least you can mouse-over the partially visible item and see what it is.
Edit2: I've simply moved the cut-off sets down a row so they're visible in this spoiler format.
Samurai |
Sets determined using ML20 SAM/WAR.
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Monk |
Sets determined for ML20 MNK/WAR. MNK/DRG uses slightly different sets due to the Weapon Skill Damage trait.
TODO: non-impetus Ascetic and Victory sets
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Victory Smite: 1000-1300 TP |
ItemSet 388917 |
ItemSet 388918 |
• Impetus Active
• Segomo: STR+Crit
• Ryuo Hands A
• Ryuo Feet D
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• Impetus Active
• Segomo: STR+Crit
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Awesome work brother Kastra... Incredibly well-made and Resourceful App. ^_^
Asura.Cluste
サーバ: Asura
Game: FFXI
Posts: 15
By Asura.Cluste 2022-12-30 04:29:42
Sorry just to make sure :) When u talk about Impulse Drive: 2000-2300 TP, or something like Upheaval etc.
In the Basic Inputs, you put in Min. TP. 1550, Max. TP 1850 for SAM Impulse Drive.
Min. TP. 1150, Max. TP 1450 for lets say Upheaval (Chango, Moonshade, Empy Legs +3)
The Simulator calc the effective TP then @2000~2300?
By SimonSes 2022-12-30 04:35:22
I think something went wrong with head here.
Both Mpaca R25+ and AdhemarB should be better (no attack on Blistering is also a problem imo, but mor eon this below)
I would also argue Mpaca feet R30 to be better too, because damage is probably almost identical, but 78 attack would help this set to work against slightly stronger targets with same buffs too.
High-buff uses the same buffs and enemy, but I reduced the enemy defense to 1 to force attack cap.
Imo this is not a good practice. It will show you completely unrealistic sets using items that will almost never cap attack in any real scenario that matters in current end-game. Like for example Malignance pieces, that has PDL, but no attack and low STR. It would probably be ok in escha era when you was able to drop everything to attack capped with bog/ea or bolster Frailty with Dia II, but it's no longer the case.
Im not sure what would be optimal approach here. I usually just assume capped attack sets should also have high attack, so multipliers like Chaos/Fury have a chance to actually push you to capped attack with PDL.
By Izanami 2022-12-30 08:15:13
Sorry just to make sure :) When u talk about Impulse Drive: 2000-2300 TP, or something like Upheaval etc.
In the Basic Inputs, you put in Min. TP. 1550, Max. TP 1850 for SAM Impulse Drive.
Min. TP. 1150, Max. TP 1450 for lets say Upheaval (Chango, Moonshade, Empy Legs +3)
The Simulator calc the effective TP then @2000~2300?
When I say "2000-2300 TP", I mean I use min=2000, max=2300 as inputs. These are the values that the player waits for before using the weapon skill. TP Bonus gets added to these values before the damage is calculated. I've been considering updating the sets with lower inputs so TP bonus may push them to the optimal range, but I haven't decided if that's the best approach yet.
For now, I simply check the TP scaling for each weapon skill and decide on a reasonable range to use.
I think something went wrong with head here.
Both Mpaca R25+ and AdhemarB should be better (no attack on Blistering is also a problem imo, but mor eon this below)
I would also argue Mpaca feet R30 to be better too, because damage is probably almost identical, but 78 attack would help this set to work against slightly stronger targets with same buffs too.
As far as I can tell, there is nothing "incorrect" with that set or the algorithm that found it. That set is for when Impetus is up and with capped attack between 1000 and 1300 TP. If I remove Impetus, then I see the following set, which does favor Mpaca and Nyame since the set is not receiving the valuable crit rate and crit damage from Impetus and Empy+3 body.
ItemSet 389270
You are correct that Adhemar(B) and Mpaca are only 1~2% worse than Blistering Sallet in that TP range for the Impetus set. Additionally, Blistering Sallet starts to lose at slightly higher TP values when the extra TP over-caps crit rate with Impetus. In this case, I agree that Mpaca would be a better choice than Blistering Sallet, despite being worse in a vacuum.
High-buff uses the same buffs and enemy, but I reduced the enemy defense to 1 to force attack cap.
Imo this is not a good practice. It will show you completely unrealistic sets using items that will almost never cap attack in any real scenario that matters in current end-game. Like for example Malignance pieces, that has PDL, but no attack and low STR. It would probably be ok in escha era when you was able to drop everything to attack capped with bog/ea or bolster Frailty with Dia II, but it's no longer the case.
Im not sure what would be optimal approach here. I usually just assume capped attack sets should also have high attack, so multipliers like Chaos/Fury have a chance to actually push you to capped attack with PDL.
You make a good point that I did not fully consider previously. I'll return to the original method used for all of the Ninja sets on the first page and simply add GEO buffs for the "high" buff state.
However, finding the set that provides just enough attack to trigger PDL is not feasible when checking sets across all different weapons and jobs (I'm up to about 220 sets created so far). The best I can do is provide realistic "high" buffs and reasonable enemy stats for the sets I publish and allow the interested users to download the code to check specifics themselves.
Asura.Otomis
サーバ: Asura
Game: FFXI
Posts: 166
By Asura.Otomis 2022-12-30 11:02:21
I have been following this forums and really love the work everyone is putting into theory crafting. This will be an absolute benefit to so many players. /cheers! :)
I wonder if it is possible to place a certain mDT, pDT, Meva or even Subtle Blow toggle to calculate best set options while remining defensive in fights like Odyssey T25 NMs.
Once again, just such amazing work!
Asura.Cluste
サーバ: Asura
Game: FFXI
Posts: 15
By Asura.Cluste 2022-12-30 11:35:05
Sorry just to make sure :) When u talk about Impulse Drive: 2000-2300 TP, or something like Upheaval etc.
In the Basic Inputs, you put in Min. TP. 1550, Max. TP 1850 for SAM Impulse Drive.
Min. TP. 1150, Max. TP 1450 for lets say Upheaval (Chango, Moonshade, Empy Legs +3)
The Simulator calc the effective TP then @2000~2300?
When I say "2000-2300 TP", I mean I use min=2000, max=2300 as inputs. These are the values that the player waits for before using the weapon skill. TP Bonus gets added to these values before the damage is calculated. I've been considering updating the sets with lower inputs so TP bonus may push them to the optimal range, but I haven't decided if that's the best approach yet.
For now, I simply check the TP scaling for each weapon skill and decide on a reasonable range to use.
Do Players wait for 2000-2300 with TP-Bonus gear? For lets say Upheaval, i don't hold my TP to 2000~, but i release at 1150~ TP, so with all the TP-Bonus Gear it reaches 2000~. I thought that was the usual approach, or why do you think this is not the best approach?
If i misunderstood you, sorry English is not my main language :)
[+]
By SimonSes 2022-12-30 12:42:20
As far as I can tell, there is nothing "incorrect" with that set or the algorithm that found it. That set is for when Impetus is up and with capped attack between 1000 and 1300 TP. If I remove Impetus, then I see the following set, which does favor Mpaca and Nyame since the set is not receiving the valuable crit rate and crit damage from Impetus and Empy+3 body.
It must be something wrong then.
Maybe you dont have fTP replication on Victory Smite?
Against Mpaca its 8STR and 3%crit rate vs 3%TA 2%DA
3%TA and 2%DA is around +4.29% avg damage for Vsmite with the rest of this set.
8STR is like 0.92% and 3%crit rate is +1.2~1.5% avg damage, depends what values you assume from dDEX and Impetus.
3%TA and 2%DA should be a clear winner here.
Unless it's a sim thing that MA proc is more random and it creates lower median than more consistent 8%STR and 3%crit rate?
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2022-12-30 13:39:13
I'd guess it's probably the impetus stack count as the only difference. the methodology is pretty much the same as the spreadsheet in every other case.
most likely different variables you're using for any other differences
By Izanami 2022-12-30 14:28:34
I wonder if it is possible to place a certain mDT, pDT, Meva or even Subtle Blow toggle to calculate best set options while remining defensive in fights like Odyssey T25 NMs. Not sure how I'll do it yet, but this is the plan for TP sets soon. Otherwise it'll likely always return glass-cannon TP sets.
Do Players wait for 2000-2300 with TP-Bonus gear? For lets say Upheaval, i don't hold my TP to 2000~, but i release at 1150~ TP, so with all the TP-Bonus Gear it reaches 2000~. I thought that was the usual approach, or why do you think this is not the best approach?
No, you have it correct. Players should use the weapon skills such that their effective TP is within the optimal range.
Because the code uses raw TP, I'm not sure if it's better to intentionally give it low TP, which essentially forces TP Bonus to show up, or to intentionally give it optimal TP, which may cause TP Bonus to not show up at all. I typically just pick 1500-1800 TP as a middle-ground.
I'd like to add effective TP to the code to deal with this, but it'll likely need to wait for when TP sets are combined with WS sets for total DPS.
As far as I can tell, there is nothing "incorrect" with that set or the algorithm that found it. That set is for when Impetus is up and with capped attack between 1000 and 1300 TP. If I remove Impetus, then I see the following set, which does favor Mpaca and Nyame since the set is not receiving the valuable crit rate and crit damage from Impetus and Empy+3 body.
It must be something wrong then.
Maybe you dont have fTP replication on Victory Smite?
Against Mpaca its 8STR and 3%crit rate vs 3%TA 2%DA
3%TA and 2%DA is around +4.29% avg damage for Vsmite with the rest of this set.
8STR is like 0.92% and 3%crit rate is +1.2~1.5% avg damage, depends what values you assume from dDEX and Impetus.
3%TA and 2%DA should be a clear winner here.
Unless it's a sim thing that MA proc is more random and it creates lower median than more consistent 8%STR and 3%crit rate?
The automated set finder does not use the simulations. It calculates average damage, similar to the spreadsheets. Maybe you're slightly overestimating damage from multi-attacks, which share FTP, but not the additional 12% WSD?
Also note that Blistering Sallet is 6% more crit rate (10% Blistering vs 4% Mpaca), not 3%. This is a small correction, but Impetus with Empyrean +3 body is giving those extra crits +45% damage dealt when Impetus is 90% built, which is what my code assumes. The TP Bonus on Mpaca's boosts crit rate by a bit as well, which makes up for some/all of the missing 3% anyway.
These are small differences, but Blistering Sallet only wins by a small amount anyway. I wouldn't worry about it too much and just use Mpaca's Cap R25+ anyway.
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By SimonSes 2022-12-30 14:38:17
Also note that Blistering Sallet is 6% more crit rate (10% Blistering vs 4% Mpaca), not 3%.
I assumed 3% crit from 200TP bonus, for a total of 7% on Mpaca.
The automated set finder does not use the simulations. It calculates average damage, similar to the spreadsheets. Maybe you're slightly overestimating damage from multi-attacks, which share FTP, but not the additional 12% WSD?
I don't think I overestimate it, because it's just math. I added details like wsd on first hit and 99% hit rate to get even better number and I got 1.0421 for 3%TA and 2%DA more (3%QA,21~24%TA,14~16%DA)
Including WSD on first hit:
6.7460 hits for Mpaca
6.47334072 hits for Blistering
*Keep in mind it's not fTP, it's hits, since it does't matter as fTP would be just a multiplier for each hit, so wouldn't change % difference.
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2022-12-30 15:02:11
No, you have it correct. Players should use the weapon skills such that their effective TP is within the optimal range.
Because the code uses raw TP, I'm not sure if it's better to intentionally give it low TP, which essentially forces TP Bonus to show up, or to intentionally give it optimal TP, which may cause TP Bonus to not show up at all. I typically just pick 1500-1800 TP as a middle-ground.
I'd like to add effective TP to the code to deal with this, but it'll likely need to wait for when TP sets are combined with WS sets for total DPS. Manually picking the "effective TP" is silly, manually picking the TP you want to gear for when you hit your WS macro is the way to do it.
Leave it as is, the TP you would have on the TP bar, before any gear.
By Izanami 2022-12-30 19:51:37
I don't think I overestimate it, because it's just math. I added details like wsd on first hit and 99% hit rate to get even better number and I got 1.0421 for 3%TA and 2%DA more (3%QA,21~24%TA,14~16%DA)
Including WSD on first hit:
6.7460 hits for Mpaca
6.47334072 hits for Blistering
*Keep in mind it's not fTP, it's hits, since it does't matter as fTP would be just a multiplier for each hit, so wouldn't change % difference.
I don't think I understand. Could you explain a bit more how you get your number of hits just for consistency?
The ambuscade cape has +10% DA. In total, I'm getting 3% QA, 21% TA, 26% DA for the Blistering Sallet set. Even ignoring that difference in double attack, I'm seeing only ~5.3 hits on average per weapon skill. This is very different from your ~6.5 and suggests that I may not be treating hand-to-hand weapon skills correctly.
Do hand-to-hand weapon skills get off-hand attacks? Victory Smite is a four-hit weapon skill, with two chances to multi-attack. My code is seeing the following number of attacks per Victory Smite in my set (3% QA, 21% TA, 26% DA):
main_hand, off_hand, total
1: 5.32308744, 0.0, 5.32308744 (1,000,000 simulations based on MA rates.)
2: 5.33934324, 0.0, 5.33934324 (A simple equation for averages.)
By SimonSes 2022-12-31 03:45:00
I don't think I overestimate it, because it's just math. I added details like wsd on first hit and 99% hit rate to get even better number and I got 1.0421 for 3%TA and 2%DA more (3%QA,21~24%TA,14~16%DA)
Including WSD on first hit:
6.7460 hits for Mpaca
6.47334072 hits for Blistering
*Keep in mind it's not fTP, it's hits, since it does't matter as fTP would be just a multiplier for each hit, so wouldn't change % difference.
I don't think I understand. Could you explain a bit more how you get your number of hits just for consistency?
The ambuscade cape has +10% DA. In total, I'm getting 3% QA, 21% TA, 26% DA for the Blistering Sallet set. Even ignoring that difference in double attack, I'm seeing only ~5.3 hits on average per weapon skill. This is very different from your ~6.5 and suggests that I may not be treating hand-to-hand weapon skills correctly.
Do hand-to-hand weapon skills get off-hand attacks? Victory Smite is a four-hit weapon skill, with two chances to multi-attack. My code is seeing the following number of attacks per Victory Smite in my set (3% QA, 21% TA, 26% DA):
main_hand, off_hand, total
1: 5.32308744, 0.0, 5.32308744 (1,000,000 simulations based on MA rates.)
2: 5.33934324, 0.0, 5.33934324 (A simple equation for averages.)
Yeah you are right, it was my mistake. I took additional hits from 2 attacks and still doubled it by mistake (It wasnt in sheet, just some napkin math).
That being said, you wrote Segomo: Str + crit under that set in your previous post, so difference in DA is only coming from you changing cape to DA :) Still not sure how you are getting 26%DA instead of 24%DA though? Schere(6)+Sherida(5)+blistering(3)+cape(10) should be 24.
Also the reason you are getting DA cape with Blistering is because you are probably caping crit rate on your target. Bats that you take as target only have 275AGI right? Im still getting Adhemar wins by like 2% with crit cape and Mpaca marginally wins with both capes, but crit cape only gives Mpaca 7% crit, because of a cap.
If I push agi on target to like 375 (dDEX drops to 0), then all of head pieces works best with crit cape and Mpaca wins by like 0.6%
The only time I have Blistering winning is when it's 11DEX advantage has effect on dDEX between +10 and +50
By Izanami 2022-12-31 08:00:29
That being said, you wrote Segomo: Str + crit under that set in your previous post, so difference in DA is only coming from you changing cape to DA :) Still not sure how you are getting 26%DA instead of 24%DA though? Schere(6)+Sherida(5)+blistering(3)+cape(10) should be 24.
Also the reason you are getting DA cape with Blistering is because you are probably caping crit rate on your target. Bats that you take as target only have 275AGI right? Im still getting Adhemar wins by like 2% with crit cape and Mpaca marginally wins with both capes, but crit cape only gives Mpaca 7% crit, because of a cap.
If I push agi on target to like 375 (dDEX drops to 0), then all of head pieces works best with crit cape and Mpaca wins by like 0.6%
The only time I have Blistering winning is when it's 11DEX advantage has effect on dDEX between +10 and +50
You are correct. I am seeing STR+Crit cape. I ended up having a few GUIs open and must have moused over the wrong window's cape slot to see augments. Subjob Warrior provided the +12% DA, which pushed the total to 26%. Do players usually subjob Dragoon with Monk?
I used 356 AGI for the enemy.
The damage with Blistering Sallet is 53402, while Mpaca's Cap R30 shows 52920 in this specific situation. Still not enough to worry about, especially considering that even a little bit of extra TP (more than the 1150 average used to find the set) will cause Mpaca's to win.
Edit:
If I enter 1300 as the TP value, then Mpaca's Cap R30 wins 53501 vs 53402. Since the Blistering Sallet set did not increase damage with more TP, it suggests that Blistering Sallet only wins because it was needed to cap crit rate, and it does so faster than Mpaca's Cap R30. Increasing TP further shows that Mpaca's Cap R30 caps Crit Rate at around 1500 TP with damage "cap" of 54143. (Adhemar Bonnet +1B "caps" at 53638 damage around 1600 TP it seems).
You are correct to say that Mpaca's Cap should be considered the best option. However, Blistering Sallet wins on paper for this very specific situation with a crit weapon skill on the border of the crit rate cap.
Edit2:
This is just a rare situation in general. If I had used 100% Impetus potency instead of 90%, then we'd get +5% more crit rate and Blistering Sallet +1 would fall off even faster. Using much lower Impetus potency may result in a larger window for Blistering Sallet +1 to beat Mpaca.
By SimonSes 2022-12-31 10:06:54
I used 356 AGI for the enemy. Subjob Warrior provided the +12% DA, which pushed the total to 26%. Do players usually subjob Dragoon with Monk?
Ok, that makes sense now.
1. You are between 0-50 dDEX, so 11DEX from Blistering provides additional crit rate
2. I was using DRG subjob. I wouldnt say DRG subjob is straight up better, but I just don't like inconsistency of 3min Berserk and 2min without it and also def drop that goes with it. Edit2:
This is just a rare situation in general. If I had used 100% Impetus potency instead of 90%, then we'd get +5% more crit rate and Blistering Sallet +1 would fall off even faster. Using much lower Impetus potency may result in a larger window for Blistering Sallet +1 to beat Mpaca.
What Impetus stats you are using exactly? How much crit rate/damage?
Adhemar Bonnet +1B "caps" at 53638 damage around 1600 TP it seems
This doesn't make sense at all. Adhemar bonnet should have by far highest ceiling at capped crit rate. When crit rate is capped, Adhemar is 6% crit damage and 4%TA vs 10STR and 3%DA on Blistering. It's not even close, Adhemar should be like 5% ahead with capped crit rate.
[+]
By Izanami 2022-12-31 14:48:03
Adhemar Bonnet +1B "caps" at 53638 damage around 1600 TP it seems
This doesn't make sense at all. Adhemar bonnet should have by far highest ceiling at capped crit rate. When crit rate is capped, Adhemar is 6% crit damage and 4%TA vs 10STR and 3%DA on Blistering. It's not even close, Adhemar should be like 5% ahead with capped crit rate.
Thanks for the note. It seems my gear.py file is giving Adhemar Bonnet +1A Crit Damage, but Path B is getting Crit Rate. This must be an old typo since it should've been added when the code only supported NIN.
Fixing this shows Adhemar Bonnet +1B has an average damage cap of 55857 at around 1900 TP. Blistering Sallet +1 is still showing up as best in the given situation, though (53402 vs 52583 against Adhemar +1B).
What Impetus stats you are using exactly? How much crit rate/damage?
90% max potency:
[+]
Bismarck.Nekhekh
サーバ: Bismarck
Game: FFXI
Posts: 55
By Bismarck.Nekhekh 2022-12-31 17:27:17
That's a lot of BST discussion for a Ninja/Python project thread. Interestingly, Ninja appears to be part of the discussion in the BST thread right now too. I recommend staying on topic. I don't think many users are going to search for BST testing results in the Ninja forums.
I wonder what the python method would look like for mnk and sam? So far this has helped me with my nin but still having trouble getting Gere ring from Odin.
The code supports all jobs now if you wanted to download it and play with SAM and MNK. SAM sets are especially boring, though.
I'm slowly working on another FFXIAH node post that will contain sets for all jobs. So far I've created mid/high buff sets for DRK, DRG, MNK, SAM, BRD, WHM, and BST. This is a slow process since making FFXIAH item sets is not quick. If anyone knows of a way to semi-automate this, then please let me know.
See below for the copy/paste SAM and MNK sets taken from my node draft. The formatting is still a work in progress, but I think I'll settle for something similar to this anyway.
Edit: Looks like the far-right part of the sets gets cut off, though. At least you can mouse-over the partially visible item and see what it is.
Edit2: I've simply moved the cut-off sets down a row so they're visible in this spoiler format.
Samurai |
Sets determined using ML20 SAM/WAR.
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Monk |
Sets determined for ML20 MNK/WAR. MNK/DRG uses slightly different sets due to the Weapon Skill Damage trait.
TODO: non-impetus Ascetic and Victory sets
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Victory Smite: 1000-1300 TP |
ItemSet 388917 |
ItemSet 388918 |
• Impetus Active
• Segomo: STR+Crit
• Ryuo Hands A
• Ryuo Feet D
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• Impetus Active
• Segomo: STR+Crit
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AWESOME. I will look at what have as far as mnk and sam based on these. I am going to assume the same food "grape daifuku"?
By Izanami 2022-12-31 18:43:18
Samurai |
Sets determined using ML20 SAM/WAR.
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Monk |
Sets determined for ML20 MNK/WAR. MNK/DRG uses slightly different sets due to the Weapon Skill Damage trait.
TODO: non-impetus Ascetic and Victory sets
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Victory Smite: 1000-1300 TP |
ItemSet 388917 |
ItemSet 388918 |
• Impetus Active
• Segomo: STR+Crit
• Ryuo Hands A
• Ryuo Feet D
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• Impetus Active
• Segomo: STR+Crit
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AWESOME. I will look at what have as far as mnk and sam based on these. I am going to assume the same food "grape daifuku"?
Yeah. Those draft sets use Grape Daifuku against 1300 Eva, 1400 Def, 356 AGI, 267 INT, and 289 VIT.
Note: These sets all use R30 Odyssey gear. They may be slightly different with R25 gear instead.
Bismarck.Nekhekh
サーバ: Bismarck
Game: FFXI
Posts: 55
By Bismarck.Nekhekh 2023-01-01 16:34:13
Okay... then that's what the problem is at least for H.F. I seem to get higher damage with the following set:
Coiste
Mpaca's Cap
Monk's +2 (Aug)
Sherida
Moonshade AttTP
Tatenashi Haramaki +1
Herculean (4%TA,10STR,20acc/att)
Niqmaddu
Gere Ring
Segomo (STR+ DA)
Moonbow +1
Mpaca's Hose
Herculean (4%TA,10STR,20acc/att)
not even close to R25.
By Izanami 2023-01-01 17:02:37
Okay... then that's what the problem is at least for H.F. I seem to get higher damage with the following set:
Coiste
Mpaca's Cap
Monk's +2 (Aug)
Sherida
Moonshade AttTP
Tatenashi Haramaki +1
Herculean (4%TA,10STR,20acc/att)
Niqmaddu
Gere Ring
Segomo (STR+ DA)
Moonbow +1
Mpaca's Hose
Herculean (4%TA,10STR,20acc/att)
not even close to R25.
If you have access to R15 Mpaca, then I'm seeing the following two sets for Howling Fist. The Odyssey armor is R15, but I haven't added lower rank Odyssey accessories or weapons yet, so R30 Coiste shows up.
Code
Best 'Howling Fist' gear for the TP range [1000, 1300] and the provided buffs:
main Godhands R15
sub Empty
ranged Empty
ammo Coiste Bodhar R30
head Mpaca's Cap R15
body Bhikku Cyclas +3
hands Bhikku Gloves +3
legs Mpaca's Hose R15
feet Mpaca's Boots R15
neck Fotia Gorget
waist Moonbow Belt +1
ear1 Moonshade Earring
ear2 Sherida Earring
ring1 Gere Ring
ring2 Niqmaddu Ring
back Segomo's Mantle STR DA
WeaponSkill | Minimum | Average | Median | Maximum
Howling Fist | 6313 | 27527 | 25843 | 68236
The numbers at the bottom are based on 50,000 simulations and should be pretty accurate.
Code
Best 'Howling Fist' gear for the TP range [1000, 1300] and the provided buffs:
main Godhands R15
sub Empty
ranged Empty
ammo Crepuscular Pebble
head Mpaca's Cap R15
body Tatenashi Haramaki +1 R15
hands Bhikku Gloves +3
legs Mpaca's Hose R15
feet Tatenashi Sune-ate +1 R15
neck Monk's Nodowa +2 R25
waist Moonbow Belt +1
ear1 Moonshade Earring
ear2 Sherida Earring
ring1 Gere Ring
ring2 Niqmaddu Ring
back Segomo's Mantle VIT DA
WeaponSkill | Minimum | Average | Median | Maximum
Howling Fist | 0 | 38192 | 39567 | 91341
The numbers at the bottom are based on 50,000 simulations and should be pretty accurate.
Edit: I do not include any augmented Herculean gear. You'll have to play with the code yourself to check how these compare to your herculean gear if you're curious.
By SimonSes 2023-01-02 06:41:47
Herculean is for sure better in many sets, but I also stopped even considering it whenever I can, because it's just too much to have different augment for everything and have so many toggles for different WS sets. like capped/uncapped attack, glasscannon/hybrid/normal, then you need to pair all of them. Maybe if you don't play many jobs and you have perfect timing and like to change toggle non stop during the fight to get 2% dps more, then it's worth to consider :)
Okay... then that's what the problem is at least for H.F. I seem to get higher damage with the following set:
Coiste
Mpaca's Cap
Monk's +2 (Aug)
Sherida
Moonshade AttTP
Tatenashi Haramaki +1
Herculean (4%TA,10STR,20acc/att)
Niqmaddu
Gere Ring
Segomo (STR+ DA)
Moonbow +1
Mpaca's Hose
Herculean (4%TA,10STR,20acc/att)
not even close to R25.
I would never risk to wear that for like 2%(?) dps boost
Wearing that on Ngai, A3 or anything else from serious endgame is suicide. I guess maybe for something like A2 kite Henwen for first 50% when you are sure that you wont take hate, but I wouldnt even consider inventory space loss for something so niche.
By Izanami 2023-01-03 21:26:03
An updated version of the code has been uploaded to the GitHub page. I've made the following changes over the last few weeks:
Added Fell Cleave, Requiescat, and Detonator.
- Sequence provides +10% damage to Requiescat
Added various missing stats on some gear.
Added a handful of missing gear pieces such as Gerdr Belt, Odnowa Earring, Gelatinous Ring, and Defending Ring. I'll need to add more TP gear soon as well.
Added +1 JSE necks and +1 JSE earrings. These were mostly added because +2 earrings are a 4% drop rate from +1 cases, then another 1/22 chance to get the correct job. Additionally, most of the +2 necks are only worth ~1% more damage for ~30m more gil.
- +2 versions are selected by default when using the "Select All" buttons. You'll need to manually select +1s if you want to check them. Keep in mind that the code allows JSE Earrings in both ear slots, so you'll need to unselect the +2s from from both.
- JSE Earrings use the mid-value for augments. (Example: +2 earrings range from 7-15 STR, so the code will use +11 STR)
Added R15/20/25 odyssey accessories and weapons.
- Using the "Select All" buttons will only select the odyssey rank that you specify with the drop down menu.
Added DT, PDT, MDT, Evasion, Magic Evasion, and Magic Defense to gear and stats in preparation for TP sets. These stats can be viewed for each gear set in the "TP" section of the Outputs tab.
The stats in this tab are not entirely visible with low-resolution displays yet.
The outputs tab now shows Magic Burst II separately from Magic Burst Traits to give a better idea of the contribution from gear.
DRG weapon skill damage traits are now treated as a separate damage multiplier:
- (damage)*(1+wsd)*(1+ws_bonus)*(1+ws_trait)
Dead Aim (ranged crit damage) has been added.
Dead Aim has been removed (2023 January 05) since it does not apply to weapon skills.
Added a checkbox for True Shot when RNG or COR is selected as main job.
- Disabling this will disable true shot bonuses entirely (no damage bonus for standing near the correct distance).
- Enabling this will provide the full damage bonus (plus gear) as if standing at the exact correct distance.
Updated ML20 base stats for all jobs except BST, BRD, and SMN.
- BST and BRD still need corrected stats since my BST and BRD are both Lv1.
- BLU has the correct stats, but still does not include any traits.
Added all jobs as subjobs.
- BST and BRD do not use correct stats since my BST and BRD are both Lv1.
All +3 Artifact gear now activates the Regal Ring set bonus. Previously, only NIN and SAM AF+3 would activate Regal Ring bonuses.
Corrected issue with handling accuracy from skill level (Katana Skill, etc). This change ended up being worth about -10 accuracy from skill.
Hovering your mouse pointer over the gear icons on the inputs tab now shows a summary of all stats used for that piece of gear. I'll update the format of this later.
Added a simple check for user screen resolution. If screen height is less than 900px, then use a horizontal layout. It doesn't look great, but it at least should be useable.
- This is a temporary fix until I get around to dealing with the UI scaling issues.
- The inputs tab should now show all content for displays with screen height of at least 600px
- Many of the stats in the outputs tab get cut off.
The gear.py file has 962 entries with a "Name" dictionary key, suggesting 962 items have been added so far. Let me know if you see any typos or missing stats in any of these items. Also let me know if you can't find an item that should be included. I'll work on adding all weapon skills soon.
By Veydal1 2023-01-03 22:20:03
Been following your work and wanted to drop in and say thank you for putting this together. And thank you to everyone testing it out and providing feedback.
Node 456
Updated: 2022 January 28:
ML20 NIN99/WAR53 & R25 Odyssey.
Slightly updated code for easier reading (see Github link below).
While a simple average is nice and convenient for DPS spreadsheets, it does not tell the whole story for most weapon skills. To know exactly how your weapon skill damage will be distributed, you need detailed information about your stats, the enemy you're fighting, and the mechanics of weapon skill damage. As a side-project to learn a bit of basic Python3 programming and about the FFXI damage formulae, I've written a Python3 code to simulate weapon skills and obtain distributions of the damage being dealt given a set of gear and an enemy.
I'm not very familiar with GitHub, but I've put the code on my newly-created GitHub page ( https://github.com/IzaKastra/wsdist_v2).
The code is not meant to replace DPS spreadsheets, but the gear sets provided here should agree with the spreadsheets reasonably well. I believe the sets presented here are the best in slot sets currently available, but you may find marginally better sets for specific enemies. I therefore encourage you to play around with these sets using the spreadsheets to try to find potentially better or worse options that fit within your gear budget.
In addition to finding the best katana weapon skill sets, the code has the added benefit of working with all jobs and all physical and hybrid weapon skills (after minor modifications to adjust for different player race/job stats). This allowed me to also check the best Evisceration, Savage Blade, and Tachi: Jinpu/Koki/Kagero/Goten/Kasha sets for Ninja. I have a version of the code that works for SAM and nearly works for DRK. I "simply" need to work out the DRK Smite trait before it's finished. This is technically the second of three parts of a Python3-based DPS simulator. It currently has everything it needs to be a full DPS simulator, including real-world time between attacks, TP return, and auto-attack/WS damage, but it seems appropriate to stop where I am for now.
I've tested the code's output against SimonSes' NIN Hybrid WS spreadsheet for Blade: Chi and find the difference to be within 0.5%-2% depending on the TP range and buffs used. For physical weapon skills, I tested the results against the Ninja DPS spreadsheet and found that Blade: Shun, Kamu, Hi, and Ku all agree within 5% or better, while Blade: Metsu shows 10% differences due to incorrect Aftermath: Attack+10% handling in the spreadsheet (see the spoiler below). This of course does not mean that I've done everything perfectly.
The spreadsheet is applying Kikoku's aftermath only to the Ninja's base attack (Lv99+STR+Skill), not including BRD songs, attack traits from /WAR, or the +70 attack from job gifts. My in-game testing has shown that Kikoku's AM is applied additively with the other percentage-based boosts like Fury, Chaos, and Berserk; Attack = (Base+BRD)*(1+Berserk+Chaos+Fury+Kikoku_AM)+Food. The image below shows my observed and calculated Attack values with different buffs up.
I've modified the code to automatically adjust a given gearset until it finds the "best" piece in each slot for a specified weapon skill. I then ran the code for 3 different buff states and 3 different TP ranges that I consider to be typical low/mid/high buffs for content in-game:
Low Buffs: Only Grape Daifuku and Dia2, not even trust buffs (but we know you'd end up with March, Paeon, and Evoker's Roll anyway)
Standard Buffs: Grape Daifuku, Dia2, Minuet5, Minuet4, Honor March, Victory March, Lucky Chaos Roll (Songs+7, Rolls+7, HonorMarch+4)
High Buffs: Grape Daifuku, Dia2, Minuet5, Minuet4, Honor March, Victory March, Lucky Chaos Roll, Fury, Frailty (Songs+7, Rolls+7, Geomancy+6, HonorMarch+4)
High Buffs (Hybrid): Grape Daifuku, Dia2, Minuet5, Minuet4, Honor March, Victory March, Lucky Chaos Roll, Fury, Malaise (Songs+7, Rolls+7, Geomancy+6, HonorMarch+4) -- Only used for Blade:Chi
tp = [1000,1300]
tp = [1500,1800]
tp = [2000,2300]
I use max skill-potency geomancy bubbles and songs with 5/5 Minuet merits and 20/20 Minuet job gifts. I did not use any buff-enhancing abilities such as Crooked Cards, Marcato, Blaze of Glory, etc.
My earlier testing suggested that Hitaki is by far the best off-hand weapon for "damage varies with TP" weapon skills. However, it also only showed ~30-70% off-hand hit rate on the Apex Toad target that I'm simulating against (Evasion:1103~1163, Lv131-133), which would likely translate to significantly reduced TP gain and thus significantly reduced WS frequency. Because of this, I removed Hitaki and reran my simulations without it being an option. If you are able to make up for the significantly reduced accuracy and auto attack damage, then Hitaki should probably be your go-to for "damage varies with TP" weapon skills.
I did not test any Herculean gear since I believed it would be a waste of time given the accessibility of Nyame R10+ and the random nature of obtaining "good" augments behind multiple layers of RNG. I encourage you to input the sets I present here into the spreadsheets and see how your Herculean gear compares, though.
It should be noted that these sets are based raw weapon skill damage values. Stats such as Skillchain Bonus (see Nyame) have no effect as a result until I finish the code to be a proper DPS simulator with auto-attacks, TP rounds, auto-WS, and SCs. Swapping some pieces listed in these sets with Nyame will lower weapon skill damage, but the skillchain bonus stat will likely result in larger overall damage.
The details of the code's algorithm are explained in a bit of detail below, but the process is likely very well known to most of you. For now, here is the list of "best average" gear sets for each buff state for a few of Ninja's available weapon skills at specific TP ranges. Each one contains an imgur link to the simulated distributions, which display the gear used and basic player stats for all tests run on that specific weapon skill. A representative image is also presented in each section. The list of all sets can also be found on my FFXIAH item sets page. The comments within each gear set may provide swaps for varying TP ranges.
Note that these gearsets are for a Master Level 20 Lv.NIN99/WAR53, R25 Odyssey gear, and R15 UNM gear.
Blade: Chi
ItemSet 380757
To nobody's surprise, with the release of augmented Nyame gear, the "best average damage" gearset for Blade: Chi is incredibly easy to predict. Blade: Teki and Blade: To likely use an identical weapon skill set, but I did not test them. I would not be surprised if To/Teki used Fotia Belt, though. Since both of them are single-hit weapon skills.
Note that these tests were done on a neutral monster with 100 Magic Defense and no Magic Evasion. I believe many relevant enemies have something like 150 Magic Defense or an SDT value that would guarantee at least a 50% magic damage resist.
Blade: Hi
ItemSet 380758
ItemSet 380759
ItemSet 380760
Kannagi (R15) was locked into the main hand.
Andartia Mantle AGI+Crit Rate for low buffs
Andartia Mantle AGI+WSD for standard/high buffs
Critical hit weapon skill damage varies wildly based on the AGI stat of your target. This is because up to 15% of your Crit Rate comes from dDEX. Unfortunately, Blade: Hi has an 80% AGI modifier, which is essentially useless for meleeing. I'm still convinced the developers accidentally swapped the modifiers for Jishnu's Radiance (80% DEX) and Blade: Hi (80% AGI) and refuse to admit it.
Since Apex Toads do not have a published AGI value to calculate dDEX from, I ended up performing about 2 hours worth of auto-attacks in various sets to estimate it myself (AGI ~ 354-358). Either way, I don't necessarily recommend the Blade: Hi sets presented here. I don't think Blade: Hi is a good weapon skill in general compared to the other Katana options. The conditions required for critical hit weapon skills to perform well are too variable to simply stick with a single set based on a spreadsheet or code. You should do your own research based on exactly what you plan to use the weapon skill on and build your set around that.
Blade: Kamu
Blade: Ku
ItemSet 380763
ItemSet 380764
ItemSet 380765
Blade: Ku is surprisingly powerful when compared to Blade: Shun. The +60% damage on Gokotai, 1.25 FTP, and 30% STR+DEX modifier put in a lot of work to boost the damage. Unfortunately the skillchain properties are not great compared to Blade: Shun with Heishi.
Blade: Metsu
ItemSet 380766
ItemSet 380768
These sets are a good example of not using a lot of Nyame where Nyame would likely win. Blade: Metsu has excellent skillchain properties so I expect at least 4/5 Nyame with Relic legs to win in most cases considering they provide +24% skillchain damage.
With the release of R25 Nyame, most of these sets actually use Nyame for maximum physical damage. The skillchain damage stat on Nyame is just a bonus on top now.
Blade: Shun
Blade: Ten
Savage Blade
ItemSet 380771
ItemSet 380772
ItemSet 380773
For Naegling's "Weaponskill: Attack bonus based on number of upgrades" stat, I assumed the player had at least eight buffs up (protect, shell, haste, utsusemi, kakka, yonin, food, signet) for all sets. Standard buffs added 4 songs and 2 rolls for 14 total buffs, and high buffs added a single GEO bubble for 15 total buffs. The player's base attack then received +1% per buff present. This bonus attack was added to the player's base attack before any other buffs were added.
Evisceration
ItemSet 380942
ItemSet 380770
ItemSet 380943
Tauret was locked into the main hand.
Ryuo Tekko Path A or D
Andartia Mantle DEX+Crit Rate
Kendatsuba Samue +1 or Mpaca Doublet R25 are generally the go-to body slots for Evisceration.
Similar to Blade: Hi, critical hit weapon skill damage will vary wildly depending on the AGI of your target. Your dDEX provides as much as 15% critical hit rate that you're potentially missing on high AGI targets unless you stack more DEX. Luckily, Evisceration has a 50% DEX modifier, so this is not likely to be a problem. I still recommend finding your own set that works well on the content you plan to use Evisceration on (Odyssey Lamia/Aquans or that one Master Trial) instead of just sticking with this set or one from the spreadsheet.
Tachi: Goten
ItemSet 383500
Tachi: Goten is the Lightning-elemental hybrid weapon skill. The Donar Gun would likely be fantastic for this weapon skill, but it would require that you never unequip the gun since you would lose TP to swap to Shuriken for TPing.
Be sure to weaponskill above 2000 TP.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
Tachi: Jinpu
ItemSet 383497
Nyame Path B
Andartia Mantle STR+WSD
Ninja Nodowa +2 when attack capped and TP>2000.
Fotia Belt > Orpheus's Sash when below 1500 TP. You should always weapon skill above 2000 effective TP, though.
Tachi: Jinpu is a powerful tool for a Ninja to have available against Earth-based enemies weak to magic and slashing damage. This is essentially the Great Katana version of Blade: Chi, so you'll want to WS above 2000 effective TP.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
The best part of Tachi: Jinpu is that it creates and endless skillchain loop with itself. When fully buffed, you are able to simply spam Tachi: Jinpu and create powerful skillchains with every use. It's unfortunate that the developers did not allow Blade: Chi to self-skillchain endlessly as well.
Tachi: Kagero
ItemSet 383499
Tachi: Kagero is the Fire-elemental hybrid weapon skill. Tachi: Kagero is especially potent on a few enemies in Odyssey C, such as Puks and Bomb Clusters. Be sure to weaponskill above 2000 TP.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
Tachi: Kasha
ItemSet 383491
ItemSet 383492
Nyame Path B
Andartia Mantle STR+WSD
I don't expect anyone to use Tachi: Kasha on Ninja, but it is a pretty weapon skill.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
Tachi: Kasha is the Great Katana version of Blade: Retsu, since it can Paralyze the enemy. I'm not sure if it is as potent as Blade: Retsu, though.
Tachi: Koki
ItemSet 383498
Nyame Path B
Andartia Mantle STR+WSD
Tachi: Koki is a single-hit weaponskill. Ninja Nodowa +2 will likely not beat Fotia Gorget unless you hold until 3000 TP for some reason.
Epaminondas's Ring can replace Gere Ring when near attack cap, but you lose those rare triple attack procs.
Tachi: Koki is the light-elemental hybrid weapon skill, which means it benefits greatly from Weatherspoon Ring (SoA final reward option). Despite the boost in power from Weatherspoon Ring, I don't see Koki getting much use.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
As a side note: Blade: Ei is a Darkness-based magical Katana weapon skill. There is no Darkness-based hybrid weapon skill. This is unfortunate because it would likely be very powerful with Archon Ring and Pixie Hairpin +1
Based on the sets listed above, we can make a short list of gear priority for a newer Ninja to reference.
Odin: Gere Ring
UNM: Lugra Earring +1 (Aug) > Sailfi Belt +1 (Aug) >= Seething Bomblet +1 (Aug) > Blistering Sallet +1 (Aug)
Lilith: Malignance Gloves > Malignance Tabard > Malignance Boots > Malignance Tights >= Malignance Chapeau
Bumba: Nyame Mail > Nyame Sollerets > Nyame Gauntlets > Nyame Flanchard >= Nyame Helm
Arebeti: Mpaca Cap > Mpaca Hose > Mpaca Doublet > Mpaca Gloves >= > Mpaca Boots
Ngai: Gleti's Knife
Xevioso: Kunimitsu
Relic: Legs > Head > Hands >= Feet > Body(TP low haste)
AF: Head
Adhemar: Head(A) > Body(B) > Hands(B) > Feet(A)
However, just because an item didn't show up here doesn't mean it doesn't hold a best-in-slot position in some situation. The 2021 Ninja Gearsets thread provides excellent gear to use for many weapon skills without considering Odyssey gear. Many of these sets are well within uncertainty of my "best average" sets presented here.
Here I give a "brief," but relatively detailed, description of how the damage was calculated within the code. Let me know if there are any mistakes or inaccuracies that need to be corrected. I'm confident in the algorithm, but I may have done a poor job explaining in some places.
The simulations were based on Apex Toads with three sets of possible stats, excluding their innate -25% MDT. This can be thought of as having three unfortunate Apex Toads in a room and each weapon skill hit one of them randomly. Taken directly from my code, the stats used were:
Code
e_mdef = 0-malaise*(15+3*nbubble) if 0-malaise*(15+3*nbubble) > -50 else -50
apex_toad = {'Level': [131, 132, 133],
'Defense': [1206*(1-dia[dia_potency]-frailty*(0.148+0.027*nbubble)), 1239*(1-dia[dia_potency]-frailty*(0.148+0.027*nbubble)), 1272*(1-dia[dia_potency]-frailty*(0.148+0.027*nbubble))],
'Evasion': [1103, 1133, 1163],
'VIT': [264, 270, 276],
'AGI': [354, 356, 358], # AGI roughly measured using Scoreboard on two different toads.
'MND': [218, 224, 228],
'INT': [285, 293, 299],
'CHR': [270, 277, 284],
'Magic Defense': [e_mdef, e_mdef, e_mdef]} # Enemy Magic Defense has a floor of 50
For Physical weapon skills, I used the standard BG-wiki formula to calculate damage: Due to the random nature of PDIF, a new value is calculated for each hit individually.
Additional hits after the first main-hand hit, whether they be from multi-hit weapon skills or multi-attacks, were performed in the order suggested by the testing of Austar. In the case of multi-attack procs on weapon skills, testing by Saevel and Austar show that there can be no more than two multi-attack checks of any kind per weapon skill and that the off-hand weapon will always get one of these two checks if you have an off-hand weapon equipped, otherwise the main-hand will get both checks only if the weapon skill has at least two natural hits.
In addition to the testing of Saevel and Austar, I tested this by using 404 Blade: Retsu while dual-wielding (2+1 hits) with 29% DA and 31% TA on Apex Toads. The observed TP return distribution from 404 Blade: Retsu closely matches the expected distribution assuming that only the first two hits (the first main hit and the one sub hit in this case) can multi-attack. Any assumptions that all weapon skill hits can multi-attack (6 chances for Blade: Shun for example) quickly cause the expected distribution to diverge from the observed.
For Hybrid weapon skills, I used the equation provided by Bahadir's Blade: Chi testing, Jakey's YouTube video, and SimonSes' NIN Hybrid Damage calculator, which splits the weapon skill damage into two parts
Hybrid = Physical + Magical
The physical damage is calculated using the exact same method as mentioned previously for purely physical weapon skills, with the important change that FTP is 1.0 and non-replicating for the physical portion of Hybrid weapon skills (see Bahadir's testing). The magical damage is calculated using the physical damage and the player's "Magic Damage" stat as a base:
In addition to the basic formula for damage, it is important to explicitly mention the following special cases that are included in the damage calculations:
Unlike the first main-hand hit, the first off-hand hit does not gain the bonus from the standard weapon skill damage stat.
Certain "weapon skill damage" stats on weapons apply to all hits. Examples of this include Naegling Savage Blade Damage +15%, augmented REMA weapons, and the hidden weapon skill damage bonus on Mythics and Relics.
Weapon skills gain a hidden ~+100 accuracy to their first hit. My testing of 1745 unbuffed (Brygid+KuyinHathdenna+YoranUC) Blade: Chi on Apex toads heavily suggests that this bonus applies to the first off-hand hit as well.
Buffs to player Attack are applied in a specific order:
Attack = (8+Gear+Traits+Gifts+Skill+STR+STR(food)+STR(buffs)+BRD)*(1+COR+GEO+Kikoku10%+Berserk)+Attack(food)
The player's secondary/auxiliary/off-hand attack is calculated using only half of their STR stat (see BG-wiki: "Attack")
STR from food is immediately used to calculate base attack, but "Attack+" from food is not applied until all other buffs have taken effect.
Before running the code, I manually selected equipment for each equipment slot that I wanted to test. This allowed me to exclude testing items like Mummu Kecks for Blade: Chi, which would obviously be a waste of time. To allow the output of my code be easily compared to the spreadsheets, the code uses a distribution's average damage to determine which piece of gear is "better" than another. It should be noted that the average is not a good summary statistic for multi-peaked distributions, though. The algorithm itself is simple:
(Edit 2021-08-23: I've adjusted the code's algorithm to use averages for intermediate steps, and 50,000 simulations as the last step. The process for finding best sets is now identical to manually selecting gear in a spreadsheet and checking the DPS value. The advantage is that this code is automated and provides expected damage distributions at the end for further analysis.)
1) For each item slot (or for each pair of two item slots simultaneously), cycle through all selected equipment and calculate the average weapon skill damage from that test gear set.
2) If the average damage is higher than the previous highest, then keep that item equipped, otherwise ignore it and try another combination of gear.
3) After all slots (or all combination of two slots simultaneously) have been tested and the best item in each slot determined, restart from the beginning with the previous best set as the starting place, checking each slot (or combination of two slots simultaneously) again, up to 20 times until. This allows for some gear to change based on changes to already tested slots.
4) Stop early if gear changes result in an average damage increase less than 0.5%, or if no changes are made within two consecutive iterations. This is the convergence criterion and it usually triggered before iteration 7.
With the above algorithm, the code's runtime is ~3 seconds to find a best set while swapping only one slot at a time, or ~180 seconds if changing two slots simultaneously. An additional 10 seconds is required to build a distribution of 50,000 simulations for the fancy output plots.
The list of gear tested in each slot is presented here. All weapon skills used the same pool of gear. All UNM gear is R15. All Odyssey gear is R25. Code
mains = [Heishi, Kannagi, Kikoku, Nagi, Gokotai]
subs = [Ternion, Kunimitsu, Gleti_Knife, Tauret, Gokotai, Crepuscular_Knife]
grips = [Alber_Strap]
ammos = [Yetshila, Seething_Bomblet, Cath_Palug_Stone, Aurgelmir_Orb, Pemphredo_Tathlum, Ghastly_Tathlum, Crepuscular_Pebble]
heads = [Adhemar_Bonnet_A, Adhemar_Bonnet_B, Hachiya_Hatsuburi, Mochizuki_Hatsuburi, Malignance_Chapeau, Kendatsuba_Jinpachi, Mummu_Bonnet, Nyame_Helm, Mpaca_Cap, Blistering_Sallet]
necks = [Ninja_Nodowa, Fotia_Gorget, Caro_Necklace, Baetyl_Pendant]
ears = [Ishvara_Earring, Lugra_Earring_Aug, Moonshade_Earring, Brutal_Earring, Friomisi_Earring, Crematio_Earring, Balder_Earring, Mache_Earring1, Mache_Earring2, Odr_Earring, Crepuscular_Earring]
ears2 = [Ishvara_Earring, Lugra_Earring_Aug, Moonshade_Earring, Brutal_Earring, Friomisi_Earring, Crematio_Earring, Balder_Earring, Mache_Earring1, Mache_Earring2, Odr_Earring, Crepuscular_Earring]
bodies = [Kendatsuba_Samue, Adhemar_Jacket_A, Adhemar_Jacket_B, Malignance_Tabard, Nyame_Mail, Samnuha_Coat, Gyve_Doublet, Abnoba_Kaftan, Mpaca_Doublet, Tatenashi_Haramaki, Ryuo_Domaru_A, Agony_Jerkin]
hands = [Adhemar_Wristbands_A, Adhemar_Wristbands_B, Mochizuki_Tekko, Mummu_Wrists, Malignance_Gloves, Kendatsuba_Tekko, Nyame_Gauntlets, Mpaca_Gloves, Tatenashi_Gote, Ryuo_Tekko_A, Ryuo_Tekko_D]
rings = [Gere_Ring, Hetairoi_Ring, Shukuyu_Ring, Apate_Ring, Ilabrat_Ring, Regal_Ring, Epona_Ring, Petrov_Ring, Rufescent_Ring, Begrudging_Ring, Epaminondas_Ring, Mummu_Ring, Beithir_Ring, Dingir_Ring, Metamorph_Ring, Shiva_Ring1, Shiva_Ring2, Weatherspoon_Ring]
rings2 = [Gere_Ring, Hetairoi_Ring, Shukuyu_Ring, Apate_Ring, Ilabrat_Ring, Regal_Ring, Epona_Ring, Petrov_Ring, Rufescent_Ring, Begrudging_Ring, Epaminondas_Ring, Mummu_Ring, Beithir_Ring, Dingir_Ring, Metamorph_Ring, Shiva_Ring1, Shiva_Ring2, Weatherspoon_Ring]
capes = [Andartia_DAdex, Andartia_DAstr, Andartia_DAagi, Andartia_Critagi, Andartia_Critdex, Andartia_WSDstr, Andartia_WSDdex, Andartia_WSDagi, Andartia_Nuke]
belts = [Windbuffet_Belt, Fotia_Belt, Grunfeld_Rope, Kentarch_Belt, Sailfi_Belt, Orpheus_Sash]
legs = [Kendatsuba_Hakama, Adhemar_Kecks_A, Adhemar_Kecks_B, Mochizuki_Hakama, Samnuha_Tights, Jokushu_Haidate, Malignance_Tights, Mummu_Kecks, Gyve_Trousers, Hizamaru_Hizayoroi, Nyame_Flanchard, Mpaca_Hose, Tatenashi_Haidate, Ryuo_Hakama_A, Rao_Haidate_B]
feet = [Mochizuki_Kyahan, Adhemar_Gamashes_A, Adhemar_Gamashes_B, Malignance_Boots, Mummu_Gamashes, Kendatsuba_Sune_Ate, Nyame_Sollerets, Mpaca_Boots, Tatenashi_SuneAte, Ryuo_SuneAte_D, Rao_SuneAte_D]
Finally, since this post is already pretty long, I may as well link my official forum post from last year. This post details my requested Ninja job adjustments. Feel free to give it a like/comment.
https://forum.square-enix.com/ffxi/threads/57263-2020-2021-Ninja-Job-Adjustment-and-Feedback?s=66c8aaed6a12e3a576c9ee8f403e1174
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