SephirothsCloud wrote:
The only explanation I can think of is that nobody wants to take the time to get it and people who don't have it create threads to bash it.
It makes me sick when I see people use Rose straps or other items where they are sacrificing damage for Store TP. Store TP is only a percentage! If you have 10 Store-TP, you're only going to obtain 10 extra TP for every 100 TP you obtain.
Take a non-hasted 528 delay Scythe Swing for example (8.8 seconds per swing). Your typical DRK uses a 5 to 6 hit build (5 hits if they sacrificed gear to load up on store tp). It's going to take you 53 seconds to swing that scythe six times. In that time, the Moonshade Earring would have earned you 17.6 TP (The equiavlent of STP 17). Now of course, the average DRK is going to be hasted. But even assuming 50% haste, you're still picking up the equivalent of 8.83 STP. Yet people have sacrificed a lot more for a mere 4. I just don't get it. Do people not realize that a tick is only 3 seconds? Moonshade earring = lots of TP for little sacrifice. It's honestly almost as much of a factor as Rajas was. Get one.
If rose strap is the only piece of store TP they're wearing, then yes, they're doing it wrong. but 10 STP is a pretty sh*tty amount of STP, though it does still push a couple of 2h weapons up a hit tier, iirc. Store TP is a pretty huge offensive stat for 2h weapons (not so much for 1h/h2h, though it can still help). Also, Moonshade Earring has a static max TP gain which is lower than a decent Store TP build will give. MSE cannot exceed 20TP/minute, while store TP can, and does so very easily. Let's use your 528 delay scythe as an example.
528 delay; bases: 14.4TP/hit, 8.8 seconds/swing, 6 Hits/Minute, 86.4 net TP gain, before accuracy, multiple-attack effects, and being hit.
Now, let's say you spend 5 minutes engaged. Over 5 minutes, MSE will give you 100 TP, or 1 free WS
This Scythe starts with a natural 7hit, a 6 hit requires a minimum of 16.7 TP/hit, which this scythe achieves with a very minuscule 16 STP, and a 5 hit 20 TP/hit, which needs 39 STP
/sam gives a natural 15 STP, while /war gives a natural 10% double attack,
both of which will increase your TP gain significantly (I don't know which more drks sub, but my numbers have drk/war stomping all over drk/sam, so I'm just going to do /war. Besides, Zanshin is a pain in the ass to account for.), and ignoring the possiblity of a cor giving sam roll, since there are better choices most of the time,
Drk/war: needs 16 STP for a 6hit and 39 STP for a 5hit; 6hit is easy, 5hit may be trickier; is the Store TP magian scythe worth getting over the WS damage/TP bonus ones?
Capped Gear or JA haste (25%) and no other haste, 25%; 396 delay; thus
6.6 seconds/swing, and 9 hits/minute
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
48 hits at 14.4 TP/hit; 691.2 TP +100 TP; 791.2 TP = 7 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
48 hits at 16.7 TP/hit; 801.6 TP = 8 WS
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
48 hits at 20.0 TP/hit; 960 TP = 9 WS
Capped Gear or JA haste (25%) and the haste spell, 40% haste; 316.8 delay; thus
~ 5.2(66...) seconds/swing, and 11 hits/minute;
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
59 hits at 14.4 TP/hit; 849.6 TP +100 TP; 949.6 TP = 9 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
59 hits at 16.7 TP/hit; 985.3 TP = 9 WS (Note that the net TP gain is still higher with only +16 STP, at 27.1 TP/min, compared to MSE's 20.0TP/min)
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
59 hits at 20.0 TP/hit; 1180.0 TP = 11 WS
Capped Gear and JA haste (so 50%) and the haste spell (15%), so 65% haste; 528 -> 184.8 delay, thus:
~3.06(66...) seconds/swing and 20 hits/minute (Unless I'm remembering where the decimal truncates wrong, in which case it would be 19 hits/minute, but I'm going to favor lazy rounding and not bother to check, because this is a cleaner number, and 5 hits won't change the ultimate outcome, it should just lower the net WS by 1 across the board)
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
109 hits at 14.4 TP/hit; 1569.6 TP +100 TP; 1669.6 TP = 16 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
109 hits at 16.7 TP/hit; 1820.3 TP = 18 WS
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
109 hits at 20.0 TP/hit; 2180.0 TP = 21 WS
Capped Haste, 80% haste; 105.6 delay; thus
~1.7(5) seconds/swing, and 35 hits/minute (Again, unless I'm remembering wrong, in which case 34 hits/minute. Just gonna do the same thing here as I did before.)
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
190 hits at 14.4 TP/hit; 2736.0 TP +100 TP; 2836.0 TP = 28 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
190 hits at 16.7 TP/hit; 3173.0 TP = 31 WS
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
190 hits at 20.0 TP/hit; 3800.0 TP = 38 WS
So, as you can see, The more haste you have, the more valuable Store TP becomes, and the less damage MSE will add to your overall amount, because MSE will only ever add 1 extra WS every 5 minutes, no more, no less, while Store TP can do that and more.
SephirothsCloud wrote:
If I recall correctly, the spell haste gives you 15%? Gear haste caps at 25%. Last Resort would be another 25% while active. I guess I figured it would average to about 50%.
Haste spell is 15%, but magic haste caps at 43.5%, you're forgetting double march. I don't remember what the caps are for marches, but iirc, double march was around 22-23% haste last time I did the math so double march + haste is ~37% haste, while SV double march will cap your magic haste alone. Gear haste and JA haste (Hasso, Haste Samba, and Desperate Blows; Blitzer's roll is separate) cap at 25% each, and total haste caps at 80% unless you're using h2h (technically, h2h and martial arts, but if you're using h2h and don't have martial arts, wtf are you doing? lol480baseh2hdelay), or dual wielding, the technical haste cap goes down because the cap isn't so much a "haste cap" as it is a "delay floor". Also note that MA/DW/Blitzer's Roll (the other delay reducer) are not additive with haste, they're multiplicative, so outside of ludicrously high amounts, the haste cap is still going to be near 80% (The lowest haste cap I've found was with every single piece of DW gear at the time, which was like, 65ish% haste cap, but it's been a while, I might crunch it out and edit this for the sake of my own curiosity).