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Monk/sam 5 hit build.. exact STP questionFollow

#1 Jun 30 2010 at 11:17 PM Rating: Good
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Hello math wizz Kinematics, Veggeto and others, what is the exact STP needed for TPing and WS for a 4hit /sam footwork TK build? I was messing around with /sam and noticed I was getting 34 tp return after ws and 16.5 per kick I think. My STP gear for both TP and WS are usu body (6), brutal earring (1), Rajas (5) and Ecphoira ring (ws only (1)). This was giving me 100tp after 4 rounds of kicks with the brief test I did. I wanted to know the exact STP so I can ditch Ecphoira ring and/or adjust ws gear or eat caborna. /sam is going to be an awesome build with the OA2-3 weapons.

*edited topic to avoid confusion*

Edited, Jul 1st 2010 1:29am by Bytemeee
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#2 Jun 30 2010 at 11:26 PM Rating: Good
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For /sam I'd have it w/ my current tp build, ws'ing in usu body instead of osode. Kinematics also offered me an alternative, which I don't remember atm. I'm sure he'll shed some light.

By the way, that'd be a 5hit build. The ws' tp return is included in the number of hits. For example a sam who has a 6hit, swings 5 times after a ws before they ws again.

When you said 4 hit, I was thinking 3 kicks and was like wtf!


Also, Carbonara is pretty much never the answer, you'd be better off w/ better food and sacrificing a bit of gear

Edited, Jul 1st 2010 1:27am by Veggeto
#3 Jul 01 2010 at 12:08 AM Rating: Good
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First, I rather doubt you're actually asking for a 4-hit build, because that's flat out impossible without 40+ Store TP from Sam Roll (XI without sam, lucky or XI with sam), and still requires pretty much every piece of Store TP mnk can wear, including new pieces introduced this patch that haven't been found yet, and using the 5% haste/5 store tp belt, plus carbonara.

I thought I'd posted an explanation about the term within just the last few days... Just checked, and I did indeed answer you on this matter here.

Anyway, here is a rough estimate of how much Store TP you need at various X-hit levels:

8-hit: none
7-hit: 10
6-hit: 29
5-hit: 54
4-hit: 93


Adjusting due to other posts/edits:

OK, assuming it's as Veggeto notes, with weaponskill + 4 hits for a 6-hit build, and wanting to not have to depend on the third hit of TK for your TP:

1) /sam, Usu/Cobra body, Rajas, Brutal, C.Chain, Ecphoria
2) /sam, Usu/Cobra body, Rajas, Brutal, White Tathlum

Both of those require weaponskilling in the same gear. White Tathlum is obviously the better choice, though you give up some potentially nice ammo options.

or, using some of the new gear:
3) /sam, Usu/Cobra body, Rajas, Brutal, Brisk Mask (6 acc, 6 att, 4% haste, 4 Store TP); can weaponskill in body or mask, but don't need both. Probably best general choice.

3a) /sam, Usu/Cobra body, Rajas, Brisk Mask. Weaponskill with Rajas + Brutal, and either Usu body or Brisk Mask.

4) /sam, Usu/Cobra body, Rajas, Brutal, Belenos' Mantle (8 acc, 8 att, 2 Store TP); must weaponskill in same Store TP gear. One of the better choices if you have Usu body.

5) /sam, Usu/Cobra body, Rajas, Brutal, Tactical Mantle (-15 att, 6 Store TP), and can weaponskill in your choice of body and back. Decent option if you don't have Usu body, but do have another strong weaponskill body.

6) /sam, Usu/Cobra body, Rajas, Brutal, Hoard Ring (-4 str, -4 dex, 4 Store TP); must weaponskill in Store TP body, but can change ring.

7) /sam, Usu/Cobra body, Rajas, Brutal, Carbonara. You get the same Store TP as the Tactical Mantle, but with 1-2 more Str and 10 more attack (accounting for getting 20 less attack than Yellow Curry Buns). Can weaponskill in any body. Downside is that Carbonara is rather expensive for such a middling food, and preempts your ability to use food for accuracy.


Edit: Since I just remembered about the OAT effect on Brutal, removed it from the TP side of option 3 since its value is mostly inconsequential. Can work around it in a couple of the others, but generally not as viable.


Edited, Jul 1st 2010 2:54am by Kinematics
#4 Jul 01 2010 at 12:40 AM Rating: Decent
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Thanx that is exactly what I was looking for. My current build is missing 1stp. Option 3 sure looks good. Dont forget Brisk Mask, Acc+8, Atk+8 Eva-12, haste 4%, and STP+4 a solid tp piece and can use a ws back piece of my choosing.
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#5 Jul 01 2010 at 12:50 AM Rating: Good
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Bah, Brisk Mask, right. I'd actually set aside a note for that, but forgot to include it in the listing. Updating the above post.
#6 Jul 01 2010 at 1:33 AM Rating: Good
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All that side though, wouldn't /war be better? I'd say zerk, 6hit, with more freedom of gear beats 5hit and meditate, especially w/ the chances of you kicking the exact number of kicks needed to ws w/ a 2-3 proc weapon. I forsee overflow tp
#7 Jul 01 2010 at 2:55 AM Rating: Decent
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With 80% double att on footwork, its about a 64% ish chance of 2 melee rounds to WS at 29stp, 4% chance of 4 rounds, and 32% ish of 3 rounds. Also sam has sekkanoki for funs

I cant see that /war can beat going from 2 melee rounds 60+% of time to having just 3 rounds.

If we count combat rounds, the difference from 2 rounds to WS , vs 3 rounds to WS is huge, even if you are only getting the 2 rounds every 60+%

Its not really a 6 vs 7 hit in the usual single hit per round sense because of the way the combat rounds are affected.

put it this way, /sam you have a 60+% chance of having a total delay of 960 between WS. The minimum /war can do is 1440 delay between WS.

No way berserk is worth that much, also the double attack is largely negated by weapon also.
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#8 Jul 01 2010 at 3:22 AM Rating: Decent
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But the thing is let's say you need 1 hit to ws, but you attack 2 or 3 times, then took /war and /sam same number of rounds to WS. Only way /sam is gonna ws faster is when you hit the exact number of times needed to ws. Otherwise you'll be ws'ing at the same rate because of the extra tp from the 2-3 proc.
#9 Jul 01 2010 at 3:54 AM Rating: Decent
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But, you cant triple. and 60% of the time /sam is making 2 rounds per WS.

/war has just as much chance for over tp, Assuming 100% acc and 80% activation rate for double att on footwork. 80 is a little under what I expect it to be but its how much tp is wasted

So for /sam 6hit

64% of time its 2x double att to 100tp - This is 0 wasted tp 0.8 x 0.8 = 0.64

now what combinations do we have left

Single double double - over tp - 0.2x0.8x0.8

Double single double - over tp - 0.2x0.8x0.8

single single double - 100tp 0.2x0.2x0.8

single single single double - over tp - this is very unlikely, 0.2x0.2x0.2x0.8

single single single single - 100tp 0.2x0.2x0.2x0.2


Looking at the distribution pattern here, being over tp should not happen a great deal of the time /war looks like it could have more chance to be over tp than /sam.



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#10 Jul 01 2010 at 3:56 AM Rating: Good
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Assuming the 20/70/10 split.

Ignoring accuracy for now.

Distribution probabilities (approximate):
/sam -- 68% 2-round, 31% 3-round, 1% 4-round
/war -- 15% 2-round, 75% 3-round, 10% 4-round


And given: 21% haste in gear (assume Brisk Mask, Black Belt, B.Haidate), Haste and double Marches for 56% haste, thus round delay of 212

/sam:
2-round: 68% of (212*2 + 120) = 370
3-round: 31% of (212*3 + 120) = 234
4-round: 1% of (212*4 + 120) = 10

Avg delay: 614


/war:
2-round: 15% of (212*2 + 120) = 82
3-round: 75% of (212*3 + 120) = 567
4-round: 10% of (212*4 + 120) = 97

Avg delay: 746


/sam gets 20% more weaponskill cycles. However /war will get more damage per weaponskill cycle, first by simple virtue of the fact that it's having to hit more times per cycle (though I'm not going to try to figure out how much), and second from Berserk (as long as attack is uncapped), which is already known to be worth roughly +20% damage over time.

The tricky bit is that Berserk combined with food and Footwork's attack boost (and potentially Chaos Roll) can vastly overshoot the attack needed to cap.

The high-end gear set I put together in the Tornado Kick thread gave 134 attack in gear; combine that with 317 from skill, 8 from base, and ~40 from base str and you're at 499 attack. Footwork's attack boost adds another 48. Supposing you're using pizza +1 for the accuracy (ignoring the huge amount of accuracy in that build) and have just 55 more attack from food; that puts you at 602 total. That's enough to cap on a typical Dia III'd merit mob, without Boost or Chaos Roll or Berserk. Add Chaos Roll and you should be capped on most HNM-type stuff.

Even allowing that you won't have all that attack on during the TP phase, that's still half your damage that's essentially immune to any benefit from Berserk. That makes the /sam vs /war argument a lot more complicated.
#11 Jul 01 2010 at 4:12 AM Rating: Decent
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I prefer /sam at the moment, Veg can prefer /war,

One thing I would like to know though, now Footwork is super awesome, how do we fare compared to other jobs?

Back in the day monk was king, then came the 2h patch and /sam with hasso, and we were left out by the community, has this footwork shenanigans given us more of a boost so that we are back on par with all the 2h peoples? Or is it simply hasso is just too much of a bonus.

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#12 Jul 19 2010 at 11:14 AM Rating: Decent
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Veggeto wrote:
For /sam I'd have it w/ my current tp build, ws'ing in usu body instead of osode. Kinematics also offered me an alternative, which I don't remember atm. I'm sure he'll shed some light.


Wait what?

So what's the role of kick boots (Dunes or KKs or Poise) in these builds? I realize that the 7 STP on usukane feet is critical for low hit builds with /sam, but don't you lose a ton of damage by not using any kick boots for TP or WS?

I'm full usu, BB level 80 as well and looking around for kickwork build next.
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#13 Jul 19 2010 at 5:44 PM Rating: Decent
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- wrote:
Wait what?

So what's the role of kick boots (Dunes or KKs or Poise) in these builds? I realize that the 7 STP on usukane feet is critical for low hit builds with /sam, but don't you lose a ton of damage by not using any kick boots for TP or WS?

I'm full usu, BB level 80 as well and looking around for kickwork build next.


who says he is'nt wsing in kick shoes instead of usu shoes?

Edited, Jul 19th 2010 7:45pm by arkangelic
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#14 Jul 20 2010 at 12:36 AM Rating: Decent
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not to mention its very easy to get a 5 hit or 6 hit (/nin or w/e)without the storeTP from usu feet. even more easy for OP considering he has usu body.
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#15 Jul 20 2010 at 10:14 PM Rating: Decent
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Kinematics wrote:
Assuming the 20/70/10 split.

Ignoring accuracy for now.

Distribution probabilities (approximate):
/sam -- 68% 2-round, 31% 3-round, 1% 4-round
/war -- 15% 2-round, 75% 3-round, 10% 4-round


And given: 21% haste in gear (assume Brisk Mask, Black Belt, B.Haidate), Haste and double Marches for 56% haste, thus round delay of 212

/sam:
2-round: 68% of (212*2 + 120) = 370
3-round: 31% of (212*3 + 120) = 234
4-round: 1% of (212*4 + 120) = 10

Avg delay: 614


/war:
2-round: 15% of (212*2 + 120) = 82
3-round: 75% of (212*3 + 120) = 567
4-round: 10% of (212*4 + 120) = 97

Avg delay: 746


/sam gets 20% more weaponskill cycles. However /war will get more damage per weaponskill cycle, first by simple virtue of the fact that it's having to hit more times per cycle (though I'm not going to try to figure out how much), and second from Berserk (as long as attack is uncapped), which is already known to be worth roughly +20% damage over time.

The tricky bit is that Berserk combined with food and Footwork's attack boost (and potentially Chaos Roll) can vastly overshoot the attack needed to cap.

The high-end gear set I put together in the Tornado Kick thread gave 134 attack in gear; combine that with 317 from skill, 8 from base, and ~40 from base str and you're at 499 attack. Footwork's attack boost adds another 48. Supposing you're using pizza +1 for the accuracy (ignoring the huge amount of accuracy in that build) and have just 55 more attack from food; that puts you at 602 total. That's enough to cap on a typical Dia III'd merit mob, without Boost or Chaos Roll or Berserk. Add Chaos Roll and you should be capped on most HNM-type stuff.

Even allowing that you won't have all that attack on during the TP phase, that's still half your damage that's essentially immune to any benefit from Berserk. That makes the /sam vs /war argument a lot more complicated.


something else to consider in the /sam vs /war argument; Sekkanoki. Using it at all means not all ws will be over TP when /sam, so that might complicate things a little more.
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#16 Jul 21 2010 at 6:56 AM Rating: Decent
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personally, I've always used /drg for footwork builds. But I'm not 100% on the ramifications of the OAThrice with it. without any OAT h2h(still working on it) a jump is often worth 28tp, up to almost 70 if all DA/KA proc(very low chance). with OAThrice weapon, each jump is an OA2-7 times round worth 14tp per round(averaging somewhere around 4hits/56tp).

The other issue with /drg now is too much haste. poise shoes, earring, and black belt is already 22% haste. leaving only 3-4% to be picked up between head/legs. while that might allow say, usu head, melee legs. or usu legs, h2h skill hat. it really changes the build from what I'm using now.
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#17 Jul 21 2010 at 1:54 PM Rating: Good
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the bigger problem with /drg and /sam, is the part where you die after pulling hate from Tornado Kick spam.

as much as i'd like to go crazy with ursine claws, footwork and /drg or /sam, it's just too easy to be an mp sink. Certainly in zerg type situations i'd pick either of those subs. If only seigan/hasso worked with footwork. Hell, i'd just take seigan.


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#18 Jul 21 2010 at 10:12 PM Rating: Default
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which is actually another reason why I like /drg. high jump sheds 30% of the hate you've gained so far. which, for long fights, can be insanely helpfull in keeping hate off you. In shorter fights(dynamis/merits) the hope is that you just take the hits, or use perfect counter to offset the short spike in hate you create if you open with WS>jump>WS>high>WS before the mob dies.

I used to do campaigns as mnk/drg using asuran just because I found it more entertaining than trying to not die as mnk/dnc. I got hate almost every mob I fought, and just kept firing WS's to try and kill it as fast as possible. after about 4 of those fights, i'd have to stop and rest. But I found it more entertaining than the alternatives.
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#19 Jul 22 2010 at 3:07 AM Rating: Good
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funny, i did the same thing as mnk/sam in a recent campaign. it was really fun, and a whm attached himself to me and hasted/cured me for awhile. mobs were going down fast.
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#20 Jul 25 2010 at 3:44 AM Rating: Decent
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So I have been messing around with x-hit builds. For me getting usu body is never going to happen, and I detest campaign after losing about 10 medals due to play time now. So my options have been limited. Overall I think I have a good solution for people in my situation though (casual players).

I personally feel /sam is nothing but a toy. if we have such a boost in dmg from footwork that means we will be tanking more, thus needing /nin to survive. Or we will be in meripo with other really good players and be allowed to go all out, in which case I cannot see how /war would lose given that zerk, DA, and regular attack bonus we get. Plus here in a few updates we will have agressor at which point I cannot see how /war would be trumped. For sake of this though I think /nin is the norm and is what I base my need off of.

29 stp is just to much to aim for I think in gear. So a solid 7 hit with freedom to ws in really good gear would be best overall. With that said for stp brutal+hoard+rajas gives you the needed tp return during tp phase if you connect 2/3 hits on tornado with rajas+brutal+enkidus subligar.

I think enkidus subligar would be a good choice to use since it allows the use of KO for body slott. Of course this is not best but i think its more practical than anything else I have seen.

I would be interested to hear what yalls builds are looking like now.
#21 Jul 25 2010 at 8:15 AM Rating: Good
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with the footwork attack boost and multihit h2h i think /war is actually less useful then you might think. aggressor would be useful for acc but over all i think /drg might me better
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#22 Jul 25 2010 at 1:01 PM Rating: Decent
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arkangelic wrote:
with the footwork attack boost and multihit h2h i think /war is actually less useful then you might think. aggressor would be useful for acc but over all i think /drg might me better


Jumps over zerk? really?

Get poise shoes and the wyvern earring is worthless
#23 Jul 25 2010 at 10:30 PM Rating: Decent
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/SAM with the proper gear will win over anything else most likely.
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#24 Jul 25 2010 at 11:28 PM Rating: Good
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How do you guys plan to not be pasted to the floor in 3 seconds flat against practically any target? Even Abyssea XP mobs can eat your face pretty readily.
#25 Jul 26 2010 at 1:18 AM Rating: Good
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Footwork w/OA2-3 (High end)

Mnk/War

Removing Boost from WS, removing Brutal during melee and replacing with Merman's (another better option?).

Changes to base stats:

Hume Mnk/War
Level 80
73+5 = 78 str
72 dex
73 vit
317 H2H skill (8 merits)

Assuming alternating Focus and Berserk.


Melee:
Str(F): 78+(2+8+4+5+6+3+7+5) = 118
Str(nF): 78+(2+8+5+3+7) = 103
Dex(F): 72+(8+5+5) = 90
Dex(nf): 72+(8+5+15) = 100
Att(F): 8+324+(118/2)+(8+6+7+3+15+10)+(10) = 450 +Chaos(84) +FW(43) +Food(55) = 632
Att(nF): 8+324+(103/2)+(8+6+7+4+15)+(10) = 433 +Berserk(108) +Chaos(81) +FW(42) +Food(55) = 719
Acc(F): 311+(90/2)+(6+12)+(30) = 404 * 1.11 = 448
Acc(nF): 311+(100/2)+(6+12+10+4) = 393 * 1.11 = 436


fStr(F): 10
fStr(nF): 7

Haste(F): 25%
Haste(nF): 25%


Weaponskill:

Weapon // Thew Bomblet
MKE/Gorget/Brutal/Aesir
Osode/Alky/Rajas/Strigoi
Forager/Warwolf/Usu/Poise

MKE augments: +10 acc, +5 att, +15 ws.acc, +4 str

Str: 78+(2+4+10+11+5+6+3+5+5) = 129
Vit: 73+(10+5) = 88
Dex: 72+(10-6+5+5) = 86
Att(F): 8+324+(129/2)+(8+5+7+3+15+10) +(10) = 454 +FW(44) +Chaos(85) +Food(55) = 638
Att(nF): 8+324+(129/2)+(8+5+7+3+15+10) +(10) = 454 +FW(44) +Chaos(85) +Food(55) +Berserk(113) = 751
Acc(F): 311+(88/2)+(25+10) +30 = 420 * 1.11 = 466 = 95%
Acc(nF): 311+(88/2)+(25+10) = 390 * 1.11 = 432 = 94%
fStr: 10
WSC (Tornado): 59


Calculations:

TP/Hit (base): 13
TP/Hit (+STP): 14.9, 13.7 during weaponskill; 7-hit build.

cRatio(F): 632 / 338 - .35 = 1.520
cRatio(nF): 719 / 338 - .35 = 1.650

Crit rate(F): 11%
Crit rate(nF): 12%

Base damage: 38+18+35 = 91
fStr(F): 10
fStr(nF): 7

Total kick D(F): 101
Total kick D(nF): 98

Avg melee hit: [D * r + D * c]
Avg kick(F): 164.63
Avg kick(nF): 173.46

Avg damage per round(F): (1.777 * 164.63) = 292.548
Avg damage per round(nF): (1.777 * 173.46) = 308.238

Hit rate(F): 95%
Hit rate(nF): 95%

Adj damage per round(F): 277.921
Adj damage per round(nF): 292.826

Rounds needed per WS(F): 3.304 + .5 = 3.804
Rounds needed per WS(nF): 3.309 + .5 = 3.809

Melee dmg per ws(F): 277.921 * 3.804 = 1,057
Melee dmg per ws(F): 292.826 * 3.809 = 1,115


Weaponskill (Tornado):
D: 100
WSC: 59
cRatio(F): 638 / 338 - .35 = 1.538
cRatio(nF): 751 / 338 - .35 = 1.650
Damage(F): (((2.389+.1) * 95%) + ((2.3) * 95%)) * 1.538 * (100+59) = 1,113
Damage(nF): (((2.389+.1) * 95%) + ((2.3) * 94%)) * 1.650 * (100+59) = 1,188



Total damage(F): 1,057 + 1,113 = 2,170
Total damage(nF): 1,115 + 1,188 = 2,303

Haste(F): 60%
Haste(nF): 60%

Delay per round(F): 192
Delay per round(nF): 192

Melee time per WS(F): 192 * 3.804 = 730
Melee time per WS(nF): 192 * 3.809 = 731

WS Cycle Time(F): 850
WS Cycle Time(nF): 851

DPS(F): 2,170 / 850/60 = 153.176
DPS(nF): 2,303 / 851/60 = 162.374

Avg DPS: 153.176 * .4 + 162.374 * .6 = 158.695

~12.4% increase over /nin.
#26 Jul 26 2010 at 1:19 AM Rating: Good
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Footwork w/OA2-3 (High end)

Mnk/Sam

Removing Boost from WS, removing Brutal during melee and replacing with Merman's (another better option?).

Changes to base stats:

Hume Mnk/Sam
Level 80
70+5 = 75 str
72 dex
74 vit
317 H2H skill (8 merits)


Melee:
Att(F): 8+324+(115/2)+(8+6+6+7+3+15+10) = 444 +Chaos(83) +FW(43) +Food(55) = 625
Att(nF): 8+324+(100/2)+(8+6+6+7+4+15) = 428 +Chaos(80) +FW(41) +Food(55) = 604

Weaponskill:
Att: 8+324+(126/2)+(8+5+7+3+15+10) = 443 +FW(43) +Chaos(83) +Food(55) = 624

Damage is basically identical to /nin.

Calculations:


Adj damage per round(F): 270.171
Adj damage per round(nF): 251.086

Rounds needed per WS(F): 2.693 + .5 = 3.193
Rounds needed per WS(nF): 2.711 + .5 = 3.211

Melee dmg per ws(F): 270.171 * 3.193 = 863
Melee dmg per ws(F): 251.086 * 3.211 = 806


Weaponskill (Tornado):
D: 100
WSC: 58
cRatio: 624 / 338 - .35 = 1.496
Damage(nF): (((2.385+.1) * 95%) + ((2.1) * 95%)) * 1.496 * (100+58) = 1,030
Damage(nF): (((2.385+.1) * 95%) + ((2.1) * 93.5%)) * 1.496 * (100+58) = 1,022


Total damage(F): 863 + 1,030 = 1,893
Total damage(nF): 806 + 1,022 = 1,828

Haste(F): 60%
Haste(nF): 60%

Delay per round(F): 192
Delay per round(nF): 192

Melee time per WS(F): 192 * 3.193 = 613
Melee time per WS(nF): 192 * 3.211 = 617

WS Cycle Time(F): 733
WS Cycle Time(nF): 737

DPS(F): 1,893 / 733/60 = 154.952
DPS(nF): 1,828 / 737/60 = 148.820

Avg DPS: 154.952 * .4 + 148.820 * .6 = 151.273 141.203

~7% better than /nin, without counting Meditate. Meditate is, at best, .6 of a weaponskill every 3 minutes, which is ~1030*.6 = 618 damage every 180 seconds, or 3.433 DPS.

Added to the above, that puts /sam at 154.706, or 9.5% ahead of /nin.

#27 Jul 26 2010 at 1:19 AM Rating: Good
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Footwork w/OA2-3 (High end)

Mnk/Drg


Changes to base stats:

Hume Mnk/Drg
Level 80
71+5 = 76 str
71 dex
74 vit
317 H2H skill (8 merits)

Re-gear:

Focus up:

Weapon // Thew Bomblet
Leonine Mask/Faith/Wyvern/Aesir
Usu/Denali/Rajas/Excelsis
Forager/Black Belt/Usu/Poise

Focus down:

Weapon // Thew Bomblet
Shura/Faith/Wyvern/Aesir
Usu/Denali/Rajas/Ulthalam
Forager/Black Belt/Aurore/Poise



Melee:
Str(F): 76+(2+3+8+4+5+3+7+5) = 113
Str(nF): 76+(2+5+8+4+5+3+7) = 110
Dex(F): 71+(8+5+5) = 89
Dex(nf): 71+(8+5) = 84
Att(F): 8+324+(113/2)+(8+7+6+8+15+10)+(10) = 452 +Chaos(84) +FW(44) +Food(55) = 635
Att(nF): 8+324+(110/2)+(8+7+6+4+15)+(10) = 437 +Chaos(81) +FW(42) +Food(55) = 615
Acc(F): 311+(89/2)+(12)+(10)+(30) = 407 * 1.11 = 451
Acc(nF): 311+(84/2)+(12+4+9+5)+(10) = 393 * 1.11 = 436


fStr(F): 10
fStr(nF): 9

Crit rate(F): 14%
Crit rate(nF): 10%

Haste(F): 25%
Haste(nF): 25%


Weaponskill:

Weapon // Thew Bomblet
MKE/Gorget/Brutal/Aesir
Osode/Alky/Rajas/Strigoi
Forager/Warwolf/Usu/Poise

MKE augments: +10 acc, +5 att, +15 ws.acc, +4 str

Str: 76+(2+4+10+11+5+6+3+5+5) = 127
Vit: 74+(10+5) = 89
Dex: 71+(10-6+5+5) = 85
Att(F): 8+324+(127/2)+(8+5+7+3+15+10) +(10) = 453 +FW(44) +Chaos(85) +Food(55) = 638
Att(nF): 8+324+(127/2)+(8+5+7+3+15+10) +(10) = 453 +FW(44) +Chaos(85) +Food(55) = 638
Acc(F): 311+(85/2)+(25+10) +(10) +30 = 418 * 1.11 = 463 = 95%
Acc(nF): 311+(85/2)+(25+10) +(10) = 398 * 1.11 = 441 = 95%
fStr: 10
WSC (Tornado): 58


Calculations:

TP/Hit (base): 13
TP/Hit (+STP): 14.9, 13.7 during weaponskill; 7-hit build.

cRatio(F): 635 / 338 - .35 = 1.529
cRatio(nF): 615 / 338 - .35 = 1.470

Crit rate(F): 14%
Crit rate(nF): 10%

Base damage: 38+18+35 = 91
fStr(F): 10
fStr(nF): 9

Total kick D(F): 101
Total kick D(nF): 100

Avg melee hit: [D * r + D * c]
Avg kick(F): 168.569
Avg kick(nF): 157.000

Avg damage per round(F): (1.75 * 168.569) = 294.996
Avg damage per round(nF): (1.75 * 157.000) = 274.75

Hit rate(F): 95%
Hit rate(nF): 95%

Adj damage per round(F): 280.246
Adj damage per round(nF): 261.013

Rounds needed per WS(F): 3.365 + .5 = 3.865
Rounds needed per WS(nF): 3.365 + .5 = 3.865

Melee dmg per ws(F): 280.246 * 3.865 = 1,083
Melee dmg per ws(F): 261.013 * 3.865 = 1,009


Weaponskill (Tornado):
D: 100
WSC: 58
cRatio: 638 / 338 - .35 = 1.538
Damage: (((2.365+.1) * 95%) + ((2.1) * 95%)) * 1.538 * (100+58) = 1,054



Total damage(F): 1,083 + 1,054 = 2,137
Total damage(nF): 1,009 + 1,054 = 2,033

Haste(F): 60%
Haste(nF): 60%

Delay per round(F): 192
Delay per round(nF): 192

Melee time per WS(F): 192 * 3.865 = 742
Melee time per WS(nF): 192 * 3.865 = 742

WS Cycle Time(F): 862
WS Cycle Time(nF): 862

DPS(F): 2,137 / 862/60 = 148.747
DPS(nF): 2,033 / 862/60 = 141.508

Avg DPS: 148.747 * .4 + 141.508 * .6 = 144.404

~2.3% increase over /nin without considering jumps.

Each Jump is ~3.425 connected hits (assuming capped accuracy on jump). Two Jumps and one High Jump can be used per 3 minutes for 10.275 hits, each giving 14.4 TP. If used immediately after weaponskills (to avoid too much TP overflow), this allow for 2.055 additional weaponskills at 1,054 damage each, or another 2,166 damage.

If no gear change is made aside from Wyvern > Brutal (because I don't want to work on it right now), there would be a 28.9% damage bonus on the Jumps.

Base damage per round would be:

cRatio(F): 635 / 338 - .35 = 1.529
cRatio(nF): 615 / 338 - .35 = 1.470

Crit rate(F): 14%
Crit rate(nF): 10%

Base damage: 38
fStr(F): 8
fStr(nF): 8

Total punch D(F): 46
Total punch D(nF): 46
Total kick D(F): 46
Total kick D(nF): 46

Avg melee hit: [D * r + D * c]
Avg punch(F): 76.774
Avg punch(nF): 72.22
Avg kick(F): 76.774
Avg kick(nF): 72.22

Avg damage per round(F): (3.45 * 76.774) + (.175 * 76.774) = 278.306
Avg damage per round(nF): (3.45 * 72.22) + (.175 * 72.22) = 261.798

Avg w/95% Acc: 254.981

So total of the three jumps would be: 254.981 * 1.289 * 2 + 254.981 = 912 damage.

Combined with the potential weaponskill damage, a total amount of additional damage of 3,078 over ~190 seconds, or 16.2 DPS.

Total DPS combined with base damage would be 160.604, or 13.7% ahead of /nin.

#28 Jul 26 2010 at 1:24 AM Rating: Good
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2,235 posts
Quick summary of DPS for the above:

Mnk/Nin: 141.203
Mnk/Sam: 154.706
Mnk/War: 158.695
Mnk/Drg: 160.604

/sam is fairly weak among the three options.
/war is most consistant with the least effort.
/drg will probably win out in general, since time lag between fights favors fixed JA timers (unless you slack on using them, in which case it falls behind). However requires the most finagling with gear (I was hitting caps on a lot of stuff trying to put together a good set).

None of them are significantly large increases over /nin. /Drg is the highest at 13.7%.
#29 Jul 26 2010 at 12:46 PM Rating: Good
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i'm surprised that /sam didn't do as well as i thought, but on the other hand i'm glad none of the options are THAT much better than /nin, since i like to stay alive while i deal my damage.
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#30 Jul 27 2010 at 4:00 AM Rating: Decent
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So I went and bought a wyv earring again ... fing thing skyrocketed from last month when i sold mine lol.... anyhow I was thinking that since /drg you only need 10 stp in both tp and ws right? To have a pure 7-hit? I dont see a 6-hit being practical enough to aim for.

How would this build fair then since I do not have your lv of gear as mentioned. Just curious if this will be better than what I could get just doing /war.

For tp
Weapon // Thew Bomblet
wala/pcc/Wyvern/mermans
enkidus/okote/Rajas/tor
Forager/Black Belt/Enkidus/Poise

It seemed like this would be good. I figured dropping byakkos for enkidus would be best since my only real other option atm is getting hoard ring, and I will be past haste cap anyhow since wala is being used.

Byakkos+hoard+ohat or wala+enkidus+tor? Basically its 7 dex 3 acc -4 str vs 4 str. I am thinking the 8 str difference would make the second option best? Seeing as pizza caps pretty much all acc issues.

Also is it even worth bothering in general for 6 hit over 7 hit?

#31 Jul 27 2010 at 12:58 PM Rating: Good
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2,235 posts
Sounds reasonable, though I'd change the Turban to Aurore Beret. If you really need the OHat accuracy, change to OHat + Aurore Gloves (1.4% loss of haste to gain 8 acc).

And at this point it's generally only feasible to worry about a 6-hit if you're getting Sam Roll, and if you're getting Sam Roll there are only 3 rolls that make any special difference: 7 without sam (need +14 Store TP to get to 6-hit), 2 (lucky) with sam (need to keep all +10 store TP for both melee & ws to get 5-hit) and 11 with sam (always 5-hit). Everything else that the cor would stop on is 6-hit.
#32 Jul 27 2010 at 1:19 PM Rating: Decent
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lol did not even think of Aurore Beret. Ya with that is pretty clear the hoard ring build is no good. basically 5 acc vs 8 str which seems clear to me with pizza. Sadly this is only for /drg and I do not see myself getting to use that ever lol.... even after buying the earring /shake fists.

Kinda off topic, but I know you could probably help me with this question. For spellcast you always name your xml like Name_Job, could I do Name_Job/Sub and just make a new spellcast for each sub job? Or does this not work? I have no clue on how make variable sets so thought it be easier to just make a new spellcast for each sub (since it takes like no time just copy and past pretty much). If this doesn't work just let me know. I plan test it when I get home, but be reassuring if it worked so I had something to look forward too for next 9 hrs before I head back home. With all these new builds I am having a hard time making my spellcast... Still have a few issues since I added in my footwork part. Now I cannot during focus stay in my footwork build and I cant see where the issue is lmao....
#33 Aug 03 2010 at 11:31 AM Rating: Decent
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Quote:
Footwork w/OA2-3 (High end)

Mnk/War

Removing Boost from WS, removing Brutal during melee and replacing with Merman's (another better option?).

Changes to base stats:


Aesir
#34 Aug 03 2010 at 3:03 PM Rating: Excellent
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2,235 posts
Aesir's already used on the other ear.
#35 Aug 15 2010 at 12:53 AM Rating: Decent
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Hmm, how does the Store TP version of Barracudas dmg 20, delay 60, STP +8 fit in here? I just don't use Dragon Kick anymore. Since SE seems to by pushing Footwork, do these weapons open up any doors ( assuming no OAT weapon since that should destroy these.

Please note: I already have Faith Bagn. so not planning on doing the OAT magian unless the next stage blows me away.
#36 Aug 15 2010 at 11:39 AM Rating: Good
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2,591 posts
I guess they are good if you don't have the OCC2-3x weapon, but I don't see the point in making them when you have Taipan Fangs Fire or Thunder which are better for H2H DMG, or the OCC2-3x weapon which is the best FW weapon.

The point is the OCC2-3x weapon allows you to reach a rediculously high Double kick rate with a DMG+90 weapon at low GAXE delay, using poise shoes. 25/6% haste is easily obtained, a new kick WS that deals consistent high WS DMG and the ~10% boost to attack


Regarding Faiths, they have no affect on Footwork but are still a great H2H weapon. The STP weapon seems kinda pointless when you can probably do the OCC2-3x weapon in less time - you can usually find help to kill mobs quicktime for Ursine claws, where as doing the 1.9k ws's can't really be sped up to much be getting external help, other than speeding your TP gain up. The footwork build is also good for MNK's without Blackbelt or Usukane or relics, as you can still reach max haste, use a Campaign body piece, spend 1M if you don't want to camp Lugarhoo for poise and work through Ursine at your own pace.
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