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#1 Apr 30 2011 at 4:02 PM Rating: Decent
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Can it crit? will RR do anything for it.

or is best setup either SA,VV, and Seadaughter with burts for 17 tp regain and basically pop off 3k AP every 15 secs.

or SA, VV, Drifter?

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#2 Apr 30 2011 at 4:15 PM Rating: Good
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AP will not crit, the best setup, at least in my opinion is still RR, VV and apoc, RR will help with melee crits as well as acc, even though that shouldn't be an issue, VV for the regain, DA, and attack, and apoc for the triple attack, with all that I have seen that it gets tp faster than taking apoc or RR off for sea daughter.
Just my twosense.
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#3 Apr 30 2011 at 6:01 PM Rating: Decent
If we are talking pet only. Pet withen melee range I say VV RR and stout arm. Outside of meleeing range I say sea daughter VV and stout arm.


RR damage bonus would be outshined by the increase damaged to weaponskills when out of melee range. Our pet doesn't ranged attack often enough. However even with it's super regain popping 300+ crits in between with the melee swings is a substantial bonus to dps if it is in melee range.

This of course is my personal opinion, I have not actually tested to say absolutely what's best.

Mind you, you be a fool to use these or your set-up if your master can be in melee range.
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#4 Apr 30 2011 at 6:06 PM Rating: Decent
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thanks

Edited, Apr 30th 2011 8:07pm by xbobbobx
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#5 May 02 2011 at 3:13 PM Rating: Excellent
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Camwin wrote:
AP will not crit, the best setup, at least in my opinion is still RR, VV and apoc, RR will help with melee crits as well as acc, even though that shouldn't be an issue, VV for the regain, DA, and attack, and apoc for the triple attack, with all that I have seen that it gets tp faster than taking apoc or RR off for sea daughter.
Just my twosense.


I tend to go RR/GH/Apoc. GH is handy for getting to atma crit rate cap (50% with RR+GH), which is very nice for master damage from TPing and WS. Plus GH is very good for both master/pet evasion and pet R.Acc with that AGI+50, not to mention decreased enemy TP gain. Counters certainly aren't bad either when they kick in - and it's a blast when my Pamama pulls hate with AP-spam and then counters the silly mob who looks his way.

I do occasionally RR/VV/Apoc though.

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#6 May 02 2011 at 3:34 PM Rating: Good
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I guess we would have to sit down and figure out the wsc for AP.

I know str definitely plays a role in, I am just not sure if its str/dex, str/agi, just str etc.

Knowing that would help a lot in deciding which is better.

For a pet only situation: ( no master)
str/agi = sd/sa/gh
str/dex = sd/sa/rr
str = vv/sa/sd

I guess if someone wants to check when they get home

1) 3-4 AP with just SA
2) 3-4 ap with SA/RR
3) 3-4 ap with SA/GH

Just avoide using maneuvers so the stats arent as variable.
#7 May 02 2011 at 5:12 PM Rating: Excellent
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dustinfoley wrote:
I guess we would have to sit down and figure out the wsc for AP.

I know str definitely plays a role in, I am just not sure if its str/dex, str/agi, just str etc.

Knowing that would help a lot in deciding which is better.


While this is all true, as a practical matter I'm not sure how important it is. Might be interesting to know more about AP, and atma does help to more easily test which stats are important since we have atma with such large chunks of stats. But when it comes down to it, how often are you in situations where the ONLY thing that's important is maximizing AP numbers? Not saying figuring out more about AP isn't useful, because it clearly is - but at best it's just one consideration in the whole picture.

The real practical question is which combination produces the best overall master+puppet results, not which atma is ideal for Armor Piercer only. Plus, even considering Sharpshot alone it's not all about AP. GH would impact melee crit rate, ranged accuracy, and survivability with some more evasion and the occasional counter. VV would give a little bit of regain, 5% DA, and the extra STR (which would probably be most noticeable on WS damage). At any rate, either one is clearly a good DD atma, but I think only considering AP damage is oversimplifying things a bit.

And it gets even more complicated with a new WS coming in a week...
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#8 May 02 2011 at 7:55 PM Rating: Good
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I agree anza, i was just stating that picking the best atma for AP would require some testing. The only time I do pet only stuff is very rare, but its a situation that does come up.

Personally I roll with vv/rr/apoc, the regain between pulls makes up for the lower crit rate imho. Even kinematics spreadsheet shows this, so I am not sure why people say gh>vv as the third atma.

O well
#10 May 02 2011 at 10:01 PM Rating: Excellent
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Actually, i wonder if you can equip dynamo along with the two atma for 50% crit rate and go over that cap, since pets seem to ignore other caps that players have.
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#11 May 03 2011 at 12:18 AM Rating: Good
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Crit cap is 95%.
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#12 May 03 2011 at 2:44 AM Rating: Excellent
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dustinfoley wrote:
Even kinematics spreadsheet shows this, so I am not sure why people say gh>vv as the third atma.


Well, especially for a MNK, the main reason is the increased counters for tanking. Can have utility for PUP as well, if you're pulling a lot of hate. The crit rate +20% is nothing to scoff at, but I really think GH is more about the defensive utility. For PUP, I like it sometimes for solo setups where I want some extra safety from evasion and counters.

The AGI would be a little interesting for Sharpshot frame though, particularly if that stat has a strong effect on a good WS (as you mentioned) - either AP or the new one.
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#13 May 03 2011 at 6:37 AM Rating: Good
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How do we not know AP's mods yet? I mean I know we haven't been able to test it easy until abyssea, but I would think, someone would have got it by now.
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#14 May 03 2011 at 7:46 AM Rating: Good
Camwin wrote:
How do we not know AP's mods yet? I mean I know we haven't been able to test it easy until abyssea, but I would think, someone would have got it by now.



Same reason Shik wasn't tested for months and was consider to be worse then Usu and enkidu until scars came out and showed how much stacking crit damage and rate really can do for our weaponskills.
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#15 May 03 2011 at 1:03 PM Rating: Excellent
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I did a *little* bit of testing back before the level cap increase, and found that adding a thunder maneuver for DEX seemed to give slightly higher numbers on AP, and especially on Daze. I don't have any actual evidence to report, but I think that's a good place to start looking. Just make sure that when you do your testing, you always have the same gear, your pet has the same TP, and that the mob checks the same. Those are not givens in Abyssea, so be careful. Maybe it would be smarter to just hit the lvl 0 bunnies in Ronfaure and just use maneuvers to give stats?

Oh, also I think it would be worth looking at MND for Cannibal Blade. I had my pet use this with two water maneuvers up and saw a higher number than usual (560+ ?). I was surprised but have been unable to duplicate it, though I haven't actually made a real attempt =/

Anyway, I sometimes use AP only when on a big NM where we don't want to feed it TP (and you don't want to get close enough to SP). Just build up TP, run in for a quick AP, and pull back out. If your pet pulls hate from the tank (happens after so many WS), just leave it in for the thirty seconds (lol) until it dies. Oh, and position yourself carefully so you don't pull it toward the mages (or pull its tail toward the tank). Depending on the mob, I think this method can put out seriously better numbers than nukes. I play around with combinations of VV, SA, SD, and Drifter.
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