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Herculean Slash vs Infernal Scythe and buildsFollow

#1 Apr 30 2011 at 4:44 AM Rating: Decent
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First of all, wiki says the multiplier for HS is 3.5, while the multiplier of 1.0. Is this wrong? If not, isn't HS better by default? What's the INT mod on IS when dINT is capped (it caps at 24 making it very easy to hit with any Magic WS)?

I'm currently working on a 2-4 GS for sh*ts and giggles since I don't want to work on Caladbolg while my wife is working on things that run in the same path. I'm trying to work out a strong HS build. I'm currently eyeing:

Weapon: 2-4 hit GS
Grip: Mythril +1
Ammo: Soil Sachet
Head: Twilight Helm
Neck: Prudence Torque
Ear1: Novio
Ear2: Hecate's
Body: Twilight Mail / Abyss Cuirass
Hands: Vicious Mufflers
Ring1: VIT+7
Ring2: VIT+7
Back: Cavalier's +1?
Waist: Warwolf
Legs: Nimue's tights
Feet: Bale +2

Any advice?

Also, what atmas? was thinking either Beyond/Ultimate/Griffon or Beyond/Ultimate/Undying f Griffon didn't work with magic WSs.
#2 Apr 30 2011 at 4:59 AM Rating: Decent
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Return1 wrote:
First of all, wiki says the multiplier for HS is 3.5, while the multiplier of 1.0. Is this wrong? If not, isn't HS better by default? What's the INT mod on IS when dINT is capped (it caps at 24 making it very easy to hit with any Magic WS)?

It's simply wrong. Infernal Scythe is probably 3.0, and flat.

Infernal Scythe appears to behave like Sanguine Blade in that it actually has an uncapped dINT mod, which is why it runs rather decent with a brew. I think all 290/300 skill magical WS got this treatment.
Return1 wrote:
I'm currently working on a 2-4 GS for sh*ts and giggles since I don't want to work on Caladbolg while my wife is working on things that run in the same path. I'm trying to work out a strong HS build.
[...]
Also, what atmas? was thinking either Beyond/Ultimate/Griffon or Beyond/Ultimate/Undying f Griffon didn't work with magic WSs.

Beyond/Ultimate/BMoon or Beyond/Ultimate/Apocalypse. Raw WS damage versus TA rounding down your rounds-to-WS a little better. You'll have a three-round rate at worst with some two-round action now and then, but won't match 5-hit Malef+2. Stacking Magic Accuracy from atma is very important for decent numbers on NMs, but some are just hard-resistant (I wouldn't dare rock Herc in Uleguerand).

Going from 7-hit to 6-hit with the OA2-4 GS isn't going to cut nearly as many rounds as going from 6-hit to 5-hit, so you may look into using Beyond/Ultimate/Dunes to 5-hit (Ultimate has a decent amount of MAcc to make up for loss of Kirin, I don't have it though).

Herculean Slash is just a smidge better because Beyond is Ice Attack 30% and MAB 30% in one atma. It loses that advantage to Cosmos being 40% and also affecting Endark and the shorter TP build (and one-round potential) of Malef+2, not to mention also affecting Drains.

Herculean Slash with multihit on PLD, Beyond pushing Enlight damage up much like Cosmos on Endark, is probably a very decent DD... but it's still PLD.


For reference to my own build: In the end I don't really give a rat's ass about WS gear because everything decent and readily available is superseded by Store-TP or just trivial for an Abyssea-only build (or is obnoxiously unavailable, like Corselet). I could maybe squeeze 50 more damage out of each WS with just small gear changes, but the crux of a magical spam build is TP phase efficiency: Get the lowest hitbuild you can that is divisible by your average hits/round (~2.0 for OA2-4) and then minimize single rounds with DA/TA.


Extra note: Elemental Attack Bonuses from Cosmos and Beyond also affect Skillchains of that element. I consistently close Compression off Evisceration with a 1.1k Infernal for 770 damage (550 * 1.4).

Edited, Apr 30th 2011 4:14am by Raelix
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#3 Apr 30 2011 at 5:32 AM Rating: Decent
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Quote:
Beyond/Ultimate/BMoon or Beyond/Ultimate/Apocalypse. Raw WS damage versus TA rounding down your rounds-to-WS a little better. You'll have a three-round rate at worst with some two-round action now and then, but won't match 5-hit Malef+2. Stacking Magic Accuracy from atma is very important for decent numbers on NMs, but some are just hard-resistant (I wouldn't dare rock Herc in Uleguerand).


Wouldn't the 20% from the Undying be better than the 30MAB from Baying Moon? It's more like a 15% increase to total damage, but the 30MAB shouldn't be anywhere near that when over 200MAB right?

As for the faster TP instead of the higher WS, wouldn't Plague Bringer be better? I could get a 5 hit easily with the +20 STP it gives, making it better than Malef+2 for WS rate right?

I was thinking about the resistant mobs too, but I figured more mobs resist Dark than there are mobs that resist Ice.

#4 Apr 30 2011 at 5:06 PM Rating: Decent
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Return1 wrote:
Wouldn't the 20% from the Undying be better than the 30MAB from Baying Moon? It's more like a 15% increase to total damage, but the 30MAB shouldn't be anywhere near that when over 200MAB right?

Dead heat, I'd take the MAB since Undying is only better when you have Ascetic's up and break 200MAB and then only marginally.

Remember you have +30% ice attack from Beyond already, so Undying is only 150/130=15.38% increase too. Baying Moon throws you a nice 50 attack. Conserve-TP is genuinely worthless. MND is the goggles.

Return1 wrote:
As for the faster TP instead of the higher WS, wouldn't Plague Bringer be better? I could get a 5 hit easily with the +20 STP it gives, making it better than Malef+2 for WS rate right?

DA will help in reducing three-round sets, though not as much as TA (see below). It's less questionable against Dunes (Drain damage) when not stacking with +40% Dark from Cosmos though.

Herc: 80 MAB, 30 Elemental - 2.34
Infer: 50 MAB, 40 Elemental - 2.1

10% faster and 11% more WS damage versus 40% more Endark damage, 1k Drain IIs, and 15% extra Triple Attack for cleaner 2-round cycles... a tricky comparison to make without modeling the latter:

40/30/20/10 distribution, 15% less SA/DA: (.40+.30)*.85 = 0.613.
0.613*(40/70) = 35.2
0.613*(30/70) = 28.4

35.2/28.4/32/10 disribution with Apoc.

3-round cycle requires at least one single attack and a double or single.
Basic Chance of 3-round+: 0.40*0.70 = 28%
15%TA Chance of 3-round+: 0.352*0.636 = 22.38%

20% fewer 3-round+ cycles.

To compare: 10% DA on 40/30/20/10
.40*.90 = .36
36/34/20/10
0.36*(.36+.34) = 25.2% chance of 3-round, 10% fewer 3-round cycles.

It's interesting that DA is more effective in 3-round-cycle reduction, point for point. Time to get a Brutal I guess.
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#5 Apr 30 2011 at 7:13 PM Rating: Decent
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Dead heat, I'd take the MAB since Undying is only better when you have Ascetic's up and break 200MAB and then only marginally.

Remember you have +30% ice attack from Beyond already, so Undying is only 150/130=15.38% increase too. Baying Moon throws you a nice 50 attack. Conserve-TP is genuinely worthless. MND is the goggles.


I know Undying is only ~15% more because of Beyond. I'd be breaking 2.00 MAB without Ascetic's pretty easily, looking at something like 2.20 without and 2.45 with, making it ~13.64% without and 12.24% with tonic.

The difference is miniscule and BM has the advantage of a 30 attack boost to it, not that that does much if anything on most mobs. So I guess it really doesn't matter.

Quote:
10% faster and 11% more WS damage versus 40% more Endark damage, 1k Drain IIs, and 15% extra Triple Attack for cleaner 2-round cycles... a tricky comparison to make without modeling the latter:


So HS does more damage faster in terms of WS numbers. Wouldn't a 40% increase to Endark be dwarfed by the WS output of the HS build? As for the drains and such, from a damage point of view, wouldn't it be better to not use them? Currently, my delay is lower than the casting time of Drain, and with a 5 hit build, each attack round is potentially enough tp to WS since I only need to land 4 hits to get 100TP. My WS is close to 2k damage, wouldn't it on average be less total damage? If it's just for the extra healing, if I were to be fighting something and be worried about cures, I'd be fighting with Apocalypse and a healer that didn't suck, not that everyone can do that lol.
#6 Apr 30 2011 at 10:05 PM Rating: Decent
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The utility of 700-1k Drains comes into play once you throw Souleater around a bit. Knocking half your health down in two rounds is a good time to take a moment and cast a Drain for the triple reason of getting your Souleater output back up, taking a hate-break (good period for my usual THF partner to punch cap again), and still dealing a WS worth of damage in 4 seconds. I've never had even a pre-instructed WHM cure me effectively with Souleater up on Multihit.

Parsed: Endark was a 40% melee increase (Average 51 Endark on 75 melee) on Bluffalo. If I'd cared to use it full-time (had some /DNCs for Haste Samba), it's about +10.5% total damage. For comparison, a decent Torcleaver build should make a 40/60 split, so 40% ODD Aftermath is only about 16% total damage increase. Yes, people cream their pants over that. Over using Endark on 2-4 GS it's 4% overall. A small bite out of the ~20% more WS damage (15% more total damage after split, see below).

After fSTR the higher damage of Malef offsets the shorter delay of Prest, so TP phase damage should be equal.

Assume Prest is using a STP atma for 5-hit and Malef uses Apoc:

Every other time Malef makes a 2-round and Prest doesn't, it gains a WS. Remember we're counting rounds, not hits.

Every 3.57 cycles, Prest will fail to 2-round.
Every 4.47 cycles, Malef will fail to 2-round.

In 1000 cycles, Prest has 280 3+ cycles, Malef has 224.

280 - 224 = 56 cycles disparate between Prest and Malef. Two cycles makes an extra WS, 1023/1000 = 2.3% more WS damage. I know it's the long way around, I just wanted to make sure I had it right.

Apoc is rather weak in this application. I think I'll reconsider it.

So Prest has +20% on the ~75% of it's damage that is WS (I parse 30/70, 20% more WS damage comes out to 24.6/75.4)

100 * (1 + .2*.75) = 115
100 * (1.04) * (1 + .023*.70) = 105.7

Bey/Ult/STP Prest does 8.8% more damage than Cos/Ult/Apoc Malef.

This isn't a pissing contest, I'm just genuinely interested in whether Prestlame is staggeringly better or not. I wouldn't feel kicked in the nuts by someone doing 108k to my 100k.

Now I wanna check how much dropping to 6-hit and /DRG hurts my 3-round-cycle percentage, since the idea was to use Apoc to offset some of it:

5 hits to cycle, two rounds of DA or SA causes three-round-cycle.
40/30/20/10: .7 * .7 = 49%
35.2/28.4/32/10 .636 * .636 = 40.5%

Not a staggering change. I'll reconsider Apoc for this application too and will instead do the same as with Prestlame and use STP atma.

As a minor exercise, 4-hit 40/30/20/10
30% chance of 1-round
54% chance of 2-round
16% chance of 3-round (two singles)

Versus 1000 cycles:
280 3-round to 160 3-round, 120 disparate cycles, 60 extra WS.
Every 1-round is a half-cycle gained: +150 WS
A 4-hit would throw 1210 cycles to 1000, 21% more WS rate/damage (not the 33% of a normal 5-hit-to-4-hit upgrade).

Edited, Apr 30th 2011 9:18pm by Raelix
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#7 May 01 2011 at 6:36 AM Rating: Decent
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Something else I want to ask, s the dINT uncapped on all of the "new" magc WSs, and if so, how would that affect my HS build aside from making Twilight that much better?

Edit: HS dINT does cap, just did a simple test. Increasing INT by 8 added 0 damage to the damage. Easy enough.

Edit2: Confirmed dINT cap on IS.

Edited, May 1st 2011 10:21am by Return1



Edited, May 1st 2011 10:28am by Return1
#8 May 01 2011 at 1:23 PM Rating: Decent
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Return1 wrote:
Something else I want to ask, s the dINT uncapped on all of the "new" magc WSs, and if so, how would that affect my HS build aside from making Twilight that much better?

Edit: HS dINT does cap, just did a simple test. Increasing INT by 8 added 0 damage to the damage. Easy enough.

Edit2: Confirmed dINT cap on IS.

Thanks for this. Must be something unique to Sanguine Blade and whoever tested Aeolian Edge was just a dork and wasn't actually capped.
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#9 May 02 2011 at 10:15 AM Rating: Decent
I have been using Herculean Slash before people thought it was cool. Never saw ANY increase/decrease w/ int.

Can you tell how low the dINT cap is by throwing on food and gear with -int to see where it caps?
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#10 May 02 2011 at 12:39 PM Rating: Decent
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Odds are it caps at 24 just like every non-Sanguine Blade magic WS. That's retardedly easy to hit with just cruor buffs, especially since normal mobs typically have abysmal INT scores to begin with.

This just means INT gear for HS is a nonfactor.

My queston is, how well does a multihit magic WS setup compare to a Crit WS build on nonresistant mobs? From the looks of it, it seems like it's one of, if not the best, options for DRK DD. It's really amazing how well SE made things work out. Now in exchange for ~3k average WSs like crit build allow, we can use magic WSs more than twice as fast for a consistent 1.5-2k depending on build.
#11 May 02 2011 at 1:35 PM Rating: Decent
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Return1 wrote:
My queston is, how well does a multihit magic WS setup compare to a Crit WS build on nonresistant mobs? From the looks of it, it seems like it's one of, if not the best, options for DRK DD. It's really amazing how well SE made things work out. Now in exchange for ~3k average WSs like crit build allow, we can use magic WSs more than twice as fast for a consistent 1.5-2k depending on build.

Shhh! The Torcleaver DRKs will get butthurt!

Yes, it will actually match or annihilate most non-empyrean crit jobs, especially when people will bitch (pointlessly) about them making Ruby and you WS first every fight, but also on NMs where their Ratio and Crit Rate takes much more of a dive than they'll admit (much like Torcleaver tends to drop below 1k rather often).

Torc and Crit is for BNS whores.
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#12 May 02 2011 at 1:46 PM Rating: Decent
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Raelix wrote:
Return1 wrote:
My queston is, how well does a multihit magic WS setup compare to a Crit WS build on nonresistant mobs? From the looks of it, it seems like it's one of, if not the best, options for DRK DD. It's really amazing how well SE made things work out. Now in exchange for ~3k average WSs like crit build allow, we can use magic WSs more than twice as fast for a consistent 1.5-2k depending on build.

Shhh! The Torcleaver DRKs will get butthurt!

Yes, it will actually match or annihilate most non-empyrean crit jobs, especially when people will bitch (pointlessly) about them making Ruby and you WS first every fight, but also on NMs where their Ratio and Crit Rate takes much more of a dive than they'll admit (much like Torcleaver tends to drop below 1k rather often).

Torc and Crit is for BNS whores.
is this in abyssea? i rarely drop below 1.5k on quietus and never drop below 1k, and ive always been told Torcleaver is better
#13 May 02 2011 at 2:49 PM Rating: Decent
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I'd like to point out, that to drop below 1k damage on a mob without -physical damage taken as a DRK in abyssea with Torcleaver, means you should really just quit the job.

With slight effort in gear, Cruor Buffs, and atma, 1k is a complete joke.
#14 May 02 2011 at 3:35 PM Rating: Decent
On PLD, I was soloing some crabs in [A]misereaux for the Prestalame+1 route(yes, I know still only 2-3x), and can do a 2389 Herculean Slash EVERYTIME with /rdm, ascetic's tonic, and w/ Griffins claw/Beyond/ultimate atmas.

My PLD armor is :

Prestalame / Mythril+1 - Bibiki SeaShell
Koenig Uggylepih Aptus (MAB+2) Moldivite
Glt Surcoat+1 Valor Gnts Topaz Topaz
Knightly Mantle Warwolf Perle Mahant

Very easy stuff, most AH and old basic pld gear.

I think I want to switch griffin's claw to Mounted Champion since the extra vit works and regen is nice to not cure so much.

But, for drk I can't seem to get as much dmg. I need to get some more gear for sure.

I switch Koenig => perle
GltSurcoat => abyss
Valor => Vicious
Knightly => Cavalier's+1
Mahant => Power Sandels (Lol)


Also /rdm is kind of poopie on drk. No enhancing for ice spikes and stoneskin.

But, for pld is it best I:

/sam for the extra Stp and meditate/sekkinoki and 24% less MAB over rdm

or

/rdm for icespikes, refresh(since atma's are taken up) stoneskin 24% more MAB over sam

Wasn't really being serious, just seeing what I could do solo. But would like some input.
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#15 May 02 2011 at 3:47 PM Rating: Decent
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/RDM for 24 more MAB is only 13% more damage or less. What I showed across a few posts in this thread was that getting a 2-4 weapon down to a 5-hit build cuts the 3-round+ rate to just 28% before multihit traits and opens up one-round cycles. It's quite the boost and is the best use of your third atma to get +20 STP towards that.

Also take note that your Enlight damage will be enhanced 30% by Beyond. Use it!


I'm not going to get into the Torc argument again. Seeing another group's NQ Torc DRK drop a 950 Torc on Bennu was pathetic. They have serious double-standards in the 'on sh*t that matters' department.
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#16 May 02 2011 at 5:14 PM Rating: Good
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Finuve wrote:
Raelix wrote:
Return1 wrote:
My queston is, how well does a multihit magic WS setup compare to a Crit WS build on nonresistant mobs? From the looks of it, it seems like it's one of, if not the best, options for DRK DD. It's really amazing how well SE made things work out. Now in exchange for ~3k average WSs like crit build allow, we can use magic WSs more than twice as fast for a consistent 1.5-2k depending on build.

Shhh! The Torcleaver DRKs will get butthurt!

Yes, it will actually match or annihilate most non-empyrean crit jobs, especially when people will bitch (pointlessly) about them making Ruby and you WS first every fight, but also on NMs where their Ratio and Crit Rate takes much more of a dive than they'll admit (much like Torcleaver tends to drop below 1k rather often).

Torc and Crit is for BNS whores.
is this in abyssea? i rarely drop below 1.5k on quietus and never drop below 1k, and ive always been told Torcleaver is better
I've found Quietus to be a much better WS on anything that matters while Torcleaver takes the lead as the mobs become weaker. Then again, I don't have a Caladbolg (went with WoE coins instead).
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#17 May 02 2011 at 5:22 PM Rating: Decent
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So does Quietus's ignore defense ignore level correction as well, or is it that poeple just can't be assed to get some DD food and build for higher defense mobs?
#18 May 02 2011 at 5:34 PM Rating: Decent
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Return1 wrote:
So does Quietus's ignore defense ignore level correction as well, or is it that poeple just can't be assed to get some DD food and build for higher defense mobs?

Mobs have a lot more defense than you think. I showed Kirschy over on BG that she was not capping Ratio on just level 90 birds with Red Curry Bun. That's over 800 attack, so at least 363-400 defense for level 90 mobs (high end because evidence pointed to only ~2.0 ratio).

So what do you figure the average level 95 NM has? Overcoming level correction doesn't matter (nor does it even occur anymore, say otherwise and I will shiv you), there's always gonna be headroom (even in Abyssea) for Quietus.

Edited, May 2nd 2011 5:04pm by Raelix
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#19 May 02 2011 at 6:26 PM Rating: Decent
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Just to be clear, I know you can no longer overcome level correction through attack+


Quote:
Mobs have a lot more defense than you think. I showed Kirschy over on BG that she was not capping Ratio on just level 90 birds with Red Curry Bun. That's over 800 attack, so at least 363-400 defense for level 90 mobs (low end because she had some ~2.0 Ratio rounds).

So what do you figure the average level 95 NM has? Overcoming level correction doesn't matter (nor does it even occur anymore, say otherwise and I will shiv you), there's always gonna be headroom (even in Abyssea) for Quietus.


Most HNMs never really had higher Defense than other mobs of the same level, they just had larger level correction in their favor, or some hidden -dmg% (sky gods for example).

Mob growth is pretty static, so a good estimate for your average WAR type mob is hovering around 400-420DEF at 90, less for mage types. Breaking 800 attack in abyssea really isn't that hard in WS gear. I'm sitting on 622 attack outside of abyssea, without food, or buffs. After the 10th, breaking 1k most of the time should be within grasp for those that use heavy DD foods. Then, there's defense down. That's -10% at least since you have a healer tagging along, and up to -20% if you're one of those groups that brings a BLU along everywhere.
#20 May 04 2011 at 1:39 PM Rating: Decent
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As a Caladbolg owner, I love your HS and IS build, it makes perfect sense and gives drk another dimension in abyssea. I own both OAT GS and Scythe so I can relate to your fixed damage WS spam idea. There is no butthurt on this issue, a good build is a good build, and I am not doubting that it can be better than Caladbolg with DD atmas.

However, with LR lasting 3 minutes in the future, and the uncertainty regarding availability of Atma in new contents, I am not sure this is the long term solution to the DRK problem. Torcleaver will be putting up better numbers with the 3 minutes attack buff, and WS delay will eventually bring the frequency of the WS closer with the constant 25% JA haste. All the advantages that go with the elemental WS build are largely from atma, while Torcleaver gains very very little from atma due to its high ftp, making DA or TA a fraction of the possible 5.2 ftp that you can achieve based on gears.

That being said, I agree that it is likely a superior build for now. I want to clarify some issues first. Sanguine blade has an additional modifier that is dINT x 2 while HS and IS don't have, which is why there is a difference in damage, and when you brew, that difference becomes huge. HS and IS do have higher multiplier but not enough to make up for the difference.

Also, Quietus ignores different but at 10% at 100% tp, 30% at 200% tp, and 50% at 300% tp. It is safe to say that, given the difference in base damage of the weapon and modifier and fstr and the ignore defense assuming at 15% if using Moonshade earring and spam everytime at 100% tp, it is not going to ever be better than Torcleaver regardless what mob you are facing. The difference in ftp between the two weapons is 5.2 vs 3.2, a 62.5% difference. It will come close, but it will almost never surpass Torcleaver even if you can take full advantage of the 15% ignore defense. Ppl has this misperception that Quietus fairs better against harder mobs and outside abyssea, it is certainly untrue, it will come close but will not pass it.

Edited, May 4th 2011 3:42pm by pochenlai

Edited, May 4th 2011 3:45pm by pochenlai
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#21 May 04 2011 at 2:45 PM Rating: Decent
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Also, I did quite a bit of research on HS and IS, mostly from Studio Gobli as they have this set in stone, and I will list the property of each WS and Sanguine Sword in comparison.

Herculean Slash:

ftp=3.50
Modifier=VIT 60%

Inferno Scythe:

ftp=3.50
Modifier=STR 30% INT 30%

Sanguine Sword:

ftp=2.75
Modifier=STR 30% MND 50%

Ppl who study WS formula will ask, well, what about D value? Your D value in a magic WS is your lvl + 2. So in this case, 90+2=92.

So (90+2+VIT60%)*3.5*MAB is what you should expect.

Sanguine sword has dINT x 2 property, so its formula is ((90+2+STR30%+MND50%)*2.75*MAB)+dINTx2

So there you have it. There is a reason why INT does nothing to HS cuz it is not a modifier and it is not a portion of your D. INT should improve IS slightly since it is 30%.



Edited, May 4th 2011 4:48pm by pochenlai
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#22 May 05 2011 at 2:04 PM Rating: Decent
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pochenlai wrote:
Also, Quietus ignores different but at 10% at 100% tp, 30% at 200% tp, and 50% at 300% tp. It is safe to say that, given the difference in base damage of the weapon and modifier and fstr and the ignore defense assuming at 15% if using Moonshade earring and spam everytime at 100% tp, it is not going to ever be better than Torcleaver regardless what mob you are facing. The difference in ftp between the two weapons is 5.2 vs 3.2, a 62.5% difference. It will come close, but it will almost never surpass Torcleaver even if you can take full advantage of the 15% ignore defense. Ppl has this misperception that Quietus fairs better against harder mobs and outside abyssea, it is certainly untrue, it will come close but will not pass it.

Quietus won't match Torcleaver mathematically, but I still believe it will mechanically outside of Abyssea where Cala will lose 5-hit and VIT buffs.

Comparing Torc and Quietus on fTP numbers alone is exactly the BNS I'm talking about. That 5-hit is available to Caladbolg in Abyssea is the crux of Torc being superior for now.

After weapon damage, WSC, and even that paltry 10% attack boost Quietus is less than 10% behind Torcleaver outside of abyssea. Combine this with 5-hit capability (shown to me recently that you can indeed 5-hit Redemption with a Zelus/Askarbody setup) and superior TP-phase damage and Empyrean or WoE Quietus will pull ahead of either counterpart handily.

I'm tired of this parroted sh*t about Torcleaver being the superior WS. It takes that much of a broken WS just to make GS equal to Scythe outside of Abyssea.

As the level cap rises, Quietus will catch up more unless DRK starts getting VIT gear almost exclusively. Alpha trending upward will favor Quietus too.

In before:
pochenlai wrote:
but... but but..but!... 5.2 FTP!

You of all people know how sh*t like this works. Don't fall into that. I know you're better and smarter than that. Losing 5-hit or potentially even 6-hit on Caladbolg is going to kill the setup compared to how it stands now.

If you want to be Average everywhere, Torcleaver is perfect. If you want to push the limits of DRK it's Multihit-Magical inside and Quietus outside.

Edited, May 5th 2011 1:39pm by Raelix
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#23 May 05 2011 at 3:50 PM Rating: Decent
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Quote:
If you want to be Average everywhere, Torcleaver is perfect. If you want to push the limits of DRK it's Multihit-Magical inside and Catastrophe outside.


ftfy


Also, just because we're going outside of Abyssea doesn't mean Torcleaver will lose its 5 hit in newer areas. The addition of "Atmacite" to the game just shows SE intends to carry the atma system to all the new additions. They may very well take a page from various other MMORPGs and make Quest/Mission/NM titles give atma like effects.
#24 May 05 2011 at 5:57 PM Rating: Decent
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Return1 wrote:
Also, just because we're going outside of Abyssea doesn't mean Torcleaver will lose its 5 hit in newer areas. The addition of "Atmacite" to the game just shows SE intends to carry the atma system to all the new additions. They may very well take a page from various other MMORPGs and make Quest/Mission/NM titles give atma like effects.

If Abyssea atma carry over at all, so will Cosmos, Beyond, RR. If there are new Store TP buffs, it's not inconceivable that Scythe will find a 4-hit worthwhile.

Pure conjecture at this point, which goes either way like Danny Kaye, but I wouldn't expect an exact continuance the balance-disruptive types of things that come on Abyssea Atma.
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#25 May 05 2011 at 10:22 PM Rating: Good
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My prediction is that the new "atmacite" will work similar to merits.

There will be different types of atmacite:
attack
defense
STR
critical hit rate
refresh
regen
...


Each of these atmacite will have levels that you can upgrade with cruor:
lv1 refresh = 1 mp/tick
lv2 refresh = 2 mp/tick
...

Finally, you'll have a limit to how many you can equip. Either you can use so many levels of atmacite or a limited number of atmacite types.
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#26 May 06 2011 at 8:22 AM Rating: Good
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Raelix, you should know that I don't sprout out BS in forum. Never once did I say Cala is going to keep the 5 hit outside abyssea. However, if you look at this outside abyssea without Atma:

Redemption 5 hit and Caladbolg 6 hit are practically the same build gearwise, both requires substantial amount of STP and gear sacrifice. In the end, the time for Cala to hit 5 time after a WS is 2155 delay total while Redemption to hit 4 time after a WS is 2008 delay total, so a 7.5% difference in WS frequency. That is in Redemption's favor without a doubt (never did I compare the two weapons, I was trying to defeat the concept that Quietus will magically become better as a WS outside abyssea). However, Redemption isn't winning in the TP phase, Cala will have 1 extra hit to reach 100% during that time so that practically erased all per hit advantage Redemption has. The problem is that even with the 7.5% advantage in WS frequency, I still don't see the total Quietus damage doing more than Torcleaver in a given time frame. Note that never once did I say Redemption sucks, you seem to think Caladbolg owner all think that. I think the two weapons are very close and Redemption should win out easily due to hit build, but the WS is just awfully weak that it erases practically all advantage Redemption built elsewhere is my point.

And if you take the time to look at Redemption's 5 hit build vs Caladbolg's 6 hit build in gears. You will notice that it is actually not very practical. You lose a huge amount of attack for both build and most ppl wouldn't sacrifice that much for hit build. And if you compare Redemption 6 hit vs Caladbolg 7 hit, the time to do 5 hit for Redemption is 2510, while for Caladbolg it is 2586, it becomes only a 3% difference in WS frequency, which is easily made up by the superior WS.

Look, no one is butthurt about anything. I have no problem seeing Redemption being a better weapon. I upgraded Caladbolg because I am a GS lover and did it long before ppl found out about the difference between the two WS. So you don't need to portrait me that way. And if the WoE version is better, which it can very easily be due to the delay and hit build, I would have no problem with that either. I got the weapon so I can say I have my favorite GS that's all. I barely ever use my DRK anymore so it is not like performance is all that important to me. I keep myself geared to the best I can, but that's about it. I am here to give ppl the idea about the two WS. If Redemption is going to win out, it would be due to faster WS rate, it wouldn't be because Quietus all the sudden becomes a good WS outside abyssea.
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#27 May 06 2011 at 8:35 AM Rating: Good
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Also, you like to think that other ppl aren't being objective. When you have your idea set in stone you aren't being very objective either. You forgot that with lower delay, which is obviously the Achilles heel for Caladbolg, it can take advantage of Endark more, take advantage of SE more, all that little things can add up. It seems like you didn't realize Caladbolg can reach 6 hit to counter Redemption's 5 hit outside abyssea. And if you really do believe that the difference between the two WS is less than 10% as you stated, then the 7.5% WS frequency would at the most put the two weapons in par. No one is giving the idea of Caladbolg is vastly superior than Redemption other than you and perhaps some other Caladbolg owners, you seem to be very defensive about this topic. I have always been fair with Redemption and was just stating that the WS don't compare, but the two weapons are indeed very close in term of overall output. I see your argument in the main forum with other guys, but I am not one of those Caladbolg owner who are like HAHA Redemption sucks, I know too much about this game's mechanic to sprout that BS.

Quote:
Also, Quietus ignores different but at 10% at 100% tp, 30% at 200% tp, and 50% at 300% tp. It is safe to say that, given the difference in base damage of the weapon and modifier and fstr and the ignore defense assuming at 15% if using Moonshade earring and spam everytime at 100% tp, it is not going to ever be better than Torcleaver regardless what mob you are facing. The difference in ftp between the two weapons is 5.2 vs 3.2, a 62.5% difference. It will come close, but it will almost never surpass Torcleaver even if you can take full advantage of the 15% ignore defense. Ppl has this misperception that Quietus fairs better against harder mobs and outside abyssea, it is certainly untrue, it will come close but will not pass it.


Also, tell me where did I say about Caladbolg being better than Redemption in that paragraph.... please don't put words in my mouth...

Edited, May 6th 2011 10:38am by pochenlai

Sorry more editing: You mentioned that if you want to push limit, you would go with magian magic WS inside abyssea, which I totally agree. But if you are going to push limit outside abyssea, Caladbolg will likely have higher ceiling due to the word "push limit" seems to indicate proper support in attack from brd and cor and dia 3 and all that debuff etc etc, which will practically wipe out all the ignore defense factor of Quietus if you are capped in that department. I actually think it is the other way around outside abyssea as Redemption is easier to be average but Torcleaver has higher potential.

Edited, May 6th 2011 11:02am by pochenlai

And don't get me wrong. I like this discussion with you Raelix. I think you are one of those Drks who think outside the box. Just please don't label me as one of those guys who blindly follow the Caladbolg bandwagon, I know my math behind this stuff, so give me some benefit of the doubt like I do to you.

Edited, May 6th 2011 11:06am by pochenlai
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#28 May 06 2011 at 2:32 PM Rating: Decent
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"An extra hit in TP phase" is faulted by lower base damage and fSTR cap, Redemption actually wins in TP phase damage -- which is irrelevant of WS cycle rate until you get into far more disparity of WS saturation, so I don't know why you expressed that 'higher hit-build' = 'more TP phase damage'. It changes the TP:WS balance yes, so Caladbolg actually has a larger amount of it's damage eligible for for ODD Aftermath, that's the only advantage garnered in TP phase (and it is minuscule).

The gear sacrifice for Redemption 5-hit is not extreme.
That 100% douchebag Gradd wrote:
Zeleus(sic) Tiara, Bale +2 Gauntlets, Goading Belt, Ace's Hose, Ace's Sabs 25% haste in gear, rounded down to 24.51% Haste

Lets you wear Askar body to make 5-hit. The worst thing you lose is a couple dozen attack, and Caladbolg is gonna be wearing a lot of the same stuff for 6-hit anyway. I also thought you said Dia and buffs, so attack shouldn't be too important (especially with Last Resort).

So since you ballsed up the builds and closed the gap, let's look at that again:

Redemption:
4*502 = 2008

Caladbolg:
5*430 = 2150
6*430 = 2580

Gradd, who is still a douchebag, wrote:
Brutal, Rajas, Ace's Sabatons, Rose Strap, Tactical Mantle, Hoard Ring, Goading Belt, White Tathlum, Askar Korazin, Attila's Ring, Net you 20.8 TP a Swing, putting you at 83.2 TP after 4 Swings, which in Return makes it so you only have to Weaponskill in Brutal/Rajas. This is outside Abyssea and a true 5-hit Build Using Redemption


Not a huge sacrifice for Redemption at all. A decent set really. If you're gonna be honest and say Caladbolg 6-hit isn't worth it then Redemption is 22.1% faster in cycle time than the 7-hit, gaining 28.3% more WS'es, with the so called 'inferior' WS.

Big f*ckng difference.

Edited, May 6th 2011 1:35pm by Raelix
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#29 May 06 2011 at 4:49 PM Rating: Good
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This is getting retarded.

Torcleaver is a superior WS to Quietus.

Redemption is a superior weapon to Caladbolg.

Redemption WSes 22.1% faster in a vacuum.

Caladbolg WSes 22.9% harder in a vacuum.



Discrepencies in WS gear Makes Torcleaver weaker than that "22.9%" WS damage advantage, and the presence of multi-attack rounds @#%^s up Redemption's "22.1%" speed advantage.

In fact, the advantage outside of this napkin math world you two @#%^tards keep arguing about goes to Caladbolg, because every Multi attack that puts it at the exact number of hits it needs, increases its WS speed. In situations where multihits puts you over 100tp, Torcleaver receives a benefit over Quietus because its fTP rises, while for the most part, more ignore defense bonus is useless.

Long story short? Caladbolg is better in the real world as long as you have buffs and aren't busy being a napkin mathing tool.

The difference is so stupidly miniscule when both are properly played, that it can easily be overshadowed by good DD habits, like target switching, instant response to 100TP, and JA timing.
#30 May 06 2011 at 5:04 PM Rating: Good
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Like I said, it is practically the same build for the two weapons, so if you think 5 hit redemption is worth it, then 6 hit caladbolg is worth it as well (I personally think it is worth the sacrifice and have been using a 6 hit, but hearing from someone using FFXI calculator, which I don't totally approve, that the higher hit build actually produces higher result. I don't totally believe that but you be the judge). It is 7.5% higher WS frequency for Redemption, no one is denying that, but what I am saying is that the difference between Torcleaver and Quietus should make up for the 7.5% less in WS frequency, not by alot if the ignore defense is relevant, but nonetheless it makes up for it.

I fully realize the advantage Redemption has on Caladbolg on the per hit damage during TP phase. But you seem to think Redemption will have a higher overall TP damage which is wrong. Yes, there are some attack and fstr and base damage difference, but nothing out weights an extra hit. If Redemption hits a mob for 200 per hit, 4 hits to 100% after a WS, you get 800 total TP damage, while Caladbolg does about 4.66 hits during that time with lets say 175 per hit, you still get 815.5 total TP damage. I was simply replying to your point about Redemption not only WS more, but it hits harder per hit. While that's right, a close to an extra hit should do the trick to make up for the per hit difference during that time frame.

Point is, you should never compare a 5 hit Redemption to a 7 hit Caladbolg when 5 hit Redemption and 6 hit Caladbolg are practically the same setup. And under such setting, the per hit advantage of Redemption is offset by the close to one extra hit during tp phase, and the WS frequency advantage of Redemption is offset by the higher per WS damage of Caladbolg. In the end, they come very close, which again, I am not denying that. You might hear from some other ppl who think Caladbolg crushes Redemption, but that's not my opinion despite owning Caladbolg. I think at "best" Caladbolg is a few % better overall.

Edited, May 6th 2011 7:07pm by pochenlai
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#31 May 07 2011 at 2:18 AM Rating: Decent
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Except that 5-hit build with Redemption lets you WS in just non-removables and Brutal/Rajas, while the same setup on Caladbolg barely makes a 6-hit with all of it left on for WS.

Please continue thinking that Redemption 5-hit isn't worth it just because Caladbolg 6-hit isn't and that such an advantage is irrelevant and should be ignored, etc. Pick and choose what you like to make your choice of weapon look less like it could have been drawn out of a hat and would make as much a difference.

Do you see this? You just blew off a perfectly fine 5-hit build on Redemption to favor Caladbolg. I'm not trying to insult you at this point, I'm honestly trying to point out what a farce your argument is here. You're doing your damndest to discredit Redemption being even just equal to Caladbolg by throwing out the largest advantage it has.

This makes you exactly like one of those other Torc tards. Stop it.

Damage over time in TP phase is irrelevant of build unless you start looking too hard a WS saturation. Never WSing at all makes as much difference as WSing every time 100 rolls around on TP phase damage, it doesn't matter if there's four hits between your WS or six. At the end of the day it's just damage and delay.


How about I do that WS saturation math for you too, before you jump on that as your next "BUTB UUBUTBUTBUTBUT CALADBOLG STILL HAS...":

And you've definitely conceded to a 7-hit on Caladbolg, while anyone worth their salt with a Redemption wouldn't pass up 5-hitting it.

Basic cycle time = ( Delay * Hitbuild-1) * ( 1 - Haste% ) + 120

No haste
Redemption: 2128
Caladbolg: 2700

Redemption takes 78.8% as long per cycle, or WSes 26.9% faster, take your pick.

Capped haste
Redemption: 521.6
Caladbolg: 636

Redemption takes 82.0% as long, or WSes 21.9% faster.

So even going from zero to capped haste makes @#%^ all for difference, WS saturation isn't a big deal


Wanna know something interesting? I had Penitence 5-hit pegged as better than Redemption 6-hit back during level 80 cap using this same math.


Return1, I would much rather resort to napkin math than this asinine assumption that the superior WS trumps all other advantages. I learned to dig out and expose this bullsh*t in the SAM era. This will be done to death every time someone mentions Torcleaver, which with the bandwagoneering of DRK on the horizon I think is going to be quite too much a chore, so I'll get it out of the way now.

Redemption and Caladbolg are for the most part dead equal outside of Abyssea, all things (possible to be) considered.

You know what I seem to hear a lot lately, purely by implication of course? "It's not 100% better, so it sucks." Be it in reference to jobs or weapons or any comparison where tenths of a percentage point of performance are in play.

You know what Redemption can do that Caladbolg can't? Throw Guillotine for a free and accurate Silence or during Souleater without taking too much of a damage hit or even breaking ODD stride. I think that's all the advantage I need, no matter how situational. Caladbolg is a weapon for BNS meatheads who consider nothing but damage but think themselves too 'exotic' to go level WAR or something. There are plenty of factors in Redemption's favor that make up for the fTP discrepancy.


Return1 wrote:
In situations where multihits puts you over 100tp, Torcleaver receives a benefit over Quietus because its fTP rises, while for the most part, more ignore defense bonus is useless.

I can ding this too. With a ~15tp overage (not gonna assume a bog-standard 7-hit) from a Double Attack on a closing round, Torcleaver gains 0.15 fTP. It's rather nice and easy to calculate like that.

4.9 / 4.75 = 3.16% increase.

With a 20tp overage from a Double Attack on a closing round, Quietus's bonus climbs from 10% to 14%.

1.14 / 1.10 = 3.6% increase, assuming Attack is not capped (and rarely will it ever be).

Isn't that funny? I love paltry arguments, but even more when they backfire so completely. I'm not reflecting this on you, just pointing out a plainly fallacious statement. Even in a rare attack-capped situation... 3% more damage on 10% of your WS, woo-f*cking-hoo.


I'm happy to discuss this on friendly(-as-possible) terms in another thread so we stop sh*tting up the neato magical WS (which likely spanks both in Abyssea) thread anymore. Maybe call a mod to move these posts to a separate thread if Alla supports that.

Edited, May 7th 2011 2:44am by Raelix
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#32 May 07 2011 at 10:33 AM Rating: Good
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Quote:
You know what Redemption can do that Caladbolg can't? Throw Guillotine for a free and accurate Silence or during Souleater without taking too much of a damage hit or even breaking ODD stride. I think that's all the advantage I need, no matter how situational. Caladbolg is a weapon for BNS meatheads who consider nothing but damage but think themselves too 'exotic' to go level WAR or something. There are plenty of factors in Redemption's favor that make up for the fTP discrepancy.


After correcting for Accuracy, wouldn't Guillotine's average fTP be something close to 3.05? Making it weaker than Quietus on Average, aside from SE. No benefit to fTP either. Silence really? SILENCE? Wtf are you silencing that either isn't a mage's responsibility, immune, or pointless to silence?

Quote:
4.9 / 4.75 = 3.16% increase.

With a 20tp overage from a Double Attack on a closing round, Quietus's bonus climbs from 10% to 14%.

1.14 / 1.10 = 3.6% increase, assuming Attack is not capped (and rarely will it ever be).

Isn't that funny? I love paltry arguments, but even more when they backfire so completely. I'm not reflecting this on you, just pointing out a plainly fallacious statement. Even in a rare attack-capped situation... 3% more damage on 10% of your WS, woo-f*cking-hoo.


Ok, first of all: What the @#%^ aren't you currently capping on outside of abyssea? Since most of those mobs were designed, we've gained over 100 attack from just existing with capped skill and Attack Bonus V. We've gotten more attack pieces. We still have huge Attack foods. Dia II is almost always available, and should always be up, unless Bio II procs yellow. There's still buffs from support jobs too. BRD, COR, and DNC didn't magically disappear.

On top of that, soon LR will be up most of the time and if you can't hit cap with that almost anywhere, you suck completely.

You're using the "not capped on attack" statement to fallaciously support your sh*t.

Quote:
Except that 5-hit build with Redemption lets you WS in just non-removables and Brutal/Rajas, while the same setup on Caladbolg barely makes a 6-hit with all of it left on for WS.


If you're going the 6 hit route with Eat Carbonara, then you get a healthy ATK boost, and get it so you only need 17 STP on for WS.


And let's be honest. You're using a double standard:
Quote:
The worst thing you lose is a couple dozen attack


If you're fighting something you're not capped on things like ACC/ATK on, and you're using that 5 hit setup for your Remdemption, against a 7 hit from Caladbolg, you're losing a sizable chunk of pDIf, but that doesn't matter if it doesn't fit your predisposed napkin math does it?

Napkin math is retarded in cases as close as Redemption vs Caladbolg, because they're so close when properly played that the difference between them is eclipsed by a player's margin of error.

If you took every single variable into consideration, you'd be right, but napkin math picks and chooses.


Also, the magic WS portion of this thread has run ts course, the thread was done and derailed, and now there's nothing else to do but complain about you two retards arguing back and forth about how an apple is better than an orange.

Edited, May 7th 2011 12:36pm by Return1
#33 May 07 2011 at 11:01 AM Rating: Decent
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Return1 wrote:
Silence really? SILENCE? Wtf are you silencing that either isn't a mage's responsibility, immune, or pointless to silence?
I'd just like to point out that the silence of guillotine has saved me more times than I can count (mostly elementals and soloing in campaign at 75). To single it out as a reason Redemption > Caladbolg is a bit of a stretch though.
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#34 May 07 2011 at 11:15 AM Rating: Good
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Quote:
I'd just like to point out that the silence of guillotine has saved me more times than I can count (mostly elementals and soloing in campaign at 75). To single it out as a reason Redemption > Caladbolg is a bit of a stretch though.


I can understand that. I've used Guillotine on casters in Campaign too.

I was more thinking about on party oriented things. Also, DRK has stun and weapon bash if you absolutely must stop spells to survive. Bonus: They're resisted way less often.
#35 May 07 2011 at 11:35 AM Rating: Good
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Raelix... I give up.... what makes you think Redemption 5 hit and Caladbolg 6 hit are substantially different? I thought I didn't have to lay it out for you cuz you can do your own math but here it goes.

Redemption 5 hit build gear setup:

redemption/rose/whiteT
zelus/bale/brutal/attila
Askar/af3+2/rajas/hoard
tactical/goading/ace/ace

Total 53 stp /sam, 20.8 tp per hit, WS in brutal/rajas/rose and you get 17 tp per WS.

Caladbolg 6 hit build and my current gear setup:

Caladbolg/rose/whiteT
zelus/almah/brutal/attila
Aurum/af3+2/rajas/hoard
tactical/goading/ace/ace

Total 57 stp /sam, 17.2 tp per hit, need to WS in rajas/rose/Ace's feet and you get 14.1 tp per WS.

If you are assuming the food choice is carbonara, then it frees up Atheling mantle to each build and frees up the restriction to have to WS in ace's feet or rajas's ring for Caladbolg.

Yes, almost the same build, there are some slight difference, most noticably the 2% DA difference, but like I said was practically the same build. Redemption is able to have more flexibility and able to pick and choose certain parts. I think using askar instead of using bomblet is the better build, which bring Redemption's WS rate up further.

But like I said, you should never ever compare a 5 hit Redemption to a 7 hit Caladbolg. What makes alot of FFXI calculator followers say that it is not worth it, is the back, body, head swap. Instead of using AF3+2 head body and Atheling mantle, you are losing a big chunk of attack and a big chunk of DA. While I still believe it is worth the sacrifice, I can see their point on how it might not be. I THINK IT IS WORTH IT!!!! You need to stop thinking that I don't think it is worth it, I simply brought out other ppl's view to offer more perspective. Yet when I compare the two weapons, I keep giving the 7.5% WS frequency, which is assuming the builds are worth it. Or else I would have used the 3% difference if we are doing 6 hit vs 7 hit. You need to get that straight up.

There is no but but Caladbolg has what, it is fact that it gets an extra hit in during TP phase, I am not sure how you can disregard that. You can worry about WS satuation all you want, which favors weapon that WS slower anyway, so I am not sure why you even bring that up. If both weapon add a 2 sec in their cycle, it hurts Redemption more than it hurts Caladbolg.

And in case you want to say that Caladbolg has to use Ace's feet and Rajas ring to WS, it really isn't a huge sacrifice. The feet of choice for me was Onyx Sollerets, and the other ring slot was Spiral ring, so what I lost is a few attacks and 5 VIT, which is 1-2% of the damage.

You can bring all that difference in, it will still be hard to make up for the difference between the two WSs. And I believe I should have compare 5 hit to 4 hit during TP phase due to the fact that we are comparing the damage each WS can put out in a WS cycle. As long as (5 hit + Torcleaver) = (4 hit + Redemption)*1.095 (giving you that 2% frequency from askar), we are talking about the same output. So I am not really sure why you keep pointing out the WS frequency advantage, it is offset by a weaker WS. I am not saying Caladbolg is better than Redemption, I am simply pointing that Redemption isn't going to be magically better than Caladbolg outside of abyssea. HEY THEY CAN BE CLOSE, WHICH IS WHAT MY POINT IS, GIVE ME SOME CREDIT FOR EVEN GIVING YOU THAT MUCH.

Edited, May 7th 2011 1:49pm by pochenlai

Edited, May 7th 2011 2:47pm by pochenlai
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#36 May 07 2011 at 4:45 PM Rating: Decent
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Return1 wrote:
Quote:
I'd just like to point out that the silence of guillotine has saved me more times than I can count (mostly elementals and soloing in campaign at 75). To single it out as a reason Redemption > Caladbolg is a bit of a stretch though.


I can understand that. I've used Guillotine on casters in Campaign too.

I was more thinking about on party oriented things. Also, DRK has stun and weapon bash if you absolutely must stop spells to survive. Bonus: They're resisted way less often.

Guillotine silence is crazy accurate. Its application in lowman situations depends on not being a BNS meathead. I was soloing Tough pots in Sky at 75 and would attribute it completely to Guillo silence.

Never single out any reason to make any choice. It's the sum of all reasons, and any reason can be the tipping point.


I'm glad to see that I've beaten it into Poch that the 5-hit Redemption is totally worth it and 6-hit Caladbolg is too, especially with the stronger WS. I think we're all saying they're dead-even to the core and just proving it harder and harder now.

Then new gear will come along next uncap and Penitence will be 4-hitting. Also it's less ugly.

Edited, May 7th 2011 3:51pm by Raelix
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