The Pirates' Lair: A Guide To Corsair

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2010-06-21
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The Pirates' Lair: A Guide to Corsair
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 Asura.Chiaia
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サーバ: Asura
Game: FFXI
user: Demmis
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By Asura.Chiaia 2017-05-19 13:25:36  
Well based on testing the old Emp +2 gloves were never 10% they were a static 40s and Emp +1 are a static 20s.
Code
+---------------------------------------------------------+
|                      20/20 JP (40s)                     |
+---------------------------------------------------------+
| Hands       | All Gear | W.S. Merits | Duration | Bonus |
+-------------+----------+-------------+----------+-------+
| Reforged +1 |     O    |     5/5     |   9:50   |  50s  |
+-------------+----------+-------------+----------+-------+
| Emp +2      |     O    |     5/5     |   9:40   |  40s  |
+-------------+----------+-------------+----------+-------+
| Reforged +1 |     O    |     3/5     |   8:59   |  50s  |
+-------------+----------+-------------+----------+-------+
| Emp +2      |     O    |     3/5     |   8:49   |  40s  |
+-------------+----------+-------------+----------+-------+
| Emp +2      |   None   |     5/5     |   8:00   |  40s  |
+-------------+----------+-------------+----------+-------+
| None        |   None   |     5/5     |   7:20   |   X   |
+-------------+----------+-------------+----------+-------+
| Emp +1      |   None   |     5/5     |   7:40   |  20s  |
+-------------+----------+-------------+----------+-------+
| Emp +1      |   None   |     0/5     |   6:00   |  20s  |
+-------------+----------+-------------+----------+-------+

The test for W.S. 3/5 is +1 second more then what I manually calculate it should be, probably packet lag but didn't retest them.

Edit: Went and made a pair of Emp +1 to test too results added to table.
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By Afania 2017-05-20 05:06:24  
While we’re on the topic of the merit discussion, I ran some calculations to simulate how’d merit affect roll potency. And here is the result:

Roll used: Chaos roll Lucky 4 Unlucky 8

Roll behavior used in this calculation:
To make things simple, both merit setup uses same roll behavior to make calculation easier, which is “no bust and fold, but aim for max potency” roll behavior.

Double up on: 1, 2, 5
Snake eye on: 3(to get lucky 4), 6 (for a chance to proc 11, and enhances roll potency without proc), 8 (to get rid of Unlucky), 9 (enhance roll potency and chance for 11), 10(for No.11)
Stop on: 4, 7, 11

No random deal used to reset snake eye, otherwise I’d go insane trying to simulate random deal in the calculation too ._.

Note that in game this isn’t by all end all the best roll behavior in all situations, and it’s quite conservative compare with a more risky approach to double up aggressively.

That being said, I choose this roll behavior to calculate roll potency because:
1) It’s easier for me to calculate potency without having to model bust and fold
2) It’s still situationally a great roll strategy to avoid wasting time on busting and rerolling.

Since there's a lot of calculation going on I put them in spoilers, if you don't like math and numbers skip to last result.
Final Result for 5/5 snake eye roll distribution:
Lucky Number: 45.5%
No.11: 10.4% + 4.6% + 3.8% + 3.8% = 22.6%
No.7: 19.8% + 2.3% + 3.8% = 25.9%
No.9: 2% + 2.3% = 4.3%
No.10: 2.3%


Final Result for 3/5 snake eye roll distribution:
Lucky Number: 45.5%
No.11: 5.2% + 2.3% + 3.8% + 3.8% = 15.1%
No.7: 24.3% + 3.1% + 3.8% = 31.2%
No.9: 2.6% + 3.1% + 5.7%
No.10: 3.1%

Chaos roll potency with job bonus:
Lucky: 55.7% attack
No.11: 61.9% attack
No.7: 46.3% attack
No.9: 47.9% attack
No.10: 49.5% attack

Average chaos roll potency with 5/5 snake eye and all roll potency gears: 54.5%
(2534.4+ 1399+ 1199+ 206+ 113.9)/100

Average chaos roll potency with 3/5 snake eye and roll potency gears: 53.4%
(2534.4+ 934.7+ 1444.6 + 273 + 153.5)/100


Average chaos roll with 5/5 SE and crooked card: 65.4%
Avg chaos roll with 3/5 SE and crooked card: 64.1%

I’m not sure if my way to calculate roll distribution is ideal or not, or if I calculate anything wrong. If anyone has better way to model roll distribution and avg roll potency, feel free to point it out.

If not then it seems that full time CC bonus with 5/5 WS 3/5 SE has higher avg roll potency than 5/5 SE 3/5 WS.
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 Asura.Chiaia
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By Asura.Chiaia 2017-05-20 07:22:27  
Since the forum didn't want to play nice with your spoiler heres a pastebin of it: https://pastebin.com/7Ri46SLT
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By Afania 2017-05-20 12:30:24  
Thanks Chiaia, but what happened to the spoiler function on forum? ._.
 Asura.Chiaia
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By Asura.Chiaia 2017-05-20 14:01:52  
Afania said: »
Thanks Chiaia, but what happened to the spoiler function on forum? ._.
There hass been a glitch with spoiler for like 2 years or some crap. I forget what it is it might of been when someone uses the code tags it kills it or something like I used on the first post. Its documented a few places but I can't be assed to look it up now.
 Leviathan.Celebrindal
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By Leviathan.Celebrindal 2017-05-20 19:59:10  
Any CORs using a non-mote based lua? I do like the features in Arislan's, and I run a mix of both non-mote based and mote-based for my jobs, I just really prefer the flexibility for the average code writer(no where near good enough to do my own, but can modify commands/rules/etc in existing ones) that a lack of include files gives when it comes to customization.

My other option is to convert my RNG lua to work with COR, adding in rules for rolls/tripleshot/etc.
 Asura.Chiaia
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By Asura.Chiaia 2017-05-22 06:20:29  
Ok updating the spreadsheet atm and I was wondering if anyone on Asura has a piece of the new SU3 RNG/COR I could borrow for a few minutes to do some testing with it. I want to make sure the DMG bonus works like I think ti does. I'm waiting on my WW buddy to come back from Vegas trip to make me some signed ones so I don't got any of it atm.
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 Lakshmi.Veika
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サーバ: Lakshmi
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By Lakshmi.Veika 2017-05-24 13:34:42  
Does magic damage work on leaden salute or is it only mab?
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By tyalangan 2017-05-24 14:34:46  
Yes, just remember that it works the same way it does for magic casters. I.E. 20 Magic Damage on jse cape should add 20 damage to Leaden.

Someone correct me if I am wrong.
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 Siren.Kyte
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By Siren.Kyte 2017-05-24 14:56:37  
It's calculated after fTP but before MAB.
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 Lakshmi.Veika
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By Lakshmi.Veika 2017-05-24 15:24:25  
Ah so that's why atoyac beats vanir?
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By FaeQueenCory 2017-05-24 16:52:22  
Lakshmi.Veika said: »
Ah so that's why atoyac beats vanir?
Vanir gives you +70 base damage.
Atoyac gives you 12 AGI, which increases base damage by 12 as well as increases the AGIvINT term multiplier, as well as either 10 MAB or 15 Mdmg.

With 10 MAB: that's up to a 10% increase in damage.
With Mdmg: it's 15 more base damage.

So it's the lack of MAB and the AGI that you'll see it pull ahead.
As MAB is a multiplier, whereas Mdmg justs adds... which then gets multiplied out, but more multiplying usually gets you higher numbers.

Though I find that people undervalue the potency boost of Mdmg.
 Asura.Chiaia
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By Asura.Chiaia 2017-05-24 22:14:52  
New Spreadsheet: https://drive.google.com/drive/folders/0B28ENNCAVh_sc3VEazl1VzJVSXc?usp=sharing

May 24th, 2017 Rev 1
  • Added latest gear form the last few months. Thanks to Shiva.Arislan as always for inputting the data :)

  • Fixed all the Mythic problems I found. WS modifier and Quick Draw. Was added wrong and missing on Set 2.

  • Triple Shot gear in set 2 was looking for some pieces from R.set 1 and some from R.set 2. I believe this was my fault when I added new pieces last time.

  • All the new Oshosi gear is checked for Triple Shot.

  • Added set bonus to new AF2/3. Regal Ring bonus not added atm.

  • All the BRD song math has been redone to do it the way song+ works now.

  • Updated how high each BRD Song+ value can goto due to new gear.

  • Holliday has been changed back to the stats it list on the weapon because SE said they were right and the "hidden" stats were a mistake. Not the translation.

  • Added a Version # on the main page for people that rename the sheet.

  • Deadaim for Meg +2 head has a check too.



Note: I didn't get to test the Oshosi head for the Triple Shot DMG yet so that is not added. I did find a person I can borrow head from int he next few days to test it though finally. I think its just going to add +10DMG to the shot so it won't be much but I could be wrong.
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By Afania 2017-05-25 22:11:54  
Thanks Chiaia!

I noticed something weird with empy body, triple shot doesn't seem to work. Testing other possible glitches atm.


Also I've been suspecting Oshosi doesn't beat other alternatives with uncapped rattk due to the lack of stp/rattk and triple shot may devalue when you already have a lot, just like triple attack.

Based on some quick spreadsheet check(didn't cover all situations), Oshosi head/hands/legs are still BiS with TS up even without capped attack, but feet doesn't seem to beat adhemar (+1) D.

Edit: Hand also seem kinda meh depending on situations. I sometimes got lower result than Adhemar (+1) depending on buffs/other slots.
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