Ukko's Fury Setup |
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Ukko's Fury Setup
Bahamut.Disguise
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Curious on what atma's you'd use inside abyssea for Ukko's Fury. I heard Harvester, Stout Arm & VV.
Razed Ruins, Apocalypse, VV or SS.
Both the above are right.
If constantly fighting it's RR/Apoc/SS If you have a fair bit of downtime between fights/you are proc'ing on war, RR/Apoc/VV Bismarck.Bloodbathboy
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Big Al is correct. Give it a try.
Ok here's what I've managed to piece together:
My question right now is the belt. I don't have Wanion Belt, and don't know when that may be available to me. Warwolf is obviously a poor man's version of that. If that's no good I could use Breeze or Windbuffet. Any recommendations there? Windbuffet, Ele belt if you need the accuracy
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Kaerin said: » FUN NEW POST TO QUOTE REPEATEDLY! Now with pictures and more words! (sorry, I got super bored) TP Sets When restraint is down, depending on accuracy needs, you should use Avant+1 or Phorcys hands. Valk set is best unless you need the accuracy offered by the Armada set, since it's 3% TA instead of 3% DA and also gains 10 attack. The Armada set will also win if it caps your Critical hit rate, and the Valk set doesn't. If you can't get either of these sets, I have lots of alternatives under my item sets you can peruse for something you can use while acquiring these two sets, since they are the best, and what you should always be working towards getting. http://www.ffxiah.com/player/Odin/Kaerin#item-sets Also keep in mind if you can get this: You can wear any body/hands and still have a 6 hit with capped haste. Subbing in Phorcys body here is fine to do if you cant get armada/valk. Using Fulad-Zerah here is actually the third best TP set, and it can be purchased off people on your server if people on your server can beat Legion. And since you can resell the Fulad when you're done with it, it doesn't seem like a bad deal to pick it up while working on Armada and Valk. If even more accuracy is required you can use all of or parts of this set: Ukkos fury is this: Unless you're gaining extra crit rate through DEX or blood rage or champions drink or atmas or something, at that point you switch to Hecatomb hands +1. If you need more ACC you should switch in the following items depending on how much you need. Ogiers pants Thunder belt (or one of the other appropriate ws belts) These are the first 2 things you should switch in, after these items if you are still not capped, you can use Avant gloves+1 or Mars ring, anything beyond that and your problem is that you should be using ACC food. On Light, Wind or Thunder day, or if you gain full benefit of the STR and ATT, and do not need the ACC provided by AF3+2 head, you should use Mekira-Oto+1 also. I use to advocate Avant legs+1 instead of AF2+2 as the default WS piece, but Avant+1 only win when you don't need the ACC on Ogiers, and when the attack on them helps you, and the stuff you're fighting isn't weak enough that the DEX on Heca+1 increases crit rate. The increase they provide over AF2+2 isn't really even that significant when this does occur, combine that with the fact that I do not think that the above situation occurs very often, and I can't justify having Avant+1 taking up an inventory slot anymore, especially since you will be carrying around AF2+2 anyway for the Warriors Charge increase. As a side note: If you can get Huginn Gambieras: The Augment on them is Critical Hit Damage +10%, and those should be the shoes you use for Ukkos Fury in every set. For abyssea use RR, SS and Apoc atmas and this set: Outside Abyssea if this set caps your dDEX, use it: dDEX: Critical hit rate gained because of DEX, requires you having 50 DEX more than whatever you're fighting has AGL. If it doesn't cap dDEX then it's most likely not worth trying to use a dDEX set. I won't say it's not worth using a dDEX set, because I could of overlooked something for this set, and if it comes close to capping crit rate, it will also be good. Next update we're getting 12 more STAT merits too, and there's a limit of 12 per, so 12 STR and 12 DEX will be possible. I kind of expect this set to become much better than it is now, and the idea of using a dDEX set to become popular again as well, since it seems like crit rate won't be all that hard to cap against most mobs. The rest of you can also go back to wishing you picked mithra like us cool kids too, TEAMcat! It's been a bit, and I see lots of the same stuff being asked again, so reposting this. It doesn't count if you quote it. >:(
Bismarck.Stani
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What're the preferred rolls? I'm assuming it's between Chaos Roll, Fighter's Roll, Miser's Roll, and Tactician's Roll.
Bismarck.Stani said: » What're the preferred rolls? I'm assuming it's between Chaos Roll, Fighter's Roll, Miser's Roll, and Tactician's Roll. Offline
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For VW I don't think there was ever a consensus on which was really better between DA or Save TP. Personally, I think DA would be better since it doesn't require all the DDs to use the Save TP Atmacite and when you do shout VW, like most people do, who knows what people are using.
My group uses att, acc, da, and crit rate rolls in Legion. Bismarck.Stani
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I slept on it once or twice, let's see if I made any sense of things... Apologies for thinking out loud~
Chaos Roll: Unaligned, it's somewhere between Warcry and Berserk's attack boost, only edging out Berserk on an 11. Aligned, it is going to give more attack than 'zerk, I think it's safe to say the average you'll see is at least 30%. As long as you need the attack, this is a solid damage boost for any melee, regardless of their Atmacite, x-hit, or Regain considerations. Fighter's Roll: Unaligned, you need to hit lucky or 11 to break double digit figures of +DA, so I'm not crazy about this w/o WAR. Aligned, you should see 11-15% no problem, with lucky and 11 giving 18% and 24%. Aligned, this roll will also be a good damage boost for all melee DD, regardless of their Atmacite, x-hit, or Regain. Tactician's Roll: Regain is kind of finicky for 2handers, and is frequently rendered moot based on swing/tick timing, already present Regain, multi-attacks shooting you far past the 'red zone' of just under 100 TP, and Dusty Wings. Also, the more Haste you have (Marches/Embrava), the fewer Regain ticks you'll get per TP phase, meaning Regain is even more likely to be rendered moot by x-hits, tp swing/Regain tick timing, and overflow. You basically need to watch your weapon swings/Regain ticks like a hawk to really get the most out of Regain, and I hardly put it past the general population to do so. Heck, I overflow any benefit of my Regain a not insignificant portion of the time myself! All that said, with no Save TP, and no Marches/Embrava, you should get enough Regain ticks in to shave off a hit or two with Monarch+Tact+Coercion, and your COR gets to have some fun. I think Tactician's is a bit mroe favoable to one-handers, because their lower tp/swing and no firmly planned x-hit means a random amount of Regain is more likely to be helpful rather than pointless. Miser's Roll: First, a meditation on the actual value of Save TP. By definition, the amount of TP 'saved' is lessened by higher WS TP returns. As such, 2handers and multi-hit weaponskill jobs get little out of this roll without Discipline up. However, for a lower WS TP return job, getting 20-25 TP back instead of 9 is a 11-16 TP savings for a THF, and that's just with lucky/11 rolls, no Discipline. Once you align Discipline up with Miser's, the TP savings begin to add up, even for higher WS TP return jobs. I hardly put it past a pickup VW group's DDs to have Discipline leveled up, so I'd have significant reservations about getting this roll in a pickup. Conclusions: Chaos and Fighter's are fool-proof winners when aligned (and need attack, in the case of Chaos), and somewhat decent even if not. They really pay off if you've got Dusty Wings comin' out your ears, whereas Tactician's Regain and Miser's Save TP gains would be diminished during Wing spam. Tactician's and Miser's favor lower TP return jobs, and lower tp/swing jobs where a couple TP here or there is less likely to be rendered moot by a 15-20TP swing that would get you enough TP with or without the roll. For a party with 2handers, especially a DRK and/or WAR to align rolls with, the mob would need to be pretty damn weak for some extra unbuffed WSs to beat out 30% attack or 15%+ DA. Bismarck.Stani
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Kaerin said: » My group uses att, acc, da, and crit rate rolls in Legion. Do you guys put a THF in a party with all the Crit WS jobs or something? Rogue's Roll doesn't knock my socks off unaligned, and even if aligned, it'd be wasted on non-Crit WS jobs (by which I mean the probable army of Resolution DRKS) Bismarck.Stani said: » Kaerin said: » My group uses att, acc, da, and crit rate rolls in Legion. Do you guys put a THF in a party with all the Crit WS jobs or something? Rogue's Roll doesn't knock my socks off unaligned, and even if aligned, it'd be wasted on non-Crit WS jobs (by which I mean the probable army of Resolution DRKS) I tried searching for this but can anyone explain "Occ. grants dmg. bonus based on TP +5 " on the moonshade?
It's an interesting effect, but no matter how powerful it is, it's not better than tp bonus.
I'll assume +5% means 5% proc rate, and the dmg increase is based on TP. And as you never should hold onto tp (except when amnesiad etc), the bonus dmg would probably be rather bad every time, and not proc very often. Cerberus.Kvazz said: » It's an interesting effect, but no matter how powerful it is, it's not better than tp bonus. I'll assume +5% means 5% proc rate, and the dmg increase is based on TP. And as you never should hold onto tp (except when amnesiad etc), the bonus dmg would probably be rather bad every time, and not proc very often. That's what I was thinking. Unless it was some ridiculous amount of attack. Like 5% of the time you have whatever your TP is to attack. I've been seeing more JP monks use it. I'll probably stick with 25 percent bonus though Bismarck.Stani said: » Kaerin said: » My group uses att, acc, da, and crit rate rolls in Legion. Do you guys put a THF in a party with all the Crit WS jobs or something? Rogue's Roll doesn't knock my socks off unaligned, and even if aligned, it'd be wasted on non-Crit WS jobs (by which I mean the probable army of Resolution DRKS) FTR, as far as I know the DA% numbers for Fighter Roll were added by this guy: http://wiki.ffxiclopedia.org/wiki/Special:Contributions/Dyvid
It appears he got his information from here: http://ffxi.allakhazam.com/forum.html?forum=252&mid=114562290814778631#1 It, in turn, got its information from a defunct JP website. I don't really trust it. Ragnarok.Nemesio said: » Bismarck.Stani said: » Kaerin said: » My group uses att, acc, da, and crit rate rolls in Legion. Do you guys put a THF in a party with all the Crit WS jobs or something? Rogue's Roll doesn't knock my socks off unaligned, and even if aligned, it'd be wasted on non-Crit WS jobs (by which I mean the probable army of Resolution DRKS) Bismarck.Stani
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Odin.Sawtelle said: » Ragnarok.Nemesio said: » Bismarck.Stani said: » Kaerin said: » My group uses att, acc, da, and crit rate rolls in Legion. Do you guys put a THF in a party with all the Crit WS jobs or something? Rogue's Roll doesn't knock my socks off unaligned, and even if aligned, it'd be wasted on non-Crit WS jobs (by which I mean the probable army of Resolution DRKS) Did you look at/rule out SAM roll? With a SAM in PT, you don't even need that good of a roll to drop a 6hit ukon to 5hit. I'm not sure what the SAM himself would think of a little extra sTP, but the THF MNK and DRK should drop hit(s) as well. I guess I'm just not sold on Rogue's, if I'm dead wrong lmk lol. He said fourth roll. The first three rolls are obviously Fighter's, Samurai, and Chaos. I'm mostly interested in how he cycles through 2 CORs for buffs in Legion. My group just does Buff -> Zerg -> Re-buff (if necessary) -> Zerg, so even one COR adds a lot of time.
The 1st 3 rolls they use are Fighter's, Hunter's, and Chaos Byrth. Rogue's being their 4th.
All our DDs parsed capped Acc last chamber with Min/Min/Mad from the Bard. Swap Hunter's out for Samurai stat!
w/o sam 6hit:
Ukko's tp return:15.7+1 tp hit: 16.8 average attacks per round w/ 11 warrior's roll:1.5644 Attack round speed:1.8seconds, 3 attack rounds on average, 5.4 seconds+2 for ja delay=7.4seconds 10tp from embrava(assuming gimp sch) Ukko'sing at 16.8*1.5644*3+16.7+10= 105.5TP w/ 11 sam +a sam in party: Ukko's tp return:22.2+1 tp hit: 23.4 average attacks per round w/ 11 warrior's roll:1.5644 Attack round speed:1.8seconds, 2 attack rounds on average, 3.6 seconds+2 for ja delay=5.6seconds 5tp from embrava(assuming gimp sch) Ukko'sing at 23.2+23.4*1.5644*2+5= 101.4TP Using a 35/65% tp/ws split (numbers from one of our run's parses), a 7.4/5.6=1.32, 32*.65=20.8% increase in dmg from samurai roll Rogues assuming no thf, so 1/3rd chance of allignment=21% crit at best is going to increase dmg like 14% at capped attack w/ no crit(which of course you have). So for war sams better, and it will be better for drks/sams. Mnks might see lower returns, but will still get something and further devalue rogues w/ impetus. You are likely right about sam being better than rogue's. Lakshmi.Byrth said: » All our DDs parsed capped Acc last chamber with Min/Min/Mad from the Bard. Swap Hunter's out for Samurai stat! Edit: Thanks for improving our runs! Bismarck.Stani
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Hah I'm glad I wasn't just being dense!
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Are ogiers hands good at all for TP?
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