The Last Dance: Gearing Paradigms For A New Age |
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The Last Dance: Gearing Paradigms for a New Age
Should add a "to" on the description of Waltzes and Steps on the tables! "Consume TP restore hp...". Sorry it just kinda bothered me <3
Fixed. When tired I type like Russian mafia member.
Looks like we have a reason to want 4/5 of the Thurandaut set.
Lakshmi.Byrth said: » Looks like we have a reason to want 4/5 of the Thurandaut set. Head sort of kills Khepri for most purposes! <.> Fenrir.Sylow said: » Thurandaut Chapeau Def 35 STR+13 DEX+13 Accuracy +10 Dual Wield Up Thurandaut Tabard Def 64 STR+17 AGI+17 Attack +15 Haste +5% Thurandaut Gloves Def 29 Dex+14 Agi +14 Accuracy +10 Haste +3% Thruandaut Tights Def 48 AGI+17 Ranged Accuracy +17 Enmity -5 Thurandaut Boots Def 27 Vit+14 Mnd+14 Haste +3% Physical damage taken -3%/ Yeah, sure does. I hope it gets >5% DW, because then we might have a new TP head. Like, head -> New, waist -> Twilight. We'd lose quite a bit of STP (and 2% crit rate) over present though.
Chapeaux are slightly less stupid looking than visors too!
Macoquetza
(Dagger) DMG:58 Delay:200 AGI+8 Water Resist+20 "Subtle Blow"+7 THF / BRD / DNC /tableflip They are breaking the rules, it has more damage than Emp/Relic dagger. Yeah, worse delay though. If you scale it down by delay, it comes out to a D51/176 delay knife.
Kinda makes me bitter to have a D53/205 delay Terpsichore when they're tossing out D58/200 delay knives though =p. Kinda makes me scratch my head they're still putting MND on pieces that are clearly meant as defensive gear. Does SE still think MND matters for defense other than when you're being nuked by Banishga?
Those boots actually look interesting to me because they did mention they want to add more DT gear for light jobs. I guess more hybrid DT gear would be useful, but there's not a lot of other options atm. At least it is an amazing mainhand for non-emp/relic holders (and potentially non-99emp holders).
But as far as offhand is concerned, I will be keeping my Str-Thokcha. Oh, I was toying with the spreadsheets since nothing to do atm. It looks like the DW head needs at least 6 to beat the current Charis/Skadi/Patentia set.
Also for ammo, Qirmiz>Potestas>Charis when dDex is capped, and Charis wins when it is almost capped. Where it was posted earlier in the thread, Qirmiz Tathlum was ignored. Leviathan.Kincard said: » Kinda makes me scratch my head they're still putting MND on pieces that are clearly meant as defensive gear. Does SE still think MND matters for defense other than when you're being nuked by Banishga? Those boots actually look interesting to me because they did mention they want to add more DT gear for light jobs. I guess more hybrid DT gear would be useful, but there's not a lot of other options atm. To be fair, the MAcc debate isn't entirely settled. People assume that it's (Player INT - Monster INT) for MAcc, but it could actually be (Player INT - Monster MND) and no tests have been done to exclude the possibility of another stat. Two tests were done that seemed to give contrary results for the dINT inflection point, which might just indicate that it's not actually INT-INT. tl;dr: Maybe MND matters for MEvasion regardless of the type of magic. (or CHR, or INT, or AGI, or MND) OK, so you'll probably want to use /NIN and carry around a hybrid evasion set for running around Adoulin.
I don't know what everyone else is using, but this is what I'm using: ItemSet 241919 ItemSet 294460 There's also Mirke (but I have it dedicated to another purpose) and you can also finish casting in Orunmila's Torque, but I generally don't have room to carry it around. We have some other crappy fast cast pieces but they're ... crappy. So the new armor set:
Thurandant Chapeau : DEF:35 STR+13 DEX+13 Accuracy+10 Enhances "Dual Wield" effect Great Pyrrhic Kleos piece. Better than Khepri. Pretty solid for Evisceration as well. Might be a good TP piece if it has enough DW (>5%) Thurandant Tabard : DEF:64 STR+17 AGI+17 Attack+15 Haste+5% The best Exenterator body in the game. Not particularly useful for TP. Thurandant Gloves : DEF:29 DEX+14 AGI+14 Accuracy+10 Haste+3% Might have a place in a high Acc TP set. For a discussion of their Exenterator viability, see the bottom. Thurandant Tights : DEF:48 AGI+17 Ranged Accuracy+17 Enmity-5 For a discussion of their Exenterator viability, see the bottom. Not useful for anything else. Thurandant Boots : DEF:27 VIT+14 MND+14 Physical damage taken -3% Haste+3% Not useful for DNC, because Plumb Boots exist. Exenterator - Thurandant Gloves and Tights are competing with Skadi's Bazubands +1 and Thaumas Kecks. Specifically, this is: 19 STR, 19 AGI, 35~36 Attack Total, 15 Accuracy Total vs. 31 AGI, 17 Acc Total Difference: +12 AGI, -19 STR, -35~36 Attack, +2 Acc 12 AGI is a lot, but you lose half that much base damage in STR and a ton of attack on top of it. It really isn't worthwhile. This analysis also applies to both pieces separately. I will personally only be going for body and head. I have been using this for doing Reives and stuff:
ItemSet 200958 If I was less lazy, I'd walk to the NPC and unstore my Skadi's Cuirie +1 to use that instead. I'd also probably look for Bendis' Hairpin, but . . . screwwww thaaat. This is enough to put most monsters on the evasion floor. The ones that aren't on the evasion floor after this you are better off just toughing them out with Waltz. Tttrrriple post!
Now that I sometimes offhand the AGI Thokcha, I'm finding that there are times when I want to go back to main-handing Twashtar. Terpsichore AM3 is possible in Reives thanks to the Reive Unity KI, but just for out truly soloing things without buffs (often running between them and wasting AM3 time, etc.) I don't think it is really super beneficial to maintain AM3. Twashtar offers much higher DPS than a non-AM3 Terpsichore and probably boosts my crit rate quite a bit at the cost of better self-skillchains (boosted PK) and more FMs per Step, neither of which are amazingly important to me soro. I need to make Rudra's sets and Twashtar macros again. Yeah, if I have to offhand an EVA thokcha I use Twashtar instead of Terpsichore. If I'm that worried about evasion, maintaining AM3 isn't really an option. I find I don't generally need the Thokcha for most things and the set I posted earlier was sufficient. There will never be an "optimal" evasion set, you basically need to start as evasive as possible then become more offensive piece by piece until you reach a point where becoming any less evasive is a detriment defensively.
The deensive ratio cap adjustment is interesting. At first I hated it, but some fights have actually gotten easier because we've actually been forced to pay more attention to wayward debuffs like defense down. Before it was like, "Oh, I'm taking more damage than I should be doing ... could you erase defense down when you have time?" Now it's a priority. I think they were successful in this case at their "fostering skillful play" paradigm. Also, with the offensive ratio cap adjustments, I'm convinced more than ever that the rumored attack bonus might be there on Exenterator. So this could be important soon:
I had always though that Dia/Defense Down/Box Step multiplied, but it seems that Dia/Defense Down add. Does anyone know if Box Step does too? Our current understanding of Box Step is 5%-13% but I'm sort of thinking that Box Step 5 is likely 32/256 (12.5% similar to acid bolts and Indi-Frailty) which would probably make the Defense Down tiers look like this: 1: 12/256 (4.7%) 2: 17/256 (6.6%) 3: 22/256 (8.6%) 4: 27/256 (10.5%) 5: 32/256 (12.5%) This is something that should be testable in Brenner, if anyone wants to do it. HI BYRTH. Anyway, if it's additive it actually makes steps better than I thouht they were before because now Dia II + Box Step 2 17/256+53/512 (17%) is better than previously thought (multiplicative stacking would yield 16.3%). I've been saying that DEF downs are additive for ages! Almost a decade!
Well, being additive makes them awesome!
Angon Box Step 2 (let's not even bother to take it to 5!) Indi-Frailty Dia III ---> 1/(1-64/256-32/256-17/256-39/256) is like having + 140% attack. A 760 attack melee now caps on anything with 800 defense or lower! So basically, DDs could eat pizza, use one attack buff of choice (COR or BRD), and you can reap all the defensive buffs you want on top of your marches. So how 'bout that D64 Dagger.
Highest DPS dagger in the game.
Asura.Lokimaru said: » So how 'bout that D64 Dagger. If it's not in my inventory, it doesn't exist. /pchan Asura.Lokimaru said: » So how 'bout that D64 Dagger. D58 / 200 delay? http://wiki.bluegartr.com/bg/Macoquetza I feel that it's likely the base for the new main-hand "special weapon" for Seeker's. As it stands right now, it's not better than Twashtar, Mandau, or Terpsichore (unless you aren't maintaining AM3 on Terpsichore, then it probably is.) Edit: Okay, just read around. Wowzers! D64! That's actually about right relative to its delay to be competitive with Twashtar/Mandau/Terpsichore in terms of DPS. It may gain TP slower because of the higher delay, but it will WS harder. I might have a new dagger to hunt! Siren.Kyte
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Think someone else verified (that and they did list changing the damage rating on today's update notes).
Box Step:
LV1: 12/256 (4.7%) LV2: 17/256 (6.6%) LV3: 23/256 (9%) LV4: 28/256 (10.9%) LV5: 33/256 (12.9%) Why the weird jump from 2-->3 I can't say. Adds to Dia II and thus presumably defense down, since those add together. Dia II + Box Step 1: 38/256 (14.8%) +2 : 43/256 (16.8%) + 3: 49/256 (19.1%) +4: 54/256 (21.1%) +5: 59/256 (23%) Thanks Jinjo for being my test dummy! |
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