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The Pirates' Lair: A Guide to Corsair
Asura.Chiaia
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サーバ: Asura
Game: FFXI
Posts: 1656
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.
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.
Assuming equal distribution for all rolls, there’s roughly 16.7% of chance to hit each number.
At 5/5 snake eye:
16.7% to hit 1
16.7% to hit 2
16.7% hit 5
For total of 50.1% to double up on 1st roll.
16.7% to hit 3 and snake eye
16.7% to hit 4
For total of 33.4% to get a lucky number on 1st roll
16.7% to hit 6 and use snake eye
6.7% (40% of 16.7%) chance to proc and hit No.11
10% chance not proc and hit No.7
Result after 1st roll @ 5/5 SE:
50.1% double up (No.1, 2, 5)
33.4% land on lucky number
6.7% hit No.11
10% hit No.7
If you go 3/5 snake eye then you get:
16.7% to hit 6 and use snake eye
3.3% to proc and hit No.11
13.4% not proc and hit No.7
Result after 1st roll @ 3/5 SE:
50.1% double up (No.1, 2, 5)
33.4 land on lucky number
3.3% hit No.11
13.4% hit No.7
-----------------
After 1st roll, you have 16.7% of chance to hit No.1. If you double up on 1, the possible attainable numbers are 2, 3, 4, 5, 6, 7.
16.7% to hit 3 and snake eye
16.7% to hit 4
33.4% to land on lucky number = 5.6% of chance to get a lucky number after rolling a 1 on 1st roll.
33.4% to hit 2 or 5 = 5.6% of chance to roll a 1 then double up
16.7% to hit 6 then snake eye, 6.7% proc and hit 11, 10% not proc and hit 7 = 1.1% to roll a 1 then 6 then SE to 11, 1.7% to roll a 1 then 6 then SE to 7.
16.7% to hit 7 and stop = 2.8% to hit 1 then 7
Result after 2nd roll @ 5/5 SE:
Lucky number: 33.4% + 5.6% = 39%
No.11: 6.7% + 1.1% = 7.8%
No.7: 10%+1.7% + 2.8%= 14.5%
If you go 3/5 SE then you get:
16.7% to hit 6 then snake eye, 3.3% proc and hit 11, 13.4% not proc and hit 7 = 0.6% to roll a 1 then 6 then SE to 11, 2.2% to roll a 1 then 6 then SE to 7.
Result after 2nd roll @ 3/5 SE:
Lucky number: 33.4% + 5.6% = 39%
No.11: 3.3% + 0.6%= 3.9%
No.7: 13.4% + 2.2% + 2.8%= 18.4%
----------------------------------------------------------
19.5% of chance to hit No.2 either by landing No.2 on 1st roll (16.7%) or roll a No.1 then double up and get 1 (16.7% of 16.7% = 2.8% of chance)
16.7% + 2.8%=19.5%
If you double up on 2 then you get a chance to land on 3, 4, 5, 6, 7, 8.
33.4% of chance to land on lucky number by landing on 3 then snake eye or land on 4 = 6.5% of chance to land on 2 then lucky
16.7% of chance to hit 5 = 3.3% more chance to hit 5
33.4% of chance to land on 6 or 8 then snake eye. 13.4% to proc on 11, 20% no proc = +2.6% to hit 11, + 2% to hit 7, + 2% to hit 9
16.7% to stop at 7= 3.3% chance to hit 2 then 7
Result @ 5/5 SE:
Lucky number: 39% + 6.5% = 45.5%
No.11: 7.8% + 2.6% = 10.4%
No.7: 14.5% + 2% + 3.3% = 19.8%
No.9: 2%
If you go 3/5 SE you got:
33.4% of chance to land on 6 or 8 then snake eye. 6.7% to proc on 11, 26.7% no proc = +1.3% to hit 11, + 2.6% to hit 7, + 2.6% to hit 9
Result @ 3/5 SE:
Lucky number: 39% + 6.5% = 45.5%
No.11: 3.9% + 1.3% = 5.2%
No.7: 18.4% + 2.6% + 3.3% = 24.3%
No.9: 2.6%
-----------------------------------------------
22.8% of chance to hit No.5 either by hitting No.5 on 1st try (16.7%) or hit a 1 then double up to 5 (2.8%) or hit a 2 then double up to 5 (3.3%)
16.7% + 2.8% + 3.3% = 22.8%
The possible number obtainable after double up from 5 are: 6, 7, 8, 9, 10, 11,
50.1% of chance to hit 6, 8, 9 and snake eye = 20% of chance to proc and get 11. 10% chance of no proc and get No.7, 10% chance to get No.9, 10% chance to get No.10.
22.8% x 20%=+4.6% for No.11
22.8% x 10%= + 2.3% for 7, 9 and 10.
16.7% of chance to stop at 7 = +3.8% for 7
16.7% for 10 then snake eye to 11= + 3.8% for 11
16.7% for 11 = + 3.8% for 11
@ 3/5 SE:
50.1% of chance to hit 6, 8, 9 and snake eye = 10% of chance to proc and get 11. 13.4% chance of no proc and get No.7, 13.4% chance to get No.9, 13.4% chance to get No.10.
22.8% x 10% = + 2.3% for No.11
22.8% x 13.4% = + 3.1% for 7, 9 and 10
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
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
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.
サーバ: Leviathan
Game: FFXI
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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
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?
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
サーバ: Lakshmi
Game: FFXI
Posts: 48
By Lakshmi.Veika 2017-05-24 15:24:25
Ah so that's why atoyac beats vanir?
By FaeQueenCory 2017-05-24 16:52:22
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.
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.
Asura.Chiaia
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By Asura.Chiaia 2017-05-26 08:13:43
I noticed something weird with empy body, triple shot doesn't seem to work. Testing other possible glitches atm.
New Spreadsheet: https://drive.google.com/drive/folders/0B28ENNCAVh_sc3VEazl1VzJVSXc?usp=sharing
When adding the Oshosi gear to Triple shot I replaced Empy body NQ/HQ with Oshosi body NQ/HQ and had it listed twice once with Empy value and once with its correct value. DataF111/G111
So if you tested Oshosi Body NQ/HQ you were getting 17%/19% Triple Shot so you'll want to retest that.
Want to fix it yourself? Here the changes:
Data F111: Code =IF(Setup!$F5=1,40% + IF(R_Gear!B11="Chasseur's Frac +1",12%,0) + IF(R_Gear!B11="Chasseur's Frac",11%,0) + IF(COUNTIF(R_Gear!B5,"Compensator ? (R15)"),10%,0) + IF(COUNTIF(R_Gear!B15,"Camulus*"),5%,0) + IF(R_Gear!B7="Oshosi +1",5%,0) + IF(R_Gear!B7="Oshosi",4%,0) + IF(R_Gear!B11="Oshosi +1",7%,0) + IF(R_Gear!B11="Oshosi",6%,0) + IF(R_Gear!B12="Oshosi +1",4%,0) + IF(R_Gear!B12="Oshosi",3%,0) + IF(R_Gear!B17="Oshosi +1",6%,0) + IF(R_Gear!B17="Oshosi",5%,0) + IF(R_Gear!B18="Oshosi +1",3%,0) + IF(R_Gear!B18="Oshosi",2%,0) + JP_Gifts!H11,0)
Data G111: Code =IF(Setup!$G5=1,40% + IF(R_Gear!X11="Chasseur's Frac +1",12%,0) + IF(R_Gear!X11="Chasseur's Frac",11%,0) + IF(COUNTIF(R_Gear!X5,"Compensator ? (R15)"),10%,0) + IF(COUNTIF(R_Gear!X15,"Camulus*"),5%,0) + IF(R_Gear!X7="Oshosi +1",5%,0) + IF(R_Gear!X7="Oshosi",4%,0) + IF(R_Gear!X11="Oshosi +1",7%,0) + IF(R_Gear!X11="Oshosi",6%,0) + IF(R_Gear!X12="Oshosi +1",4%,0) + IF(R_Gear!X12="Oshosi",3%,0) + IF(R_Gear!X17="Oshosi +1",6%,0) + IF(R_Gear!X17="Oshosi",5%,0) + IF(R_Gear!X18="Oshosi +1",3%,0) + IF(R_Gear!X18="Oshosi",2%,0) + JP_Gifts!H11,0)
Sorry about that and nice catch.
I think I'm going to wind up adding Triple Shot to the Ranged Sheet so it shows up like I did with True Shot since we been getting more and more gear with it.
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By Afania 2017-05-28 00:00:53
Hi all,
I read about Regal Gloves utilization in DRG thread, which seems interesting. Just wondering if anyone has ideas on how to utilize that particular piece of gear that they can share? Since using it in tp set seems to lose dps without multi attack/stp, maybe macro it in during stun/slept/terror/petrified so any incoming aoe attack received convert to tp?
I'm thinking maybe a set like this with hp boost and sphere effect for other DD:
ItemSet 351519
Opo-opo necklace + Nesanica ring if slept.
What's everyone's opinion?
サーバ: Asura
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By Asura.Ladyofhonor 2017-05-28 00:08:01
I use it in my generic idle set as THF, along with other +HP pieces so I can take damage without hurting at all (I can take roughly 700~ damage in my idle set and when I engage I'll still be at max hp). Outside of that it seems really hard to properly utilize.
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By Afania 2017-05-28 00:11:45
Asura.Ladyofhonor said: »I use it in my generic idle set as THF, along with other +HP pieces so I can take damage without hurting at all (I can take roughly 700~ damage in my idle set and when I engage I'll still be at max hp). Outside of that it seems really hard to properly utilize.
Can you share your THF idle set please? :D
サーバ: Asura
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By Asura.Ladyofhonor 2017-05-28 00:40:56
Asura.Ladyofhonor said: »I use it in my generic idle set as THF, along with other +HP pieces so I can take damage without hurting at all (I can take roughly 700~ damage in my idle set and when I engage I'll still be at max hp). Outside of that it seems really hard to properly utilize.
Can you share your THF idle set please? :D
ItemSet 351547
Ideal would be Gin body (maybe RNG/COR body for COR?), and maybe the new Su3 gear assuming it also has solid HP/meva. I used to use Qaaxo pants path D and only just replaced them for THF. The Path D is HP+75/PDT-5/Mageva+15.
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サーバ: Leviathan
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By Leviathan.Celebrindal 2017-05-28 00:45:10
On my RNG, I now utilize two PDT sets, one with the Regal Gloves, and one without. Outside of severe moves, if I'm white HP that's my DT set. But, if I'm facing stuff that really hurts, I go full DT. Or, when I drop to orange, I'll swap from my "RegalDT" to full PDT. I don't mess with them in my MDT set...too dangerous.
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サーバ: Asura
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By Asura.Ladyofhonor 2017-05-30 18:17:38
So did you guys see the new food? Acc+90, Racc+90, Macc+90, it's also AOE and 3 hours and selling for under 300k on Asura. This seems ideal for COR-burns that involve Leaden/WF (thinking Neak) as I have some issue getting to both macc and racc when low-manning. Wonder if it can maybe make COR leaden more viable in a mage-type setup like some of the WoC of old (SCH distortion + COR Leaden).
Asura.Chiaia
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By Asura.Chiaia 2017-05-31 04:28:48
I did and added it to the sheet with the gear update. Very nice looking food indeed.
Hades.Dade
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By Hades.Dade 2017-06-01 22:49:26
So about that cor/sam with Gozuki Mezuki, minding sharing spreadsheet setup for that beating sword+savage? Not seeing it when i play with spreadsheet. Last Stand is so underwhelming
By Afania 2017-06-01 23:34:30
So about that cor/sam with Gozuki Mezuki, minding sharing spreadsheet setup for that beating sword+savage? Not seeing it when i play with spreadsheet. Last Stand is so underwhelming
It doesn't beat sword + savage, it only beats blurred +1 x2 last stand. physical WS wise nothing(that I can find) beats savage unless you need SCs.
Edit: Let me double check something rq and I'll get back to you, been a while since I play with it .-.
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By Asura.Toralin 2017-06-05 09:40:51
Anyone wanna post the sets they use in Omen specifically
TP
Savage Blade
Last Stand(seems like im a little whiffy on mega boss with this)
Leaden
By Afania 2017-06-05 10:46:27
Anyone wanna post the sets they use in Omen specifically
TP
Savage Blade
Last Stand(seems like im a little whiffy on mega boss with this)
Leaden
Could add aeolian edge if your tank generates aoe treat, easily 15k+ aoe damage with malaise and all that MAB + tp bonus gears/ammo. With 2x OaT dagger COR tp pretty fast for cleaving.
Shiva.Spynx
サーバ: Shiva
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Posts: 371
By Shiva.Spynx 2017-06-05 11:42:56
Last Stand(seems like im a little whiffy on mega boss with this)
The sets on the main page of this thread are still pretty up-to-date but I agree with you COR Last Stand can be whiffy on omen bosses if you are not getting any accuracy buffs (common with RNGs in my group). I usually switch to hunter/STP for boss and have no real issue but that will hurt damage if you don't have geo+brd. If that happens I just toss some racc in gear on Last stand set:
ItemSet 351739
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By Asura.Ladyofhonor 2017-06-05 11:51:32
Not going to claim I always hit both shots, but I only really need honor march to hit Ou fine:
ItemSet 351737
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サーバ: Shiva
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By Shiva.Arislan 2017-06-05 12:07:27
Against Gin, even with acc buffs and eva debuffs, it's usually better to go into a high-acc state for Last Stand, since his eva is a lot higher than the others.
The rest are around ~1400 to cap accuracy... if you have less than that, maybe think about a set like Spynx's -- both hits landing > WSD.
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By Asura.Toralin 2017-06-06 10:04:41
Thanks, for some reason I had my fotia gorget/waist on my last stand set I assume that would be causing alot of my issues and I can bring my acc up big time with diff neck/waist. I did notice Fotia Gorget has +10 WS acc (is that the same as 10 racc??) Looks like I need to get my af body upgraded asap!
Regal Ring + +3 body you get an extra 15 racc right?
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