|
Using Python3 to estimate BIS gear sets for Ninja.
Lakshmi.Buukki
By Lakshmi.Buukki 2022-12-21 13:55:57
[+]
Fenrir.Ahlen
サーバ: Fenrir
Game: FFXI
Posts: 259
By Fenrir.Ahlen 2022-12-21 15:53:18
Ive used ooze on some ody bosses it doesn't seem to land (def/attack down). 33% def down would be very noticable.
Lakshmi.Buukki
By Lakshmi.Buukki 2022-12-21 16:07:23
You can just test each one to be sure.
Go into an odyssey boss on bst naked
Use corrosive ooze
Use absorbing shield contagion transfer
if you don't get a Defense Down effect 100% of the time, then it's not guaranteed
[+]
By Izanami 2022-12-21 20:58:20
Is there a set for Empyreal Arrow, utilizing both TP Bonus Katanas? Thinking about an Arebati prep fight when not in range to use Tauret.
I have no idea what buffs to use to create "best" v25 Arebati NIN Empyreal Arrow sets, but the sets barely change with different scenarios. I've run simulations for ML20 NIN without a subjob, including up to r25 Odyssey armor. I've also locked the main+sub weapons to Hitaki for 2000 TP bonus.
Cape: AGI+WSD
Cape: STR+WSD
I see the same exact set if I increase defense to 1500 and evasion to 1300.
Cape: STR+WSD
Grape Daifuku and Dia2 vs Apex Bat with 1500 evasion. Note that this set uses Iskur Gorget for the Ranged Accuracy, not Marked Gorget for Ranged Attack. Also note that the Regal Ring set bonus provides additional Ranged Accuracy when paired with the AF+3 hands, which already have a lot of AGI and Ranged Accuracy.
Hopefully these situations, together with the THF thread, give an idea of how to gear for Empyreal Arrow on v25 Arebati.
[+]
Quetzalcoatl.Falkirk
サーバ: Quetzalcoatl
Game: FFXI
Posts: 683
By Quetzalcoatl.Falkirk 2022-12-22 05:00:07
B team Arebati, so max Box Step, Corrosive Ooze or Angon depending on active BST pet, Killer Instinct, Dia 3. Probably SMN for Warcry/Crystal Blessing (I guess this is only necessary if you used ranged accuracy weapon)
I wonder if Ooze can land on Arebati. def down is wind in theory and Arebati should be close to immune to that (v25 possibly completely immune to wind?). On the other hand ooze seems to always lands. Unless Ooze is water based def down? Would be good to know all that. Go into an odyssey boss on bst naked
Use corrosive ooze
Use absorbing shield contagion transfer
Lakshmi.Buukki
By Lakshmi.Buukki 2022-12-22 05:03:18
I freaking love this guy Falkirk
Sunglasses/dealwithit Arthur is absolute gold
By SimonSes 2022-12-22 07:05:47
Quetzalcoatl.Falkirk said: »B team Arebati, so max Box Step, Corrosive Ooze or Angon depending on active BST pet, Killer Instinct, Dia 3. Probably SMN for Warcry/Crystal Blessing (I guess this is only necessary if you used ranged accuracy weapon)
I wonder if Ooze can land on Arebati. def down is wind in theory and Arebati should be close to immune to that (v25 possibly completely immune to wind?). On the other hand ooze seems to always lands. Unless Ooze is water based def down? Would be good to know all that. Go into an odyssey boss on bst naked
Use corrosive ooze
Use absorbing shield contagion transfer
That's V25?
サーバ: Asura
Game: FFXI
Posts: 127
By Asura.Brennski 2022-12-22 08:37:33
On v20 Arebati I often needed a RUN To land Ooze with Unda Rayke/Gambit but with them I got it on pretty much 1/1. Not tested on V25 yet.
Bismarck.Nekhekh
サーバ: Bismarck
Game: FFXI
Posts: 55
By Bismarck.Nekhekh 2022-12-22 12:59:31
I wonder what the python method would look like for mnk and sam? So far this has helped me with my nin but still having trouble getting Gere ring from Odin.
Lakshmi.Buukki
By Lakshmi.Buukki 2022-12-22 13:03:04
Judging by Falkirk's quote response where I mentioned to try it on Arebati naked, it would seem he did just that and it landed anyways, proving that it's either guaranteed or damn near close. He didn't confirm if it was on V25 though, but doing it naked would still support an extremely high land rate, even if it was V15-20. From a well-geared ML BST with Tandem bonus and food, it would seem like it can be landed on V25 just the same. But he didn't comment on any of the specifics besides DealWithIt Arthur xD, so hard to say the exact circumstances. In other instances, he landed the debuff on same/opposing aligned elementals just the same (the links are provided above), which is very hard to do normally, so the element of the defense down debuff or ability really doesn't have a ton to do with it.
Also, unless he edited it from his screenshot, it doesn't show any "Falkirk's Attack Down effect wears off" message in the log, which supports Papesse's comments I linked earlier how he believed all Atonement Bosses have an undispellable Attack+ buff that Corrosive Ooze is not able to overwrite. I think he would have included that if it showed in his log as well.
Quetzalcoatl.Langly
サーバ: Quetzalcoatl
Game: FFXI
Posts: 684
By Quetzalcoatl.Langly 2022-12-22 14:49:06
Falkirk is pretty great. :)
[+]
By SimonSes 2022-12-22 17:56:11
Judging by Falkirk's quote response where I mentioned to try it on Arebati naked, it would seem he did just that and it landed anyways, proving that it's either guaranteed or damn near close. He didn't confirm if it was on V25 though, but doing it naked would still support an extremely high land rate, even if it was V15-20. From a well-geared ML BST with Tandem bonus and food, it would seem like it can be landed on V25 just the same. But he didn't comment on any of the specifics besides DealWithIt Arthur xD, so hard to say the exact circumstances. In other instances, he landed the debuff on same/opposing aligned elementals just the same (the links are provided above), which is very hard to do normally, so the element of the defense down debuff or ability really doesn't have a ton to do with it.
Also, unless he edited it from his screenshot, it doesn't show any "Falkirk's Attack Down effect wears off" message in the log, which supports Papesse's comments I linked earlier how he believed all Atonement Bosses have an undispellable Attack+ buff that Corrosive Ooze is not able to overwrite. I think he would have included that if it showed in his log as well.
Its pretty important if its V20 or V25. Keep in mind V20 had resist against some physical type of damage, while V25 are immune. It could be the same for magic, V20 could just resist wind, but Ooze rate being extremely high or near guaranteed, still was able to ignore that, but they could just push it to immunity at V25.
Asura.Hya
サーバ: Asura
Game: FFXI
Posts: 314
By Asura.Hya 2022-12-22 18:01:32
Judging by Falkirk's quote response where I mentioned to try it on Arebati naked, it would seem he did just that and it landed anyways, proving that it's either guaranteed or damn near close. He didn't confirm if it was on V25 though, but doing it naked would still support an extremely high land rate, even if it was V15-20. From a well-geared ML BST with Tandem bonus and food, it would seem like it can be landed on V25 just the same. But he didn't comment on any of the specifics besides DealWithIt Arthur xD, so hard to say the exact circumstances. In other instances, he landed the debuff on same/opposing aligned elementals just the same (the links are provided above), which is very hard to do normally, so the element of the defense down debuff or ability really doesn't have a ton to do with it.
Also, unless he edited it from his screenshot, it doesn't show any "Falkirk's Attack Down effect wears off" message in the log, which supports Papesse's comments I linked earlier how he believed all Atonement Bosses have an undispellable Attack+ buff that Corrosive Ooze is not able to overwrite. I think he would have included that if it showed in his log as well.
Its pretty important if its V20 or V25. Keep in mind V20 had resist against some physical type of damage, while V25 are immune. It could be the same for magic, V20 could just resist wind, but Ooze rate being extremely high or near guaranteed, still was able to ignore that, but they could just push it to immunity at V25. I can test this later tonight (I'd have to go get the Shield). But I can confirm that Purulent Ooze still lands on Kalunga fairly easily. If they were going to give it immunity to something like Corrosive Ooze, I'd imagine they would do something to Purulent also.
[+]
By SimonSes 2022-12-22 18:40:51
I can test this later tonight (I'd have to go get the Shield). But I can confirm that Purulent Ooze still lands on Kalunga fairly easily. If they were going to give it immunity to something like Corrosive Ooze, I'd imagine they would do something to Purulent also.
Kalunga is fire based
I assume Purulent HP down is water based
If they give Kalunga immunity it probably wouldn't be to its weak element.
Arebati being ice based should be strong against wind and def down is normally wind based. Maybe Corossive Ooze def down is water based tho.
Lakshmi.Buukki
By Lakshmi.Buukki 2022-12-22 18:45:33
It could be the same for magic, V20 could just resist wind, but Ooze rate being extremely high or near guaranteed, still was able to ignore that, but they could just push it to immunity at V25.
That's an extremely easy test then and it requires no Absorbing shield. Just run in on DRG and throw an Angon at it. If it says "No Effect", then its immune and they change V25s, since Angon is 100% land rate. In that case, Armor Break is 100% useless as well. If Angon lands, there's no reason to believe Corrosive Ooze can't land. And I don't think it has anything to do with elemental alignment either; multiple people have shown proof of the water-aligned move landing on a variety of elementals, which have super high resist rate vs same-element/strong-element alignment.
Kalunga is fire based
I assume Purulent HP down is water based
If they give Kalunga immunity it probably wouldn't be to its weak element.
Arebati being ice based should be strong against wind and def down is normally wind based. Maybe Corossive Ooze def down is water based tho.
You're assuming the debuff on Corrosive Ooze is tied to the element. It might have absolutely nothing to do with the element at all, and could just be an 100% debuff attached to the spell itself, just like Angon can apply Defense Down (a wind based debuff) on everything
If you really want to test elements and land rate of Corrosive Ooze as it relates, do the Ballista test. Grab a RUN and have him use max meva set, Ignis Sulpor x3 Pflug, and use Odyllic Subterfuge on an opposing BST's Arthur pet. Then have the pet throw Corrosive Ooze at the tank. Repeat the test with 3 Gelus runes (for wind-based defense down). Arthur's magic accuracy should be so low that it can't land unless it's a guaranteed land rate.
By SimonSes 2022-12-22 19:27:57
It could be the same for magic, V20 could just resist wind, but Ooze rate being extremely high or near guaranteed, still was able to ignore that, but they could just push it to immunity at V25.
That's an extremely easy test then and it requires no Absorbing shield. Just run in on DRG and throw an Angon at it. If it says "No Effect", then its immune and they change V25s, since Angon is 100% land rate. In that case, Armor Break is 100% useless as well. If Angon lands, there's no reason to believe Corrosive Ooze can't land. And I don't think it has anything to do with elemental alignment either; multiple people have shown proof of the water-aligned move landing on a variety of elementals, which have super high resist rate vs same-element/strong-element alignment.
Kalunga is fire based
I assume Purulent HP down is water based
If they give Kalunga immunity it probably wouldn't be to its weak element.
Arebati being ice based should be strong against wind and def down is normally wind based. Maybe Corossive Ooze def down is water based tho.
You're assuming the debuff on Corrosive Ooze is tied to the element. It might have absolutely nothing to do with the element at all, and could just be an 100% debuff attached to the spell itself, just like Angon can apply Defense Down (a wind based debuff) on everything
If you really want to test elements and land rate of Corrosive Ooze as it relates, do the Ballista test. Grab a RUN and have him use max meva set, Ignis Sulpor x3 Pflug, and use Odyllic Subterfuge on an opposing BST's Arthur pet. Then have the pet throw Corrosive Ooze at the tank. Repeat the test with 3 Gelus runes (for wind-based defense down). Arthur's magic accuracy should be so low that it can't land unless it's a guaranteed land rate.
Def down attached to WSs is wind based and doesn't land on stuff immune to wind.
AFAIK def down on Tenebral crush is wind based too, despite spell being darkness.
It would be weird if def down on Ooze is non elemental.
Def down on Angon might be non elemental or just has different mechanic, its not a good test contender.
Ballista is also not a good idea, because I assume Corrosive Ooze has capped land rate and I don't want to check it against super high meva, but against immunity.
By Nariont 2022-12-22 19:33:02
Angon's currently the closest comparison to it, it's able to land its debuffs on targets that have super resistance to those particular elements i.e def down can land on a wind ele and attack down on water. Yes crush's def down is wind based also, I think they're both just non-elemental with a 100% land rate, or at least in ooze's case a very high innate macc.
[+]
Lakshmi.Buukki
By Lakshmi.Buukki 2022-12-22 19:34:17
Simon - is it too difficult to accept that Corrosive Ooze's Defense Down effect could just have a 100% land rate and has absolutely nothing to do with the aligned element? You keep saying "SE could have bumped V25 resist to immunity" with no information to back that up. But we have several verified reports from people who said the land rate on Ooze is indeed 100%. Why don't you just go repeat the exact same test Falkirk did naked on V25 Arebati and let us know if it lands?
Asura.Hya
サーバ: Asura
Game: FFXI
Posts: 314
By Asura.Hya 2022-12-22 21:13:38
Simon - is it too difficult to accept that Corrosive Ooze's Defense Down effect could just have a 100% land rate and has absolutely nothing to do with the aligned element? You keep saying "SE could have bumped V25 resist to immunity" with no information to back that up. But we have several verified reports from people who said the land rate on Ooze is indeed 100%. Why don't you just go repeat the exact same test Falkirk did naked on V25 Arebati and let us know if it lands? Don't worry fam, I'll test it. I dunno why this has to be questioned once a year, but here we are on Kalunga V25. This is certainly the worst place to share this info but whatever.
Observe the Defense Down debuff at the top of my screen, as well as the Corrosive Ooze and Absorbing Shield use.
Fenrir.Ahlen
サーバ: Fenrir
Game: FFXI
Posts: 259
By Fenrir.Ahlen 2022-12-23 01:00:28
maybe its water based? this is kalunga can try ngai or arebati? could also be the debuff is placed but reduced effect also maybe like geomancy?
By SimonSes 2022-12-23 04:18:48
Why don't you just go repeat the exact same test Falkirk did naked on V25 Arebati and let us know if it lands?
Because I don't have access.
I only ask the question and want to verify something and you for some unknown reason try very hard to force me to believe its 100% land rate on everything and its non elemental.
I have R15 Aymur BST, so if you think I have something against BSTs and that is this unknown reason you can relax and stop now.
I have no problem to believe its 100% land rate on even immune to wind or water, or that its non elemental or that Arebati is not wind immune or whatever. I just want to know this for sure by testing it. If you dont want to help, thats fine, but please stop disturbing :)
By Izanami 2022-12-23 09:09:29
That's a lot of BST discussion for a Ninja/Python project thread. Interestingly, Ninja appears to be part of the discussion in the BST thread right now too. I recommend staying on topic. I don't think many users are going to search for BST testing results in the Ninja forums.
I wonder what the python method would look like for mnk and sam? So far this has helped me with my nin but still having trouble getting Gere ring from Odin.
The code supports all jobs now if you wanted to download it and play with SAM and MNK. SAM sets are especially boring, though.
I'm slowly working on another FFXIAH node post that will contain sets for all jobs. So far I've created mid/high buff sets for DRK, DRG, MNK, SAM, BRD, WHM, and BST. This is a slow process since making FFXIAH item sets is not quick. If anyone knows of a way to semi-automate this, then please let me know.
See below for the copy/paste SAM and MNK sets taken from my node draft. The formatting is still a work in progress, but I think I'll settle for something similar to this anyway.
Edit: Looks like the far-right part of the sets gets cut off, though. At least you can mouse-over the partially visible item and see what it is.
Edit2: I've simply moved the cut-off sets down a row so they're visible in this spoiler format.
Samurai |
Sets determined using ML20 SAM/WAR.
|
|
Monk |
Sets determined for ML20 MNK/WAR. MNK/DRG uses slightly different sets due to the Weapon Skill Damage trait.
TODO: non-impetus Ascetic and Victory sets
|
|
Victory Smite: 1000-1300 TP |
ItemSet 388917 |
ItemSet 388918 |
• Impetus Active
• Segomo: STR+Crit
• Ryuo Hands A
• Ryuo Feet D
|
• Impetus Active
• Segomo: STR+Crit
|
|
|
|
|
|
|
|
|
Asura.Cluste
サーバ: Asura
Game: FFXI
Posts: 15
By Asura.Cluste 2022-12-23 09:37:36
Looks interesting, Izanami. Great Work as always.
Your sets already assume R30 (because I don't see Kasuga Kote +3 in the Sam set)? Think Nyame R30 is very optimistic at the moment (and prob in the near future too).
What settings (buffs) do you use to identify your mid sets?
[+]
By Izanami 2022-12-23 10:01:31
Looks interesting, Izanami. Great Work as always.
Your sets already assume R30 (because I don't see Kasuga Kote +3 in the Sam set)? Think Nyame R30 is very optimistic at the moment (and prob in the near future too).
Yeah, it's all R30 right now. I considered R25, but I imagine I'm going to be so slow adding more sets and formatting the node that by the time I finish, R30 will be reasonable. I definitely understand that I should be showing R25 if I were to publish more than a draft right now, though.
Edit: Looking into this a bit more, I did not give Kasuga Kote +3 its "Weapon skill damage +12%" in the gear.py file.
I've updated the sets with the fixed Kasuga Kote +3. They won in every situation tested. Thanks for letting me know.
What settings (buffs) do you use to identify your mid sets?
I used stats for a lv135 Apex Bat with artificially high 1300 Evasion and 1400 Defense.
Mid-buff represents standard party-buff situation:
BRD (Songs+7): Honor March, Victory March, Minuet V, Minuet IV
COR (Lucky, Rolls+7): Chaos Roll (Crooked), Samurai Roll.
Grape Daifuku
No dia
High-buff uses the same buffs and enemy, but I reduced the enemy defense to 1 to force attack cap. Evasion is kept at 1300, though.
I'd like to add low/no-buff sets too (dia2+daifuku only), but I'm not sure if there is a limit to how many ffxiah item sets I can make. I imagine Empyrean+3 will show up more in low/no-buff sets to make up for the lack of attack buffs.
Edit: If you see any obviously weird-looking gear choices, let me know. I only really play NIN+WHM+DRK, so I'm not likely to notice my mistakes for other jobs as I manually add gear to the FFXIAH item sets or gear.py file.
[+]
サーバ: Ragnarok
Game: FFXI
Posts: 39
By Ragnarok.Ragingmonkey 2022-12-23 11:37:30
One thing I noticed when playing with ranged weaponskills is that it seems to assume that True Shot is active always so almost all ranged weaponskills show true shot gear as being BiS. I can't seem to get Ikenga clogs to stop showing up even after unchecking all versions of them.
By Izanami 2022-12-23 11:49:13
Ragnarok.Ragingmonkey said: »One thing I noticed when playing with ranged weaponskills is that it seems to assume that True Shot is active always so almost all ranged weaponskills show true shot gear as being BiS.
The code does treat true shot as always "on." I do like the idea of adding a checkbox for it, similar to impetus/footwork. I'll add this after the holiday.
Ragnarok.Ragingmonkey said: »I can't seem to get Ikenga clogs to stop showing up even after unchecking all versions of them. The code will not equip items if they are not enabled with the checkbox. However, the code will also not unequip items if they are already equipped and it can't find a better choice. Make sure you swap the feet slot to something else on the inputs tab before running the automated set finder if you do not want to test them.
[+]
サーバ: Ragnarok
Game: FFXI
Posts: 39
By Ragnarok.Ragingmonkey 2022-12-23 12:01:09
Awesome, thanks! This tool is very fun to play with, I spend most of my downtime at my remote job just trying different sets. Huge props for making something like this.
By Izanami 2022-12-23 12:46:07
problem with the gui i'm having is that the window even with font size 6 gets cut off at the bottom and i only get 2 rows of gear displayed. same thing if i maximize the window
This is exactly what I was worried about when I first posted the GUI link. I never got any messages about it when I first asked, so I never bothered trying to fix it since it looked fine on my computer (1920x1080 resolution).
If you're not running the .exe, then you can change a False to a True on line 208 of tab_inputs.py
to use 32x32 icons instead of 64x64 icons. This usually helps.
If you are using the GUI.exe version, then I'm not sure how to temporarily fix it, other than maybe changing your screen resolution, but that's a pretty bad solution that might not even work.
This is not an issue I can fix easily, but is on my list of things to do.
Node 456
Updated: 2022 January 28:
ML20 NIN99/WAR53 & R25 Odyssey.
Slightly updated code for easier reading (see Github link below).
While a simple average is nice and convenient for DPS spreadsheets, it does not tell the whole story for most weapon skills. To know exactly how your weapon skill damage will be distributed, you need detailed information about your stats, the enemy you're fighting, and the mechanics of weapon skill damage. As a side-project to learn a bit of basic Python3 programming and about the FFXI damage formulae, I've written a Python3 code to simulate weapon skills and obtain distributions of the damage being dealt given a set of gear and an enemy.
I'm not very familiar with GitHub, but I've put the code on my newly-created GitHub page ( https://github.com/IzaKastra/wsdist_v2).
The code is not meant to replace DPS spreadsheets, but the gear sets provided here should agree with the spreadsheets reasonably well. I believe the sets presented here are the best in slot sets currently available, but you may find marginally better sets for specific enemies. I therefore encourage you to play around with these sets using the spreadsheets to try to find potentially better or worse options that fit within your gear budget.
In addition to finding the best katana weapon skill sets, the code has the added benefit of working with all jobs and all physical and hybrid weapon skills (after minor modifications to adjust for different player race/job stats). This allowed me to also check the best Evisceration, Savage Blade, and Tachi: Jinpu/Koki/Kagero/Goten/Kasha sets for Ninja. I have a version of the code that works for SAM and nearly works for DRK. I "simply" need to work out the DRK Smite trait before it's finished. This is technically the second of three parts of a Python3-based DPS simulator. It currently has everything it needs to be a full DPS simulator, including real-world time between attacks, TP return, and auto-attack/WS damage, but it seems appropriate to stop where I am for now.
I've tested the code's output against SimonSes' NIN Hybrid WS spreadsheet for Blade: Chi and find the difference to be within 0.5%-2% depending on the TP range and buffs used. For physical weapon skills, I tested the results against the Ninja DPS spreadsheet and found that Blade: Shun, Kamu, Hi, and Ku all agree within 5% or better, while Blade: Metsu shows 10% differences due to incorrect Aftermath: Attack+10% handling in the spreadsheet (see the spoiler below). This of course does not mean that I've done everything perfectly.
The spreadsheet is applying Kikoku's aftermath only to the Ninja's base attack (Lv99+STR+Skill), not including BRD songs, attack traits from /WAR, or the +70 attack from job gifts. My in-game testing has shown that Kikoku's AM is applied additively with the other percentage-based boosts like Fury, Chaos, and Berserk; Attack = (Base+BRD)*(1+Berserk+Chaos+Fury+Kikoku_AM)+Food. The image below shows my observed and calculated Attack values with different buffs up.
I've modified the code to automatically adjust a given gearset until it finds the "best" piece in each slot for a specified weapon skill. I then ran the code for 3 different buff states and 3 different TP ranges that I consider to be typical low/mid/high buffs for content in-game:
Low Buffs: Only Grape Daifuku and Dia2, not even trust buffs (but we know you'd end up with March, Paeon, and Evoker's Roll anyway)
Standard Buffs: Grape Daifuku, Dia2, Minuet5, Minuet4, Honor March, Victory March, Lucky Chaos Roll (Songs+7, Rolls+7, HonorMarch+4)
High Buffs: Grape Daifuku, Dia2, Minuet5, Minuet4, Honor March, Victory March, Lucky Chaos Roll, Fury, Frailty (Songs+7, Rolls+7, Geomancy+6, HonorMarch+4)
High Buffs (Hybrid): Grape Daifuku, Dia2, Minuet5, Minuet4, Honor March, Victory March, Lucky Chaos Roll, Fury, Malaise (Songs+7, Rolls+7, Geomancy+6, HonorMarch+4) -- Only used for Blade:Chi
tp = [1000,1300]
tp = [1500,1800]
tp = [2000,2300]
I use max skill-potency geomancy bubbles and songs with 5/5 Minuet merits and 20/20 Minuet job gifts. I did not use any buff-enhancing abilities such as Crooked Cards, Marcato, Blaze of Glory, etc.
My earlier testing suggested that Hitaki is by far the best off-hand weapon for "damage varies with TP" weapon skills. However, it also only showed ~30-70% off-hand hit rate on the Apex Toad target that I'm simulating against (Evasion:1103~1163, Lv131-133), which would likely translate to significantly reduced TP gain and thus significantly reduced WS frequency. Because of this, I removed Hitaki and reran my simulations without it being an option. If you are able to make up for the significantly reduced accuracy and auto attack damage, then Hitaki should probably be your go-to for "damage varies with TP" weapon skills.
I did not test any Herculean gear since I believed it would be a waste of time given the accessibility of Nyame R10+ and the random nature of obtaining "good" augments behind multiple layers of RNG. I encourage you to input the sets I present here into the spreadsheets and see how your Herculean gear compares, though.
It should be noted that these sets are based raw weapon skill damage values. Stats such as Skillchain Bonus (see Nyame) have no effect as a result until I finish the code to be a proper DPS simulator with auto-attacks, TP rounds, auto-WS, and SCs. Swapping some pieces listed in these sets with Nyame will lower weapon skill damage, but the skillchain bonus stat will likely result in larger overall damage.
The details of the code's algorithm are explained in a bit of detail below, but the process is likely very well known to most of you. For now, here is the list of "best average" gear sets for each buff state for a few of Ninja's available weapon skills at specific TP ranges. Each one contains an imgur link to the simulated distributions, which display the gear used and basic player stats for all tests run on that specific weapon skill. A representative image is also presented in each section. The list of all sets can also be found on my FFXIAH item sets page. The comments within each gear set may provide swaps for varying TP ranges.
Note that these gearsets are for a Master Level 20 Lv.NIN99/WAR53, R25 Odyssey gear, and R15 UNM gear.
Blade: Chi
ItemSet 380757
To nobody's surprise, with the release of augmented Nyame gear, the "best average damage" gearset for Blade: Chi is incredibly easy to predict. Blade: Teki and Blade: To likely use an identical weapon skill set, but I did not test them. I would not be surprised if To/Teki used Fotia Belt, though. Since both of them are single-hit weapon skills.
Note that these tests were done on a neutral monster with 100 Magic Defense and no Magic Evasion. I believe many relevant enemies have something like 150 Magic Defense or an SDT value that would guarantee at least a 50% magic damage resist.
Blade: Hi
ItemSet 380758
ItemSet 380759
ItemSet 380760
Kannagi (R15) was locked into the main hand.
Andartia Mantle AGI+Crit Rate for low buffs
Andartia Mantle AGI+WSD for standard/high buffs
Critical hit weapon skill damage varies wildly based on the AGI stat of your target. This is because up to 15% of your Crit Rate comes from dDEX. Unfortunately, Blade: Hi has an 80% AGI modifier, which is essentially useless for meleeing. I'm still convinced the developers accidentally swapped the modifiers for Jishnu's Radiance (80% DEX) and Blade: Hi (80% AGI) and refuse to admit it.
Since Apex Toads do not have a published AGI value to calculate dDEX from, I ended up performing about 2 hours worth of auto-attacks in various sets to estimate it myself (AGI ~ 354-358). Either way, I don't necessarily recommend the Blade: Hi sets presented here. I don't think Blade: Hi is a good weapon skill in general compared to the other Katana options. The conditions required for critical hit weapon skills to perform well are too variable to simply stick with a single set based on a spreadsheet or code. You should do your own research based on exactly what you plan to use the weapon skill on and build your set around that.
Blade: Kamu
Blade: Ku
ItemSet 380763
ItemSet 380764
ItemSet 380765
Blade: Ku is surprisingly powerful when compared to Blade: Shun. The +60% damage on Gokotai, 1.25 FTP, and 30% STR+DEX modifier put in a lot of work to boost the damage. Unfortunately the skillchain properties are not great compared to Blade: Shun with Heishi.
Blade: Metsu
ItemSet 380766
ItemSet 380768
These sets are a good example of not using a lot of Nyame where Nyame would likely win. Blade: Metsu has excellent skillchain properties so I expect at least 4/5 Nyame with Relic legs to win in most cases considering they provide +24% skillchain damage.
With the release of R25 Nyame, most of these sets actually use Nyame for maximum physical damage. The skillchain damage stat on Nyame is just a bonus on top now.
Blade: Shun
Blade: Ten
Savage Blade
ItemSet 380771
ItemSet 380772
ItemSet 380773
For Naegling's "Weaponskill: Attack bonus based on number of upgrades" stat, I assumed the player had at least eight buffs up (protect, shell, haste, utsusemi, kakka, yonin, food, signet) for all sets. Standard buffs added 4 songs and 2 rolls for 14 total buffs, and high buffs added a single GEO bubble for 15 total buffs. The player's base attack then received +1% per buff present. This bonus attack was added to the player's base attack before any other buffs were added.
Evisceration
ItemSet 380942
ItemSet 380770
ItemSet 380943
Tauret was locked into the main hand.
Ryuo Tekko Path A or D
Andartia Mantle DEX+Crit Rate
Kendatsuba Samue +1 or Mpaca Doublet R25 are generally the go-to body slots for Evisceration.
Similar to Blade: Hi, critical hit weapon skill damage will vary wildly depending on the AGI of your target. Your dDEX provides as much as 15% critical hit rate that you're potentially missing on high AGI targets unless you stack more DEX. Luckily, Evisceration has a 50% DEX modifier, so this is not likely to be a problem. I still recommend finding your own set that works well on the content you plan to use Evisceration on (Odyssey Lamia/Aquans or that one Master Trial) instead of just sticking with this set or one from the spreadsheet.
Tachi: Goten
ItemSet 383500
Tachi: Goten is the Lightning-elemental hybrid weapon skill. The Donar Gun would likely be fantastic for this weapon skill, but it would require that you never unequip the gun since you would lose TP to swap to Shuriken for TPing.
Be sure to weaponskill above 2000 TP.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
Tachi: Jinpu
ItemSet 383497
Nyame Path B
Andartia Mantle STR+WSD
Ninja Nodowa +2 when attack capped and TP>2000.
Fotia Belt > Orpheus's Sash when below 1500 TP. You should always weapon skill above 2000 effective TP, though.
Tachi: Jinpu is a powerful tool for a Ninja to have available against Earth-based enemies weak to magic and slashing damage. This is essentially the Great Katana version of Blade: Chi, so you'll want to WS above 2000 effective TP.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
The best part of Tachi: Jinpu is that it creates and endless skillchain loop with itself. When fully buffed, you are able to simply spam Tachi: Jinpu and create powerful skillchains with every use. It's unfortunate that the developers did not allow Blade: Chi to self-skillchain endlessly as well.
Tachi: Kagero
ItemSet 383499
Tachi: Kagero is the Fire-elemental hybrid weapon skill. Tachi: Kagero is especially potent on a few enemies in Odyssey C, such as Puks and Bomb Clusters. Be sure to weaponskill above 2000 TP.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
Tachi: Kasha
ItemSet 383491
ItemSet 383492
Nyame Path B
Andartia Mantle STR+WSD
I don't expect anyone to use Tachi: Kasha on Ninja, but it is a pretty weapon skill.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
Tachi: Kasha is the Great Katana version of Blade: Retsu, since it can Paralyze the enemy. I'm not sure if it is as potent as Blade: Retsu, though.
Tachi: Koki
ItemSet 383498
Nyame Path B
Andartia Mantle STR+WSD
Tachi: Koki is a single-hit weaponskill. Ninja Nodowa +2 will likely not beat Fotia Gorget unless you hold until 3000 TP for some reason.
Epaminondas's Ring can replace Gere Ring when near attack cap, but you lose those rare triple attack procs.
Tachi: Koki is the light-elemental hybrid weapon skill, which means it benefits greatly from Weatherspoon Ring (SoA final reward option). Despite the boost in power from Weatherspoon Ring, I don't see Koki getting much use.
You may want to use Samurai subjob for Hasso/Zanshin in order to increase your TP gain rate when relying on the Great Katana weapon skills.
As a side note: Blade: Ei is a Darkness-based magical Katana weapon skill. There is no Darkness-based hybrid weapon skill. This is unfortunate because it would likely be very powerful with Archon Ring and Pixie Hairpin +1
Based on the sets listed above, we can make a short list of gear priority for a newer Ninja to reference.
Odin: Gere Ring
UNM: Lugra Earring +1 (Aug) > Sailfi Belt +1 (Aug) >= Seething Bomblet +1 (Aug) > Blistering Sallet +1 (Aug)
Lilith: Malignance Gloves > Malignance Tabard > Malignance Boots > Malignance Tights >= Malignance Chapeau
Bumba: Nyame Mail > Nyame Sollerets > Nyame Gauntlets > Nyame Flanchard >= Nyame Helm
Arebeti: Mpaca Cap > Mpaca Hose > Mpaca Doublet > Mpaca Gloves >= > Mpaca Boots
Ngai: Gleti's Knife
Xevioso: Kunimitsu
Relic: Legs > Head > Hands >= Feet > Body(TP low haste)
AF: Head
Adhemar: Head(A) > Body(B) > Hands(B) > Feet(A)
However, just because an item didn't show up here doesn't mean it doesn't hold a best-in-slot position in some situation. The 2021 Ninja Gearsets thread provides excellent gear to use for many weapon skills without considering Odyssey gear. Many of these sets are well within uncertainty of my "best average" sets presented here.
Here I give a "brief," but relatively detailed, description of how the damage was calculated within the code. Let me know if there are any mistakes or inaccuracies that need to be corrected. I'm confident in the algorithm, but I may have done a poor job explaining in some places.
The simulations were based on Apex Toads with three sets of possible stats, excluding their innate -25% MDT. This can be thought of as having three unfortunate Apex Toads in a room and each weapon skill hit one of them randomly. Taken directly from my code, the stats used were:
Code
e_mdef = 0-malaise*(15+3*nbubble) if 0-malaise*(15+3*nbubble) > -50 else -50
apex_toad = {'Level': [131, 132, 133],
'Defense': [1206*(1-dia[dia_potency]-frailty*(0.148+0.027*nbubble)), 1239*(1-dia[dia_potency]-frailty*(0.148+0.027*nbubble)), 1272*(1-dia[dia_potency]-frailty*(0.148+0.027*nbubble))],
'Evasion': [1103, 1133, 1163],
'VIT': [264, 270, 276],
'AGI': [354, 356, 358], # AGI roughly measured using Scoreboard on two different toads.
'MND': [218, 224, 228],
'INT': [285, 293, 299],
'CHR': [270, 277, 284],
'Magic Defense': [e_mdef, e_mdef, e_mdef]} # Enemy Magic Defense has a floor of 50
For Physical weapon skills, I used the standard BG-wiki formula to calculate damage: Due to the random nature of PDIF, a new value is calculated for each hit individually.
Additional hits after the first main-hand hit, whether they be from multi-hit weapon skills or multi-attacks, were performed in the order suggested by the testing of Austar. In the case of multi-attack procs on weapon skills, testing by Saevel and Austar show that there can be no more than two multi-attack checks of any kind per weapon skill and that the off-hand weapon will always get one of these two checks if you have an off-hand weapon equipped, otherwise the main-hand will get both checks only if the weapon skill has at least two natural hits.
In addition to the testing of Saevel and Austar, I tested this by using 404 Blade: Retsu while dual-wielding (2+1 hits) with 29% DA and 31% TA on Apex Toads. The observed TP return distribution from 404 Blade: Retsu closely matches the expected distribution assuming that only the first two hits (the first main hit and the one sub hit in this case) can multi-attack. Any assumptions that all weapon skill hits can multi-attack (6 chances for Blade: Shun for example) quickly cause the expected distribution to diverge from the observed.
For Hybrid weapon skills, I used the equation provided by Bahadir's Blade: Chi testing, Jakey's YouTube video, and SimonSes' NIN Hybrid Damage calculator, which splits the weapon skill damage into two parts
Hybrid = Physical + Magical
The physical damage is calculated using the exact same method as mentioned previously for purely physical weapon skills, with the important change that FTP is 1.0 and non-replicating for the physical portion of Hybrid weapon skills (see Bahadir's testing). The magical damage is calculated using the physical damage and the player's "Magic Damage" stat as a base:
In addition to the basic formula for damage, it is important to explicitly mention the following special cases that are included in the damage calculations:
Unlike the first main-hand hit, the first off-hand hit does not gain the bonus from the standard weapon skill damage stat.
Certain "weapon skill damage" stats on weapons apply to all hits. Examples of this include Naegling Savage Blade Damage +15%, augmented REMA weapons, and the hidden weapon skill damage bonus on Mythics and Relics.
Weapon skills gain a hidden ~+100 accuracy to their first hit. My testing of 1745 unbuffed (Brygid+KuyinHathdenna+YoranUC) Blade: Chi on Apex toads heavily suggests that this bonus applies to the first off-hand hit as well.
Buffs to player Attack are applied in a specific order:
Attack = (8+Gear+Traits+Gifts+Skill+STR+STR(food)+STR(buffs)+BRD)*(1+COR+GEO+Kikoku10%+Berserk)+Attack(food)
The player's secondary/auxiliary/off-hand attack is calculated using only half of their STR stat (see BG-wiki: "Attack")
STR from food is immediately used to calculate base attack, but "Attack+" from food is not applied until all other buffs have taken effect.
Before running the code, I manually selected equipment for each equipment slot that I wanted to test. This allowed me to exclude testing items like Mummu Kecks for Blade: Chi, which would obviously be a waste of time. To allow the output of my code be easily compared to the spreadsheets, the code uses a distribution's average damage to determine which piece of gear is "better" than another. It should be noted that the average is not a good summary statistic for multi-peaked distributions, though. The algorithm itself is simple:
(Edit 2021-08-23: I've adjusted the code's algorithm to use averages for intermediate steps, and 50,000 simulations as the last step. The process for finding best sets is now identical to manually selecting gear in a spreadsheet and checking the DPS value. The advantage is that this code is automated and provides expected damage distributions at the end for further analysis.)
1) For each item slot (or for each pair of two item slots simultaneously), cycle through all selected equipment and calculate the average weapon skill damage from that test gear set.
2) If the average damage is higher than the previous highest, then keep that item equipped, otherwise ignore it and try another combination of gear.
3) After all slots (or all combination of two slots simultaneously) have been tested and the best item in each slot determined, restart from the beginning with the previous best set as the starting place, checking each slot (or combination of two slots simultaneously) again, up to 20 times until. This allows for some gear to change based on changes to already tested slots.
4) Stop early if gear changes result in an average damage increase less than 0.5%, or if no changes are made within two consecutive iterations. This is the convergence criterion and it usually triggered before iteration 7.
With the above algorithm, the code's runtime is ~3 seconds to find a best set while swapping only one slot at a time, or ~180 seconds if changing two slots simultaneously. An additional 10 seconds is required to build a distribution of 50,000 simulations for the fancy output plots.
The list of gear tested in each slot is presented here. All weapon skills used the same pool of gear. All UNM gear is R15. All Odyssey gear is R25. Code
mains = [Heishi, Kannagi, Kikoku, Nagi, Gokotai]
subs = [Ternion, Kunimitsu, Gleti_Knife, Tauret, Gokotai, Crepuscular_Knife]
grips = [Alber_Strap]
ammos = [Yetshila, Seething_Bomblet, Cath_Palug_Stone, Aurgelmir_Orb, Pemphredo_Tathlum, Ghastly_Tathlum, Crepuscular_Pebble]
heads = [Adhemar_Bonnet_A, Adhemar_Bonnet_B, Hachiya_Hatsuburi, Mochizuki_Hatsuburi, Malignance_Chapeau, Kendatsuba_Jinpachi, Mummu_Bonnet, Nyame_Helm, Mpaca_Cap, Blistering_Sallet]
necks = [Ninja_Nodowa, Fotia_Gorget, Caro_Necklace, Baetyl_Pendant]
ears = [Ishvara_Earring, Lugra_Earring_Aug, Moonshade_Earring, Brutal_Earring, Friomisi_Earring, Crematio_Earring, Balder_Earring, Mache_Earring1, Mache_Earring2, Odr_Earring, Crepuscular_Earring]
ears2 = [Ishvara_Earring, Lugra_Earring_Aug, Moonshade_Earring, Brutal_Earring, Friomisi_Earring, Crematio_Earring, Balder_Earring, Mache_Earring1, Mache_Earring2, Odr_Earring, Crepuscular_Earring]
bodies = [Kendatsuba_Samue, Adhemar_Jacket_A, Adhemar_Jacket_B, Malignance_Tabard, Nyame_Mail, Samnuha_Coat, Gyve_Doublet, Abnoba_Kaftan, Mpaca_Doublet, Tatenashi_Haramaki, Ryuo_Domaru_A, Agony_Jerkin]
hands = [Adhemar_Wristbands_A, Adhemar_Wristbands_B, Mochizuki_Tekko, Mummu_Wrists, Malignance_Gloves, Kendatsuba_Tekko, Nyame_Gauntlets, Mpaca_Gloves, Tatenashi_Gote, Ryuo_Tekko_A, Ryuo_Tekko_D]
rings = [Gere_Ring, Hetairoi_Ring, Shukuyu_Ring, Apate_Ring, Ilabrat_Ring, Regal_Ring, Epona_Ring, Petrov_Ring, Rufescent_Ring, Begrudging_Ring, Epaminondas_Ring, Mummu_Ring, Beithir_Ring, Dingir_Ring, Metamorph_Ring, Shiva_Ring1, Shiva_Ring2, Weatherspoon_Ring]
rings2 = [Gere_Ring, Hetairoi_Ring, Shukuyu_Ring, Apate_Ring, Ilabrat_Ring, Regal_Ring, Epona_Ring, Petrov_Ring, Rufescent_Ring, Begrudging_Ring, Epaminondas_Ring, Mummu_Ring, Beithir_Ring, Dingir_Ring, Metamorph_Ring, Shiva_Ring1, Shiva_Ring2, Weatherspoon_Ring]
capes = [Andartia_DAdex, Andartia_DAstr, Andartia_DAagi, Andartia_Critagi, Andartia_Critdex, Andartia_WSDstr, Andartia_WSDdex, Andartia_WSDagi, Andartia_Nuke]
belts = [Windbuffet_Belt, Fotia_Belt, Grunfeld_Rope, Kentarch_Belt, Sailfi_Belt, Orpheus_Sash]
legs = [Kendatsuba_Hakama, Adhemar_Kecks_A, Adhemar_Kecks_B, Mochizuki_Hakama, Samnuha_Tights, Jokushu_Haidate, Malignance_Tights, Mummu_Kecks, Gyve_Trousers, Hizamaru_Hizayoroi, Nyame_Flanchard, Mpaca_Hose, Tatenashi_Haidate, Ryuo_Hakama_A, Rao_Haidate_B]
feet = [Mochizuki_Kyahan, Adhemar_Gamashes_A, Adhemar_Gamashes_B, Malignance_Boots, Mummu_Gamashes, Kendatsuba_Sune_Ate, Nyame_Sollerets, Mpaca_Boots, Tatenashi_SuneAte, Ryuo_SuneAte_D, Rao_SuneAte_D]
Finally, since this post is already pretty long, I may as well link my official forum post from last year. This post details my requested Ninja job adjustments. Feel free to give it a like/comment.
https://forum.square-enix.com/ffxi/threads/57263-2020-2021-Ninja-Job-Adjustment-and-Feedback?s=66c8aaed6a12e3a576c9ee8f403e1174
|
|