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Auction House: Armor - Earrings

Attila's Earring
[Ear] All RacesLv.70 WAR/PLD/DRK/BST/SAM/NIN
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Situational Use for WAR/SAM
# Mar 19 2008 at 10:25 PM Rating: Decent
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It's possible to get a 6-hit build with a 504 delay Great Axe with enough Store TP. The magic number is 22 Store TP. So, with 15 Store TP from Store TP II, you need to come up with 7 from gear. Ideally, you would have:

Rajas Ring (5)
Chivalrous Chain (1)
Brutal Earring (1)

Of the three, the Brutal Earring is likely the hardest to get, because it requires starting PM8-1 and 75 Ancient Beastcoins. Thus, you could use the Attila's Earring in place of it to get enough Store TP for a 6-hit build.
Store this
# Oct 31 2006 at 4:06 AM Rating: Decent
15 posts
Since SAM is the only job that relies entirely on weapon skills to kill a mob, TP is of course important, however, "Store TP" should be considered a secondary concern as TP can only be gained by either Meditating or hitting the mob. You can wear all the "Store TP" gear the game has to offer but if you don't hit the mob, you're only gonna "Store" a screenshot of your corpse. I myself am more fond of focusing on Accuracy and Strength instead of "Store TP". That's not to say i'm against the idea of "Store TP", with SAM70 I love the idea of always having a never-ending supply of weapon skills to take the mob from full to 0 HP in seconds (thank you Meikyo Shisui <3)
It could of course be argued that my ideals of focusing mainly on str instead of "Store TP" is only pertinant to the weapon skills where str is the primary determinant of how much dmg the ws will do, which of course, isn't a factor until Tachi: Yukikaze on up and isn't as important at lower levels as say, Attack and Accuracy, but really, who wants to level SAM only part way? If you only plan on leveling sam to 37 for a sub then great, Store TP might be a great area of interest but still, you would have to give up far too much other more worthwhile gear, just to make the "Store TP" aspect worth it.
If you only get 11% TP gain per hit and each point "Store TP" even saved double of what the above equations show, (let's say 2% per point of "Store TP" just for sake of argument), it makes far more sense to focus on making sure that every hit lands on the mob instead of missiong, giving you a far greater TP gain than.
Say you WS, and have even 16% TP left after the WS but miss 2 swings because your acc is gimp, that "Store TP" gear has just cost you far mroe than it's worth.
I'm sure someone will disagree and some will agree; as with all things, don't take my word for it - by all means try it out ^^...just make sure you get the "Store TP" gear cheap because when you see that it sucks and decide to resell it, it's not only going to take forever to get rid of it but you're not going to see very much of a return on your investment.

-ok, i'm done babbling now :P
Store this
# Oct 08 2007 at 6:16 AM Rating: Decent
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212 posts
Quote:
Since SAM is the only job that relies entirely on weapon skills to kill a mob, TP is of course important, however, "Store TP" should be considered a secondary concern as TP can only be gained by either Meditating or hitting the mob. You can wear all the "Store TP" gear the game has to offer but if you don't hit the mob, you're only gonna "Store" a screenshot of your corpse. I myself am more fond of focusing on Accuracy and Strength instead of "Store TP". That's not to say i'm against the idea of "Store TP", with SAM70 I love the idea of always having a never-ending supply of weapon skills to take the mob from full to 0 HP in seconds (thank you Meikyo Shisui <3)
It could of course be argued that my ideals of focusing mainly on str instead of "Store TP" is only pertinant to the weapon skills where str is the primary determinant of how much dmg the ws will do, which of course, isn't a factor until Tachi: Yukikaze on up and isn't as important at lower levels as say, Attack and Accuracy, but really, who wants to level SAM only part way? If you only plan on leveling sam to 37 for a sub then great, Store TP might be a great area of interest but still, you would have to give up far too much other more worthwhile gear, just to make the "Store TP" aspect worth it.
If you only get 11% TP gain per hit and each point "Store TP" even saved double of what the above equations show, (let's say 2% per point of "Store TP" just for sake of argument), it makes far more sense to focus on making sure that every hit lands on the mob instead of missiong, giving you a far greater TP gain than.
Say you WS, and have even 16% TP left after the WS but miss 2 swings because your acc is gimp, that "Store TP" gear has just cost you far mroe than it's worth.
I'm sure someone will disagree and some will agree; as with all things, don't take my word for it - by all means try it out ^^...just make sure you get the "Store TP" gear cheap because when you see that it sucks and decide to resell it, it's not only going to take forever to get rid of it but you're not going to see very much of a return on your investment.

-ok, i'm done babbling now :P


Sushi + 8/8 weapon merits gooooo! what +accuracy is there for earring slots? how much is it worth? is it rare flagged?
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# Oct 10 2006 at 12:20 AM Rating: Decent
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with great katana @ 450 delay, each point of store TP gives +0.15%
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TP Store
# Nov 28 2005 at 10:50 AM Rating: Default
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120 posts
TP Store is a really awesome trait to boost up, but it's also very difficult to calculate how much you're getting an increase of.

If you take a look at my level of Samurai (71) and then the items/armor I wear (+21), then you might be able to come up with all sorts of guesses as to how much TP I get per swing.

With a 450 delay weapon, non-TP'd out jobs gain 11% TP.

Myself, with a 450 delay weapon, I gain 16.4% TP per swing. If each TP store does give 1%, as previously suggested, then without my TP store bonuses from my gear would be -5.4%! Crazy, eh?

Let's try this again, with a .1% theory. Without this gear on, I'd be getting 14.3% TP per swing. Since we don't get to see the decimal percentage, we'll only get to see the whole numbers. To properly test this, we need perform ten swings.

After running a test, I get 141% TP from ten swings. Re-running my other test, I still come up with 164% TP after ten swings. This leaves .2% unaccounted for. I removed both my Attilla's Earrings and did ten swings, getting 162% TP. What could possibly be going on? My guess is the mystery of the TP Store trait my job gives is kicking in a little, however... It's safe to say that the Attilla's Earrings gives you .1% more per swing.

This item is geared moreso towards the TP-hungry Samurai, in my opinion. Every percent counts. (If I could get another .1%, I could shave off one more swing to get to 100% faster!)

Edited, Mon Nov 28 11:07:29 2005
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RE: TP Store
# Feb 08 2006 at 3:33 PM Rating: Good
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787 posts
Base TP gain for a 450 delay weapon is 11.3 TP, not 11.

SAM70 gives you Store TP IV, for +25% TP gain.

11.3 + 25% = 14.125, rounded down to 14.1.
11.3 + 46% = 16.498, rounded down to 16.4.

So each Store TP+1 is giving you +1% TP.
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hmm
# Aug 11 2005 at 5:41 AM Rating: Decent
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172 posts
from what i've read, the TP gain depends on the weapon delay and it's something like +1 store tp is +1%

so with store TP +5 you get 100tp instead of 95
TP
# Jul 20 2005 at 5:42 PM Rating: Default
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421 posts
I bought one for 3k from someone's bazaar to test it out. You get +1 TP for each hit, so if you normally get 7 TP you'll get 8. With a pair you'd get +2 so 9 per hit. This is as a BST with no other store TP gear, so for a SAM I don't know what you'd get.
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Worth?
# May 06 2005 at 4:29 AM Rating: Decent
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54 posts
How much TP is gained from wearing a pair of these? Are they worth it?
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# Jan 22 2005 at 3:57 AM Rating: Decent
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502 posts
According to ffxi.cannotlinkto this is level 70 and comes from the uncapped Horalais Peak Clotho Orb bcnm Double Dragonian and uncapped Waughroon Shrine Clotho Orb bcnm Copycat.
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