1
Forum Settings
       
Reply To Thread

Acc Dakini x2 VS Acc Dakini/BlauFollow

#1 May 09 2010 at 12:26 PM Rating: Good
Scholar
****
6,580 posts
Been discussing this a little with a guy on BG, when the acc is used on both combinations, which do you think would be the better set?

We were talking about daggers, agreeing that if you didn't need the acc from dakinis, that blau/SK (And X's/Blau thus too as they're similar) would be better, but when you do need the acc, that two Dex/Acc Dakinis and Acc/Dex Dakini/Blau would be a very close comparison, and not sure which is best (He's leaning to dakini x2 though, I'm not leaning either way).

Any mathamagicians feel like doing a full rundown on it? I think Acc Dakini/Blau or Acc Dakini x2 look to be our best dagger combination for dd (if you use the acc).
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#2 May 09 2010 at 12:46 PM Rating: Good
***
3,959 posts
Is it actually possible to get two Acc Dakinis? Not trying to be snarky but I hear conflicting opinions on the possibility of having two of the same weapon.

Edited, May 9th 2010 2:49pm by Lucinus
____________________________
LordFaramir wrote:
ODESNT MATTER CAUSE I HAVE ALCHOLOL IN MY VEINGS BETCH
#3 May 09 2010 at 1:14 PM Rating: Good
**
798 posts
I have two of the evasion Dakini's, so yes it is possible. I just think you can't do the trials for each dagger simultaneously.
____________________________
Jacs of Leviathan
SAM, MNK, THF, NIN, SCH, DRK, BLU 90
Woodworking 100+3, Synergy 57
#4 May 09 2010 at 1:22 PM Rating: Good
***
3,959 posts
In that case I lean very heavily towards Acc/Acc, assuming Pizza, but am willing to be proven wrong.

Edited, May 9th 2010 3:23pm by Lucinus
____________________________
LordFaramir wrote:
ODESNT MATTER CAUSE I HAVE ALCHOLOL IN MY VEINGS BETCH
#5 May 10 2010 at 8:40 AM Rating: Good
Sage
***
1,210 posts
My point of view, since I don't actually have time to do the math right now.

1. DoT. You are comparing +1 dmg +5 acc vs. +16 atk -12 delay (6.3% less delay). Opinion: Blau wins for TP because the ~6% less delay will outweigh the +5 acc on TD.

2. SA. TD gives +4 base damage to the other TD on the hit. Blau will add +16 atk (at least +0.04, closer usually to ~0.05 to cRatio). Opinion: basically a wash, slight advantage to the TD/TD setup due to the extra base damage, blau would make higher SAs more consistent.

3. WS. This is where the comparison is going to get difficult. I think at various points you will find that it favors blau, and at various parts it will favor TD.

Non-Empirical conclusion: I would lean to TD/BD personnally. DoT is by far one of the best things we have going for us. The other comparisons will not mean as much in the overall comparison. However, I would not begrudge anyone that goes TD/TD, the difference wont be very much.

Also: Mathemagic!

Edited, May 10th 2010 10:39am by Meldi
#6 May 10 2010 at 10:35 AM Rating: Good
***
3,756 posts
I'd still take the TD/Blau over TD/TD. Meldi's conclusions were the same as my own. The DoT aspect of TD/Blau is several percent higher than that of TD/TD and SA is a wash. Remember that 1 base damage equates to 0.5 base damage averaged per round but 12 delay and 16 attack is considerably better than 5 accuracy in pure DoT stats. WS can be iffy but it isn't too terribly sketchy if your accuracy is in the ballpark of where it should be (especially if you're considering ManStab since TD/TD leans to favoring multi hit whereas TD/Blau favors everything well). When considering weaponskill frequency the increased tp gain of the TD/TD through 5 accuracy is countered by the faster swings of 12 less delay from TD/blau, and in weaponskill damage itself dex mods and accuracy is weighted against the approximate 5% average pDIF increase of 16 attack. The offhand swing getting 1 base damage more is so microscopic it's irrelevant to this calculation. TD/TD can pull ahead in weaponskill damage, but overall the margin is too small for me to count on it with the bigger picture in mind.

I've played with numbers myself and I'll agree it's pretty close, but I'll take the TD/Blau personally. The closing argument is that the comparison REQUIRES the use of the extra accuracy. If your accuracy overshoots the cap the TD/Blau will be hands down better than TD/TD in every department save SA (again, being a wash). I prefer the consistent performance increase of the TD/blau over the TD/TD because I know it'll be useful 100% of the time whereas TD/TD only stands a chance when acc is uncapped, and even when it is my "big picture" figures lean towards TD/Blau anyway. I consider TD/TD a gamble whereas TD/Blau is a sure thing and I'd prefer the sure thing myself. Maybe that's just me though? But I doubt I'm alone with that train of thought.

Edited, May 10th 2010 12:48pm by Melphina
____________________________
[ffxisig]56619[/ffxisig]

There are 10 kinds of people in the world. Those who understand binary, and those who don't.
#7 May 10 2010 at 1:28 PM Rating: Decent
Scholar
****
6,580 posts
Do you also think for ties when you don't need the acc, that Blau/SK will be better than Dakini/Blau aswell? Or do you think the 1 higher base dmg, slightly higher DPS of dakini over Sirocco (not counting the wind damage) and 4dex on sata will overpower the increase attack speed from sirocco's low delay?
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#8 May 10 2010 at 1:51 PM Rating: Good
Sage
***
1,210 posts
Azoth was close to SK with +9 dmg +4 acc and 210 delay. Thunder Dakini is hands down better than Azoth, so it should beat SK. If we are comparing it to Blau and saying "Oh, its close!," there really shouldn't even be a discussion about whether it is better than SK.
#9 May 10 2010 at 7:16 PM Rating: Decent
Scholar
****
6,580 posts
If Azoth is close to it, then so is Harpe.

I said times when you don't need the acc.
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#10 May 10 2010 at 8:14 PM Rating: Good
Sage
***
1,210 posts
Well, the reason Azoth lost out to SK, is because there was a 60 delay difference between it and SK. TD loses 1 base damage on Azoth but makes up 33% of the delay between Azoth and SK. So the difference in damage is 8 (31% higher or ~28% with fSTR), the 10 acc would more than make up for that. If you are talking about capped acc, well then that definately pushes the scales to SK. But if you make use of the acc, then TD is going to win in the long run.

Basically, SK = 27% lower delay vs. TD = 28% higher damage and +5% hit rate.
#11 May 10 2010 at 9:03 PM Rating: Excellent
***
3,756 posts
I don't know why people stopped mentioning it but nobody ever credits the sirocco kurki's wind damage anymore. Not everything we fight is going to be resisting that wind damage and it adds a lot to the DoT capabilities of the SK. When I'm fighting easy mobs where I know my acc will be capped I'm usually using blau/sirocco. In the event that you don't need the accuracy from the weapon the blau/sirocco is top notch in speed and DoT, and whenever the mob doesn't resist the wind damage it adds even more to the overall performance of the combo. The difference between Blau/sirocco and other combos isn't JUST the damage and delay; that wind damage really adds up to a sizable number over time.
____________________________
[ffxisig]56619[/ffxisig]

There are 10 kinds of people in the world. Those who understand binary, and those who don't.
#12 May 10 2010 at 9:45 PM Rating: Good
***
2,270 posts
Meldi, if you're refering to the imfamous (and often refered to) azoth vs sirocco thread some moons ago Melph did, the initial conclusion favored azoth iirc, but completely ignored TP gain in the equation. It was then was updated later in the thread and the pure TP speed of sirocco just obliterated all the other advantages. This was also long before mirke with another 3% DW and no change to TP values which will just add to the weight of sirocco. It didnt end up really being very close once things were better accounted for. It seems this thread is mentioned a lot referencing the original conclusing which was turned on its head later.

This is better than azoth, but azoth wasnt really close once the speed factor for TP is considered. I feel about the same as melph on this one. If you REALLY need teh acc it will proably be pretty close, but favor blau anyway due to the speed TP/DPS/Atk edge it has. And in many situations the acc is overkill anyway and completely variable based on gear/mob/merits/buffs. Blau is always a sure bet and generally edge out dakini anyway. Bonus to SA is nice and all, but its such a small part of our damage, it just doesnt add up well. Our damage comes from DPS and TP gain primarily. Our WS numbers are good, but the strength of our WS is more focused on the frequency based on our super fast TP gain. Dakinis are good all-round daggers to be sure, but Blau/Sirocco just compliments thf so well in every way its still the top dog with the slight edge lost to blau/new-DA-Dagger which has the same concept of speed just at a new level.
____________________________
Aanalaty, Mithra of San d'Oria
99Thf/99Drg/99Rng/95Pld/Secret Job 92
Bonecraft-100+3 7/29/08
Lu Shangs-5/28/08
Twashtar-90
Ryunohige-75: 1/7/2012
Mandau-75: 3/9/2012

Maat-1/1 Thf Meleed (pansies steal)
Some of mah gearz: http://www.ffxiah.com/player/Lakshmi/Aanalaty#item-sets
Join 'People Against The Heart Snatcher' and help put Thfs on the right P.A.T.H.S. today!
#13 May 10 2010 at 11:03 PM Rating: Decent
Scholar
****
6,580 posts
This is what I've been thinking, Ben and Melph.

Guess I'll start work on an Acc Dakini, and use Dakini/Blau when need the Acc (Colibri merit camp comes to mind) and Blau/Sirocco for times when I'm capped (read: times when using pizza, for most things, obviously certain NMs differ).

I'd been putting off doing magian trials for so long, but looks like now i have to do an acc dagger and an oat polearm. fun times.
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#14 May 11 2010 at 8:19 AM Rating: Good
Sage
***
1,210 posts
Banalaty: I thought the final conclusion of that thread was that Azoth was decent, but it just couldn't quite catch the SK because of the delay difference. I will go look again, but I thought that it was still close, just everything favored the SK. If it is really miles apart, then there should be no way that X's knife can compare to SK either.
#15 May 11 2010 at 8:54 AM Rating: Good
Sage
***
1,252 posts
Since we're sort of on the subject, would the fire dakini be better than SK in high acc (90%+) situations?
____________________________
DNC: 90 THF: 90 RNG: Semi retired @90 RDM: Retired@75

lolblog: http://mithrasmemoirs.blogspot.com/
Elemental Magian Dagger Guide
Gearsets/etc
#16 May 11 2010 at 9:01 AM Rating: Good
Sage
***
1,210 posts
Kalisa wrote:
Since we're sort of on the subject, would the fire dakini be better than SK in high acc (90%+) situations?


Kalisa, if you look down the page a bit, I did an analysis of TD vs. FD and the basic conclusion was that FD doesn't win until you have capped acc. So your test would have to be at capped acc. At that point, I would say FD has a better chance of beating SK than TD does, but I can't say for sure.

Banalaty: I went back and found the Azoth vs. SK thread, and this is Melph's Final Conclusion

Quote:
FINAL CONCLUSION: In lieu of the rate of TP gain difference as well as the fact that there are a lot of other factors to consider in merit It's a really tough call but it looks like the blau/sirocco is better than the Azoth/blau. At the very least blau/sirroco is on par with the Azoth. For the price tag Azoth looks like it's a luxury item, as it probably won't improve your performance over blau/sirocco. The blau/sirocco combo is one of the best dagger combos there is, and Azoth blau did not have enough factors to favor it as a lead over that. If you can get one for cheap or from your linkshell I'd take it, but if you don't have one I wouldn't worry too much about it. The sirocco is, pound for pound, better than the azoth for a thief.

It looks like this is the final result of all the input from everything. In the end, Sirocco is just THAT good of a dagger. The azoth is nice, but sirocco is better. And since sirocco is a LOT easier to get at the time of this post, coonsidering the 5 below points


It looks like it is still close, but SK edges it out. I would say that that is a good argument for the possibility that TD will beat SK, but someone with more time would have to do the math.

Melphina wrote:
I don't know why people stopped mentioning it but nobody ever credits the sirocco kurki's wind damage anymore. Not everything we fight is going to be resisting that wind damage and it adds a lot to the DoT capabilities of the SK. When I'm fighting easy mobs where I know my acc will be capped I'm usually using blau/sirocco. In the event that you don't need the accuracy from the weapon the blau/sirocco is top notch in speed and DoT, and whenever the mob doesn't resist the wind damage it adds even more to the overall performance of the combo. The difference between Blau/sirocco and other combos isn't JUST the damage and delay; that wind damage really adds up to a sizable number over time.


I don't mention it much, because I do not have one, and probably will never have one and I just don't know about that aspect of it. I would like to know though, what kind of damage procs on things like HNMs and stuff, cause that is mostly what I fight, with some limbus and einherjar which should for the most part have good procs on the damage.

Edited, May 11th 2010 10:04am by Meldi
#17 May 11 2010 at 9:26 AM Rating: Default
Scholar
****
6,580 posts
Meldi wrote:
I would like to know though, what kind of damage procs on things like HNMs and stuff, cause that is mostly what I fight
Pretty irrelevant as if you're camping a hnm you wont be /nin, so you'll just use blau/shield.
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#18 May 11 2010 at 10:01 AM Rating: Good
Sage
***
1,210 posts
Actually, I usually go /nin to most things because due to collaborator, I usually end up tanking at least for a little bit on protracted fights.
#19 May 11 2010 at 10:53 AM Rating: Default
Scholar
****
6,580 posts
don't kid yourself


unless you and I differ on what we consider "hnm"
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#20 May 11 2010 at 12:11 PM Rating: Excellent
Sage
***
1,210 posts
Noodles wrote:
don't kid yourself


unless you and I differ on what we consider "hnm"


It probably does, your definition of things is usually subtly different than what other people think.

Anyway, here is some info on B/SK vs. TD/B.

Base, 17% Haste, 90% acc, 1.000 cRatio, +6 sTP, +3 fSTR. Hypothetical WS @ 100 tp exactly every time. No TP return, 1st hit Always lands.

Time = 3600 seconds (1 hr)
Hits:
B/SK = 1028 rds x .9 = 925 rds /hit
TD/B = 923 rds x .95 = 876 rds /hit

TP:
B/SK = 925 hits x 2 x 4.7 tp/hit = 8695 tp
TD/B = 876 hits x 2 x 4.8 tp/hit = 8409.6 tp

DoT:
B/SK = 60125
TD/B = 63948

WS: Dancing Edge Acc 90%, WSC 40, fSTR 10, cRatio 1.000
B/SK = 86 WS, 48 6-hit, 23 5-hit, 10 4-hit, 4 3-hit, 1 2-hit
Damage = 38885
TD/B = 84 WS, 61 6-hit, 18 5-hit, 4 4-hit, 1 3-hit
Damage = 41574

Conclusion:
DoT: TD/B @ +3823 [+6.4%], (TD/B @ +123 if Wind Damage proc avg is +4)
WS: TD/B @ +2689 [+6.9%]

Caveats:
1. Not factoring TP return favors the slower TP gain of TD/B, could skew results of WS in favor of B/SK
2. Neither set can get exactly 100 tp in TP phase, so WS total is not exactly accurate.

Case 1: 32% Haste, 90% acc, 1.000 cRatio, +6 sTP, +3 fSTR. Hypothetical WS @ 100 tp exactly every time. No TP return, 1st hit Always lands.

Time = 3600 seconds (1 hr)
Hits:
B/SK = 1250 rds x .9 = 1125 rds /hit
TD/B = 1125 rds x .95 = 1068 rds /hit

TP:
B/SK = 1125 hits x 2 x 4.7 tp/hit = 10575 tp
TD/B = 1068 hits x 2 x 4.8 tp/hit = 10252.8 tp

DoT:
B/SK = 73125
TD/B = 77964

WS: Dancing Edge Acc 90%, WSC 40, fSTR 10, cRatio 1.000
B/SK = 105 WS, 59 6-hit, 28 5-hit, 13 4-hit, 4 3-hit, 1 2-hit
Damage = 47642
TD/B = 102 WS, 74 6-hit, 22 5-hit, 5 4-hit, 1 3-hit
Damage = 50501

Conclusion:
DoT: TD/B @ +4839 [+6.6%], (TD/B @ +339 if Wind Damage proc avg is +4)
WS: TD/B @ +2859 [+6.0%]

Case 2: 52% Haste, 90% acc, 1.000 cRatio, +6 sTP, +3 fSTR. Hypothetical WS @ 100 tp exactly every time. No TP return, 1st hit Always lands.*

Time = 3600 seconds (1 hr)
Hits:
B/SK = 1773 rds x .9 = 1595 rds /hit
TD/B = 1585 rds x .95 = 1505 rds /hit

TP:
B/SK = 1595 hits x 2 x 4.7 tp/hit = 14993 tp
TD/B = 1505 hits x 2 x 4.8 tp/hit = 14448 tp

DoT:
B/SK = 103675
TD/B = 109865

WS: Dancing Edge Acc 90%, WSC 40, fSTR 10, cRatio 1.000
B/SK = 149 WS, 83 6-hit, 40 5-hit, 19 4-hit, 6 3-hit, 1 2-hit
Damage = 67556
TD/B = 144 WS, 105 6-hit, 30 5-hit, 7 4-hit, 2 3-hit
Damage = 71245

Conclusion:
DoT: TD/B @ +6190 [+6.0%], (TD/B @ -190 if Wind Damage proc avg is +4)
WS: TD/B @ +3689 [+5.5%]

*I found that if I truncated too much in the delay, it heavily favors SK, so in the last calculation I extended sec/rd to the 100th decimal place. I.E. Blau/SK @ 23% DW, 52% Haste is 2.03 sec/rd, not 2.0 sec/rd.

FINAL CONCLUSION: If you are making use of TD to its fullest, even in a worst case senario (90-95% acc) it should win against SK. If you have capped acc, I would stick to SK. Higher haste favors SK if you are making use of the wind damage proc. But if not, then TD widens its gap.


Edited, May 11th 2010 1:14pm by Meldi
#21 May 11 2010 at 5:40 PM Rating: Default
Scholar
****
6,580 posts
Meldi wrote:
Noodles wrote:
don't kid yourself


unless you and I differ on what we consider "hnm"


It probably does, your definition of things is usually subtly different than what other people think.
Doesn't stop it being any less right.



(You don't /Nin to hnm because thf/nin has nothing useful to claim with)
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#22 May 11 2010 at 8:33 PM Rating: Decent
Scholar
***
1,008 posts
Meldi Sage wrote:

Quote:
TP:
B/SK = 925 hits x 2 x 4.7 tp/hit = 8695 tp
TD/B = 876 hits x 2 x 4.8 tp/hit = 8409.6 tp


Meldi, I'd like to have this checked by someone else. As far as I understand my thief from watching tp, I always end up with 9 tp after 2 attacks. I may get 4 tp if I miss one hit in a round but the next hit will always put me at 9 tp.

So, after 925 hits, I will not have accumulated 8695 tp and after 876 hits i will not have accumulated 8409.6 tp. Your calculations is favoring TD/B a lot more since the game doesn't count tp the way you posted.

Meldi wrote:

Quote:

I don't mention it much, because I do not have one, and probably will never have one and I just don't know about that aspect of it.


As something in this game to obtain for thief, I think Sirocco Kukri is up there just because paired with Blau it makes you go O.o

I remember when I first put it on, it was such a huge difference on the speed. Thief was actually my first DD job. I stopped exping just so I would ding in SK and on BD as well. It was a huge difference from past daggers.

It doesn't make one gimp by not having it, but in my opinion it makes thief a lot more fun to watch.
#23 May 11 2010 at 9:21 PM Rating: Good
***
3,756 posts
Quote:
Your calculations is favoring TD/B a lot more since the game doesn't count tp the way you posted.


TP per hit is going to change based on store tp values and the presence of DW mirke or not.

TD/Blau -- 368 delay

Suppa only -- 294/2 == 147
DW Mirke -- 283/2 == 141

5.0 + [(147 - 180) * 1.5 / 180] == 4.7 tp/hit with no DW mirke
5.0 + [(141 - 180) * 1.5 / 180] == 4.6 tp/hit with DW mirke

Blau/Sirocco however is always 4.5 tp/hit whether you use the mirke or not. Furthermore Blau/sirocco's sTP considerations are these

4.5 x 1.06 == 4.7 tp/hit if you use only rajas and brutal
4.5 x 1.13 == 5.0 tp/hit if you use skadi's chausses as well

TD/Blau sTP looks like this

4.6 x 1.06 == 4.8 tp with DW mirke, brutal and rajas
4.6 x 1.13 == 5.1 tp/hit with DW mirke and brutal, rajas and skadi's

4.7 x 1.06 == 4.9 tp/hit with NO DW mirke and rajas/brutal only
4.7 x 1.13 == 5.3 tp/hit with NO DW mirke but rajas, skadi's and brutal

As you can see, the actual amount of tp/hit on the TD/Blau combo can vary greatly based on the ACP body and sTP values, ranging anywhere from 4.8-5.3 tp/hit. Blau/Sirocco is going to be either 4.7 or 5.0 tp/hit with the only consideration being skadi's chausses or not.

NOTE: This assumes you will be using Rajas ring. If you're using Lavas/Kushas or another combo you will get less tp/hit. I've adopted the stance that thief is better off with rajas/acc ring outright because of this. The sTP considerations of our DoT is that important. But that's a side discussion and not for this thread.

That said, I have all 3 sTP pieces for my tp set and the DW mirke just enhances my DoT even further. I still love my blau/sirocco and I prefer to use it instead of fire dakini/blau when my accuracy is capped. The ungodly speed and tp gain is a serious contender in capped acc scenarios, and the wind damage further enhances this on 95% of mobs I'll be fighting. Thief knife or x's/war scenarios aside, I still only use those two dagger combos dependent on whether or not my accuracy is capped.

Edited, May 11th 2010 11:31pm by Melphina
____________________________
[ffxisig]56619[/ffxisig]

There are 10 kinds of people in the world. Those who understand binary, and those who don't.
#24 May 11 2010 at 9:22 PM Rating: Excellent
***
2,270 posts
Quote:
Doesn't stop it being any less right.



(You don't /Nin to hnm because thf/nin has nothing useful to claim with)


Is JoL not an HNM? Kirin? Odin? T4ZNM? T3-4 VNM? Wyrms/KV/Khim(no one "camps" those. Its Mule watch+who can gather fastest :P) (Insert Boss/Event/Popped mobs of high level here) etc. "High" NM doesnt have anything to do with the pop conditions. Its just a 'boss' type mob that is generally very high level and therefore more difficult. My LS virtually never touches HNM 'camps' because they usually end up being a monumental waste of LS time and most drops are available through other means save a few 'trophy' items like Dring/Ridil or are overated junk (hi2u lolAlgol/Haute etc). But we DO kill lots of HNMs. We just dont go through the dumb hours/drama/stress of camps only to loose to the heavy bot shells.

So yeah, the definition actually does affect your "rightness" on HNMs. I RARELY need to have to /job for teh sake of claiming but still fight plenty of hard stuff.

I had 50% written out a more detailed response about DK/B/S combos but my laptop ate it and i gotta get up real early tomorrow. So.....to bad :P maybe later.

Edited, May 11th 2010 11:23pm by Banalaty
____________________________
Aanalaty, Mithra of San d'Oria
99Thf/99Drg/99Rng/95Pld/Secret Job 92
Bonecraft-100+3 7/29/08
Lu Shangs-5/28/08
Twashtar-90
Ryunohige-75: 1/7/2012
Mandau-75: 3/9/2012

Maat-1/1 Thf Meleed (pansies steal)
Some of mah gearz: http://www.ffxiah.com/player/Lakshmi/Aanalaty#item-sets
Join 'People Against The Heart Snatcher' and help put Thfs on the right P.A.T.H.S. today!
#25 May 12 2010 at 2:41 AM Rating: Default
Scholar
****
6,580 posts
Why are people still concerning themselves with tp/hr? It's an inaccurate model.

Quote:
Is JoL not an HNM? Kirin? Odin? T4ZNM? T3-4 VNM?
No, I wouldn't consider them HNM, I wouldn't call a linkshell a "HNM LS" if that was all they did, I would call it an "Endgame LS". Wyrms and ToAU kings? Yes, and you wouldn't /Nin to those either because you don't melee that sh*t (except lolcerb but who wastes time camping that).
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#26 May 12 2010 at 8:08 AM Rating: Excellent
Sage
***
1,210 posts
carlcarl wrote:
Meldi Sage wrote:

Quote:
TP:
B/SK = 925 hits x 2 x 4.7 tp/hit = 8695 tp
TD/B = 876 hits x 2 x 4.8 tp/hit = 8409.6 tp


Meldi, I'd like to have this checked by someone else. As far as I understand my thief from watching tp, I always end up with 9 tp after 2 attacks. I may get 4 tp if I miss one hit in a round but the next hit will always put me at 9 tp.

So, after 925 hits, I will not have accumulated 8695 tp and after 876 hits i will not have accumulated 8409.6 tp. Your calculations is favoring TD/B a lot more since the game doesn't count tp the way you posted.



It isn't 925 hits, it is 925 rounds hit, so actually 1850 hits, hence I did 925 x 2 x 4.7 tp/hit.

As for the TP, the reason you see the 4 -> 9 phenomenon is because the TP display truncates to the nearest integer on TP, but the actual TP stored is truncated to the 10th decimal place, so one hit is 4.7 tp, the display truncates it to 4, but when you hit that second hit it it goes up to 9.4 then truncates it to 9 for the display. The next hit will raise it to 14.1, truncating to 14 and so on.

Regardless, Noodles is right, in that Tp/hr is not an accurate model. But really, there isn't an accurate model. Unless someone can accurately predict how much exact TP is lost every time due to over TPing. Yes I am not accounting for JA pause or anything else, but this at least gives you a good idea of the potential. Of course, Noodles, if you have a better way, I would welcome it.

And my view of HNM more closely follows Banalaty's view. I knew what you were saying, and I knew what I was saying, but you seem to like to argue, so I just left it at "probably our views differ."
#27 May 12 2010 at 1:41 PM Rating: Good
Sage
***
1,210 posts
After looking at a few things, here is where I stand on the original OP thoughts.

1. DoT, TD/B does win, by a pretty good margin[~4.5%].

2. WS (Multi-Hit), on an equal WS to WS basis, TD/B wins, but the difference is so marginal it isn't really worth comparing. There would be a difference of 250 damage if each has 83 WS. TD/B won by 0.6%

3. SA really is a wash, the damage came out almost exactly the same in a few different positions.

4. TP, This is a little more difficult. tp per hit TD/TD beats TD/B if you are using 23% Dual Wield and either 6 stp, or 13 stp. 4.9 vs. 4.8 with +6, or 5.3 vs. 5.1 with +13. Since the base delay isn't very far apart, this means that TD/TD will get more WS than TD/B despite its higher delay. This added TP though, doesn't seem to add enough to overcome the distinct edge that TD/B has on DoT though.

Edit: TP section, typos

Edited, May 12th 2010 2:50pm by Meldi
#28 May 12 2010 at 1:42 PM Rating: Good
Scholar
****
6,580 posts
TP gain via STP, and thus via Dual Wield delay- is a long winded calulation, but for accuracy, it is neede to be done.

I will give an example, one I used on BG:

This example uses 4.5% TP with BD/SK, up to 5.0 using Suppa/DW Mirke, and Rajas/Skadi/Brutal

This should show you why % increases based on TP are innaccurate and should not be concidered. If you really care about thief, I'm sorry to dissappoint you but you will need to take the long winded approach to find an accurate answer to the increase +STP gives.
DA/TA procs are not concidered within this calculation for the following reasoning: Over time, concidering the 95% Acc cap, 10% TA and 5% DA, let's assume you get eactly 5.0%TP per hit, you should average 100TP/WS and 105TP/WS about 50/50. Thus when STP saves one hit, not one round, the most realistic thing we cn do is calulate it as a round saved, and half the resulting % of it happening.

Here, now for STP uses, (which can be taken and applied to DW or dely/tp differences) is an example:
The main problem with TP/Hr, and all calulations derived from it, is that TP is reset when you WS. You can not use "X/Y rounds" where Y =/= 0. You never get (for example) 10.7 rounds. You either get 10 or 11.
This is a table showing the possible DE TP reutns, and the resulting TP/hit needed to reach 100TP with each +1STP added:
http://i22.photobucket.com/albums/b330/noodles355/tptbl1.gif
If we simply divide them by each other, at every starting TP, adding +1STP gives an increase of 2% > 0% > 2% in going to 14, 15 and 16STP.
This is what many would consider to be ccurate when they do not actually consider each individual case of STP doing anything (and then finding the % chance it will at that number and using that as an accurate means)

This second table, with the exact same values used, shows the actual numbers the game uses (because hits/10 can not be decimals, you can not have 9.5 hits to 100TP, 9.5htis is 10hits)
http://i22.photobucket.com/albums/b330/noodles355/tptbl2.gif
Here we can see in going ffrom 13>14STP, you save one hit twice, for 5.6 and 5.9% increase respectfully, overall then that is 1.64% increase.
At 14>15, it is 0%, obviously. At 15>16, it is 5.9 in one instance, or on average 0.84% increase.

So that's 1.64% > 0% > 0.84% increases, NOT 2% > 0% > 2%.

Except, because you're dual wielding and saving one hit, not one attack round, those hits saved will only happen half of the time, so the actual increases to WS frequency is 0.82%STP going from 13>14 and 0.42 going from 15>16STP.

So whilst you would calulate the increase in WS frequency in 13>14STP & 15>16STP in TP after dancing edge as 2% increase both times, they are actually closer to 0.82 and 0.42 respectively.

Store TP (And through it, delay and TP/hit in general) can not be simply calulated as TP1/TP2 because this is not accurate. In actuallity you must consider:
If it can save a round at all
If it can, how many times out of possible scenarios it will
The % increase for each case
And the total average increase to WS frequency through all those points

For example, if your dagger choice changes your delay per hit from 4.7 to 4.8, you can not do a simple calulation to see the % increase in TP. You must claulate every possible instance based off DE returns and calulate the % increase to DoT that will be gained if it does change your TP/hit, and then how many times out of each possible scenario it actually does, and then use that resulting % as a realistic value for the DoT change in changing the delay.

Edited, May 12th 2010 7:44pm by Noodles
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#29 May 12 2010 at 2:05 PM Rating: Good
Sage
***
1,210 posts
Noodles wrote:
Tons of good stuff.


I see how you are right. However, I think that actually finding something that is accurate for thf and dw would be next to impossible in the long run. Its a whole lot easier when you are trying to apply that to a drk or a drg, because you are dealing with at max 8 hits, and it is much easier to quantify.

I was not trying to show a 100% acurate example of how these two dagger combinations would play out, because it is just impossible with all the factors to actually get it on paper. Unless you are like Steven Hawking or something. The big thing with thf and SK though, is it does actually gain TP significantly faster than other things, because it just hits more, so it will produce more WS than other options. And because of that, it suffices in my hypothetical calculations.

Edit:

There are still some facts there and they are:
1. TD/B produces more DoT than B/SK (Unless you have high haste, low cRatio, and wind damage procs higher than 0)
2. TD/B produces higher WS damage than B/SK on a 1:1 basis.
3. TD/SK should produce more WS over time due to extremely low delay.

The whole problem is finding out how many extra WS TD/SK will actually get, and for that you would have to find out a lot of different things. Among them being, exact TP returns of all WS, exact hit-for-hit progressions to all WS, how much TP is wasted going over 100, etc. and I just don't think that is actually possible.

Edited, May 12th 2010 3:11pm by Meldi
#30 May 12 2010 at 2:14 PM Rating: Decent
Scholar
****
6,580 posts
It was nothing against your post in perticular, I think yours holds a lot of weight, it was against the general idea of TP1 / TP2.

However, my model is still not accurat as I did not concider the % chance of each insance occuring (s for example, the chance of a 11, 12 and 16% TP reutn WS happening are greater than a 9 or 15% happening (if you don't know why it's because with 95% acc, there's a greater chanc of you landing more hits. as for the 15 vs 16, 15=DA proc or ta proc with a miss, 16=TA proc, and with 95% accm theres a greater chance of 16% TP return than 15%)
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#31 May 12 2010 at 2:15 PM Rating: Default
Scholar
****
6,580 posts
jesus @#%^ typos. cba to edit >.>
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#32 May 12 2010 at 6:42 PM Rating: Excellent
***
2,236 posts
OK, not too difficult to calculate average number of swings per weaponskill.

DA chance: 5%
TA chance: 9.5%
1 hit chance: 85.5%


DA mainhand: 5%
~ DA offhand: 5% -- 0.25% chance of 8
~ TA offhand: 9.5% -- 0.475% chance of 8
~ 1 offhand: 85.5% -- 4.275% chance of 7

TA mainhand: 9.5%
~ offhand doesn't matter; 9.5% chance of 8

1 mainhand: 85.5%
~ DA offhand: 5% -- 4.275% chance of 7
~ TA offhand: 9.5% -- 8.1225% chance of 8
~ 1 offhand: 85.5% -- 73.1025% chance of 6


Overall:
6 hit: 73.1025%
7 hit: 8.55%
8 hit: 18.3475%

Average number of swings: 6.45245


Chance of a full 8-hit connecting at 95% hit rate: 12.17%


Hits to 100 TP (taken from the non-Mirke options to keep the number of permutations down):

@4.7 TP/hit: 18 hits needed for full 8-hit, 19 for most others, +1 for each missed full-TP swing (0.77% chance of each). Avg of ~18.89 hits to 100 TP.

@4.9 TP/hit: 18 hits needed for 4-hit, +1 for each missed full-TP swing (0.77% chance of each). Avg of ~18.02 hits to 100 TP.

@5.0 TP/hit: 17 hits needed for 7-hit (24%), 18 for all others, +1 for each missed full-TP swing (0.77% chance of each). Avg of ~17.78 hits to 100 TP.

@5.3 TP/hit: 16 hits needed for 7-hit (24%), 17 for all others, +1 for each missed full-TP swing (0.77% chance of each). Avg of ~16.78 hits to 100 TP.


2.48 swings per round, so .74 over-TP swings on average. Rough guesstimate of 30% chance of an additional attack round landing before weaponskill, for another 0.744 swings.

1.48 swings added to the above for:

@4.7: 20.37 hits, or 8.65 rounds @95% acc
@4.9: 19.50 hits, or 8.28 rounds @95% acc
@5.0: 19.26 hits, or 8.17 rounds @95% acc
@5.3: 18.26 hits, or 7.75 rounds @95% acc


Time per weaponskill: Rounds * Round delay + 120

 
B/SK - 263 DW delay 
TP/Hit    17% haste   32% haste   52% haste 
4.7           2,008       1,667       1,212 
5.0           1,903       1,581       1,151 
 
TD/B - 295 DW delay 
TP/Hit    17% haste   32% haste   52% haste 
4.9           2,147       1,781       1,292 
5.3           2,018       1,675       1,217 
 
 
Ratio (TD/B) / (B/SK) 
TP/Hit    17% haste   32% haste   52% haste 
Base           6.9%        6.8%        6.6% 
Skadi          6.0%        5.9%        5.7% 


So the ratios there show the amount of additional damage per weaponskill cycle (total melee damage for the given number of hits, plus average weaponskill) that the TD/B config has to do in order to maintain parity with the B/SK config.

Simply plugging in the numbers that Meldi used:

Avg B/SK melee hit: 32.5
Avg TD/B melee hit: 36.5

Avg B/SK WS: 452
Avg TD/B WS: 495

Total damage at:

4.7: 20.37 * 32.5 + 452 = 1,114
5.0: 19.26 * 32.5 + 452 = 1,078

4.9: 19.50 * 36.5 + 495 = 1,207
5.3: 18.26 * 36.5 + 495 = 1,161

Giving ratios of 8.3% and 7.7%.

The maximum gain from SK's wind proc of 7 per hit yields a potential for up to 71 or 67 more damage per cycle on the B/SK side, reducing the gain to 1.9% and 1.4%, respectively. If the SK's wind damage does an average of 3.5 per proc (much more likely), then the overall gain is 4.5% - 5%.

From there you can then figure in the effect of the TD's accuracy. It looks like if you can use at least 4 of the 10 accuracy it puts the TD/B combo ahead.

~~ Just realized the original question included 2 TD option.. got distracted by the other discussion. Oh well.
#33 May 12 2010 at 7:27 PM Rating: Good
***
3,756 posts
Quote:
From there you can then figure in the effect of the TD's accuracy. It looks like if you can use at least 4 of the 10 accuracy it puts the TD/B combo ahead.


That makes things really simple. If you need the accuracy TD/Blau is a top choice. That also means the Flame Dakini is better than blau/sirocco in high/capped acc scenarios. If you only need about 4 accuracy for TD/blau to outdo blau/sirocco then FD/blau is certainly ahead when acc is at or near capped. fSTR +1 and 15 attack easily puts it ahead if the considerations are that close. Man... I'm really going to have to finish my dakini's. I've been busy with a lot of other stuff lately both in and out of game, but I'm gonna have to see to it I get those knocked out. TD and FD really are awesome daggers.

Edited, May 12th 2010 9:29pm by Melphina
____________________________
[ffxisig]56619[/ffxisig]

There are 10 kinds of people in the world. Those who understand binary, and those who don't.
#34 May 12 2010 at 9:07 PM Rating: Decent
Scholar
****
6,580 posts
So Fire Dakini/Blau will be superior to Blau/SK at capped acc then,

Quote:
Man... I'm really going to have to finish my dakini's.
This QQ
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#35 May 12 2010 at 9:33 PM Rating: Decent
5 posts
You guys are amazing with all that math!! I asked this question before, but now you guys have some concrete numbers, and have proven that B/TD, FD/B and B/Athame are all better than B/SK.

With that said, is it possible for there be a point in noncapped acc situations where the speed of the B/Athame combo still comes out better than B/TD. Same for the capped situation, can the speed overcome the str/att of the FD combo?

Honestly I can't do the math myself, nor do I expect anyone else to do it for me, but you guys understand the basics better than I, so I value your input w/o numerical proof.

Thanks for all your hard work! If I should've started another thread let me know



Edited, May 12th 2010 11:34pm by BarrelRoll
#36 May 13 2010 at 3:48 AM Rating: Good
Sage
***
1,252 posts
Noodles wrote:
So Fire Dakini/Blau will be superior to Blau/SK at capped acc then,

Quote:
Man... I'm really going to have to finish my dakini's.
This QQ


Heh, so glad I went ahead and got both of these...although I had to sacrifice time for getting other important stuff done ; ;

Real question is...should I do another thunder dakini in anticipation of them expanding these. I'm speculating that the base dmg is gonna go up, delay down, and the stats will rise high enough that we may be saying goodbye to BD pretty soon...
____________________________
DNC: 90 THF: 90 RNG: Semi retired @90 RDM: Retired@75

lolblog: http://mithrasmemoirs.blogspot.com/
Elemental Magian Dagger Guide
Gearsets/etc
#37 May 13 2010 at 1:33 PM Rating: Decent
Scholar
****
6,580 posts
Unless you can upgrade Blau Dolch with similar stats,

Which is just as likely as them adding trials onto current magian weapons, concidering it's all just speculation anyway.
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
#38 May 13 2010 at 2:44 PM Rating: Good
Scholar
***
2,881 posts
FFXI Wiki wrote:
Will players eventually be able to modify all of their armor and weapons via trials? If so, when can we expect those changes to be implemented into the system, and what kind of restrictions will there be?

While system and game balance concerns make it unrealistic to allow all existing equipment to be augmented through Trial of the Magians, we intend to expand the system in such a way that players' most precious acquisitions can stay fit for active use long after the level cap has been increased.

The plans announced at VanaFest 2010 are just the tip of the iceberg, so stay tuned!


Will there be additional trials added to the final stages of the weapons currently available? In other words, if you have completed a quest sequence to augment a Kartika dagger with +5 DMG, will there be more trials included in the future to enhance that weapon even further?

New trials that pick up where the existing ones left off will be introduced in the next version update, with a sneak peek forthcoming on Topics in the coming weeks.

Further additions and refinements are also in the works for future updates. We are constantly striving to incorporate user feedback, and can assure that you won't be disappointed with the results!


no telling if that includes Blau, but i'm guessing BD will be dethroned in the near future.
____________________________
Lv75 Elvaan Thief, Dragoon, Warrior, Black Mage, Ninja, Bard
Number of times I have reached 75 because of death: 100
Total Merits: 432 Levels until Maat Cap: 37
Why fight like a man when I can fight like a chick with a bear?
#39 May 13 2010 at 3:06 PM Rating: Good
Sage
***
1,252 posts
Lol thanks. Was gonna dig that up and link it when I got home but u beat me to it. Anyway yeah that's what I was referring to with what I said earlier. I'm sure they will use this model for a good majority of our equip from 75-99 and since they didn't add Blau to the first set of trials it's highly unlikely that they will add it at all. Of course they could and probably will add a lvl 99 dagger that blows all of them out of the water (except for mandau on trial 2347653 lol)
____________________________
DNC: 90 THF: 90 RNG: Semi retired @90 RDM: Retired@75

lolblog: http://mithrasmemoirs.blogspot.com/
Elemental Magian Dagger Guide
Gearsets/etc
#40 Jun 05 2010 at 11:22 AM Rating: Good
Scholar
**
643 posts
So what the hell am I supposed to do with my Perseus's Harpe? ; ;
____________________________
Ravel from Bastok on Valefor
THF90/WHM76/BRD76/SAM76/PLD76/BLU90/COR76/PUP90/DNC90/DRG76/RDM76/SCH59
All other jobs 40+
#41 Jun 05 2010 at 5:41 PM Rating: Excellent
***
2,270 posts
Send it to the same place as your hornet needle, stylet, misercode, harpe, and beestinger. Dagger heaven. For those weapons that performed dutifully and killed gracefully.

Sent Heart snatcher to dagger hell. /points at sig.
____________________________
Aanalaty, Mithra of San d'Oria
99Thf/99Drg/99Rng/95Pld/Secret Job 92
Bonecraft-100+3 7/29/08
Lu Shangs-5/28/08
Twashtar-90
Ryunohige-75: 1/7/2012
Mandau-75: 3/9/2012

Maat-1/1 Thf Meleed (pansies steal)
Some of mah gearz: http://www.ffxiah.com/player/Lakshmi/Aanalaty#item-sets
Join 'People Against The Heart Snatcher' and help put Thfs on the right P.A.T.H.S. today!
#42 Jun 05 2010 at 6:40 PM Rating: Good
Sage
***
1,252 posts
Lol hell might be too good for heart snatcher...
____________________________
DNC: 90 THF: 90 RNG: Semi retired @90 RDM: Retired@75

lolblog: http://mithrasmemoirs.blogspot.com/
Elemental Magian Dagger Guide
Gearsets/etc
#43 Jun 05 2010 at 10:01 PM Rating: Decent
Scholar
*
143 posts
I don't think there is any *might be* about it Kalisa. I saw a 75thf running around in wg with TK in mainhand, HS in offhand. I wanted to put my head through a wall immediately after.
____________________________
Lucavern
75SMN, 75DRG, 75COR, 75THF, 53RNG, 50NIN
Windurst: 10, Bastok: 10, San d'Oria: 10
ZM: Complete, CoP: Complete, ToAU: Complete, WotG: 8
Assault: First Lieutenant, Campaign: Iron Emblem
#44 Jun 06 2010 at 12:26 PM Rating: Good
***
1,054 posts
I'm gonna laugh my ass off if they put heart snatcher as a trial dagger in this update.
____________________________
Nebo
THF90/BLM90/BRD90
#45 Jun 07 2010 at 5:28 PM Rating: Decent
Scholar
****
6,580 posts
Lucavern wrote:
I don't think there is any *might be* about it Kalisa. I saw a 75thf running around in wg with TK in mainhand, HS in offhand. I wanted to put my head through a wall immediately after.
I did that for a while, someone posted it in an old BG gimp thread I think too, resulting in a three-day ban for town-gear shots.

Sadly, 99% of the heart snatchers running around aren't wearing it to troll ;;
____________________________
[HTID]
DRG BRD TH4 RNG RDM75
Dragoon Equipment Guide
ArsDraconis wrote:
Ultima spends 10 whole seconds shouting "I'MA FIRIN MAH LAZER" like a 2004 valkurm melee waiting for SC
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 6 All times are in CDT
Anonymous Guests (6)