Drop rate is alo a function of opportunity along with the other factors. So more people in the group means more oportunities.Overall drops will increase with the number of people involved.
just watched these drop mere seconds before the 3 minute warning last night...and midway through a partial wipe....resulting in a "oh **** i wont get them" feeling.
Those who were dead and helpful enough HPed or forced-DCed themselves to try and get the boots to drop to me before the time ran out. I was alive and was able to lot, however 2 or 3 stragglers decided it was a good idea to AFK near the last few minutes of the dynamis run, and my 800+ Lot went to hell as i watched the "30 seconds remaining" message appear, and then, to my horror, saw 3 persons still sitting around AFK and no way to force-drop the boots.
Lost to oblivion, or to one of the jerks who AFKed. Either way, i don't have em. looks like another 6 months of dynamis before i'll get my hands on these babies.
There needs to be a fix, or something...allow those who lotted to get the items dropped to them when forced to zone out of an area, or at least give people the option to distribute the remining items in the treasure pool after a dynamis run before being sent out of the zone. I've invested alot of time and EXP into dynamis, and to be so close, yet so far, to getting these boots...it just sucks.
i am now a lvl 73 thf, been lookin forward to gettin AFv2, i am just wondering how much +% does this af give, all this page seems to say is about CHR an hate, nothing really about the triple attack +1. so could anyone give me a rough idea please :)
Back when i was 50, i would TA my npc with about -25 enmity. I'd have to do 4-5x the TA damage myself beforehand so my npc wouldnt agro and die. I'm assuming it's the same story for +Enmity gear as it is for -Enmity so in conclusion: Enmity does not transfer with Trick Attack.
very true, I have crow gear for my thf at lvl50, which for the body and legs has -13 eminty. so I don't get any hate or very little if the TA or SATA screws up or tank moves.
But for my pld I have eminty+, so each hate pulling move, the hate is mutliplied, that is the best way to describe it.
bzzzt wrong answer. CHR does nothing for hate. Stop propagating this myth that CHR has any effect on hate. It is only for BRD songs, BSt charm, and Killer Effects
I've done some personal research using elemental theory and CHR for a THF.
specifically, Treasure Hunter and Triple Attack are both light based (as is Gil Finder)
with +24 CHR at lvl 56 (from my bard gear I already have), I've noticed a definite raise both in drop rate and uncommon drops.
In an hour I usually get 2 stacks of behive chips, a stack of honey and a stack of insect wings and maybe 1 giant stinger.
In the same hour with +25 CHR, I got 3.3 stacks of behive chips, 2 stacks of honey, 3 insect wings and 3 giant stingers.
Obvously this isn't enough testing to be sure, but it seems to me that CHR does affect the Treasure Hunter skill by increasing the rate of uncommon and rare drops while decreasing the rate of common drops.
With Triple Attack I didn't do any reasearch since I was one-shotting w/ a boomerang, but in theory, it should fire more often as well. Gil Finder should be affected also.
I believe (for farming purposes only) that a light staff would further increase this effect, though also untested.
Noticed a bunch of misconceptions posted here, so I figured I'd post and clear a few of them up. I've done nearly every single NA Dynamis run on my server since it opened; pulled probably half of them. After all of that, I've only seen 2 hats, 2 boots, 1 vest, 1 hand, no legs. The drop rate for AF2 is abysmal. I myself only have the boots. Lost roll on the rest, to a newbie who never did any dynamis before on vest, too (grr .. the others were to fellow veteran THFs .. smaller grr :)). I generally expect 2 AF2 items to drop per Dynamis run on average.
Anyway, the drop rate is so low that you simply can't count on ever getting ANY AF2 unless you play a very unpopular job, much less any particular piece. There is one thing you can do to perhaps improve the odds: pull and kill all the minibosses. It's quite possible and often necessary to skip killing a ton of the minis in order to get the win. This is highly subjective, but I've noticed a general increase in AF2 drop rate (all types) as more bosses are killed. The final gives the biggest increase, but the other minis help out a ton, too.
CHR on THF armor: most WS's are functions of some of your stats. The one most people are familiar with is Spirits Within. More HP = More Damage for SWI. For THF and CHR it's Dancing Edge. DE is based on roughly 50% CHR, 50% DEX. Yes, this is really weird, but it's true. Hit the JP sites. Lots of parse work has been done to determine what stats impact each WS and how much. CHR and DE is why non-Mithra THFs don't totally suck. Why improve DE at 75? Because at 75, it's what most THF's use. It gives more damage than all the other WS's and you're typically not part of a renkei at 75. Level 75 THF play is vastly different than under 75 XP groups.
Tripple Attack+1. As far as I can tell, it does absolutely nothing. Like I said, I have a pair. I was really excited when I first got them, but quickly became disillusioned. I ran some parse tests. I can't measure a difference in number of a attacks with them on or off. Well, slight difference, but tests come out with more attacks NOT wearing them as often as it does while wearing 'em. The other THF on my server sadly agrees on this one, too. This is nowhere near the same as Dual Wield +1, which can easily be felt and measured instantly. Basically, it does nothing at all.
BTW, CHR has zero effect on enmity. This is just one of those old stat-rumors like the one from EQ that had DEX for EQ wizards reducing interrupts.
Edit: oh, wanted to add a tidbit about +enmity. I have a +enmity rig (+8 total). I used to like this for XP and such. My friends liked it, too. Then I did a nasty trick. I asked them to tell me which was better and then switched enmity in and out over the course of a 4H XP session. I did this because I couldn't tell myself. They picked the +enmity one by far. BUT, I told them I was using enmity when I wasn't and vice versa. So, my conclusion was that even a lot of +enmity didn't really matter compared to doing a lot more damage. Really, would you rather do 100 damage with 1.2x hate or 120 damage with 1x hate? Hate is the same both ways, but damage is higher with more focused gear. Enmity is great for tanking, though, and THF/nin is truly amazing as a tank if they can hold agro.
Shark Bite. It's 2 hits, damage normally does around 600 - 800 on all race on IT mobs. When Triple Attack kicks in during Shark Bite - Damage is over 1000+ That's what I had notice on Shark Bite the most. When I know I am doing Shark Bite to close SC, I would usually bring my Dagger with triple attack+ to sub weapon.
Learned a bit more since I posted that one above and thought I'd pass it on. The past few months we've been doing dynamis with close to 64x75 every time on the city runs. On those runs, we nearly always kill every single creature (except for Windurst) and AF2 drops at about 10-12 per run; 10 per 64 is a lot better than the 2 per 40 we were getting before.
Figuring out why more AF2 drops isn't easy. We really don't kill all that much more with 64 than with 40 -- certainly nowhere close to 5 times as much. This means the drop rate has actually increased rather than the kill count. Our Beaucidine runs are still the regular 2 per run and due to flag requirements, it's the more normal 40 people. That implies the overall drop rate on AF2 hasn't been increased by Square.
Something about the way we're doing cities now versus the past is likely the culprit behind increased drops. The only differences I can think of now are head count and the size of pulls. When we have 64, we pull giant trains and keep them slept. We're a lot more precise and careful with lower numbers -- more of a steady rate rather than giant trains with pauses. This might mean that drop rate goes up when more statues have spawned beastmen or when more things are actively agro.
All of this is highly subjective again, but maybe it will help others that are doing Dynamis increase their drop rates.
ok, can we PLEASE stop telling everyone that CHR affects enmity... it DO NOT do that. Square even said so in an interviw. The reason PLD, THF, RDM etc. gets CHR is because it affects the damage of certain WS. It is not known which WS it affecys thoug. So PLEASE don't tell people it affects enmity
If you say it's not sure which WSs are effected, then it could very well be none at all, couldn't it?
But still, no one seems to want to give proof of the "facts" being spread around here at all. (I REALLY need to know lol, having a BST with high CHR+ and not knowing everything about the stat is a pain in the back of my mind^^)
EDIT: Okay, I decided to look it up myself. Waiting for people to spew out information and then present nothing to support it was irking me. Here is a link to the interview:
It basically flat out says that Hate/Enmity are NOT effected by CHR. It is strictly for BRD, BST, and some WS that are "greatly effected" by the stat. It would be nice to know which. C'mon SE, I'm beggin' ya to tell me!
There we go, some solid proof. And now you can say with certainty what the stat does instead of spreading bad information ^^
OK what this does is all the stats on there transfer through SATA so.... ummm. THAT FREAKING ROCKS!!!!!!!! I WANT 1. meaning the enmity can transfer to tank.
CHR does NOT effect Provoke's Hate gaining ability. Do some research before you answer people. This has been tested over and over, and found to be false. CHR has only been proven to help BST and BRD. I actually kinda wish SE would freakin tell us what it's usefullness is to the other jobs.
I was always wondering about that. However, I would like to know if there is confirmation of this information in a place I can look myself. I've been made a fool of by rumors and misinformation, and I'd like to not have it happen with this.