Recently I've been playing with spreadsheet for RUN DD builds, because, well, I'm into playing RUN as a DD atm! :D
I know this is pretty silly to play a tank job as a DD, but I'm kind of player that likes to push a job's potential to the furthest, in terms of every aspect.
Tbh, RUN has been a "unloved job" for me since I got it to lv 99. One of the reason is because it wasn't really great back then. As a DD it's dmg is pretty poor. As a tank the survive-ability has been an issue without ergon, especially against multiple targets. Since RUN heavily rely on shadows to mitigate dmg, I find it's really not an "amazing job" like COR, BLU or any other mainstream bandwagon jobs, even though RUN has pretty good ability to generate enmity. I kinda lv it to solo pw so I can farm scoria for afterglow, with no intention to play it endgame.
That being said, eventually I still tried to gear up since it's nice to have a tank job to get things done. In the end the more I spend time to gear up this job, the more I get "into" it, and it starts to click....well, I had fun with it.
It's not an "amazing job" like BLU.
But it's pretty fun to challenge myself to see how far I can go on this job, by looking for better JA/spell rotation or tanking strategy against each NM.
Anyways, back to the topic :)
Since I liked to push a job's potential to the max in terms of every single aspect, I decided to play with DD RUN for a bit. RUN's DD ability actually has increased quite a bit recently, due to having access to new spell temper, acc bonus job trait, and WS revamp.
The key push dps high on RUN:
1. Have access to temper and enhancing magic skill+ gears.
2. In a situation that SC is created constantly, to MB lunge/swipe(with mab/magic burst set). Ideally getting malaise/storm buffs too.
The DA rate of temper can be increased based on enhancing magic skill level. RUN can get 23 skill from job point. A quick search on AH.com shows that RUN can get 91 enhancing from gear if /NIN, 84 enhancing if /SAM using GS.
That makes it 19% DA /SAM using GS, 20% DA /NIN using DW swords.
On spreadsheet I set the target to delve fodder, capped accuracy/attack/magic haste. Gear sets are pretty high quality, 3/5 HQ Adhemar, max Samnuha legs, and high quality melee Herc feet.
RUN/SAM spamming reso with Ergon AM3, 19% DA from temper:
2190 dps/11165 WS dmg
RUN/SAM using Montante +1, did some minor adjustments to tp set for more multi attack
2173 dps/11505 WS dmg
I find it kinda surprising that Montante +1 is this close to Ergon AM3. I guess the piss poor DMG on ergon just hurts :D
Now let's check out Reikiko/Firangi RUN/NIN with 20% DA from temper, using same lv of gears with 11% DW (which is what's needed to cap delay)and same buff, spamming vorpal instead of reso:
1827 dps/9424 WS dmg
A little bit lower than RUN/SAM in full buff situations D:
That being said, on Tojil or attack uncapped situations, vorpal RUN/NIN wins:
RUN/SAM ergon AM3:
1266/6122
RUN/SAM Montante +1:
1267/6376
RUN/NIN Reikiko/Firangi:
1315/7191
My spreadsheet is kinda old, so the main hand hit rate still cap at 95% and I'm too lazy to change :(
Let's see how a real DD job such as BLU do as a DD, on same target, using same gear and buffs, using Tizona/Colada crit:
Fodder:
3408 dps/19858 CDC WS dmg
Tojil:
3119 dps/18520 CDC WS dmg
BLU is damn op! D:
Even on fodder, DD RUN do about 64% of BLU's dmg. On higher lv targets RUN can only do 42% of BLU D: The most op part about BLU is the fact that the dmg doesn't drop too much even against higher lv target....I guess that's because of /WAR berserk and self attack buffs.
I'd say it's not exactly terrible DD on fodder though! Since the spreadsheet doesn't calculate MB lunge/swipe dmg.
Wednesday, 23 December 2015
Friday, 18 December 2015
Short term goals, long term goals
Finally finished 50k beads for Fomalhaut! :D NM clear next I guess! (Now this gonna be tough)
Since Feb REM update would give every skill 269 weapons afterglow, I kinda stopped working on my own afterglow and just gonna save gil on HQ abj gears and see what happen next Feb update.
Short term goals: Finish Zitah NM for Fomalhaut.
Long term goals: Work on expensive gears such as HQ abj.
Monday, 14 December 2015
How to get 6M+ CP/hr....during campaign
Decided to post the apex cp pt setup that I found most effective in Dho gates.
Setup: pld(or any DD that can open darkness with leaden salute) cor geo geo(or brd) blm kupofried.
Basically, pld and cor will open SC using CDC + leaden, then mages will MB off darkness with
malaise buff. In order to get high CP/hr, the following condition must be met:
1: Both melee SCer must be able to pop SC fast enough, that means capped hit rate and haste buffs from GEO or BRD is must have.
2: PLD or puller must be able to chain pull mobs, and the camp must allow PLD to chain pull mobs none stop. Certain camps are much harder to chain pull and that kills CP/hr.
3: The pt must kill mob in 1 SC 100% of time. Sometimes the BLM(or COR) isn't strong enough, there may be "left over" HP after MB and needs 2nd MB to kill. Doing more than 1 SC/MB kills CP/hr as well. A BLM with good MB set can do over 95k per MB.
Anyways, done with CP, back to A.weapon and afterglow farm D:
malaise buff. In order to get high CP/hr, the following condition must be met:
1: Both melee SCer must be able to pop SC fast enough, that means capped hit rate and haste buffs from GEO or BRD is must have.
2: PLD or puller must be able to chain pull mobs, and the camp must allow PLD to chain pull mobs none stop. Certain camps are much harder to chain pull and that kills CP/hr.
3: The pt must kill mob in 1 SC 100% of time. Sometimes the BLM(or COR) isn't strong enough, there may be "left over" HP after MB and needs 2nd MB to kill. Doing more than 1 SC/MB kills CP/hr as well. A BLM with good MB set can do over 95k per MB.
Anyways, done with CP, back to A.weapon and afterglow farm D:
Saturday, 5 December 2015
FFXI short final content review(part 1)
It's been more than an year since I update this blog and play FFXI seriously, since I quit FFXI a while ago, and just recently came back to play with the final update.
Rhapsodies of Vana'diel is, IMO, a pretty epic conclusion of FFXI. It's not 75 cap CoP level of epic, but it's at least better than lol SoA storyline. The story will def make a long time player feel emotional that the game is coming to an end, and the final battle is challenging enough that it's not just enter the BC, spam the WS macro and it's dead.
Besides the final storyline RoV, there's also new endgame content Escha+ Reisenjima. I'm still trying to finish it, since this content is big enough and it's going to take a while to finish. In fact it's not even done yet as all the NM haven't implement at this point.
But so far from what I've seen, it's Abyssea 2.0 all over again. Was doing Escha Ru'Aun all NM runs, 1 single BST can solo kill all T2 in less than 10 sec with Revitalizer, which is.....kinda sad that this is the final "endgame" in FFXI D:
Now that AV2 is confirmed killable with 6, I'm guessing the NM coming next update will have higher difficulty than current AV2.
Only time will tell!
Rhapsodies of Vana'diel is, IMO, a pretty epic conclusion of FFXI. It's not 75 cap CoP level of epic, but it's at least better than lol SoA storyline. The story will def make a long time player feel emotional that the game is coming to an end, and the final battle is challenging enough that it's not just enter the BC, spam the WS macro and it's dead.
Besides the final storyline RoV, there's also new endgame content Escha+ Reisenjima. I'm still trying to finish it, since this content is big enough and it's going to take a while to finish. In fact it's not even done yet as all the NM haven't implement at this point.
But so far from what I've seen, it's Abyssea 2.0 all over again. Was doing Escha Ru'Aun all NM runs, 1 single BST can solo kill all T2 in less than 10 sec with Revitalizer, which is.....kinda sad that this is the final "endgame" in FFXI D:
Now that AV2 is confirmed killable with 6, I'm guessing the NM coming next update will have higher difficulty than current AV2.
Only time will tell!
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