Sunday, 17 January 2016
Gun hierarchy 2016
Decided to do a gun comparison in 2016 to figure out which gun is the best:
For leaden salute, with my current WS set, WS at 3000 TP:
DP: (106+4540)x1.33x2.7x1.05x1.3=22773
Molybdosis: (156+4790)x1.33x3x1.05 20721
Doomsday: (126+4640)x1.33x2.97x1.12= 21085
Looks like DP> Doomsday > Molybdosis that is!
Doomsday also beats everything else WS dmg wise, including skill 269 Arma WITH 40 AGI and magic dmg+ 155.
Time to toss gil to augment it :<
Wednesday, 23 December 2015
DD RUN
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.
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.
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!
Sunday, 28 September 2014
BLU DD analyze
Recently, someone on my server posted a "BLU should get invite to incursion cuz I can support and outparse MNK and SAM" then started lots of drama. In fact someone sent a /tell to me in game saying BLU is useless in incursion cuz of stun and so on, only bad mages need a BLU.
Also there are several thread on OF complaining how MNK is much stronger than BLU and such.
So I decided to post some opinion regarding this matter. IMO whenever this DD issue is brought up, it always became a 1 sided POV with everyone and their mother exaggerating to defend for their favorite setup.
IMO, BLU is indeed a DD job that you sacrifice some output for extra support, which is fact. However, BLU's output is also fairly close to a MNK, while MNK provides extra HP and formless, BLU provides hardenshell(which can be AoEed), cocoon and aoe erase.
I haven't play the job for a while, however, after sitting down and play with spreadsheet, I was fairly shocked at how much dmg increase BLU got recently, mainly because recent set point increase which allows extra DD job trait.
At 70 set points, besides basic TA/DW3/acc bonus/cocoon/def down/haste2/WoP/store TP1, BLU can also set:
1) Extra 2 tiers of acc bonus, anytime you need acc buff, this job trait allows more multi attack in gear.
or
2) Crit attack bonus
or
3) Skillchain bonus
or
4) Mix them....such as 1 tier of acc bonus+ crit attack bonus, remove wind/cocoon/haste2 for extra DD job trait.
Note that I think I'm missing some other DD trait, since I'm not familiar with new traits/spell after 2014.
Since my spreadsheet does not have crit attack bonus job trait, I'll set acc bonus3 job trait for now.
I think one of the major advantage of BLU is the high acc without the need to rely on JA such as focus. The downside is that BLU doesn't have good offensive JA like Impetus.
Spreadsheet target: tojil, no acc buff from food, no COR and GEO, just BRD march and min. Both MNK and BLU uses R15 path B delve2 weapon, using gear sets on the last page of AH forum. I also switch sets for MNK when focus down to make sure acc is exactly capped.
MNK's avg DPS while factoring impetus/focus/berserk up and down: 711
BLU's avg DPS, while factoring berserk up and down: 647
I may be gearing wrong on both jobs, but it shouldn't make more than a few DPS difference. Around 90% of MNK it seems. If you don't have a mage that can haste 2 or need to turtle, BLU can get a lot closer to a MNK.
While it's not SAM(which is an untouchable DD anyways), IMO BLU can compete with other DD under certain circumstances. The question is, will you sacrifice 10% dmg to invite a DD that can do 10% def down, AoE def+, aoe erase and self haste?
Note that the argument of "just stun the move in incursion" is invalid IMO, anytime the move goes off it's dmg decrease for everyone. I've been clearing delve before ilv added to the weapon when stuns were really important and the groups that can clear them always had competitive stunner, I've never seen a group with 100% stun rate unless they're using robot. Sometimes ppl just miss stuns, it's called human error.
IMO, if you factor the human error in event, BLU isn't that bad as a DD. It's certainly not half of MNK like how ppl on OF claimed.
BTW, I used to defend for the usefulness of other job's job point category, now I'm starting to see how broken BLU's job point category is - -. You can gain 1~2 extra job trait with 10/10 job point, when job point category increase to 30 it'd be utter OP, while other DD job may not gain extra job trait since max lv stick at 99.
Oh and btw, some fact:
Almace 119 isn't bad at all, don't listen to what forum person says, especially someone on the forum who often downplay the performance of legendary because he doesn't have one. According to spreadsheet, when ODD is up it certainly beats delve2 R15, and ODD is fairly easy to activate, unlike AM3 from mythic.
If you look at the fact that almace has extra acc, and the ability to activate odd at 1000 TP, it can probably compete with mythic under certain situation as well.
Also there are several thread on OF complaining how MNK is much stronger than BLU and such.
So I decided to post some opinion regarding this matter. IMO whenever this DD issue is brought up, it always became a 1 sided POV with everyone and their mother exaggerating to defend for their favorite setup.
IMO, BLU is indeed a DD job that you sacrifice some output for extra support, which is fact. However, BLU's output is also fairly close to a MNK, while MNK provides extra HP and formless, BLU provides hardenshell(which can be AoEed), cocoon and aoe erase.
I haven't play the job for a while, however, after sitting down and play with spreadsheet, I was fairly shocked at how much dmg increase BLU got recently, mainly because recent set point increase which allows extra DD job trait.
At 70 set points, besides basic TA/DW3/acc bonus/cocoon/def down/haste2/WoP/store TP1, BLU can also set:
1) Extra 2 tiers of acc bonus, anytime you need acc buff, this job trait allows more multi attack in gear.
or
2) Crit attack bonus
or
3) Skillchain bonus
or
4) Mix them....such as 1 tier of acc bonus+ crit attack bonus, remove wind/cocoon/haste2 for extra DD job trait.
Note that I think I'm missing some other DD trait, since I'm not familiar with new traits/spell after 2014.
Since my spreadsheet does not have crit attack bonus job trait, I'll set acc bonus3 job trait for now.
I think one of the major advantage of BLU is the high acc without the need to rely on JA such as focus. The downside is that BLU doesn't have good offensive JA like Impetus.
Spreadsheet target: tojil, no acc buff from food, no COR and GEO, just BRD march and min. Both MNK and BLU uses R15 path B delve2 weapon, using gear sets on the last page of AH forum. I also switch sets for MNK when focus down to make sure acc is exactly capped.
MNK's avg DPS while factoring impetus/focus/berserk up and down: 711
BLU's avg DPS, while factoring berserk up and down: 647
I may be gearing wrong on both jobs, but it shouldn't make more than a few DPS difference. Around 90% of MNK it seems. If you don't have a mage that can haste 2 or need to turtle, BLU can get a lot closer to a MNK.
While it's not SAM(which is an untouchable DD anyways), IMO BLU can compete with other DD under certain circumstances. The question is, will you sacrifice 10% dmg to invite a DD that can do 10% def down, AoE def+, aoe erase and self haste?
Note that the argument of "just stun the move in incursion" is invalid IMO, anytime the move goes off it's dmg decrease for everyone. I've been clearing delve before ilv added to the weapon when stuns were really important and the groups that can clear them always had competitive stunner, I've never seen a group with 100% stun rate unless they're using robot. Sometimes ppl just miss stuns, it's called human error.
IMO, if you factor the human error in event, BLU isn't that bad as a DD. It's certainly not half of MNK like how ppl on OF claimed.
BTW, I used to defend for the usefulness of other job's job point category, now I'm starting to see how broken BLU's job point category is - -. You can gain 1~2 extra job trait with 10/10 job point, when job point category increase to 30 it'd be utter OP, while other DD job may not gain extra job trait since max lv stick at 99.
Oh and btw, some fact:
Almace 119 isn't bad at all, don't listen to what forum person says, especially someone on the forum who often downplay the performance of legendary because he doesn't have one. According to spreadsheet, when ODD is up it certainly beats delve2 R15, and ODD is fairly easy to activate, unlike AM3 from mythic.
If you look at the fact that almace has extra acc, and the ability to activate odd at 1000 TP, it can probably compete with mythic under certain situation as well.
Sunday, 21 September 2014
BLU!
Ever since last update WoE coins price dropped a lot, so I decided to finally unlock CDC and play with BLU again.
I haven't play BLU and gear it properly for nearly 1 year D: My gears are sooo 2013! I missed sooo many spells D:
One of the main reason is because unlocking empy WS was too expensive for me, and BLU is nearly unplayable without CDC after WS update. Further more, my COR almost always bring more to the pt in terms of pt output, so I'm mostly on COR 24/7.
Anyways, now that I can finally afford CDC thanks to dice price drop, time to play BLUUUU!
So, what's my opinion about BLU atm?
In WoE BLU seems like a popular job, on my server at least. Mainly because ability to deal ranged dmg via dart. Against fodder= haste2+ melee, against NM with terrible AoE= dart.
In Incursion, it can parse surprisingly high v.s another top DD like SAM. Mainly because aoe erase attack down and slow= more dmg. Self buff haste2 after haste/march dispel= more dmg as well. Harden shell/cocoon means less turtle, and you do need a lot of turtle to stay alive in incursion.
Overall, I think this job isn't nearly as bad as everyone said IMO. Time to start drama if I don't get invite on BLU! :D
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