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Regain Moonshade Earring is the most underrated melee item Follow

#1 Apr 24 2012 at 12:53 PM Rating: Default
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The only explanation I can think of is that nobody wants to take the time to get it and people who don't have it create threads to bash it.

It makes me sick when I see people use Rose straps or other items where they are sacrificing damage for Store TP. Store TP is only a percentage! If you have 10 Store-TP, you're only going to obtain 10 extra TP for every 100 TP you obtain.

Take a non-hasted 528 delay Scythe Swing for example (8.8 seconds per swing). Your typical DRK uses a 5 to 6 hit build (5 hits if they sacrificed gear to load up on store tp). It's going to take you 53 seconds to swing that scythe six times. In that time, the Moonshade Earring would have earned you 17.6 TP (The equiavlent of STP 17). Now of course, the average DRK is going to be hasted. But even assuming 50% haste, you're still picking up the equivalent of 8.83 STP. Yet people have sacrificed a lot more for a mere 4. I just don't get it. Do people not realize that a tick is only 3 seconds? Moonshade earring = lots of TP for little sacrifice. It's honestly almost as much of a factor as Rajas was. Get one.
#2 Apr 24 2012 at 1:01 PM Rating: Excellent
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80% haste would like to say hi? As far as I know, a single buffer (Brd99/Rdm49) can easily send most well-geared DD to haste cap these days, especially a DRK with Last Resort...

If your math is right, it would take 10.6 seconds to swing a scythe 6 times at 80% haste. You would have earned a whole 3 tick with the regain earring during that time.

That being said, unless you're dual wielding, I think the regain earring is pretty decent (Especially when idling out of range or something). Brutal + Regain. I have a harder time seeing it on a DW class: Suppanomimi and Brutal would beat it any day of the week.
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#3SephirothsCloud, Posted: Apr 24 2012 at 1:09 PM, Rating: Sub-Default, (Expand Post) If I recall correctly, the spell haste gives you 15%? Gear haste caps at 25%. Last Resort would be another 25% while active. I guess I figured it would average to about 50%.
#4 Apr 24 2012 at 1:56 PM Rating: Decent
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If it lowers you a hit on X-hit its great, otherwise it is garbage
#5 Apr 24 2012 at 2:32 PM Rating: Good
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I got it for MNK and I think it's considered pretty good for that? I dunno if things have changed since I got it.
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#6 Apr 24 2012 at 2:40 PM Rating: Excellent
In most situations, as fast as you should be swinging, it will only give you a couple TP at most, and most competent DD are going to have a gear set that will allow them to get a 6-hit or a 5-hit (if they're two-handed, and if they're single handed they're likely dual-wielding, thus shouldn't be using a Moonshade anyway) on their own without factoring in something random like a 1tp/tic regain. The TP Bonus Moonshade earring though is going to, for the most part, be the best earring for weaponskills, since it adds quite a bit to weaponskills that are Damage varies with TP as well as Chance of Critical Hit varies with TP.

It's better to go with something that is certain to help you do more damage with your weaponskills than something that might (but shouldn't if you gear properly) help you weaponskill sooner.
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#7 Apr 24 2012 at 3:59 PM Rating: Default
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You sacrifice nothing to 5-hit 528 delay on DRK.

Meanwhile your nominal haste value (meaning, pretty much any and every situation but solo) is 65%, meaning one 'cycle' to WS is only 12 seconds. This means you only get 3 ticks of Moonshade tops, but consistently only two ticks due to double attacks and whatnot else you have to wait for that third tick if you were building for it.

If you apparently don't understand Haste and how it stacks, you definitely don't have a frikkin' clue how Store TP is effective. Your notion of Regain is only applicable when you're stupid super gimp slow and 6- or 7-hitting like a derp.

In fact that sums it up nicely: Regain is for gimps, because you should be fast enough that those mere one or two ticks aren't worth waiting for.
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#8 Apr 24 2012 at 4:35 PM Rating: Decent
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If it was active all of the time, I'd probably have made it.

The fact it works the way it does is what made me decide to make it a refresh earring instead.

/shrug
#9 Apr 24 2012 at 4:48 PM Rating: Excellent
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I slapped Counter+3 on mine and never looked back.
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#10 Apr 24 2012 at 4:50 PM Rating: Decent
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Edit: never mind, Vlor's post answered my question pretty much.

Edited, Apr 24th 2012 3:52pm by Subadai
#11 Apr 24 2012 at 5:04 PM Rating: Excellent
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Atk 4, tp+ 25 will generally be the best bet fir any melee for max damage. Almost every bread and butter ws these days will get a substantial boost from increased tp and most jobs (especially 2handers) ws make up most of your total damage so it behoves you to focus on increasing ws damage.
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#12 Apr 24 2012 at 5:36 PM Rating: Decent
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Fynlar wrote:
If it was active all of the time, I'd probably have made it.

The fact it works the way it does is what made me decide to make it a refresh earring instead.
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#13 Apr 24 2012 at 6:40 PM Rating: Excellent
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The main thing I want regain for, as a melee, is to buff my TP between fights so that I go in with a weaponskill ready or nearly-ready. Once the fight begins, melee feeds me TP much faster than 1/tick regain.

For dual-wielders, Suppanomimi+Brutal probably gives more TP/minute than dropping either earring for regain.

As a two-hander, x-hit builds are extremely relevant. You'd have to do something weird like "5 hits and 10 regain ticks to 100%" to make the regain earring relevant, otherwise all you get is excess TP. This is problematic because sometimes you'll miss and be 'late' (wasted tp), other times you'll proc a triple attack and have all your hits done before regain catches up... meaning it doesn't shave a swing off at all.

Basically, the Moonshade would be amazing if weaponskills always cost 100TP rather than all your TP. Over time, this would add up to extra weaponskills over other earrings... but since any excess is wasted, regain is irrelevant unless it shaves hits off your build, and it cannot reliably do that.
#14 Apr 24 2012 at 6:57 PM Rating: Excellent
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Chiming in that Suppi + Brutal > pretty much anything else for the DW set, even at 99.

Probably some of the last level 75 cap gear anyone ought still be wearing.
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#15 Apr 25 2012 at 12:15 AM Rating: Decent
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The only relevant weapon skill I can think of off the top of my head that I don't use TP bonus moonshade for is ruinator.
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#16 Apr 25 2012 at 6:11 AM Rating: Excellent
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SephirothsCloud wrote:
The only explanation I can think of is that nobody wants to take the time to get it and people who don't have it create threads to bash it.

It makes me sick when I see people use Rose straps or other items where they are sacrificing damage for Store TP. Store TP is only a percentage! If you have 10 Store-TP, you're only going to obtain 10 extra TP for every 100 TP you obtain.

Take a non-hasted 528 delay Scythe Swing for example (8.8 seconds per swing). Your typical DRK uses a 5 to 6 hit build (5 hits if they sacrificed gear to load up on store tp). It's going to take you 53 seconds to swing that scythe six times. In that time, the Moonshade Earring would have earned you 17.6 TP (The equiavlent of STP 17). Now of course, the average DRK is going to be hasted. But even assuming 50% haste, you're still picking up the equivalent of 8.83 STP. Yet people have sacrificed a lot more for a mere 4. I just don't get it. Do people not realize that a tick is only 3 seconds? Moonshade earring = lots of TP for little sacrifice. It's honestly almost as much of a factor as Rajas was. Get one.


If rose strap is the only piece of store TP they're wearing, then yes, they're doing it wrong. but 10 STP is a pretty sh*tty amount of STP, though it does still push a couple of 2h weapons up a hit tier, iirc. Store TP is a pretty huge offensive stat for 2h weapons (not so much for 1h/h2h, though it can still help). Also, Moonshade Earring has a static max TP gain which is lower than a decent Store TP build will give. MSE cannot exceed 20TP/minute, while store TP can, and does so very easily. Let's use your 528 delay scythe as an example.

528 delay; bases: 14.4TP/hit, 8.8 seconds/swing, 6 Hits/Minute, 86.4 net TP gain, before accuracy, multiple-attack effects, and being hit.
Now, let's say you spend 5 minutes engaged. Over 5 minutes, MSE will give you 100 TP, or 1 free WS
This Scythe starts with a natural 7hit, a 6 hit requires a minimum of 16.7 TP/hit, which this scythe achieves with a very minuscule 16 STP, and a 5 hit 20 TP/hit, which needs 39 STP
/sam gives a natural 15 STP, while /war gives a natural 10% double attack, both of which will increase your TP gain significantly (I don't know which more drks sub, but my numbers have drk/war stomping all over drk/sam, so I'm just going to do /war. Besides, Zanshin is a pain in the ass to account for.), and ignoring the possiblity of a cor giving sam roll, since there are better choices most of the time,
Drk/war: needs 16 STP for a 6hit and 39 STP for a 5hit; 6hit is easy, 5hit may be trickier; is the Store TP magian scythe worth getting over the WS damage/TP bonus ones?

Capped Gear or JA haste (25%) and no other haste, 25%; 396 delay; thus
6.6 seconds/swing, and 9 hits/minute
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
48 hits at 14.4 TP/hit; 691.2 TP +100 TP; 791.2 TP = 7 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
48 hits at 16.7 TP/hit; 801.6 TP = 8 WS
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
48 hits at 20.0 TP/hit; 960 TP = 9 WS

Capped Gear or JA haste (25%) and the haste spell, 40% haste; 316.8 delay; thus
~ 5.2(66...) seconds/swing, and 11 hits/minute;
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
59 hits at 14.4 TP/hit; 849.6 TP +100 TP; 949.6 TP = 9 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
59 hits at 16.7 TP/hit; 985.3 TP = 9 WS (Note that the net TP gain is still higher with only +16 STP, at 27.1 TP/min, compared to MSE's 20.0TP/min)
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
59 hits at 20.0 TP/hit; 1180.0 TP = 11 WS

Capped Gear and JA haste (so 50%) and the haste spell (15%), so 65% haste; 528 -> 184.8 delay, thus:
~3.06(66...) seconds/swing and 20 hits/minute (Unless I'm remembering where the decimal truncates wrong, in which case it would be 19 hits/minute, but I'm going to favor lazy rounding and not bother to check, because this is a cleaner number, and 5 hits won't change the ultimate outcome, it should just lower the net WS by 1 across the board)
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
109 hits at 14.4 TP/hit; 1569.6 TP +100 TP; 1669.6 TP = 16 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
109 hits at 16.7 TP/hit; 1820.3 TP = 18 WS
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
109 hits at 20.0 TP/hit; 2180.0 TP = 21 WS

Capped Haste, 80% haste; 105.6 delay; thus
~1.7(5) seconds/swing, and 35 hits/minute (Again, unless I'm remembering wrong, in which case 34 hits/minute. Just gonna do the same thing here as I did before.)
7 hit over 5 minutes with Regain, 15% double attack and 95% hit rate:
190 hits at 14.4 TP/hit; 2736.0 TP +100 TP; 2836.0 TP = 28 WS
6 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
190 hits at 16.7 TP/hit; 3173.0 TP = 31 WS
5 hit over 5 minutes, no Regain, 15% double attack and 95% hit rate:
190 hits at 20.0 TP/hit; 3800.0 TP = 38 WS

So, as you can see, The more haste you have, the more valuable Store TP becomes, and the less damage MSE will add to your overall amount, because MSE will only ever add 1 extra WS every 5 minutes, no more, no less, while Store TP can do that and more.

SephirothsCloud wrote:
If I recall correctly, the spell haste gives you 15%? Gear haste caps at 25%. Last Resort would be another 25% while active. I guess I figured it would average to about 50%.


Haste spell is 15%, but magic haste caps at 43.5%, you're forgetting double march. I don't remember what the caps are for marches, but iirc, double march was around 22-23% haste last time I did the math so double march + haste is ~37% haste, while SV double march will cap your magic haste alone. Gear haste and JA haste (Hasso, Haste Samba, and Desperate Blows; Blitzer's roll is separate) cap at 25% each, and total haste caps at 80% unless you're using h2h (technically, h2h and martial arts, but if you're using h2h and don't have martial arts, wtf are you doing? lol480baseh2hdelay), or dual wielding, the technical haste cap goes down because the cap isn't so much a "haste cap" as it is a "delay floor". Also note that MA/DW/Blitzer's Roll (the other delay reducer) are not additive with haste, they're multiplicative, so outside of ludicrously high amounts, the haste cap is still going to be near 80% (The lowest haste cap I've found was with every single piece of DW gear at the time, which was like, 65ish% haste cap, but it's been a while, I might crunch it out and edit this for the sake of my own curiosity).
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#17 Apr 25 2012 at 10:50 AM Rating: Decent
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I really like SephirothsCloud's posts. How do you friend people on here?

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#18 Apr 25 2012 at 11:23 AM Rating: Excellent
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I really like SephirothsCloud's posts. How do you friend people on here?


Smiley: disappointed
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Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#19 Apr 25 2012 at 1:11 PM Rating: Excellent
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I applaud your thoroughness Jinte, but you are being overly kind to mse. 100Tp/5min implys every point of tp went towards a ws. 0 Overflow. That just won't happen. Missing and multi hit procs mean you dont have a consistent tp time meaning you will get a variable number of tics, then there are haste values, and of course delay doesn't fit neatly into 3sec tic intervals. JAs will be used sporadically. Nothing is consistent enough to use regain efficiently.

You would be pushing the boundaries of probability to get half of that 1ws /5min. In reality it is abysmally inefficient. The only way to use the regain earring is to build around an assumption of 1-2 tics. 3 Is really pushing it. All this does is let you skimp on 1-5ish stp. That USED to matter when stp gear was limited and pushed few jobs down a hit to 100. That is why it used to be so popular. Now we are sh*tting stp and haste like a fat kid sh*ts cake. We no longer make giant sacrifices for stp. Regain was a bandaid for stp that we dont need anymore. Nothing to do with being to lazy or underrated. Its outdated. Add to that these repeating ftp +dam varies with tp ws and 25 tp bonus is a biiig boost. Its no contest now. Times changed, our needs changed.
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#20 Apr 25 2012 at 2:12 PM Rating: Excellent
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Banalaty wrote:
I applaud your thoroughness Jinte, but you are being overly kind to mse. 100Tp/5min implys every point of tp went towards a ws. 0 Overflow. That just won't happen. Missing and multi hit procs mean you dont have a consistent tp time meaning you will get a variable number of tics, then there are haste values, and of course delay doesn't fit neatly into 3sec tic intervals. JAs will be used sporadically. Nothing is consistent enough to use regain efficiently.

You would be pushing the boundaries of probability to get half of that 1ws /5min. In reality it is abysmally inefficient. The only way to use the regain earring is to build around an assumption of 1-2 tics. 3 Is really pushing it. All this does is let you skimp on 1-5ish stp. That USED to matter when stp gear was limited and pushed few jobs down a hit to 100. That is why it used to be so popular. Now we are sh*tting stp and haste like a fat kid sh*ts cake. We no longer make giant sacrifices for stp. Regain was a bandaid for stp that we dont need anymore. Nothing to do with being to lazy or underrated. Its outdated. Add to that these repeating ftp +dam varies with tp ws and 25 tp bonus is a biiig boost. Its no contest now. Times changed, our needs changed.

Being overly kind to MSE was my point, because even being overly kind it was still clearly inferior to store TP. That and I really couldn't be bothered to be more accurate when fudging it like I did got the same end result. without making any of the details necessarily wrong, just best case scenario.
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Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#21 Apr 25 2012 at 4:27 PM Rating: Good
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I assumed you knew that. Mostly pointing out how ludicrously generous that comparison was to regain for anyone reading this with doubts. If it worked disengaged I would feel very differently about it, but as it is, I can't emphasize enough how bad the effect really is in today ffxi. Refresh, tp bonus or bust. Maybe counter if mnk is the only job you will ever play.

Edited, Apr 25th 2012 6:29pm by Banalaty
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#22 Apr 25 2012 at 4:33 PM Rating: Default
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There isn't any Save TP aug... only TP bonus +25, and that "Occ. grants dmg. bonus based on TP +5%" thing which I'm assuming is trash.
#23 Apr 25 2012 at 6:21 PM Rating: Good
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Yeah was a typo meant tp bonus 25. Fixed. Phone typing sucks
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#24 Apr 25 2012 at 6:41 PM Rating: Good
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Wouldn't one of the only reason to use regain earring right now would be to double as a slow-as-hell pseudo meditate? Assuming there's any monster at all in range, drawing your weapon will let some TP trickle in while you wait for people or stuff (Like triggers, or a dragon landing or whatever else I can't think of)

Of course, you'd probably be better making a WS-enhancing earring, but assuming for some reason you're still holding on the regain one, I guess I'd put it in a macro when I'm backward-tanking or something like that?

===
Also, Jinte, when you added march, you probably should consider that bards are essentially running soul voice march 50% of the time these days. By that, I mean that Marcato + Troubadour gives a ~5 minutes double-potency Victory March on a 10-minute cooldown.

With +3 instrument and Empy+2 gloves, that would be 40% Haste: Marcato Victory 29% Haste (10.5% at 600 skill, +3% for instrument, +1% for gloves, times two for Marcato) + Advancing 11% Haste (7% cap, +3% for instrument, +1% for gloves)

That's assuming I'm not miscalculating anything from the wiki -- I didn't actually go ahead and calculate the exact haste my ninja gets from my dual-box Brd/Rdm.

Edited, Apr 25th 2012 8:51pm by Docent42
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#25 Apr 25 2012 at 7:36 PM Rating: Good
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Docent42 wrote:
Wouldn't one of the only reason to use regain earring right now would be to double as a slow-as-hell pseudo meditate? Assuming there's any monster at all in range, drawing your weapon will let some TP trickle in while you wait for people or stuff (Like triggers, or a dragon landing or whatever else I can't think of)


That TP would also be a lot faster if you just, you know, found the mob and started hitting it directly. That's one thing that's nice about Abyssea; there's almost always trash mobs around to build TP on.
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#26 Apr 26 2012 at 4:41 AM Rating: Good
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Aww, now I'm feeling all bad that I went with regain moonshade (with ratt) since I have nothing else to wear when playing around on rng.
#27 Apr 26 2012 at 6:44 AM Rating: Decent
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Aww, now I'm feeling all bad that I went with regain moonshade (with ratt) since I have nothing else to wear when playing around on rng.


The earring is redoable. Last fight is a joke; I duoed it at 90. I'd bet some melee/DNCs could solo it nowadays if they don't get screwed by Dark Sun or some bs move like that.
#28 Apr 26 2012 at 1:53 PM Rating: Excellent
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catwho wrote:
Chiming in that Suppi + Brutal > pretty much anything else for the DW set, even at 99.

Probably some of the last level 75 cap gear anyone ought still be wearing.


For 1h jobs, this is the answer. For 2h jobs, see the many posts above. H2H users are the oddballs where Brutal/Moonshade Regain really is the best DoT option. But even then, people using the earring solely for MNK may go with Counter.

Another use... I idle and buff in Regain gear on COR (Moonshade, Roller's Ring, Tactician's Roll as much as I can) when I'm running around buffing people. That's 7tp/tic with an XI Tactician's Roll active. Just engage on the mob while you're doing your buffing and you gain an extra 1tp/tic even when not actively shooting/meleeing.

So for me with MNK PUP COR NIN DNC THF, regain earring is a really useful one. I use it for TP gear on PUP/MNK, idle gear on COR, and I simply ignore it for NIN/DNC/THF and use Suppa+Brutal instead.


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#29 Apr 27 2012 at 7:29 AM Rating: Good
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Fynlar wrote:
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Aww, now I'm feeling all bad that I went with regain moonshade (with ratt) since I have nothing else to wear when playing around on rng.


The earring is redoable. Last fight is a joke; I duoed it at 90. I'd bet some melee/DNCs could solo it nowadays if they don't get screwed by Dark Sun or some bs move like that.


Just redid it last night actually. I was on BST with 2 SMNs. There was nothing to it. I used Reward once and they had to resummon once. We just let the pets do all the work.
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#30 Apr 27 2012 at 8:01 AM Rating: Good
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Not sure what merit ws or empys you have for those jobs but a tp bonus 25 would be the best ear for stringing pummel, VSmite, Hi, evis, rudras, last stand. Depending on what ws you merited and empys you might have, you might get far more benefit than an idle piece for cor. Basically if most of your ws are damage varies or crit rate varies then tp bonus is glued to ear for ws. May want to inventory your ws. Can prob use it on more than 3jobs that way.
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#31 Apr 27 2012 at 10:44 AM Rating: Excellent
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Banalaty wrote:
Not sure what merit ws or empys you have for those jobs but a tp bonus 25 would be the best ear for stringing pummel, VSmite, Hi, evis, rudras, last stand. Depending on what ws you merited and empys you might have, you might get far more benefit than an idle piece for cor. Basically if most of your ws are damage varies or crit rate varies then tp bonus is glued to ear for ws. May want to inventory your ws. Can prob use it on more than 3jobs that way.


Math?

I've seen testing from the MNK forums, including resident guru Kinematics, showing that Brutal + Regain Moonshade wins for MNK and PUP by a wide margin for TP. For Stringing Pummel/Ascetic's Fury (I don't have V.Smite), I don't believe the potential WS damage increase from TP+25 chance to crit is enough to make up that gap. If I'm proven wrong, cool, but I'm not going to be convinced until I see some harder numbers.

I'd check myself on Kine's awesome DPS spreadsheets (and I seem to recall that I did in the past)... but it appears only DRG and RDM are up at his Google docs at the moment, and I don't have saved copies of the MNK or PUP ones handy.
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#32 Apr 27 2012 at 1:06 PM Rating: Good
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I'm actually on vaca so just phone. Can't avess my spreadsheets and stuff. I won't be able to give a full blown comparison but can probably ball park it close enough later tonight. Mostly just depends on the crit rate anchors at 200/300tp to determine crit rate. For drakes I think its 3.75% crit rate. Toss on the 4atk and its hawt. I'm not sure what crit tiers for pummel are off the top of my head, but if its similar it should remain good as well. I'll look at it later
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#33 Apr 28 2012 at 2:41 AM Rating: Decent
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Anza wrote:
I've seen testing from the MNK forums, including resident guru Kinematics, showing that Brutal + Regain Moonshade wins for MNK and PUP by a wide margin for TP.

If MNK or PUP is all you play, go for it. MNK has always been notorious for crappy WS rate, making most of its damage in TP phase, and the low per-hit TP makes whatever portion of regain you get more applicable. Low WS rate and low relative WS damage then neuters the effectiveness of TP bonus.

MNK and PUP are the exception.

Edited, Apr 28th 2012 1:43am by Raelix
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#34 Apr 28 2012 at 10:00 AM Rating: Good
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Anza wrote:
Banalaty wrote:
Not sure what merit ws or empys you have for those jobs but a tp bonus 25 would be the best ear for stringing pummel, VSmite, Hi, evis, rudras, last stand. Depending on what ws you merited and empys you might have, you might get far more benefit than an idle piece for cor. Basically if most of your ws are damage varies or crit rate varies then tp bonus is glued to ear for ws. May want to inventory your ws. Can prob use it on more than 3jobs that way.


Math?

I've seen testing from the MNK forums, including resident guru Kinematics, showing that Brutal + Regain Moonshade wins for MNK and PUP by a wide margin for TP. For Stringing Pummel/Ascetic's Fury (I don't have V.Smite), I don't believe the potential WS damage increase from TP+25 chance to crit is enough to make up that gap. If I'm proven wrong, cool, but I'm not going to be convinced until I see some harder numbers.

I'd check myself on Kine's awesome DPS spreadsheets (and I seem to recall that I did in the past)... but it appears only DRG and RDM are up at his Google docs at the moment, and I don't have saved copies of the MNK or PUP ones handy.

For Mnk/Pup, TP bonus won't top regain, because;
Raelix wrote:
Anza wrote:
I've seen testing from the MNK forums, including resident guru Kinematics, showing that Brutal + Regain Moonshade wins for MNK and PUP by a wide margin for TP.

If MNK or PUP is all you play, go for it. MNK has always been notorious for crappy WS rate, making most of its damage in TP phase, and the low per-hit TP makes whatever portion of regain you get more applicable. Low WS rate and low relative WS damage then neuters the effectiveness of TP bonus.

MNK and PUP are the exception.

Edited, Apr 28th 2012 1:43am by Raelix


Banalaty wrote:
I'm actually on vaca so just phone. Can't avess my spreadsheets and stuff. I won't be able to give a full blown comparison but can probably ball park it close enough later tonight. Mostly just depends on the crit rate anchors at 200/300tp to determine crit rate. For drakes I think its 3.75% crit rate. Toss on the 4atk and its hawt. I'm not sure what crit tiers for pummel are off the top of my head, but if its similar it should remain good as well. I'll look at it later


Well, for h2h ws, Asuran fists gets nothing useful from 25% TP bonus, because it's an acc varies with TP ws (95% capped hit rate gives you a 65% chance to land all 8 hits of asuran. Doesn't get any better.), and Shijin Spiral, is the best WS for mnks who don't have VS, and pups who don't have VS or SP (It's competitive with SP, which is Competitive with VS, for pups anyway, they're all about the same, each taking the lead in different situations, but none clearly superior) has its Plague effect duration based on TP, so offensively, it gets nothing from the TP bonus earring, either. Ascetic's Fury is mostly garbage outside of abyssea, though I'm not really up to date on how much impetus helps it compete elsewhere, so I may be off there, but it's 15%/25%/45% according to BGwiki (FFXIclopedia's better for guides and sh*t, but BGwiki has much more accurate numbers, for those who weren't aware), for SP, I'm not really sure. Byrth's testing had it as a 35% crit rate at 100% TP, which seems all sorts of too high on paper, compared to the other crit ws, but based on my own experience with pup, doesn't seem totally unlikely, either, because SP does typically have a fairly high crit rate at 100% even outside of abyssea. Either way, though, it still won't really be able to top regain for pup, because pup actually somewhat exacerbates mnk's slow WS rate issue, since it's 2 MA traits, and thus 40 base delay, slower than mnk. Mind, you, I say somewhat because depending on the situation, pup can make up the difference and keep pace with mnk's TP gain, if not slightly outpace it, with judicious and liberal use of Tactical Switch. I've never bothered to math it out, but I might in a few minutes, and if I do, I'll edit this post with what I find, for those who are curious.
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#35 Apr 28 2012 at 12:23 PM Rating: Excellent
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Anza wrote:
H2H users are the oddballs where Brutal/Moonshade Regain really is the best DoT option.

Raelix wrote:
MNK and PUP are the exception.


Yep, seems like we're in agreement here.

It comes down to how much you play which jobs. For me, MNK and PUP are my two most played so I'm willing to get the best TP earring for those two jobs and sacrifice a better Moonshade setup (WS earring) for my less used NIN/DNC/THF. And although TP bonus might be good on WS, it's really not overwhelmingly better than the next best option for a 1h WS piece (but Regain/Brutal IS a big improvement over the next best TP pair for H2H users).

And please, nobody focus too much on my COR idle regain comments. It's a nice bonus if you have the regain augment anyway, and was just intended to show another situation where regain Moonshade can be legitimately useful (indeed, an optimal choice given my gear options) so I was throwing it out there. I'm absolutely not saying that alone justifies the choice of augments though, and your mix of jobs would certainly affect the decision.


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#36 Apr 28 2012 at 3:24 PM Rating: Excellent
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Well that changes things. I was just going by you job list. If you are willing to gear mnk and pup at the expense of other jobs then go fir it. The tp bonus is just a dilemma like suppa. Its pretty universal as the right choice. But if all you play drk then abyss is the best but so narrow in focus and suppa has ubiquitous use. I'm not trying to say get tp bonus for mnk (even noted not to), just that it is of narrow application. Also I can't find any info on pummels crit anchors so no math today.

But if you focus on mnk/pup more powa to you.

Edited, Apr 28th 2012 6:21pm by Banalaty
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#37 Apr 29 2012 at 3:09 PM Rating: Excellent
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Banalaty wrote:
But if you focus on mnk/pup more powa to you.


Yep, I think everyone here is pretty much on the same page. I illustrate the exception to the general rule - people who heavily use H2H jobs are really the only ones who should consider regain over TP bonus (or for diehard MNKs, might consider the Counter augment). For any other DD job, TP bonus should be the right answer.
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#38 May 01 2012 at 12:12 PM Rating: Good
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Banalaty wrote:
Also I can't find any info on pummels crit anchors so no math today.

Someone really needs to get on testing those, and I might have to suck it up and do it myself next time I decide to resub, which may be this month because I'm bored as @#%^ and FFXI is the most interesting-sounding MMO atm (Burned myself out for Rift, EVE, CoH, and hell, even @#%^ing minecraft. For a while, anyway. Smiley: laugh)
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#39 May 01 2012 at 2:35 PM Rating: Good
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I could see myself using a regain earring on bst when soloing nms that I don't want to engage with. Although it would take forever to get tp that way, there are situations (WoE comes to mind) where there isn't really anything to build TP on, and having the chance to run in quickly and deliver a quick WS or to heal myself from AOE dmg with a waltz (WHY DON'T WHM IN WOE HEAL ANYONE)
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#40 May 01 2012 at 3:13 PM Rating: Good
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I opted for the regain for my mnk/pup because by the time I finished the missions to get get the earring, BST got ruinator. the tp bonus is not a big deal for ruinator.


oh, and the last WotG battle is a cinch for solo bst.
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#41 May 03 2012 at 8:57 AM Rating: Decent
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I've been meaning to finish WoTG more for the "Occasional damage varies with TP +5%" one. I hear the 5% is basicly the proc rate, and damage done at 300% is more than double (heard about a 1200~ non crit regular attack). And it can proc on WS's. Basicly you'll be looking at it giving you the same boost as atleast 5% double attack (and more depending on how big of a boost it gives exactly), with occasional massive boosts of damage on weaponskills that can also Double Attack on the side. Now ofcourse you wont be at 300% TP all the time, but the point still stands.

A few measily points of TP are irrelevant if you already have a solid X-hit build, especially when you can get a nifty mini-brutal earring with nice WS boosts on the side, next to double attacks.

At the very least it seems worth checking out.
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#42 May 04 2012 at 5:25 AM Rating: Good
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It doesn't proc on weaponskills (that's essentially impossible anyway). It is double damage at 300% TP. It's overall worthless.

Edited, May 4th 2012 8:44am by Neisan
#43 May 04 2012 at 6:58 AM Rating: Decent
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Neisan wrote:
It doesn't proc on weaponskills (that's essentially impossible anyway). It is double damage at 300% TP. It's overall worthless.

It's regretful that it doesnt proc on weaponskills. However it still seems like a decent chunk of extra damage opposed to none when the TP regain doesnt bring you into a new x-hit tier. Could you elaborate on why it's overal worthless? I understand there might be better earring buffs out there, but if the tp regain doesnt benefit you, why would it not be a decent alternative at the very least?

It would essentially be impossible if all TP is spend before the damage calculation, or if it was merely an added effect. But it directly adds to the damage done. I've not seen enough (or any) testing that would show it could not potentially affect it. I've rated you to "good" from default in the hopes you could explain your stance on this more detailed.
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#44 May 04 2012 at 8:39 AM Rating: Default
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There's better TP earrings (unless you are under the effect of amnesia, and I highly doubt people are making builds specifically for being at 300 TP under amnesia), and TP bonus and other options are better WS earrings. And yes I said it's most likely impossible as all TP is expended when you use a WS, that's why Blau Dolch is active during WS, you have 0 TP when it fires (possibly exception being sekkanoki, so if it did work... it would be once every 5 minutes for 200TP damage boost which isn't even double and only if you started at 300 TP when you used sekkanoki... if it did work it's far too situational over just getting TP bonus for many useful weaponskills or regain for pup/mnk).


Edited, May 4th 2012 11:41am by Neisan
#45 May 22 2012 at 1:37 AM Rating: Good
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Banalaty wrote:
Not sure what merit ws or empys you have for those jobs but a tp bonus 25 would be the best ear for stringing pummel, VSmite, Hi, evis, rudras, last stand. Depending on what ws you merited and empys you might have, you might get far more benefit than an idle piece for cor. Basically if most of your ws are damage varies or crit rate varies then tp bonus is glued to ear for ws. May want to inventory your ws. Can prob use it on more than 3jobs that way.


I can argue that at this point of game, regain is more useful than TP bonus on COR, considering I only use Last Stand maybe 30% of time(or less?)in my life and other times I still use WF more. And TP bonus doesn't benefit WF for dmg.

Last Stand generally more useful on fire resist mobs, or when you have enough attack buffs to cap pDIF and racc not an issue. I really only use it on very few VW and maybe some T3s with BRD songs(since T3 I won't have racc issue with RCB)

Provenance, some T6, I generally stick with WF. After 3 atmacite update and with WHM/SCH firestorm, it's really easy to boost WF dmg and easily more useful WS than LS except a few fire resist mobs.

And when you DO need LS, the dmg increase from moonshade is also very small.

WS Base Damage = floor(( Weapon Base Damage + (Ammo Damage) + fSTR(2) + WSC ) * fTP)
WS Damage = WS Base Damage * pDIF

Assuming 99 arma, 138 STR 197AGI, facing mobs with 110 VIT, capped pDIF, using gorget/belt, WS at 100 TP. TP bonus+25 adds 0.031 to fTP.
D=165
fSTR(2)=16
WSC=167
fTP=4.462

Floor((165+16+167)x 4.462=1552
1552x3=4658

Now if you remove moonshade, and rep it with 2nd best choice, AGI+4 earring:

(165+16+170)x4.4=1544
1544x3=4632

You're looking at 26 dmg difference at capped pDIF, if uncapped the difference is even smaller. For a WS that's only useful maybe 30% of time in VW.

Unless future game content favors LS over WF, that all CORs spam LS all day, TP bonus can't really out-weight the vast utility regain has.

COR is probably slowest job in terms of TPing in EG event like VW, ranged attack can't get haste, not a lot of snap shot gears, no JA to shoot faster, triple shot duration is short, and racc is sh*t compare with other jobs. Not to mention you sometimes have to stop shooting and run around to do rolls/JA. And COR can also self buff random number of regain, able to macro in roller's ring when needed for more regain, making hit build irrelevant, and there are wings in VW etc.

Also, /ra is manual, unlike melee everything is auto-attack, which also benefits from regain more than melee since 1 shot takes like, 7~8 sec including lag? May as well just regain it to 100 when you're close to 100.

Considering how hard it is to cap racc on higher tier, and the fact that you have to run around and buff, I'd say the utility from regain for COR out-weights extra 26 dmg or less TP bonus offered for a WS that isn't all that useful atm. Unless future content favors LS over WF, IMO, COR is another job that'd benefit from regain. I know the topic is "melee item" though, so kinda derail XD



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