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Goliard Saio for TP, Redingote for WS?Follow

#1 Jun 01 2009 at 8:58 AM Rating: Decent
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Given this http://ffxi.allakhazam.com/db/jobs.html?fjob=1;mid=1237819456139443686;num=24;page=1, it seems that melee WHM might get the most use out of the ACP body.

But then it occurred to me that Goliard Saio is 4% haste, which could be more useful. A WHM in full Blessed (minus Briault) + Walahra Turban + Swift Belt has 19% haste. The cap is 25%, so unless you’re sporting some really elite haste gear, Goliard Saio still won’t take you to the cap. And if you take out Swift Belt (which many don't have), Saio takes you to 19%.

Does this mean Saio > ACP body for TPing (though ACP is better for WS macro), or are there simply diminishing returns as you get closer to the haste cap (as I’ve heard here and there)?

Thanks!

Edited, Jun 1st 2009 12:59pm by soopafeen
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#2 Jun 01 2009 at 9:14 AM Rating: Decent
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Yeah, the Goliard body is mainly why I never bothered making a melee Redingote >_> It'd pretty much only be a WS piece for Hexa.
#3 Jun 01 2009 at 2:08 PM Rating: Decent
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First I'm curious why you are even considering Redingote when you have paladin listed in your signature...

But if you were going to make a DD redingote, chances are you'ld be better TPing in it over siao on anything EM+ since you'll easily have accuracy issues. Haste only matters if you can hit the mob, and whm has moderately limited accuracy gear.

What are you trying to fight? Are you trying to kill things while farming? Are you trying to melee in merits or limbus? Don't overestimate your accuracy, even with sushi you'll be at a substantial disadvantage. The whm friend I have who does opt to melee typically uses reverend mail and optical hat as opposed to turban/siao.

If you're hitting 85%+ or so, siao, otherwise redingote.
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#4 Jun 01 2009 at 2:39 PM Rating: Decent
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Quote:
Haste only matters if you can hit the mob


Haste helps your DoT no matter what your accuracy is. Also, attack speed is not the only thing you'd use Haste for.

There are reasons why it's a popular mod to have on your gear.
#5 Jun 01 2009 at 5:36 PM Rating: Decent
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I'm thinking if I ever get round to getting ACP i'll probably go with a FC body since unless I win the moogle bonanza I doubt I'll be getting a marduk's anytime soon :P
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#6 Jun 02 2009 at 12:01 PM Rating: Good
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Fynlar wrote:
Haste helps your DoT no matter what your accuracy is. Also, attack speed is not the only thing you'd use Haste for.

There are reasons why it's a popular mod to have on your gear.

There is some truth to this, but it all depends on your existing accuracy and haste. +Accuracy effect diminishes as accuracy increases, but +haste effect increases as total haste increases.
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#7 Jun 02 2009 at 12:07 PM Rating: Decent
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Quote:
There is some truth to this, but it all depends on your existing accuracy and haste. +Accuracy effect diminishes as accuracy increases, but +haste effect increases as total haste increases.


Ya. The reason I mentioned this though is because WHM can pack a sh*t ton of Haste (not to mention their own casted Haste), and at a much lower price and much greater availability than it is for typical melee >_>
#8 Jun 02 2009 at 1:10 PM Rating: Decent
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00000000000000000

Edited, Jun 16th 2009 2:56pm by ZiGG
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#9 Jun 02 2009 at 6:11 PM Rating: Decent
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Haste is very powerful and whm can pretty easily get ~34% solo, but is it really worth it to aim for haste when your hit rate is below 70%? Given a full haste setup that takes up 6 slots for 3 accuracy, which puts whm somewhere around 280. Weapon, neck, rings, and ammo seem like the only places where you could get much accuracy putting you max around 310, which against any merit or similar mob would put you below 50% without sushi.

Granted I have no clue what you would be fighting, so accuracy might not be a concern in the least. I would still be very, very hesitant on anything EM+ since whiffing multiple times back to back seems probable. Of course if I can whiff multiple times and still land more total hits than hitting slightly more often, but slower, haste might be the best option even at very, very low hit rates.

While haste gets more umpf the more you have, it's still multiplied by accuracy, so for an extreme example, attacking 10 times faster with uber amounts of haste at 1% hit rate would give you the same return as wearing 18acc gear. Obviously the latter being an extreme case, but I would imagine there would be a similar trend where low accuracy devalues haste, albeit slightly, so at least for body or head you'ld be better off with 10 accuracy. Last I heard that thieves swap to SH over rap harness when low accuracy, so I would hazard there might be a tipping point where ACP or reverend mail would do the same thing.
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#10 Jun 03 2009 at 12:27 AM Rating: Decent
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well let's just say you're only interested in weaponskills

using SPlus pro, which i have lying around on my hd for some reason

pbinom(misses,swings,probability to miss) (( or X~bi(x,n,p), P(x<=X) for the more mathematical of you )) gives:

(0,12,.05) = 54% chance to not miss in 12 swings with capped acc
(1,12,.05) = 88% chance to miss at most once in 12 swings etc etc
(2,12,.05) = 98% chance to miss at most two ...
(3,12,.05) = 99.776% to miss at most 3

(0,12,.1) = 28% chance to not miss in 12 swings with 90% hit rate
(1,12,.1) = 65.9% chance to miss at most once in 12 swings etc
(2,12,.1) = 88.9% blahblahblah
(3,12,.1) = 97.4%
(4,12,.1) = 99.57%

(0,12,.15) = 14% chance to miss none w/ 85% acc
(1,12,.15) = 44%
(2,12,.15) = 73%
(3,12,.15) = 90%
(4,12,.15) = 97.6%
(5,12,.15) = 99.5%

now I'm just putting those in for a bit of fun, infact I think it's 14 swings in most setups to get 100% tp on clubs but ehh :P but it's a pretty way at looking at the reliability of TP gain on weaponskills by breaking up each hits required into total probabilities

If you wanna play around with things like this yourself but aren't very big on maths, just look for a freeware statistics program (I was recommended one but I'm afraid I've forgotten what it's called) and 5 minutes looking up the model // manual and you'll be able to play around to your hearts content.
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#11 Jun 19 2009 at 7:27 PM Rating: Good
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I'd like to add that it IS possible to achieve the haste cap as whm.. You said that 19% was as much as you could get. Just wanted to make sure you considered HQ's :).
Turban: 5%
Goliard Saio: 4%
Blessed Mitts +1: 6%
Blessed trousers +1: 4%
Blessed pumps+1: 3%
Swift belt: 4%
Total possible haste for whm: 26%. This is, obviously, above the 25% cap..

Just sayin'.

Edit: Gramatical errors.





Edited, Jun 19th 2009 11:33pm by XxSaxonxX
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#12 Jun 20 2009 at 6:13 PM Rating: Good
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As was said before, depends what you're fighting and what the rest of your gear is like.

I'll assume you have a proper WHM DD build, if so I always TP in Saio, and if I'm fighting anything Tough or above I eat Sushi to sort my accuracy out. Even with 8 club merits Sushi and Saio is miles better than my Attack+10/Accuracy+10 ACP body.

I use the ACP body for all WS though obviously.

On another note, has anyone done any extensive testing with Mystic Boon? Wiki mentions that damage is highly affected by attack (and has an exclamation mark next to that) but tbh I've had better results sticking everything into the STR and MND modifiers. (+21 STR, +41 MND for MB, does about 200 ish to VT mobs).

If I'd not heard reports of people whiffing it I'd assume it was a magical WS since I've not missed it yet, even against Einherjar mobs.

Edited, Jun 21st 2009 4:19am by Alkimi
#13 Jun 20 2009 at 7:51 PM Rating: Excellent
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I really think the "highly-affected-by-ATT" thing is just WHMs having low attack... and not understanding... how important attack is... (-_-;)
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#14 Jun 20 2009 at 8:29 PM Rating: Decent
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ZiGG wrote:
infact I think it's 14 swings in most setups to get 100% tp on clubs
12 hits for a Delay 340 or 334 club (like BJ/+1), 18 hits for Perdu. (17 hits for BJ+1 + Perdu.) At 90% hit rate, this works out to about 13, 20, and 9.5 rounds to 100%. (On average; so +/- one round usually.) At 95% hit rate, it's 13, 19, and 9.

14 rounds to hit 100% requires a ~88% hit rate with just a BJ (NQ or HQ), or a ~61% hit rate with BJ+1 + Perdu. (Meaning if it takes you that damn long to hit 100% TP in that build, you're doing something wrong.)
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#15 Jun 22 2009 at 8:19 AM Rating: Good
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Alkimi wrote:
On another note, has anyone done any extensive testing with Mystic Boon? Wiki mentions that damage is highly affected by attack (and has an exclamation mark next to that) but tbh I've had better results sticking everything into the STR and MND modifiers. (+21 STR, +41 MND for MB, does about 200 ish to VT mobs).

It's not exactly extensive testing, but I can verify with 100% certainty that attack has a huge effect on Mystic Boon. I was rather surprised at the extent of it actually. I was on WHM/NIN in a Greater Colibri merit party. Party had two BRD and one COR (don't ask, I didn't build it), so I was getting Hunter's Roll, double march, and double min. Our minuet BRD was kind of a slacker and so sometimes we wouldn't have that song, and what I noticed is that my Boons without double minuet were ~60-80 damage on average. My Boons with double minuet were 150-250 average. Approximately tripled by double minuet. I even had a handful that were over 400 although I'm pretty sure they were double attacks; However, without any minuets, the highest I hit was around 120. Granted, double minuet gives a much higher attack boost than anything WHM can really do gear-wise, but it shows the extent to which attack affects Boon.
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