rukenshin ([info]rukenshin) wrote,
@ 2008-05-27 18:43:00
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Current mood: chipper

SAM/DRG - Underestimated?

I originally was building a forum post about this (ended up posting it on KI) but then I figured "hey why not, I have an LJ to post this stuff on!" I almost forgot about it. This shouldn't be too long of an update, but it's something!

So here it is. This update has to do with recent tests using SAM/DRG, as well as some of the gear sets I'm currently using for SAM in general. As a quick summary, these are the general topics I cover in this update (not in order):

  1. - /DRG vs /WAR. Parse results & math included!
  1. - When is one "better"?**
  1. - Does VIT still effect Jump damage with DRG SJ?
  1. - Does STR effect Jump/High Jump damage?
  1. - Equipment sets I'm currently using.


I'll tell you right now before I start, that /DRG actually puts out considerably higher output than /WAR for many of the situations I outline. I'm still rather surprised at how powerful it is.

Update is split into 3 main sections... An introduction, /DRG v /WAR (subsections: the facts, the results, the math, and a conclusion), and the equipment sets I'm using.

Introduction

So around 2-3 years ago I leveled up DRG subjob with the intention of using it as a 'for fun!' SJ choice on WAR and later SAM. And damn, 2 years ago, I can't believe I'm referring to past accomplishments in a video game in the increment of years. :( Damn this game.

Anyway, skip ahead some and when I first obtained relic GK I played with /DRG a few times... But nothing serious, and I was too busy obsessing over the /WAR e-peen and how high Kaiten damage was. <.<

But just about 2 months ago I decided to give it a serious shot after feeling that the job was starting to get mundane. I was also leveling DRG at the time (hit 75 about a month ago), which encouraged me to give it a shot again. In addition, combined with Rabbit Pies it offered new possibilities for tanking, and stacking insane amounts of haste gives incredible increasing returns in swing speed (SE limited haste recently because of this!).

And well, I figured I'd post updated gear sets along with this since my old update is way out of date.

Before I get into that though, just to answer two quick questions:

1.
Does VIT still effect Jump damage with /DRG?

  • Yes. I spent some time in Ronfaure jumping on bunnies (I love abusing the lil'fuckers), and can confirm that VIT still modifies Jump when you're /DRG. A difference of 44 VIT showed a considerable increase in my max and average damage. If you don't know already, Jump and HJ damage are basically calculated exactly like a normal swing, but Jump has an extra calculation with VIT (can see actual equation in comments or wiki). I may post details of the test/results later if necessary, but not getting further into it for this post.

2. Does STR modify or effect Jump/HJ damage?

  • Yes it effects it, but no it is not a modifier. STR will increase your fSTR in the equation, but fSTR can cap. A difference of 40 STR had no effect on the max Jump/HJ damage when fSTR and attack were capped. Typically though, you won't cap fSTR, meaning it usually will have an effect.


_______________________________________________________________________
_______________________________________________________________________

/DRG vs /WAR

The Facts - Offensively and Defensively

Offensively:
What this comparison comes down to offensively is:
10 Accuracy, 5% haste, and Jump/HJump vs 10% DA, and Berserk.

10 Accuracy generally comes down to about 2-3% of an accuracy improvement, and in most situations with ideal gear sets you'll always have room for this (even with Relic). At Mamool you'll normally fall about 3-8% short of the cap with relic and Haub+1 (and A+ merits and gear in other slots), so it's obvious the improvement is used there. At Colibri, with relic and switching in Askar body, you should average around 93% (again with A+), also leaving room for the improvement as well as the option of using Askar while maintaining capped accuracy.

The 5% haste on the other hand, with perfect gear will only result in 4% haste gained. Having Dusk+1/Speed Belt/Ace's Helm/Byakko's/Usukane Sune-ate, I'm already at 21%, so I only gain 4%. However as Releena reminded me, you need 26% to actually cap due to SE's goofy rounding and equations. Feel free to ask if you're curious as to why this is true.

Jump and High Jump are counted just as independent attacks, where DA, criticals, and triple relic procs can occur. Jump is also modified by VIT, and while HJ is more like a normal swing it also sheds 33% of your hate.

So the final question comes down to, do all of those things outweigh 10% DA and Berserk?

Well, to get the obvious out of the way, where accuracy is not capped by a close enough margin 10 acc will almost always be very useful. Proceeding further, in a high haste situation (anywhere over 40% total haste... ie, haste spell, 20% in gear, and a march or hasso), the 5% haste will surpass the damage potential of 10% DA. This is especially true when coupled with the 5% haste is 2-3% higher accuracy.

So all it comes down to now is the above advantage at higher haste values and J/HJ vs the effect +25% attack about 3/5th of the time. The only thing left to answer, is does Berserk add enough to your melee/WS averages to beat out /DRG's higher accuracy, faster swings, and additional J/HJ damage. And if it does, what situation does it have to be in? I'll answer this later.

Defensively:
This is also very important to consider, and I think any mage of a decked out SAM will agree!

In this category /DRG gains a significant advantage in defensive bonuses, as it will maintain higher defense values for the majority of the time. This is in addition to HJ's hate shed.

I can 100% say for certain that with /DRG, I can lean on Hasso a lot more than I can with /WAR, and overall it's just a lot safer. This is especially true taking advantage of the newly introduced item, Rabbit Pie. It gives +25% attack and defense with a cap of 100, and +5 VIT/STR. It is not only by far the best balance of attack/defense offered by any food in the game, but is also one of the best options for attack food. Only downside is it can be rather pricey, as one of the ingredients is a rare WoG mob drop. Good thing Shin is my cooking bitch and I have them flowing out my ass. ;)

Using that food my defense is consistently around 500 regardless of the gear I'm wearing. Combined with -30% to -50% taken, any mob from Chariots to Skoffins to HNMs will hit for extremely low damage. Then, High Jump is actually rather effective in getting a mob off of you when with other well-geared DDs.

So, defensively with the right gear and food, /DRG wins out. Defender is an awesome ability, but is not a viable alternative in most situations as it hurts your damage output considerably, and pushing past values of 500 defense also give you extremely diminishing returns.

You could argue that with /WAR you only have the option of using Berserk, and don't always have to use it, but if that's the case then why sub WAR to begin with? There is no debate in who would win in damage and defense with /DRG vs a /WAR that doesn't use Berserk, so if you're not using the JA and/or using Defender all the time, might as well sub DRG!


Final Note
:
The only difference between these two subs I really have difficulty dealing with is the absence of Provoke. With /WAR I almost always use it whenever it's up in more intense situations, from merits to dynamis to NMs. So losing it is annoying to me, but it's not necessarily a JA that is part of a SAM's function... So really the weight of losing this JA will vary by playstyle.

My playstyle is much different from most SAMs (as evident by my set of Enmity gear most people question), so losing Provoke is the biggest hurt. But I still get insane amounts of hate without it, so it's more just not having the JA that bothers me, I rarely actually need the hate gain from it for where I've been using /DRG. Much to my original surprise I still tank just as much as normal.

But, if not for that one difference, I probably would be /DRG for most of everything in the game now.


_______________________________________________________________________


The Results - Parsed

I was extremely surprised to see the results of this in action, and this is what really made me rethink the utility of DRG as a viable subjob. Originally I was just hoping it would be a nice alternative for a more defensively played version of SAM where I'm playing more conservative and taking less damage, while still dealing near-equal amounts to /WAR. I was certain that the loss of Berserk would throw my melee and WS averages down to much lower values, but this is where I was wrong.

Here are two parses for an example, both of which I used the same sets of gear, had the same sets of songs, fought the same mobs, and contain a good 250-400 mobs worth of data. I have several other parses that also show similar averages so there isn't much room for inaccuracy in the averages represented by /DRG and /WAR.

Both PTs were with one other extremely well-geared and merited relic DD, a very well-geared and merited non-relic DD, Minuetx2/Marchx2, and Mamool staging point, with exp/h valued at just over 32k/h over about 1.5-3 hours of exp. Killing about 180-190 mobs per hour.

SAM/WAR:
http://img232.imageshack.us/img232/9594/66341738hj4.jpg
Melee Average: 209
WS Average: 1209

SAM/DRG
http://img236.imageshack.us/img236/4665/drgparse1oj6.jpg
Melee Average: 200
WS Average: 1171

I was astonished the first time I saw that my melee/WS averages were practically the same. Implying that with Minuetx2 and decent food, I'm getting extremely close to diminishing returns and the attack cap for most of the mobs there. Considering that Mamool Ja Staging point also has the highest level exp mobs, this also implies that with the same buffs you're going to get similar results in nearly all other places in the game (Limbus, Sky, Sea, Dynamis, Assault, Nyzul, and so on, etcetc).

But, with the difference between the two really being that small and considering what was stated earlier about the factual comparison, it's obvious which SJ has higher damage output for the situation. But omg wut, /WAR beat by /DRG? End of the world.

The math in the next section will only enforce this further.


_______________________________________________________________________


The Math

Over a 1h party with the same exact situation as above, this is what the final comparison looks like between them mathematically. Showing the results this way will discount time to engage mobs, change target, activate JAs, use WS, etc, so it will be larger than what you will normally see. But, comparatively the results will still be the same between the two options.

Keep in mind this is with a 437 delay GK and using A+ gear that puts me at 21% haste (so I'm only getting 4% from earring).

/WAR vs /DRG (Marchx2, Minuetx2, 4% from Earring, Amano)

 

/WAR

/DRG

Haste

66%

70%

DA

17%

7%

Accuracy

87%

89%

Final Delay

149

132

Swings/h (before DA)

1449

1636

Swings/h (after DA)

1695

1750

Swings/h (after Acc)

1474

1557

Swings/h (after Zan)

1493

1574

     

Melee AVG

209

200

WS AVG

1209

1171

Jump/HJ Damage

0

15,420

Additional WS Dmg

0

14,052

Total Melee Damage

312,037

314,800

Total WS Damage

360,282

381,746

Total Ability Damage

0

15,420

       

Final

672,319

711,966

 


Meditate of course isn't counted since it's equal between both.

In addition, this is all without counting the fact that with /DRG you can spend more time on Hasso with higher defense and survivability (use your own judgment over how the balance changes for your personal playstyle and limits). The enmity shed on HJ is also pretty noticeable in most situations with other good DDs. And, if you don't have at least 21% haste, you gain an extra point of haste from having /DRG. Once again in my case, I have all HQs so I have 21% haste.. and only get 4% haste from Wyvern Earring.

This single point of haste makes a considerable difference:

/WAR vs /DRG (Marchx2, Minuetx2, 5% from Earring, Amano)

 

/WAR

/DRG

Haste

65%

70%

DA

17%

7%

Accuracy

87%

89%

Final Delay

153

132

Swings/h (before DA)

1411

1636

Swings/h (after DA)

1650

1750

Swings/h (after Acc)

1435

1557

Swings/h (after Zan)

1453

1574

 

 

 

Melee AVG

209

200

WS AVG

1209

1171

 

 

 

Jump/HJ Damage

0

15,420

Additional WS Dmg

0

14,052

 

 

 

Total Melee Damage

303,677

314,800

Total WS Damage

350,610

381,746

 

Total Ability Damage

0

15,420

 

 

 

 

 

Final

654,287

711,966

 


Making /DRG almost a 9% increase in damage output for the situation I outlined, and when you get the full 5% haste from the earring.

Even without 2 Marches, which obviously benefit /DRG more than /WAR, this is what it looks like:

/WAR vs /DRG (Minuetx2, 5% from Earring, Amano)

 

/WAR

/DRG

Haste

45%

50%

DA

17%

7%

Accuracy

87%

89%

Final Delay

241

219

Swings/h (before DA)

896

986

Swings/h (after DA)

1048

1055

Swings/h (after Acc)

911

938

Swings/h (after Zan)

922

948

 

 

 

Melee AVG

209

200

WS AVG

1209

1171

 

 

 

Jump/HJ Damage

0

15,420

Additional WS Dmg

0

14,052

 

 

 

Total Melee Damage

192,698

189,600

Total WS Damage

222,456

235,371

 

Total Ability Damage

0

15,420

 

 

 

 

 

Final

415,154

440,391

 


Still almost a 6% increase in damage output.

So even under a more ideal situation for /WAR,  /DRG comes out on top in damage. I can't speak for what the absence of two minuets and good attack food will have on this though, haven't tried yet and unsure of the exact effect on averages.

But again, this is without counting the fact you can without a doubt lean on Hasso more easily with /DRG than /WAR. And this is also using Amano numbers, with a lower damage/delay GK like Hagun the difference is more likely to be bigger.

One final table showing the previous situation and using a Hagun. Only inaccuracy in this is I'm using Amano WS/melee averages, but I can say with certainty that if I'm at the point of capped attack/diminishing returns with Amano, then a Hagun user would also be. So while the numbers will be lower, the relative difference between WS/melee averages in /WAR vs /DRG should be the same with all other factors constant.

/WAR vs /DRG (Minuetx2, 5% from Earring, Hagun)

 

/WAR

/DRG

Haste

45%

50%

DA

17%

7%

Accuracy

87%

89%

Final Delay

248

225

Swings/h (before DA)

870

960

Swings/h (after DA)

1017

1027

Swings/h (after Acc)

884

914

Swings/h (after Zan)

895

924

 

 

 

Melee AVG

209

200

WS AVG

1209

1171

 

 

 

Jump/HJ Damage

0

15,420

Additional WS Dmg

0

14,052

 

 

 

Total WS Damage

187,055

184,800

Total Melee Damage

216,411

229,516

 

Total Ability Damage

0

15,420

 

 

 

 

 

Final

403,466

429,736

 


Now it's close to a 7% increase in damage, as with a higher delay weapon the effect of haste grows. This means that with Marchx2, the difference will be even bigger than what was shown with Amano, but don't feel like doing that table right now! Maybe later if people are curious.

_______________________________________________________________________


Conclusion

So what I can say for certain now is that using above average gear, good food, capped merits, and having Minuetx2, there is no doubt that /DRG is superior to /WAR as far as both offensive and defensive abilities go in any situation fighting mobs at similar ratings as Mamool or lower. And of course, with the right playstyle (more aggressive and focused, if you're getting TP faster but wasting it more often then the advantage is gone). The lower the mob's level, the more /DRG will shine further as it will take less attack to hit diminishing returns and/or the cap. In addition the more haste you have, the more /DRG gains an advantage as haste has an exponential effect.

This does not apply for everyone though.

If you do not meet those requirements, I can't say for sure. If you have very weak attack, then the difference between /WAR averages and /DRG averages will grow to be much bigger than the ones I mentioned before, but it's hard to say how much and whether this will outweigh /DRG. I recommend you find this out on your own if you're in question of it. It's very easy to compare which is doing more damage once you have the melee and WS averages for both subs.

However, my opinion and educated guess on this is that /DRG will win by a good margin in any situation with at least haste spell, capped merits, above average gear, good food, and minuet IV on the same mobs as I just said.

This is also assuming you use everything diligently; you can't get lazy with recasts. /DRG will take more focus as you have more recast timers to watch, but if you keep up you'll be fine. You'll also be getting TP faster, so you'll have to pay more attention to WS'ing right as you break 100. Personally I hit a macro that lists my JA /recasts by habit every time I engage a mob, and often multiple times during the fight, so I know just when every recast is ready and can use it shortly after.

And! Using the SJ correctly, it's incredibly easy to self-skillchain 1, 2, or even 3 and 4 part skillchains if you time things right with Sekkanoki. Jump and HJ should also always be lined up so that you start with both Jump and HJ > wait 90 sec > Jump > wait 90 sec > Jump and HJ, etc, repeat. It's much easier to track recasts and keep up with them if they're lined up as so.

Also, this is what my jump macro looks like:


I had to make some room for it, but it worked out great. Alt+4 and Alt+5 are Jump/HJ on my DRG, and I just did the same for SAM.

_______________________________________________________________________
_______________________________________________________________________

Current Gear Sets

My gear has changed quite a lot since the last update I posted it, so I figure I'll post some updated pictures and such now. Most of this gear is what I'm in the majority of the time, but it doesn't include all the gear I use. I switch things around often for some situations, so keep that in mind.

I'm on SAM/DRG for these screen shots since it was the last job I was logged off on, but I'm usually on /WAR. Definitely been using /DRG a lot more lately though.

- TP

This is the gear I usually TP in now. I make some changes for higher and/or lower evasion mobs, but this is what I'm in for the majority of the time as SAM/WAR with the obvious earring change. 90-95% accuracy with this gear on most mobs, and of course a 6-hit setup with max haste.



Sub: Pole Strap
Ammo: Tiphia Sting
Head: Ace's Helm

Neck: Justice Torque
Ear1: Brutal Earring

Ear2: Wyvern Earring (Merman's when /WAR)
Body: Haubergeon +1

Hands: Dusk Gloves +1
Ring1: Rajas Ring

Ring2: Mars's Ring
Back: Cerberus Mantle +1

Waist: Speed Belt
Legs: Byakko's Haidate

Feet:
Usukane Sune-Ate

** Notes: I very recently, as in yesterday, obtained Askar Korazin (thanks again!) and will use that in place of Haub+1 for TP and for WS any time I'm /DRG. I'll also use it when /WAR and fighting mobs of lower difficulty than the ones at Mamool Staging Point, otherwise I'll keep on Haub+1 for the acc. I'm also debating whether to swap in Sniper+1 for Rajas since I don't need the Store TP and could use the extra acc, but most still unsure (fSTR loss sucks). Additionally if I ever finish full Usukane (0/80+ on head), I will likely TP in that set full-time for most situations, if for nothing else to have the higher survivability of around +50 eva over current gear for a slight loss in haste/att.


- WS

I almost always keep my WS gear consistent. Only change is occasionally flame ring and mars, but I usually stick to mars. 90-95% hit-rate on WS with this set on most mobs.

Sub: Pole Strap
Ammo: Olibanum Sachet
Head: Shura Zunari Kabuto

Neck: Breeze Gorget
Ear1: Brutal Earring

Ear2: Triumph Earring
Body: Haubergeon +1

Hands: Alkyoneus's Bracelets
Ring1: Rajas Ring

Ring2: Mars's Ring
Back: Cerberus Mantle +1

Waist: Warwolf Belt
Legs: Usukane Hizayoroi

Feet:
Rutter Sabatons

**Notes: I reluctantly sold my Cursed Kabuto -1, but I honestly don't see myself getting the abjuration still for a very long time. So I guess I'm sticking with the above gear! Also as mentioned before, with the addition of Askar recently, I think I'm going to use that for WS body full-time with /DRG and in some low-eva mob situations with /WAR.Otherwise, it's Haub+1. Still pondering this though.


- Jump

I use the macro as out-lined earlier, and this is the gear set for it. It mostly focuses on accuracy > VIT > STR. It has enough accuracy to land 90-95% of the time on the large majority of mobs I'll encounter, and also a good amount of STR/VIT and store TP.

Sub: Pole Strap
Ammo: Tiphia Sting
Head: Genbu's Kabuto

Neck: Justice Torque
Ear1: Brutal Earring

Ear2: Cassie Earring
Body: Kirin's Osode

Hands: Usukane Gote
Ring1: Rajas Ring

Ring2: Mars's Ring
Back: Cerberus Mantle +1

Waist: Warwolf Belt
Legs: Usukane Hizayoroi

Feet:
Usukane Sune-Ate

**Notes: As I tested, VIT does still modify Jump with /DRG. So I try to throw in a good amount of VIT while still staying close to the accuracy cap.


- High Jump

This is aimed at 95% hit-rate on all mobs.

Sub: Pole Strap
Ammo: Tiphia Sting
Head: Ace's Helm

Neck: Justice Torque
Ear1: Brutal Earring

Ear2: Merman's Earring
Body: Usukane Haramaki (now Askar)

Hands: Usukane Gote
Ring1: Rajas Ring

Ring2: Mars's Ring
Back: Cerberus Mantle +1

Waist: Warwolf Belt
Legs: Usukane Hizayoroi

Feet:
Usukane Sune-Ate

**Notes: This has no modifiers and the only important thing is landing the JA, so it's stock-piled up on accuracy. In addition with obtaining Askar recently, I'd replace the Usukane Haramaki with Askar Korazin for another chance of 2 swings.


- Defense

My defense gear! It uses -damage taken where available, and outside of that I put all the DD gear I normally use so that my damage output doesn't fall much by switching into this gear. Changing into gear with higher defense ends up just being superfluous, for practically no change at all.


Sub: Pole Strap
Ammo: Olibanum Sachet
Head: Arhat's Jinpachi +1

Neck: Justice Torque
Ear1: Brutal Earring

Ear2: Merman's Earring
Body: Arhat's Gi +1

Hands: Usukane Gote
Ring1: Defending Ring

Ring2: Jelly Ring
Back: Shadow Mantle

Waist: Speed Belt
Legs: Byakko's Haidate

Feet:
Usukane Sune-Ate

**Notes: This set of gear varies a lot, for some chariots I use a spin of this gear full-time so that I'm not blinking like a maniac for TP attacks, and better balancing damage taken with damage dealt.


- Magic Defense

Same deal as with defense gear, way too often there's a use for this lately. I'm glad I made it because I use it almost as much as physical defense now. I'm also still trying to balance magic defense with maintaining high damage output, so I don't lose much output from the gear change.


Sub: Pole Strap
Ammo: Olibanum Sachet
Head: Ace's Helm

Neck: Justice Torque
Ear1: Merman's Earring

Ear2: Merman's Earring
Body: Kirin's Osode

Hands: Dusk Gloves +1
Ring1: Defending Ring

Ring2: Shadow Ring
Back: Resentment Cape

Waist: Speed Belt
Legs: Byakko's Haidate

Feet:
Usukane Sune-Ate

**Notes: Resentment Cape isn't always in effect depending on the area, especially in ToA or WoG. But I also have Lamia Mantle +1 as an option there. Similar to my defense gear, I often put a spin on this gear set and fight/tank chariots with it for a better balance of defense and offense.

- Enmity

Reaching I think +40 enmity combined with merits in this gear set, and thrown together with Provoke and my damage output it's a nice way to glue mobs to me. I do not melee, WS, or attack in any way in this gear. It's only for JA use.


Sub: Pole Strap
Ammo: Olibanum Sachet
Head: Bahamut's Mask (was rotting and I snagged! XD)

Neck: Ritter Gorget
Ear1: Eris Earring +1

Ear2: Eris Earring +1
Body: Arhat's Gi +1

Hands: Saotome Kote +1
Ring1: Defending Ring

Ring2: Mermaid Ring
Back: Cerberus Mantle +1

Waist: Warwolf Belt
Legs: Byakko's Haidate

Feet:
Usukane Sune-Ate

**Notes: Again, this is not for TP or WS. It is only for using JAs like Provoke, Warcry, Warding Circle, whatever! And yes, it really is incredibly useful to me. I've had many situations where this set has come to use, saved lives and/or a wipe, or made an event easier and more smooth. An example being tanking MNKs in dynamis, or holding a chariot if things got rough, etc. So yeah, laugh all you want but it is a great set to have! :P

_______________________________________________________________________
_______________________________________________________________________



**Important Note: Not everyone will get the same results as me!

'
zomg ruke did it it mus b 1337 ima go sam/drg n fk shit up' = NO, BAD.

My playstyle is very aggressive, and my gear/merits are practically maxed out. The average situation I'm in is usually beneficial to this as well. If you're not using TP straight away after breaking 100 most of the time, not using JAs very close to when they're ready, and not used to a Provoke-less and Jumping playstyle or alternating Hasso/Seigan and defense gear, your results will differ! Just because it worked for me, doesn't mean it will for you!

Take time to figure out for yourself whether you like it and can use it right, and which fits most for your preferred playstyle. Otherwise you likely won't get better results than /WAR. In addition this takes a little more focus and effort to play it to the full potential, so for some people this isn't for them. I'm just OCD about pushing out every bit I can lol.

But, even you're not interested in /DRG, my tidbits on gear choices may be beneficial to check out. Hope this all helped! :)



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(140 comments) - (Post a new comment)


(Anonymous)
2008-05-27 11:48 pm UTC (link)
First!

I don't even play anymore, but still interesting to read. BTW, you left out a 3 on WAR's total WS dmg in the first set of data. Nice post.

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:14 am UTC (link)
Thanks for compliment and the heads up on the typo, fixed it!

(Reply to this) (Parent)(Thread)

(no subject) - [info]celeras, 2008-05-28 06:26 pm UTC
(no subject) - [info]rukenshin, 2008-05-29 06:23 pm UTC

[info]thenama
2008-05-28 12:05 am UTC (link)
can't believe i never noticed rabbit pies before now~ supose i should pay more attention to updates or something

(Reply to this) (Thread)


[info]veyrongaruda
2008-05-28 02:51 am UTC (link)
"No rabbits were harmed in the making of this pie."

(Reply to this) (Parent)(Thread)

(no subject) - [info]thenama, 2008-05-28 03:42 am UTC
(no subject) - [info]rukenshin, 2008-05-28 05:05 am UTC
(no subject) - [info]douglasonlj, 2008-05-28 06:04 pm UTC
(no subject) - [info]rukenshin, 2008-05-29 06:24 pm UTC
(no subject) - [info]rukenshin, 2008-05-28 05:15 am UTC
(no subject) - [info]aurik_ffxi, 2008-05-28 08:15 am UTC
(no subject) - [info]rukenshin, 2008-05-28 12:26 pm UTC

[info]salute77
2008-05-28 01:15 am UTC (link)
Yeah, personally I had no clue nor had ever even seen rabbit pies before that KI post that led to this. lol Really cool update, though, I'm actually glad just to have something to get excited about now, as things haven't really changed too much for sam lately D: (ok besides all the updates). Since this is the hot topic lately, along with sams using polearm for birdy merits, do you think /drg and proper acc gear is enough to justify this without any sort of polearm merits? 240 is sucktacular, fo'realz.

(p.s. - your first table is missing about 300,000 damage for /war! lol)

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:25 am UTC (link)
Yeah I fixed the typo, thanks! lol

And yep! Rabbit pies are awesome, my new favorite food.

As for Polearm, I'm not quite sure about combining /DRG with use of polearm on SAM. Playing around with /SAM and /WAR on DRG, I see some pretty insane differences between Penta damage with and without Berserk. I don't think it will be as simple a comparison as it was in /WAR vs /DRG using GK. Especially since you lose a large amount of attack with Polearm, which is needed to make the difference between the two subs small enough so /DRG gains the advantage in the other factors it offers.

So yeah, probably wouldn't recommend polearm SAM/DRG. With Polearm merits and good gear, polearm SAM/WAR can be really devastating on Colibri though.

(Reply to this) (Parent)(Thread)

(no subject) - [info]salute77, 2008-05-28 05:59 am UTC
(no subject) - [info]rukenshin, 2008-05-28 06:26 am UTC

[info]sekcisonawt
2008-05-28 01:28 am UTC (link)
Hai there Rukey!!!


That is all. :3

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:18 am UTC (link)
Hay?!

What's up! Missing FF and all its blunders/faults yet?

(Reply to this) (Parent)(Thread)

(no subject) - [info]sekcisonawt, 2008-05-28 07:39 pm UTC
(no subject) - [info]rukenshin, 2008-05-29 06:25 pm UTC
(no subject) - [info]sekcisonawt, 2008-05-30 02:08 am UTC

[info]cats_eat_eggs
2008-05-28 01:34 am UTC (link)
That's quite an interesting read... Maybe I'll have to level Drg now, it'll only take me another year though.

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:49 am UTC (link)
DRG is sooo easy to level, especially if you're able to get a PL. I think I ended up going from around 15 to 37 within 2-3 days, without even playing much. I could chain Ts/VTs pretty well, and there are lots of flying mobs!

(Reply to this) (Parent)(Thread)

(no subject) - [info]swordcat, 2008-05-28 08:59 am UTC
(no subject) - [info]rukenshin, 2008-05-28 12:30 pm UTC

[info]awoir
2008-05-28 02:01 am UTC (link)
6th

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:26 am UTC (link)
6th, you mofo.

There used to be a day when you would get 1st, and at worst 2nd or 3rd. Now you're 6th? What's next, double digits?

Go to hell, you don't love me anymore. :(

(Reply to this) (Parent)(Thread)

(no subject) - [info]awoir, 2008-05-28 09:12 pm UTC
(no subject) - [info]rukenshin, 2008-05-29 06:26 pm UTC
(no subject) - [info]awoir, 2008-06-15 07:36 pm UTC

[info]releenaseraph
2008-05-28 02:16 am UTC (link)
"The 5% haste on the other hand, with perfect gear will only result in 4% haste gained. Having Dusk+1/Speed Belt/Ace's Helm/Byakko's/Usukane Sune-ate, I'm already at 21%, so I only gain 4%."

Remember, that the actual haste given by equipment is less than what is listed, so you do need 26% total to attain the full 25% equipment cap.

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 02:26 am UTC (link)
Yep! I remember this from DRK zerging. It worked out perfectly, but in the end it's still only 4% haste in going from 21 to 26, right?

I almost counted it as 5% originally, but corrected it later.

(Reply to this) (Parent)(Thread)

(no subject) - [info]zanzabarseraph, 2008-05-28 04:55 am UTC
(no subject) - [info]releenaseraph, 2008-05-29 08:48 am UTC
(no subject) - [info]rukenshin, 2008-05-29 06:29 pm UTC

[info]electronfox
2008-05-28 02:24 am UTC (link)
8th.

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:28 am UTC (link)
Not if I delete your comment you bitch!

Go learn how to spell onomatopoeia before you show your face here again.

(Reply to this) (Parent)


[info]zanzabarseraph
2008-05-28 02:28 am UTC (link)
lol, I thought Runnshoot and Rel were joking around with me when they mentioned Rabbit Pies rofl.

I'm mostly stoked on the massive survivability + Hasso exploitation that goes along side it. High Jump is pretty win when you're getting beat up;

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:32 am UTC (link)
I totally screwed myself over in this update, didn't I...

I should've stocked up on those damn pies before posting, the price is going to fly.

(Reply to this) (Parent)(Thread)

(no subject) - [info]zanzabarseraph, 2008-05-28 07:06 am UTC

[info]veyrongaruda
2008-05-28 02:49 am UTC (link)
I'll have to give this a shot with Hagun, see what I come up with! Always open to a new sj/improvement to Sam~

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:47 am UTC (link)
Let me know how you like it and how it goes!

(Reply to this) (Parent)(Thread)

(no subject) - [info]veyrongaruda, 2008-05-28 05:49 am UTC
(no subject) - [info]rukenshin, 2008-05-28 06:29 am UTC
(no subject) - [info]veyrongaruda, 2008-05-28 06:32 am UTC
(no subject) - [info]rukenshin, 2008-05-29 06:31 pm UTC
(no subject) - [info]veyrongaruda, 2008-06-01 08:08 am UTC

(Anonymous)
2008-05-28 03:38 am UTC (link)
http://ffxi.allakhazam.com/db/jobs.html?fjob=14;mid=120726321591909508;page=1

read this for a convincing argument that jump does not have a 50% VIT mod, but rather uses this formula:


base dmg: (WD + fSTR)*(VIT/256+1)

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:30 am UTC (link)
Oh wow, I actually read that post earlier today. I ended getting linked around between a few places while researching it, the wiki page has that formula as well.

I completely forgot to include it in the update though, thanks for the heads up and for the correction. I'll fix it now.

(Reply to this) (Parent)


[info]supermanrich
2008-05-28 04:18 am UTC (link)
would you use that same setup when you get full usu? I cant help but feel a bit skeptical for hagun users tbh, although after looking at your extensive testing, i know its no slouch. Ill def have to give it a shot, ill try to get my friend jack to do it with his as well since hes got an amano. one thing i found extremely cool was that you got more hits with /drg. I guess with all that haste and extra attack from it, its more chances for it to proc eh? im not much of a math person myself, but when you do get the usu head, you need to post some difference on the far eastern jobs as far as haste goes compared to mix/match, ESPECIALLY with a /drg sub.

oh p.s. syl says i got a nicer butt than you. /FACE.

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 05:44 am UTC (link)
If I ever finish it. :(

I'll definitely post some parses once it's done and I get time, just gotta make that damn head piece drop already! This week has been crazy luck, so maybe it'll be the one.

And punk get out of here, everyone knows I got back.
Rukey got back!

(Reply to this) (Parent)


[info]tacrozar
2008-05-28 04:46 am UTC (link)
Prices of that earring will now go up.

I'm no SAM... but I bet there will be more people going /drg in merit pts hat I join now. I'll be interested to see how I fare against them. Currently as mnk/nin only really good SAMs tend to do better than me. They are generally better equipped and consistently perform WS at ~110TP. All other SAMs save WS until the very end so they WS at like 200TP or worse... 300 TP. In the end, I outparse them by a good 10%.

(Reply to this) (Thread)


[info]veyrongaruda
2008-05-28 05:07 am UTC (link)
Already went up from 150 > 160 > 170 on Kujata, checked when I went to look for one for myself personally lol.

(Reply to this) (Parent)(Thread)

(no subject) - [info]rukenshin, 2008-05-28 05:45 am UTC
(no subject) - [info]veyrongaruda, 2008-05-28 05:46 am UTC
(no subject) - [info]salute77, 2008-05-28 06:01 am UTC
(no subject) - [info]veyrongaruda, 2008-05-28 06:02 am UTC
(no subject) - [info]salute77, 2008-05-28 06:19 am UTC
(no subject) - [info]rukenshin, 2008-05-28 06:30 am UTC
(no subject) - [info]salute77, 2008-05-28 08:53 am UTC
(no subject) - [info]veyrongaruda, 2008-05-28 11:28 pm UTC

[info]fitzysimons
2008-05-28 07:59 am UTC (link)
In your opinion, do you think these results would be similar if you subbed DRG on other jobs, say MNK or WAR? I know SAM is miles different from those two, but the whole haste, accuracy, jump addition is very appealing and those parse results + the math was incredibly surprising. I tried getting my fiancee to level her DRG for her SAM until she gave up on it, but now that she's leveling MNK, and already has WAR to 75, I wonder if this wouldn't be a great sub to have anyway. Any thoughts?

(Reply to this) (Thread)


[info]rukenshin
2008-05-29 06:37 pm UTC (link)
Main problem I see with doing this on other jobs is the loss of a defensive ability. Most other DDs subbing SAM also get the advantage of Seigan to fall on if things get bad, where they wouldn't have anything else normally.

Using MNK as an example, usually MNK can hit the 25% haste cap without the earring so it would be partially wasted. The accuracy and jumps would still be useful, but the loss of the full 5% haste would hurt. I suppose this depends on which gear you already have though.

But I've heard of quite a few experiences with MNK/DRG and getting rather nice results. But this also leaves you relying almost completely on Counterstance, so it would be dangerous. There are probably some situations it would be useful though, especially if capped on attack and MP isn't a problem.

WAR/DRG is basically the same thing, except now it's vs /SAM. With /DRG you have just about no defense at all, so you'd be naked to getting beat on. This is probably the worst part.. But Hasso is also a bummer to lose. Most of all though, losing a 6-hit build would probably be the final straw make WAR/SAM superior for offense.

I haven't done any serious parsing for /DRG on either of those jobs though, so I'm mostly just doing an educated guess based on my experiences with them and what I've read elsewhere.

(Reply to this) (Parent)


[info]gengu
2008-05-28 08:24 am UTC (link)
Am I reading that WS setup correctly? o.O;

(Reply to this) (Thread)


[info]electronfox
2008-05-28 08:58 am UTC (link)
Ruke obviously just copy/pasted the TP setup again and forgot to change it! I spy Shura head, Triumph Earring, Alkyoneus, Warwolf, Usukane legs, and Rutter Sabatons there.

(Reply to this) (Parent)(Thread)

(no subject) - [info]rukenshin, 2008-05-29 06:37 pm UTC

[info]fcube
2008-05-28 08:58 am UTC (link)
Hi,

I have read your analysis/maths in BG and am a amano sam myself. Recently. I tested /drg and am pleased with the result, especially with double march.

I notice that you do not use sea neck with your WS(kaiten), is justice torque better for this purpose?

I have the exact same gear in terms of tp and ws except mars ring(sniper +1 instead). However, I prefer Usu body to Haub +1 as it gives a slightly higher acc and I WS in askar body for most situations. With my setup, I was able to maintain 90% in acc and 95% in WS for mamool camps even with /war. Does your average dot increase significantly with haub +1 instead of usu body for tping? I ask this because when I compare most of my parse with yours, I noticed that my average in WS and per hit is slightly lower, maybe by 50. I do not know if this is due to haub+1 with usu body or because I am a taru which I believe is 11+ str behind an elvaan.

Thanks for any advise.

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 12:52 pm UTC (link)
Oops, that was a mistake. I uploaded the wrong picture and had the wrong description, I actually use Breeze Gorget for Kaiten.

I wore Usukane Haramaki over Haub+1 most of the time when I first got it too, but ended up moving back to Haub+1 recently. I feel pretty certain that it beats out Usukane for TP with the higher attack.

And yeah, 11 STR will make a decent difference in the long run since it's a loss of fSTR.

(Reply to this) (Parent)


[info]mikichan_seraph
2008-05-28 11:09 am UTC (link)
So ... this is why you always high jumped when I Sidewinder'd yesterday? D:

(Reply to this) (Thread)


[info]rukenshin
2008-05-28 12:53 pm UTC (link)
On to me are ya? Too bad that won't save you still! >:3

(Reply to this) (Parent)


[info]sevataru
2008-05-28 11:52 am UTC (link)
I'm slacking, what a slow reply.

(Reply to this) (Thread)


[info]rukenshin
2008-05-29 06:38 pm UTC (link)
Slow replies, no more LJ updates, you're a taru... Some week!

(Reply to this) (Parent)(Thread)

(no subject) - [info]sevataru, 2008-05-29 07:35 pm UTC

[info]operativesix
2008-05-28 03:16 pm UTC (link)
So...how 'bout WAR/DRG vs. WAR SAM? I've had this argument with a friend several times now, and it seems to be the reverse of the SAM/DRG vs. SAM/WAR argument--SAM sub actually gives you more haste, but /DRG gets the additional damage and TP from the jumps.

(Reply to this) (Thread)


[info]rukenshin
2008-05-29 06:41 pm UTC (link)
I've been asked this quite a bit now lol... But yeah, I think that WAR/SAM would have to be superior to WAR/DRG for most situations, if not for the damage than for the defensive capabilities. WAR/DRG is practically naked to getting its ass kicked, where /SAM at least has Seigan.

In addition, it's difficult to compare the damage between them... But I think that a WAR/SAM's 6-hit build will win it out for them in the long run, without going into Hasso and Meditate. It makes a really big difference over long parties, especially when WAR packs such a devastating WS.

But I haven't parsed WAR/DRG seriously, might be worth a try sometime later. But I'd need a PL or something to do that without getting my ass kicked. D:

(Reply to this) (Parent)


[info]jaffarffxi
2008-05-28 03:23 pm UTC (link)
DRG 21 & climbing...

(Reply to this)


[info]isladar
2008-05-28 03:51 pm UTC (link)
**Important Note: Not everyone will get the same results as me!


Read: LOLOLOLOLOLOLOL I'M RUKENSHIN

(Reply to this) (Thread)


[info]rukenshin
2008-05-29 06:44 pm UTC (link)
You forgot "THE"

GET IT RIGHT!

(Reply to this) (Parent)


[info]boentiful
2008-05-28 04:12 pm UTC (link)
I was just thinking about using /DRG the other day after talking to Linsivi about how I wish SAM could use Blitz ring. Sucks to not have Berserk though :( I love seeing Kaiten dmg with it

I can see how it could be better though since even w/ 1 March and 21% haste I can already do 6-7 self SC with 1 meditate after initial Kaiten.. Amano is so cheap (and soon we can get 2 more Overwhelm merit >.>)

(Reply to this) (Thread)


[info]rukenshin
2008-05-29 06:46 pm UTC (link)
2 more Overwhelm merits are going to be insane.. I just keep thinking back to some of my highest Kaitens and adding 10% damage onto that, and drooling.

And yeah, I so thought we could use Blitz ring for a while, then realizing I keep mixing it up. Although I guess I'm kind of happy, I'd cry to have to replace Mars's ring with it.

(Reply to this) (Parent)

Bushi
(Anonymous)
2008-05-28 04:12 pm UTC (link)
Would any of this change if you had a Bushi? Would that help out /war? In a /drg set up would Bushi just become a WS earring?

(Reply to this) (Thread)

Re: Bushi
[info]rukenshin
2008-05-29 06:50 pm UTC (link)
Bushi's 4.9acc would give /WAR about .8-1% higher accuracy in the parse I posted. It would change things very slightly, but not enough to change the final winner in the end.

And yeah, with /DRG Bushi would only be a WS earring. :( It sucks to have to replace an earring like that.

Deleted comment 3 times to fix typos. D:

(Reply to this) (Parent)(Thread)

Re: Bushi - (Anonymous), 2008-06-02 02:55 pm UTC
Re: Bushi - [info]rukenshin, 2008-06-02 11:13 pm UTC

[info]mcclane_
2008-05-28 04:24 pm UTC (link)
YOU'RE INSANE!!! I just wanted you to know that ;)

(Reply to this)


[info]neithansanguine
2008-05-28 04:56 pm UTC (link)
Wanted to thank you for the great analysis between /WAR and /DRG. It has persuaded me to at least get back to work and level up my dragoon to 37!

As for using it as a main damage dealing sub, I'll just need to run some tests myself with my gear set up to measure the difference, but I believe it'll be close to your results (Although I lack some of the high end pieces and a few HQ's and an Amano)

I see myself using /DRG for merit parties, since I usually go /DNC for the utility to most other events

-Neithan
Journey's End - Kujata

(Reply to this) (Thread)


[info]rukenshin
2008-05-29 06:51 pm UTC (link)
I've been meaning to try to level /DNC actually, seems like a really awesome sub for SAM. We have a WAR/DNC that often goes to events and such, and it's a pretty great help to have his buffs.

(Reply to this) (Parent)(Thread)

(no subject) - (Anonymous), 2008-05-29 08:42 pm UTC
(no subject) - [info]neithansanguine, 2008-05-29 08:44 pm UTC
(no subject) - [info]rukenshin, 2008-05-29 09:41 pm UTC
(no subject) - [info]neithansanguine, 2008-05-30 02:03 am UTC

(140 comments) - (Post a new comment)

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