| rukenshin ( @ 2008-05-27 18:43:00 |
| Current mood: |
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):
- - /DRG vs /WAR. Parse results & math included!
- - When is one "better"?**
- - Does VIT still effect Jump damage with DRG SJ?
- - Does STR effect Jump/High Jump damage?
- - 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And well, I figured I'd post updated gear sets along with this since my old update is way out of date.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.
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/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.
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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/img232/9594/6
Melee Average: 209
WS Average: 1209
SAM/DRG
http://img236.imageshack.us/img236/4665/d
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.
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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.
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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.
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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:

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:
**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:
- 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:
- 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:
- 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:
- 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:
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**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! :)