Hate that it seems I'm defending this JA, but I do want to defend my conclusions about it...
I'll get back to this point later; I'd avoided doing any elaborate analysis of Striking Flourish in the original post due to the heavy comparison that was being made with Climactic in the overall discussion.Quote:
you should be using striking in the type of setup you're describing, not ternary.
I'll note that I already agreed that Reverse Flourish should do more average damage over time (though I don't agree that a single Presto+step is enough to maintain skillchain suitability; 57 + weaponskill~15 + one round~15 puts you at maybe 87 TP before second weaponskill). I was making a point that when you want the highest possible *instantaneous* damage, Ternary works out as a good option.Quote:
Even then the following scenario:
Presto ---> Step ---> Weaponskill ---> Reverse Flourish ---> Attack Round ---> Weaponskill + Skillchain
Should be more effective, as it only requires one round of JAs per skillchain, should be able to be used every time RF is up, and over time, will result in more overall damage due to lessened JA delay and more TP gained from attacking.
As I noted, Climactic wins for Rudra's in the vast majority of cases, and in the cases it doesn't win for instantaneous damage, it still wins for long-term damage. Since it's clear that no case can be made for using Ternary with Rudra's, I focused on non-Rudra's instead. Plus, not everyone has Rudra's.Quote:
Still, on just about anything where extended engagement happens, enemy defense begins to heavily favor forced Critical WS and the immense damage potential of a DoubleclimacticrudrasSC, and in general, our multi-hit WS drop heavily in effectiveness.
Situational cases:Quote:
Anyway, basically what I'm trying to say is that if you're not using Rudra's Storm, there's really no reason to use the Flourishes III category at all except for "fun."
1) Standard mobs, 5k-6k HP. In most cases, you'd be hard-pressed to have the mob survive a self-skillchain, in or out of Abyssea. Becomes more viable as you progress towards VT+mobs, but there's no real case where it's worth spending the coordination on creating the boosted skillchain to bother with.
2) 'Easy' NMs (eg: Abyssea NMs that will die in about a minute after procs are done). This case lends itself strongly towards the boosted weaponskill since you won't have "long-term" averages to take advantage of. You do most of your damage in a short burst, and then spend time waiting for repops, during which JA timers reset. Can use the boosted weaponskill, but mostly just an e-peen thing, since the mob will be dead soon anyway.
3) 'Moderate' NMs: Will be spending a fair amount of time fighting them just to get through their HP. Gets most of the benefits of "long-term" averages, so weights far more towards the "Reverse Flourish and keep going" strategy.
4) 'Hard' NMs: Want to get as much damage done on the mob in one go as you can, as staying and meleeing is dangerous, and possibly detrimental. Also a high risk of death, so want to maximize damage output in the short term rather than the long term. In this situation there seems a reasonably valid case to be made for boosted weaponskill/skillchain damage.
In other words, the only situation it really makes sense to use this in is one where you're not going to be able to reliably melee the mob for long periods of time, but the mob is difficult enough that you want to maximize the damage you do in the periods you have available.
This being the only situational use I can think of where it makes sense to use Ternary, I do wonder what the dev's perspective on this is.
Now, back to Striking Flourish. First I'll consider the relative gain of the DA on the total fTP, as I did with Ternary:
Baseline: 6.0
Dancing Edge's % Increase is slightly lower since its base fTP is 6.1875, but close enough that I'm not going to redo the numbers.Code:w/o Striking w/Striking % Increase
Brutal: 6.100 7.050 15.57%
Brutal+Saber: 6.530 7.265 11.26%
Brutal+Epona's: 6.269 7.108 13.38%
Brutal+Epona's+Saber: 6.673 7.316 9.63%
The other half of SF's benefit is the 50% crit rate (assuming +2 body for best-case scenario).
The value of said crit is dependant on the existing crit rate (0 for DE, 10% - 25% for Evis) and cRatio (will consider a spread of 1.0 to 2.0).
0% crit line uses the 1.1875 fTP of DE as a base; the others use the 1.0 fTP of Evis.Code:Effective average +fTP for:
1.0 cRatio 1.5 cRatio 2.0 cRatio
0% crit 0.5938 0.3959 0.2969
10% crit 0.4000 0.2667 0.2000
25% crit 0.2500 0.1667 0.1250
So now we have a range of values to add. To keep the table somewhat managable, I'll only use the 1.5 cRatio column.
At low cRatios using DE (0% base crit rate), IF you get a crit, then Striking is better than Ternary. However, for all practical purposes Ternary is better than Striking for DE and Evis.Code:Base SF DE SF Evis@10% SF Evis@25% Ternary Evis
Brutal: 6.100 7.446 22.1% 7.317 20.0% 7.217 18.3% 31.1%
Brutal+Saber: 6.530 7.661 17.3% 7.532 15.3% 7.432 13.8% 22.5%
Brutal+Epona's: 6.269 7.504 19.7% 7.375 17.6% 7.275 16.0% 27.6%
Brutal+Epona's+Saber: 6.673 7.772 16.5% 7.583 13.6% 7.483 12.1% 19.9%
Striking would likely be better in Abyssea where you have Apoc atma heavily devaluing the additional attacks. Don't feel like doing the math for it though.
