Best in the game, brah
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Actually, considerring the number of players with just STUPID skill gaps that is exactly what I see happening.
Next, using the taking of hate as a measure of how my damage stands... isn't that PRECISELY why they say paladin is dead as a tank, they can't do damage so the jobs doing damage are taking the hate? Whiffing twice as fast is just as effective as single whiffing... i.e. not at all. When you only hit for 1-20 per hit you get to eat it's TP moves in greater numbers, enjoy yourself. The extra attack round given by the haste boost (hard to estimate how often it occurs because of differing weapon delays) may amount to nothing. In factm the only thing I see as always benefiting from haste is the Utsu recast timer. Other boosts may be much more effective, and your choices should reflect that in your character build of gear, atma, food and the like.
You're so misinformed I really just don't know where to start. Let's divide things up point by point.
1) No, additional attack rounds have nothing to do with the delay of the weapon. All weapons attack twice as often at 50% Haste no matter what the delay is. All weapons attack three times as often at 66% Haste. All weapons attack four times as often at 75% Haste. All weapons attack five times as often at 80% Haste.
2) Who the hell cares about retards who don't have capped skill? Are you one of them? No? Then this argument obviously does not apply to you and your gear, so you should be using Haste.
3) Paladin does not deal as much damage as a normal DD. This is true, and a good portion of why it sucks.
3b) Unfortunately, that has nothing to do with Enmity. Paladin can cap hate just as easily as anyone else. The problem with Paladin is not, and has never been, about Enmity.
4) Who the hell whiffs on anything aside from Neo-Xarcabard content these days? Combat skills, Level Correction, and Atmas where Level Correction isn't giving you a huge boost pretty much auto-cap accuracy.
You'd have a point in theory if players were hitting ridiculously low Accuracy numbers (like sub-60%) and had absolutely no outside Haste. The former is most definitely not the case unless someone just seriously sucks hardcore, like trying very hard to suck as much as possible, so your argument is invalid.
Just stopping by to say GG is totally right.
More on topic, 80% haste on melees isn't unfair to bst, simply because bst can actually you know, melee too. Sure, you won't be hitting as hard as a war or a nin or a thf, but the damage you're outputting is being supplemented by the damage your pet does. The very same pet you can give fulltime Invincible. Why not give them fulltime mighty strikes as well? Surely, that can't be any more BS than fulltime Invincible.
If you care that much about feeding tp, you do not use any melees, and instead stick with blms that can do 3-5k+ damage for 10 tp.Quote:
When you only hit for 1-20 per hit you get to eat it's TP moves in greater numbers, enjoy yourself.
Oh, you say that is too slow?
Also, hitting for 1-20 damage. Why are you meleeing on blm?
there are other stats in the game that are as relevant as attack speed, power, acc and the like, defensive skills and such. Often defense is as or more important than haste. Query: how much damage are you doing dead? How does haste prevent death? Only way I know of is Utsu, but /nin isn't the only character build used in game.
There are also many mobs with extremely heavy defense, Attack power is going to be more of a friend there, because the high def yields more 0 damage hits. Then there are mobs that evade like nobody's business (giant birds as an example), acc is your friend there. There are even mobs you only want to take with ranged weapons due to auras and the like, haste doesn't even work on ranged attack. For whatever reason, bard haste seems to only affect ninjitsu casting (not exactly fair to other casters but that's the way it is), so it's not really useful on mages unless they plan to melee as well.
Haste may be a decent default to build for, depending on your job, but you may get more milage out of other things. Galka pld may want MP, Taru may need HP or eva for survival, Mithra may need strength, pseudo casters may benefit more from magic acc/mab, bard want anything to speed casting but that's not haste-it's more a variant of fast cast, etc.
I've built my dnc to work on eva, not haste as an example. The Eva allows me to tank for 1. Hitting so I gain TP is more important than swinging often so I prefer acc to haste. I use a truckload of +store TP since TP fuels my abilities. And last but not least, haste LOWERS my samba effectiveness, meaning I drain for less. I haste samba situationally, when the mob is easy to hit and not doing much damage to my group, but if it's able to put out alot of damage I'll switch to drain (unless it's undead), if I'm working with alot of MP using DD (blue, dark, etc) I may use aspir samba, and if solo I'll use drain almost exclusively since it cuts the # of waltzes I need in half, letting me WS more often. That's just 1 job...
A few misconceptions:
- Marches do reduce other caster's recast times as well
- Haste doesn't lower delay (that would be dual wield), and as such doesn't gimp your sambas
- Capped haste with absolute zero accuracy lands more hits than capped accuracy, even with 5% Haste
- If a mob takes 0 damage, it's very likely that some Attack won't make a difference at all
- Gear can be situational, you don't have to fulltime one set for every situation
- More often than not Haste doesn't sacrifice other stats at all
you apparently didn't understand what I meant by attack round, i.e. how often you swing. Unfortunately, if there is an accepted term for this I'm not aware of it. When I said I can't estimate it, that's because the guy using HTH might swing twice every 5 seconds with 0 haste, but the guy with a scythe is swinging once every 12 seconds with 0. If hasted to the point of swinging twice as fast our HTH guy is swinging every 2.5 sends, but our scythe guy is every 6. I know those aren't the actual game numbers for these attack types, just numbers to fill in x in the haste cap equation. So the extra attack round I refer to is the point at which-in the same 30 seconds-the haste value would grant you the extra swing. Sorry, terminology limitation there.
2. I chose not to use haste because I live longer and get more done generally with other boosts, eva and the like. If I don't need the eva, or def, or whatever more than haste, then yes, I'll usually use haste (depends on what gear I have).
3. I agree pld isn't about enmity, it's about enmity control. However, last guy to attck you is not the only factor controlling this. If haste is coming from uniform sources, and so is damage (i.e. a pld and war both swinging at mob with similar weap speed, acc and dmg) and so both have 60% haste the war will get the hate because they hit harder (and they prolly have an acc advantage, too), tie goes to the guy what hits harder.
4. in the face of all the jobs leeched to the moon without the skill to back it up, whiffing/doing no damage is exactly what I see alot of. It's also why most skill-up parties Ive been in with my bard I'm asked to madrigal, because it's more effective to that purpose than march.
For those who don't know - 100% Haste would basically be 0 delay - meaning anything you engage would die instantly (if it didn't actually crash the game due to some logic fail).
You could engage Absolute Virtue with a DMG: 1 Delay: 999 weapon with 0 skill that hits for zero on every swing, but has a 0.0000000000001% chance to crit hit for 1 damage... with 0 skill, while slow, blinded, paralyzed and being Rambus and it would still instantly die and your skill for that weapon would cap itself (likely considering it'd take hundreds of thousands - maybe millions) of swings (all firing off instantaneously) to kill it... Either way, it'd break something... even if the software was programmed to understand what's going on, the amount of data being forced at once would probably overwhelm your computer's memory or knock the FFXI server offline. If you're on PS2, it'd probably just catch on fire... or evolve ... ending the era of PS2 Limitations.
This is a common fallacy and only works in a vacuum. There are so many factors involved such as variable time length, more DDs... etc.Quote:
you apparently didn't understand what I meant by attack round, i.e. how often you swing. Unfortunately, if there is an accepted term for this I'm not aware of it. When I said I can't estimate it, that's because the guy using HTH might swing twice every 5 seconds with 0 haste, but the guy with a scythe is swinging once every 12 seconds with 0. If hasted to the point of swinging twice as fast our HTH guy is swinging every 2.5 sends, but our scythe guy is every 6. I know those aren't the actual game numbers for these attack types, just numbers to fill in x in the haste cap equation. So the extra attack round I refer to is the point at which-in the same 30 seconds-the haste value would grant you the extra swing. Sorry, terminology limitation there.
To put in on a parallel: accuracy? If you add 1% to 90%, how many attack rounds must you go through to see this on average? I guess accuracy sucks too.
STR? How much do you need until you "save a hit"? I guess STR sucks too. Etc...
Gimping yourself to live longer is dumb (exception: full PDT to MACRO IN in a desperate situation), especially with the healing power we have nowadays.Quote:
2. I chose not to use haste because I live longer and get more done generally with other boosts, eva and the like. If I don't need the eva, or def, or whatever more than haste, then yes, I'll usually use haste (depends on what gear I have).
Well, sure. I was just of the impression that we were talking about situations where you're seriously trying to deal as much damage as you can. I wouldn't melee with a 0-skill staff when up against a monster whose TP moves I'm afraid of.
-edit-
Oh yeah, just felt a sudden urge to comment on this
Actually, I have seen a pet job triple their damage. He wore 25% haste in gear, Haste spell, and a couple of those marches you might know of.
Haste needs to become uncapped again. Not only is it annoying that i cant have hasso, last resort, or haste samba up at the same time but all of the haste atma SE gives are worthless because of that. Why don't you want your own atma to be useful SE?
This thread exists as an extension of the other one, why not lock it to?
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Originally Posted by other now locked thread
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Originally Posted by This thread
If they capped haste at anything other than 80, there would be a global emotional breakdown of all DDs.
As if there wasn't enough QQ when they capped it at 80%.
Allow pets to get haste spell and marches, and this thread would never have been created.
ITT: Haste doesn't affect BSTs too.
80% isn't even attainable solo for most, how this is =/= to 100% PDT is just a mind***.
I think it was intentionally crazy like that.Quote:
how this is =/= to 100% PDT is just
Yep, hit the nail on the head, the most broken thing in Abyss right at the moment is crit. damage. I'm still utterly astounded that they raised the cap so far to be honest.Quote:
Dont' forget the BS of the 80 some-odd % crit rates, or that something like 75% counter rate. God forbid any of us get to use the atma as intended. lol
Dangit, I edited that out because I didn't wanna deal with the stupidity and you still quoted in it that 15 seconds. And didn't even comprehend what you were reading. Wow. Nobody gives a crap that one pet can self haste. The only reason a smn pulls out hastega is to haste melee dd PLAYERS. Also you don't sound sarcastic, just absurd.
You could still put on the haste atma and replace 10% haste gear with like idk, attack and DA gear?
But I doubt that would outweigh the extra damage output you could get from a different third atma
Who says haste cap is going over 25%?
Topdgg are you talking bout the total haste cap of just gear haste.
bst can cap haste... well can get 72~%