You also have to be level 96 I believe.
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then you need 90 merits to make them worth using, and you have to make sure to believe in the heart of the cards and the power of friendship when you click your macro, otherwise you might accidentally use a weaponskill that didn't require you to waste all the time those 100 merits needed to do the same thing, but not look as cool.
I was holding out hope for a decent axe WS. Way to crush it SE. 100 merits for crap. I feel insulted by you giving me "busy work". BTW Cloudsplitter blows as well. I've rampaged a million times over and it's just getting old. The only option left is to go for the Guttler..... yeah.. That will happen. lol
Who else believes that all the DD WSs should be equivalent to Tachi: Shoha lol...
every comment SE has ever made about "Balance" just gets laughed at as absolute hypocritical BS after taking one look at tachi shoha
7k no brew in abyssea with a masamune, compared to 6k high spike on Fudo, I think his averages (galka friend of mine) were somewhere around 6k
A non crit hit WS that keeps up with Ukko's and beats Hi like nothing, inside abyssea
ummmmmmmmm
What kind of empyrean weapon takes 3 weeks, let alone 3 months? A relic can be finished in 3 months assuming you're farming Dynamis and get 150~250 pieces of currency per day. Can be done in less time if you're getting that 250 or more frequently.
The weaponskills are not what make those weapons strong to begin with, for the most part. It's their added effects and other such bonuses tied to them that pull them ahead of the riffraff. Getting a new, powerful weaponskill would only serve to buff relics. Empyreans aren't worth complaining about as they're already incredibly easy to make and not hugely time consuming.
A middle ground, however, would suffice. Make them stronger than the level 65 weaponskills for christ sake.
Sarcasm tags weren't there upon response btw, in case anyone gets confused later.
Please stop trying so hard to sound elite. Outside of abyssea sam has always been the hardest to mess up DD with the easiest to understad WSs, IE throw ACC out the window and stck as much str on more the better no matter the level of the mob you fighting.
And the fact that Sam gets a WS for just merits that you can get in 4 hours thats better then Emp./relic is insulting.
guess u don't know how relic suxed vs emperyan this WS has fixed the balance between the weapons.
This WS boosts relic DMG by ALOT and now it can compete w/ emperyans.
w/ Emperyan the WS only adds to the weapon not to mention SE were nice in making them both STR mods.
either way the WS has made it Mythic > Relic > Emp for SAM which imo is the correct order.
I honestly thought that a job that main purpose is spamming WSing getting a good WS was a good thing.
Was talking about a WS you can drag your death body AFK'ing leeching 1m exp in 1 day, VS empy, relic, mythic that you actually have to work for, but you right is definitively balanced.
Also lol if you talking about poison on mandau or the aftermath "occasionaly fail to crit hit", and yet i am not even talking about polearm, staff, club etc...
Edit: The 1 day for WS merit, 3 month for Empy and 6 month for Relic, i stated was for casual player. And i was pretty much generous there..
That isn't casual, that's super casual never logs on more than once a month.
Everyone always misses out on summoner, i change staff also when macroing BPs. there has to be another way to fix the problems with the tp reset on weapon change, ive gone 5/5 shattersoul for summoner and its terrible, usually only doing 600-800 and i dont think its really worth engaging an enemy for.
Not to be "that guy" but get either a relic staff, empyrean staff, or a Nirvana, or some other staff you don't have to macro out as much.
That said, the thing I think Summoner really needs is for Blood Pacts to skillchain like they do at lower levels. This would help even Summoners who don't necessarily wish to melee, while helping the ones who do.
Where is the nerf to Shoha in this list?
Still humored, my thf has been sitting at 90 since the cap was 90. I have 0/5 in dagger.
http://i396.photobucket.com/albums/p...xenterator.jpg
Why is it they had to add them as "actual" learned WS? It seems lazy, like they took the easy way out.
There's a lot of rage still going on, but the WS's don't actually seem that bad. Even with Requiescat, I can break 1k without MND gear. That doesn't make it better than Vorpal Blade with DD atma, but it makes it better if I'm /RDM with survival atma.
Resolution is an excellent Gsword skill and makes PLD DD or Gsword tanking actually possible on some mobs and NMs.
I really disagree with the nerfs all around, even to Ukkos/Smite, and I would prefer not to see Shoha nerfed, there has never really been a "band wagoner" that's superior to a well geared DD, most random band wagoners Shoha's only average between 1-2k with max merits, same with band wagon samurai with Fudo.
maybe <.< before the 2 hander update my war was ALL duel wield.. i don't even remember how i got it to 20...
point being i had almost no greataxe skill, and actually got kings justice long before raging rush. i was lvl 75 but.. prolly had the skill of a lvl 30..
Limiting it by skill had these two affects:
- You can only use it at a certain level
- You can only use it without being gimp at that level
Limiting it by level alone would only achieve the first of the two. I'm not saying they can't do it, and I really don't know why they didn't, but I assumed it was to achieve both those things and not just a level restriction. Maybe in response to the slew of underskilled Abyssea leechers at 99?
Depends on the WS. Some are great, some are good, some are WTF and some are just outright bad.
Req is one of the outright bad ones. The -20% attack ruins it on anything T or higher, especially as the three sword jobs (PLD / RDM / BLU) don't have high attack to begin with. It's only saving grace is that it can bypass physical resistance even invincible. So if your fighting some monster that has some crazy 50% PDT you can bust out Req to deal damage vs Vorpal / CDC hitting low.
It's just Rampage all over again. SE nerfed it from the test server and made it weaker.
Ruin has a higher WSC, Rampage can crit, that's pretty much the only difference between them. Rampage will have more variation due to random crits, Ruin will be more consistent, they'll be be approximately equal.
You only get to max three WS out, why max out a WS that is the same as one you already get. If you don't play any other jobs then sure why not, but otherwise it would be better to spend your merits into more useful WS's.
You must have never used Ruinator 5/5 with a good WS build.
Ruinator has 3.33 times higher WSC, 100% vs 30%. With belt and gorget Ruinator has a higher fTP. Ruinator has an attack bonus. The only thing rampage can do is crit.
Get a WS build with at least 150 str, elemental belt and gorget. Then try it again, or just do the math.
People saying that some are good and some are bad might be right, but ultimately there is a bigger issue then some being terrible.
The main problem was and remains that they put a cap on how many we can merit. Basically, if someone does more then 1~3 jobs, they're shafted. Sure, one WS might great in very select situations, but that means nothing to you if you can't merit it or only put a single merit into it due to the allocation problems.
I'd really perfer SE just uncaps the merits we can put into these things so that the issue would be dealt with, then we wouldn't have as many problems with the utility ones, because meriting them wouldn't hurt your ability to do damage with other classes.
Putting a cap on them is just all wrong.
Or you can stop blowing smoke up everyone's arses.
Four hits, 100% STR WSC, fTP transfers across all hits. Absolutely ZERO attack bonus.
http://wiki.bluegartr.com/bg/Ruinator
Assuming off hand weapon you have 4+1 hits. With gorget / belt you get 6.0 of ftp (+0.2 x 5).
Rampage is 5+1 hits 30% STR WSC and can crit. It's first hit is only 0.5 fTP but all other hits are 1.0. With DW you have 6 hits for 5.5 fTP. You'd be using the rancor gorget over anything else, and the Attack +15 / Acc +15 DA +1% on the waist. So 6.0 vs 5.5 fTP for 9% more fTP, up to two DA's can proc to further reduce the fTP difference. Now here's the kicker, Rampage can crit and your going to get 2~3 crits on average. Those crits are what bring Rampage's average damage inline with Ruinators, especially on T+ targets when your not capping ratio and level correction is being tossed in.
Ruinator is just a more consistent Rampage. And when you have limited choices, spending one for a side-grade isn't very wise unless you have no other options.
The math says they're equal, but in practice it's a shitton easier to gear for ruinator to get the same results, so it's not surprising most people that are getting ruinator are seeing it put out numbers that trump rampage on average. If the godmodeukkowars were the ones playing with ruinator vs rampage, their available gear pool would allow them to see much higher rampage damage in general, such that ruinator and rampage would be a wash. Ruinator is basically a slightly weakened, multihit Tachi: Gekko, for axes.
That, and they apparently didn't nerf ruinator nearly as much as we thought they did, because it was a LOT stronger than most initially realized.
Also my tests show that it has at least a 10% attack bonus, my guess closer to 25%. Not sure how much yet. Been testing vs DC wardon beetles. On BST with 129 str, 74 dmg main hand 64 damage off hand, 687 attack and 8% damage boost from killer effect, and no gorget or belt. did about 1300-1600 damage with normal tp return.
Then changed to MNK, 137 str, 127 dex, 80 damage H2H base without fstr, 730 attack. Shijin does about 1100-1500 dmg on normal tp return. Shijin is supposed to have about a 10% attack bonus. Lots of variables, but IF fstr is capped on both axe and H2H they will both have 91 dmg on mainhand, and axe will have 81 on offhand, and axe is most likely still far from cap. When counting attack bonus you will end up with about 800 attack on shijin vs 687 on axe. Shijin also has slight ftp bonus over axe ws.
Yet with all of that which should put shijin way ahead of Ruinator, once you take into account the 8% damage boost on bst they do similar damage with those setups.
Edit: still needs more testing, didn't do all that many WS's but that's what I got there. and once I did put WS gear on BST and used ruinator did 2k-2.5k damage with normal tp return. Where the highest rampage I saw was 1.5k.
Shijin's Attack bonus is 5%.
I'm pretty sure all of this stuff has been tested and posted somewhere in this forum.
And your still blowing smoke up everyone's arse's.
As much as I loath BG, their very good at testing numbers and figuring potentials out. Ruin's already been looked at and it has NO attack bonus. Your just talking out your fifth point of contact. It's just four hits at 100% STR, that's it. Rampage is 4.5 hits at 30% STR that can crit, those criticals will nearly double the damage on those hits.
Your comparing a high STR Ruinator vs a non-critical Rampage on low defense EM targets and calling it a day.
Well Gekko has an attack bonus which usually auto-caps ratio and being one hit has 95% acc on that first hit. Ruin has neither the attack bonus nor the super-acc of being a one hit WS. Ruin would only be better if your fighting weak mobs without good gear swaps. Which just described most of the games population.
Assuming both being used while dual wielding;
99 war/nin, galka (because that's what I am and have easiest access to stats for); 97 base STR
99 bst/nin, galka; 89 base STR
Assuming main hand is Astolfo (99 STR trial axe), offhand, for the sake of ease of calculation, will be the same (99 str trial astolfo)
so main and offhand are both:
Dmg 74 Str+11 (delay and atk aren't relevant to the numbers because capped pDIF is assumed, fSTR is also assumed to be capped)
For the war,
Rampage set: +75 str, matching belt and gorget, crit damage +18%, ~25% double attack
Ruinator set: +90 str, matching belt and gorget, ~25% double attack
For the bst,
Rampage set: +75 str, matching belt and gorget, ~10% double attack
Ruinator set: +90 str, matching belt and gorget, ~10% double attack
Rampage: 6 hit ws, 30% STR mod, total fTP: 5.694 (gorgets don't add exactly 0.1 fTP, they add 0.097), Critical hit ws
Ruinator: 5 hit ws, 100% STR mod, total fTP: 5.485, acc varies ws
so WD = 75, fSTR = 16 (going to shorthand this and add it now, 91 damage before WSC), fTP = 2.05 (max randomized pDIF for 1h weapons)
War Ruinator:
(91 + floor((97+90)*0.85)) * 6.582 * 2.05 (fTP is not a typo, 25% DA means an extra hit will be common, though I can't remember whether the whole "fTP spreads to all hits also includes double/triple attack procs. For the sake of the argument, I'll assume it does) = Best Case Scenario (outside of abs max str): Ruinator damage = 3359 (one double attack proc)
Bst Ruinator:
(91 + floor((97+90)*0.85)) * 5.485 * 2.05 = Best Case Scenario (outside of abs max str): Ruinator damage = 2799
War Rampage:
(91 + floor(floor((97+75) * 0.3) * 0.85)) * (1*x + 0.694) * (pDIF) (1*x = number of hits, such that I can easily calculate for a given number of non/critical hits)
No crits: 1838 damage (1 double attack proc)
3/7 crits: ~2536 damage (1 double attack proc, damage will dip depending on which three hits crit)
All crits: ~3333 damage (1 double attack proc)
Bst Rampage:
(91 + floor(floor(89+75) * 0.3) * 0.85)) * (1*x + 0.694) * (pDIF)
No crits: 1564 damage
3/6 crits: ~2280 damage (damage will dip depending on which three hits crit)
All crits: ~2403 damage
Basically, the reason bsts are all reporting awesome returns compared to rampage is that they lack the large natural increase in critical hit damage that war has. I'm a war, not a bst, so when I say the math says they're even, I'm thinking about it from a warrior's perspective, that's probably why you didn't see what I saw.
Regardless, this is a damage potential scenario, not damage in practice, because this doesn't account for variability in randomized pDIF values, accuracy levels, etc. As far as damage potential is concerned, they're effectively the same, but it is interesting that SE said they wanted rampage to be the stronger ws in terms of higher numbers, and ruinator be more consistent, when realistically, ruinator is more on par with high end rampages than average rampages. That, and ruinator is still a lot easier to gear for, making it a far more forgiving ws in terms of lower gear quality players using it.
Basically, if you're a warrior, the worse your gear, the stronger ruinator will be compared to rampage; the better your gear, the more even they get. If you're a bst, ruinator pretty much wins regardless.
That was my point in using gekko as a reference example.