yeah i thought about it, and also a new AH neck str+6 vit+6 instead of gorget, and there is a r/e hand str+4 vit+4 from abyssea, or just the +22 attack gloves. Att prolly wins.
yeah i thought about it, and also a new AH neck str+6 vit+6 instead of gorget, and there is a r/e hand str+4 vit+4 from abyssea, or just the +22 attack gloves. Att prolly wins.
I know what you mean about the hands. I did the tantra+ 2 for the h2h skill to increase the max damage potential, but i want to look into others. maybe something with a high attack... power searching on ffxiah atm... if we go for attack, we're again looking at o.kotes and h.kotes
yep, i have the bandos.. I couldnt remember which i had because I never used o.kote and I know I stored the h.kotes... thanks for jogging the memory. I'll have to take it to dynamis, its the only true place one can test limit caps, taking off subs, etc. I hate those 'test bunny in ronfare' experiments... well, doing those myself lol. But dynamis gives consistent level mobs, i'm thinking statues would be good. get a max for my current setup and then play.
Here's the build I've been using for FH
Tantra Tathlum
Genbu's Kabuto
Justiciar's Troque
Brutal Earring
Kemas Earring
Tantra Cyclas +2
Tantra Gloves +2
Spiral Ring
Epona's Ring
Atheling Mantle
Anguinus Belt
Usukane Hizayaroi
Ryuga Sune-Ate
*I swap out temple gloves to tantra hands after boost*
*I like the usu legs for the atk and str*
Any suggetions that might push the dmg further would be great; I've done up to 3500 with dbl/triple atk proc outside of abyss. Average about 1500-2k.
Last edited by Kodaijin87; 10-31-2011 at 10:58 PM.
Honestly I changed my mind about final heaven builds. I think there are two points of view:
- you can focus on multi hits since both hits can double or triple attack. However what people tend to forget is that the additional hits no longer have capped accuracy. So in a multi attack build (atheling, brutal, epona and even calmecac's leggings), you need to fucus hard on accuracy, or DA/TA are useless. Keeping in mind that the main hit is 3.0 ftp (3.1 with gorget) and additional hits count for 1.0, i.e. about 60-75% of FH damage comes from the first hit, I'm not ure this is the right way to do it.
-The second point of view which I think is better it to build purely on VIT/STR/ATT and ignore accuracy since the main hit is accuracy capped. Doing that I can pump about 170 VIT and 146 STR, while sacrifying 35 acc ( i.e 30 less acc than TP set). While my multi hit build which is ballanced , accuracy wise, with my TP set, has 136 STR 135 VIT +22 attack.
The set Im looking forward to is:
tantra thatlum
genbu/tsjukurppas necklace/ vit+2 earringsx2
tantra/ample gloves/VIT+6/tavnazia boss earring (VIT+5 H2H+5)
melee cape/warwlof/byakko's haidat eaugment: +6 VIT/ryuga.
While the multi hit set up is: replace VIT earring, ring, back by epona/brutal/atheling, and use tantra+2 gloves and anguinus belt for acc (+27)
I have Relic 95 still ~85% of level 95 empy so it is comfortably inferior to the 90 one. Without going into specific stats setups on mobs and gearchoice, I assume 150 str/vit for both weapons before the +17 on vere is accoundted for though. Otherwise standard gear. Here is a summary
Originally Posted by maple simulation of 10,000 melee rounds
I'm using 12% triple proc rate on first hand only, 20% odd proc rate on both hands for vere, and 20% innate crit boost on all hits for VS.
Seems that relic's strong point is indeed melee damage per hit though overtime the lower delay on vere wins. Vere owns as far as WS damage overtime goes too, it basically wins everywhere and I don't really see situation where spharai is better. If someone knows if crit% applies to all hits or not please post. However even if VS had zero innate crit rate the empy would still be better. Also even if the triple proced on both hands vere would win (yes..). Although I didn't check carefully I think impetus greatly advantages vere so I'm hoping that the next WS is going to favor the relic (as such it should not be crit based ..).
Last edited by MarkovChain; 11-02-2011 at 08:00 AM.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
Was the usage of 20% ODD on both hands for Vere a matter of making the math simpler? Or just a typo? I'm fairly certain ODD cannot proc on the main hand for Vere unless something changed in the 95 version.
It doesn't matter, it's an average...
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
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