@Theytak: Unfortunately you messed up right at the start of the math you posted (the first long post), in your calculations of TP per hit (you calculated TP from round delay and then divided the TP in half; you need to divide round delay in half and then calculate TP for a single hit). It's a common mistake, but it still means the values you use after that are invalid. Also, the manner in which you calculated the difference (whole number of weaponskills within a non-infinite timespan) is subject to fairly large amounts of error due to the short timespan you used.
Err.. Not quite. If a normal hit is 150, and a crit is 300, then when you add +100% crit damage the crit will be for 600 instead.Originally Posted by Dfoley
My initial guess is that you're setting up gear sets in the spreadsheet and then swapping between weaponskills to see which does better, rather than optimizing for each weaponskill.Originally Posted by Zhronne
Regarding your other concerns via fTP or accuracy and whatnot, such things are already accounted for in the spreadsheet. DA/TA with limits on max number of hits per weaponskill, proper probability distributions of the number of hits (with the above posts with 70%/77%/etc are not correct about), etc.
I don't play on pup very often, and my anecdotal evidence has lots of issues, but the last time I did a lot of melee/weaponskilling with pup and was messing with both SP and VS, I was doing substantially better with SP. I remember it as being vaguely annoying since SP wasn't doing just 'slightly' better, but a fair bit better. Only caveat is that at that time I believe I was using Rev Fists +2 instead of the Verethragna I later finished, and the extra str on Vere is more valuable to VS than SP.
I also have a long explanation of the effects of slow from Sea Daughter and TA from Apoc, but I'll refrain from the wall of text since the main argument is now a couple weeks old. Short summary: In order for switching from Apoc atma to Sea Daughter to be on par with using Apoc atma, one would have to prove that the 5/tick regain *by itself* can increase your total (melee+ws combined) damage by at least ~50%.
Given a 50/50 melee/weaponskill split (I'm actually hitting this range now with VS), a 50% increase in damage essentially means you need one extra weaponskill every weaponskill cycle. 5/tick regain means +100 TP every minute, therefor you would have to be weaponskilling once per minute for this to be comparable if considered strictly from the master's perspective.
In my experience, extremely high haste situations see weaponskills every 10 seconds. Completely unbuffed situations (but still capped gear haste) see weaponskills about every 30 seconds, including the occasional few seconds of switching between mobs. It would only approach one additional weaponskill per cycle with substantial amounts of time between mobs, though that in itself it not entirely unlikely (eg: have to wait 90 seconds between pops for Abyssea NMs).
If you add in skillchain damage, and assume mirrored damage amounts, that damage increase still has to be proportionately split between master and puppet. Unfortunately, that split varies wildly depending on many factors. Best case for SD's purposes is a split that's heavily in favor of the master, and that the master closes the skillchain.
Overall, modelling the effect is very complex. I'd say it's impossible for SD to beat Apoc for any standard DD, but could actually be feasible for a pup doing frequent skillchains (though difficult to manage given the relative TP gains between puppet and master). The big caveat is, of course, all the issues that Dfoley brings up regarding how much of that damage can actually be used.

Reply With Quote


