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Thread: Clubbing It~

  1. #11
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    Quote Originally Posted by Synria View Post
    Just wondering but would the Makhila trials be worth doing for an easy/quick main-hand with OA2-4 as offhand? If so.. which would be best to get? Store TP, TP Bonus or WS Damage?
    I personally wouldn't bother making something just for now, but this sort of thing is a really a subjective judgement.

    It takes a while to get even the Weaponskill/Store TP Magian weapons to level 95, so it's not quite as speedy to make interim weapons as it once was. Since it will be replaced either way, just buying something passable off the auction house or grabbing whatever drop is convenient seems like better deal for a temporary weapon. While the trials are super-easy and relatively quick, they do still take some amount of time and that time could be spent on the final option.

    Plus, the MamasandPapas Mace which Economizer mentioned is a very solid option if the drop rate isn't nightmarish and your bros and bro-ettes feel inclined to fight the monster.

    If you do opt to make an interim Magian club: WS Damage would outperform TP Bonus for Hexa-Strike damage. I'm not knowledgeable enough about hitting stuff with stuff while wearing white stuff to say anything about where the Store TP mace falls, though.
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  2. #12
    Player Economizer's Avatar
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    Thelaughingman
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    Quote Originally Posted by SpankWustler View Post
    If you do opt to make an interim Magian club: WS Damage would outperform TP Bonus for Hexa-Strike damage. I'm not knowledgeable enough about hitting stuff with stuff while wearing white stuff to say anything about where the Store TP mace falls, though.
    Store TP fails pretty hard for one handed weapons generally, unless you aren't sacrificing much to get it. For the weapon, I'd think you'd be sacrificing higher damage in general for it, so it might be too big a cost. TP Bonus doesn't really help Club all that much unless you are focusing on Black Halo, although it has some effects on Hexa Strike. The WS Damage one seems like the way to go for me.

    A while back I even made one to a certain point before I thought I'd ever be able to get my hands on something stronger. Due to the difficulty of getting a killshot on mobs with a weapon skill I haven't really been working on finishing it, although I recently started working on it again for now - I think it might have some use yet.

    The WS damage boost club only functions in the main hand as far as I know. As for the use, 10% extra damage generally won't outperform a much higher damage rating like the Empyrean, or back at lower levels, even the fake Relic. For a While Mage that can't get their hands on one of the super clubs, it is a fairly valid choice, but as we go up, you'll still have options that either compete strongly with or outperform the club, like the Molva Maul or the Moepapa Mace.

    The biggest strength I see for now with the 10% damage boost club is that it will perform quite well during Primeval Brew compared to other clubs, particularly if you are relying on Flash Nova over Hexa Strike when using the weapon - which you generally will be doing if you cannot gear your atma to improve Hexa Strike. That said, the last time I was tasked with using a Primeval Brew on White Mage, many months ago, I believe I was using a Molva Maul and doing ~6k damage Hexa Strikes, and ~10k damage Flash Novas, without gearing for magic attack, light damage, or critical hits in the slightest.
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  3. #13
    Player saevel's Avatar
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    Quote Originally Posted by Economizer View Post
    Store TP fails pretty hard for one handed weapons generally, unless you aren't sacrificing much to get it. For the weapon, I'd think you'd be sacrificing higher damage in general for it, so it might be too big a cost. TP Bonus doesn't really help Club all that much unless you are focusing on Black Halo, although it has some effects on Hexa Strike. The WS Damage one seems like the way to go for me.

    A while back I even made one to a certain point before I thought I'd ever be able to get my hands on something stronger. Due to the difficulty of getting a killshot on mobs with a weapon skill I haven't really been working on finishing it, although I recently started working on it again for now - I think it might have some use yet.

    The WS damage boost club only functions in the main hand as far as I know. As for the use, 10% extra damage generally won't outperform a much higher damage rating like the Empyrean, or back at lower levels, even the fake Relic. For a While Mage that can't get their hands on one of the super clubs, it is a fairly valid choice, but as we go up, you'll still have options that either compete strongly with or outperform the club, like the Molva Maul or the Moepapa Mace.

    The biggest strength I see for now with the 10% damage boost club is that it will perform quite well during Primeval Brew compared to other clubs, particularly if you are relying on Flash Nova over Hexa Strike when using the weapon - which you generally will be doing if you cannot gear your atma to improve Hexa Strike. That said, the last time I was tasked with using a Primeval Brew on White Mage, many months ago, I believe I was using a Molva Maul and doing ~6k damage Hexa Strikes, and ~10k damage Flash Novas, without gearing for magic attack, light damage, or critical hits in the slightest.
    Store TP does exactly to 1H what it does to 2H, there is no favoritism going on in the math. It's a direct percentage boost to the amount of TP you get on each hit. Depends on your weapons delay is the amount you need to reduce your time to 100. It is NOT the number of hits to 100 that matters, its the amount of time it takes to get there. 2H just focus on it because they tend to /SAM and get a free +15 which is a pretty significant chunk.
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  4. #14
    Player Economizer's Avatar
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    Quote Originally Posted by saevel View Post
    Store TP does exactly to 1H what it does to 2H, there is no favoritism going on in the math.
    For White Mage, it is pretty hard to get Store TP while using DW in large amounts without sacrificing something pretty major, which is what I was referring to. I looked into it, and unless you start cutting into Haste, you generally can't get below around a dozen hits, compared to around fifteen or so otherwise.

    If all else is equal, Store TP is worth going for if you can take a hit out of the build, but there isn't a lot of room for this. Most White Mages meleeing will want to wear a Rajas Ring and a Goading Belt anyways, which will do most of the work, but from there it gets harder and harder to do so, and White Mages would have to end up using stuff like a Hoard Ring or a White Tathlum that would start to have trouble taking out more then a hit from the build.

    All that said, I still don't think it is as important to a White Mage holding two clubs as it is to a 2hander DD. But if it helps anything, all this talk and research into it will make me more mindful of the option in the future.
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  5. #15
    Player saevel's Avatar
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    Quote Originally Posted by Economizer View Post
    For White Mage, it is pretty hard to get Store TP while using DW in large amounts without sacrificing something pretty major, which is what I was referring to. I looked into it, and unless you start cutting into Haste, you generally can't get below around a dozen hits, compared to around fifteen or so otherwise.

    If all else is equal, Store TP is worth going for if you can take a hit out of the build, but there isn't a lot of room for this. Most White Mages meleeing will want to wear a Rajas Ring and a Goading Belt anyways, which will do most of the work, but from there it gets harder and harder to do so, and White Mages would have to end up using stuff like a Hoard Ring or a White Tathlum that would start to have trouble taking out more then a hit from the build.

    All that said, I still don't think it is as important to a White Mage holding two clubs as it is to a 2hander DD. But if it helps anything, all this talk and research into it will make me more mindful of the option in the future.
    It's all about time to 100, to the absolute number of hits involved. The TP / Delay curve favors delays over 450 and under 200. Unfortunately this puts club and staff in bad positions as they both end up between those two extremes.

    http://wiki.ffxiclopedia.org/wiki/TP

    5.0 + [(Delay - 180) * 1.5 / 180] for delay's under 180

    For myself as an example, A Delay 225 and 230 weapon for a combined delay of 455. 455 * .70 = 318.5/2 = 159.25 [160]
    @160 my TP/Hit is 4.83 [4.8] for 100/4.8 = 20.83 [21] hits till 100. At 160 delay per hit and 60 delay per second you get 2.66 seconds per hit for a time till 100 of 55.99 seconds. This is before haste is counted and before the return on WS is counted. To reduce my hits to 20 I would need 5.0 tp/hit or 1.035 [3.5] sTP. To reduce it to 19 I would need 5.3 TP per hit or 11 sTP. To reduce it to 18 you would need 5.6 TP per hit or 17 sTP. This is about what every single 2H has to start with between /SAM and Rajas. Of course I'm not counting full TP return on ws (11.6 TP) which can dramatically lowers the TP required.

    So you see, its not that sTP does more for 2H's is that they tend to start out with more then 1H/DW and because they don't need DW and often have access to better melee gear they can afford to layer on more sTP. Remember there is a food that can give you +6 sTP along with STR / Attack and HP.
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