Don't thank SE until they reduce the 19% attack penalty on Drakesbane.
Don't thank SE until they reduce the 19% attack penalty on Drakesbane.
Just anecodtally, /WAR trounces /SAM with COR, WS are more competitive with Berserk and I still WS almost ever few seconds with 60% TP return and like 7/tick regain
And thus they are nerfing save TP. We might have to actually (gasp!) melee for TP again!!!!
Sucks because /WAR was netting me almost 2k more damage per WS than /SAM. Looks like I won't be seeing this anymore:![]()
While zerk is always hawt, its not taking a 1k WS and making it a 3700 WS. /war isnt adding 2k avg to your WS on a 3700. Eyeballing is bad yo. Its not quite THAT good xD
I think with all these positive notes and remarks on how awesome this WS is, knowing SE, they will announce "barance adjustment" soon to make it more relatable to other WS and to make sure that DRG is back to the unwanted spot. I am hoping that I am totally wrong and they will leave this alone. Its great to see that one of the new WS is actually working as intended.
Meh on Tier 5's I'm averaging 2k Stardivers with /WAR, with /SAM I'm usually doing around 1400ish. WS frequency is more or less the same with miser's roll and new jump timers with OAT lance.
While 3690 on Kaggen is most likely a double atk and odd stacking up for an abnormally high total, there's no denying that /war is a better choice spike number-wise in VW. It's not just zerk but war cry and aggressor as well. I've still got plenty I can improve in my stardiver build but when I started going /war 2k+ became the norm very quickly with highs approaching 3k (for me) and the rare low in the 1k's in the case of an occasional bad miss (when under nasty stat reduction for example).
In a situation like VW where TP is overflowing from temp items /war really shines. Especially when the average fight lasts only 5 mins anyway.
A really rough kalasutraux fight may be another matter though, those fights tend to go a bit longer with less frequent triggers. /sam might still work out better there. I may have just been with unlucky groups though, trigger-wise.
Also don't forget that attack becomes vastly more valuable the more level correction you have to deal with.
600 att vs EM mob with 500 def, add Berserk. cRatio goes from 1.2 to 1.5, a 25% increase.
600 att vs Lvl120 mob with 500 def, add Berserk. cRatio goes from 0.15 to 0.45, a 200% increase (triples damage).
So yes, it's entirely conceivable that you could double your average damage due to Berserk. It's more likely to be around a 50% increase, though.
Nice Windower.
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