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  1. #81
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    Been using Sceamol Band/Brutal Earring/Avant Mail+1/Avant Cuisses+1/AF3 Hands/Jinang's Greaves/Atheling Mantle/Windbuffet Belt

    24% DA/2%TA/1% QA coupled with 40% OAT.
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  2. #82
    Player Motenten's Avatar
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    Ok,updated. Checking jump types:

    Jump: Twilight > Mekira > Sceamol
    Spirit Jump: Mekira = Sceamol > Twilight

    High Jump: Twilight = Mekira = Sceamol
    Soul Jump: Sceamol > Mekira > Twilight

    Using a threshhold of at least about 0.1 DPS difference for one to be considered better than the next, as well as comparing direct damage per jump round.

    Overall it looks like Twilight if you want Jump/High Jump, and Sceamol if you want Spirit/Soul Jump.

    Also, Windbuffet Belt looks like the best waist option for all jumps.

    Didn't look too much into optimizing other slots.
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  3. #83
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    Would this hold true for other DA gear in general on Spirit/Soul or would we need to look at each slot individually? I know DA has diminishing returns but the closer to getting a double-hit Jump for that sweet 80-120 TP the better I figure.

    Also Yugl wants to know if this is considering OAT lance or a non OAT?
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    Last edited by Ophannus; 01-26-2012 at 11:15 AM.

  4. #84
    Player Motenten's Avatar
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    This is for the lvl 99 OAT lance. For other slots, they'd have to be considered on a case-by-case basis.
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  5. #85
    Player brayen's Avatar
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    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    Quote Originally Posted by Motenten View Post
    This is for the lvl 99 OAT lance. For other slots, they'd have to be considered on a case-by-case basis.
    so Sceamol for people not using OaT lance right?
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  6. #86
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    Would it be possible to evaluate the optimal set for Spirit/Soul Jump for increasing the odds of a multi-hit Jump i.e DA/TA/TA vs other options?

    Neck: Ganesha Mala vs Justiciar's Torque
    Body: Avant Mail+1 vs Ace's Mail
    Hands:Heca+1(STR+8 Crit dmg+4%) vs AF3(STR+8 DA+4%)
    Legs: Avant Cuisses+1 vs AF3
    FeetSoul Jump only, because Spirit Jump is AF3 or bust)
    Hecatomb Leggings Augment(STR+4 Att+6 Pole Arm Skill+4) vs Jinjang's Greaves
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  7. #87
    Player brayen's Avatar
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    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    Quote Originally Posted by Ophannus View Post
    Would it be possible to evaluate the optimal set for Spirit/Soul Jump for increasing the odds of a multi-hit Jump i.e DA/TA/TA vs other options?

    Neck: Ganesha Mala vs Justiciar's Torque
    Body: Avant Mail+1 vs Ace's Mail
    Hands:Heca+1(STR+8 Crit dmg+4%) vs AF3(STR+8 DA+4%)
    Legs: Avant Cuisses+1 vs AF3
    FeetSoul Jump only, because Spirit Jump is AF3 or bust)
    Hecatomb Leggings Augment(STR+4 Att+6 Pole Arm Skill+4) vs Jinjang's Greaves
    From my understanding spirit/soul jump have no real notable mods or anything, so i was always under the impression of Multi-hit and crit dmg+ as only worthwild attributes, as such af3 legs and all the QA/TA/DA you can carry. not sure how marginal any stacking on str and such would do in comparison(to multi hit proc and crit dmg+).
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  8. #88
    Player Motenten's Avatar
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    Quote Originally Posted by Ophannus View Post
    Would it be possible to evaluate the optimal set for Spirit/Soul Jump for increasing the odds of a multi-hit Jump i.e DA/TA/TA vs other options?

    Neck: Ganesha Mala vs Justiciar's Torque
    Body: Avant Mail+1 vs Ace's Mail
    Hands:Heca+1(STR+8 Crit dmg+4%) vs AF3(STR+8 DA+4%)
    Legs: Avant Cuisses+1 vs AF3
    FeetSoul Jump only, because Spirit Jump is AF3 or bust)
    Hecatomb Leggings Augment(STR+4 Att+6 Pole Arm Skill+4) vs Jinjang's Greaves
    Target: Bukhis (moderately high def, but acc capped)
    Evaluating based on Total DPS, so that it accounts for TP gain applied to weaponskills. If same total DPS, choosing based on higher jump round damage.

    Lvl 99 OAT Lance w/Rose Grip:

    - Spirit Jump:
    Head: Mekira (== Sceamol DPS, higher jump damage)
    Neck: Ganesha
    Body: Lancer +2 (beats both Ace's and Avant +1)
    Hands: augmented Heca+1 (== Lancer+2 DPS, higher jump damage)
    Legs: Lancer +2


    - Soul Jump:
    Head: Sceamol
    Neck: Ganesha
    Body: Lancer +2
    Hands: Lancer +2
    Legs: Lancer +2
    Feet: augmented heca == Jingang


    Lvl 99 Str Lance w/Pole Grip:

    - Spirit Jump:
    Head: Sceamol
    Neck: Ganesha
    Body: Lancer +2 (beats both Ace's and Avant +1; Avant +1 beats Ace's)
    Hands: Lancer +2
    Legs: Lancer +2


    - Soul Jump:
    Head: Sceamol
    Neck: Ganesha
    Body: Lancer +2
    Hands: Lancer +2
    Legs: Lancer +2 == Calmecac > Avant +1
    Feet: Jingang


    Generally very similar gear sets. Lancer+2 body trounces Aces/Avant+1 in total DPS, although both of those bodies do a smidge more in direct damage (4 to 8 points out of a 500 dmg round). The +10 Store TP on the AF3 body pushes the TP return above what you need to make it a 'real' hit in your x-hit build.

    Also, overall, OAT lance is 2% ahead of Str lance with 0.5 over-TP rounds; they tie at somewhere around 1.25 to 1.3 over-TP rounds.
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  9. #89
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    I figured the +10 Store TP on Jumps was moot since on a OAT proc you get TP overflow.
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  10. #90
    Player Motenten's Avatar
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    That's... actually rather complicated to model. It needs discrete value calculations on top of averages. Doing a bit of math by hand to see if the simple modeling was notably off (and assuming the ws set I have in place, and using the average TP required to 100 on Stardiver as the base):

    Edit:
    [[
    Suppose I should add -- Average TP needed to reach 100 TP after Stardiver with the build I have set up is 78.4 TP. That includes probability distribution of all possible TP returns, but (just now realizing) does not include Conserve TP. With Conserve TP, the case of Ace's/Avant on a 2-hit Spirit Jump will allow for you to not need the Store TP of Lancer +2 the majority of the time (90%) that Conserve TP procs; proc rate is 32% with elemental belt. Adjust your assessment of the worth of the tradeoff from there.
    ]]


    Spirit Jump w/AF3+2 feet:
    If jump lands 1 hit, can use Ace's/Avant and keep x-hit (need 2 more hits to reach 100 TP)
    If jump lands 2 hits, insufficient TP to weaponskill if using Ace's/Avant, so need 1 additional hit; Lancer+2 gives you enough TP to weaponskill immediately
    If jump lands 3+ hits, get 100+ TP

    Soul Jump:
    If jump lands 1 hit, short of the TP needed for 1 more hit to give you 100 TP (need 2 hits or DA/OAT/etc proc) regardless of body used
    If jump lands 2 or more hits, should always get 100+ TP


    So I was wrong. Basically, the only instance where you want Lancer+2 over the other bodies is a Spirit Jump that gets exactly 2 hits. Of course that's going to be fairly common with an OAT lance.

    With the 1-hit Soul Jump, you want 43+ total Store TP in order to put you 1 hit away from 100 TP (this only works for OAT lance; str lance will always need 2 hits to reach 100 TP after a 1-hit Soul Jump). Assuming Rose/Brutal/Rajas/Lancer+2 body, you need another 8 Store TP to manage that, which would require compromising jump damage a fair bit.

    Since you can't predict the number of hits that will land, you need to decide on the value of dropping an extra hit to 100 TP. I'd say you don't get enough extra damage from Ace's/Avant on Spirit jump (less than 1%) to sacrifice the reduced number of hits on a significant fraction of the jumps made, so would still recommend Lancer+2 there. For Soul Jump, on the other hand, there's too much sacrificed for a small bit of gain. In that case I'd go with the best pure damage piece, which would be Ace's.
    (1)
    Last edited by Motenten; 01-27-2012 at 02:40 PM.

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