You're right. Wonder when we'll be able to see some extended tests.
So far my impressions are that Shoha has an attack bonus, but not as good as Gekko's.
Since we brought that up, I guess
THIS is the thing you're talking about when you talk about Gekko "attack bonus".
If I recall it wasn't a straight bonus to attack, it was something different which I forgot about and that was tested on BG (wasn't ignore defense either).
Whatever it was, the "result" was that with Gekko you reached an "attack cap" much sooner than expected, meaning that adding further attack after that point would have provided 0 additional damage.
Still, unlike many sams believed, this doesn't mean that attack meant absolutely nothing for gekko, just that you reached it very fast. Like... Minuet or Chaos + a good Food, and you probably were very close to it.
With just your plain gear (no berserk either) I doubt you could easily reach the cap. Check the image above (which was just an example anwyay), on a mob like Kirin you needed bit less than 900 attack to be at the cap.
I don't know about everybody else's SAM but mine definitely didn't have 900 attack without food and without buffs. Of course I mentioned Kirin, on stuff like XP mobs you probably really reached the cap even without any sort of buff :P Which is probably what made /DRG shine particularly there.
Shoha's bonus might be something different. Straight attack bonus? Straight Def ignore %? But there is definitely somethin there, altough I feel it's not as big as Gekko's used to be.
The point of /DRG @75 was rather a situational build with a different playstyle. For some setups (Amano? Futsuno?) it was probably the best SJ, or so I read everywhere, but for normal Hagun sams it was just a very valid alternative.
Personally I liked /DRG more @75, I was really in love with that playstyle.
Oh I know that ^^
What I tried to say with my second post is that @75 there were very little variables.
No Conserve TP, no Save TP, no Regain, no random additional STP. You were always getting the same exact amount of TP no matter what, making X-Hit builds on SAM very solid and predictable.
Now @99 things are much more unpredictable because a lot of times you get regain, savetp, random conservetp procs and also random hassanshin procs (with 4/5 ikishoten they give much more TP than normal), making everything much less unpredictable and usually just giving you overtp for your WS instead of making your build one hit smaller.
I just meant to say that @75 the difference between an X-hit build and someone who was just swining their GKT was huge. Right now it's... well there still is a difference but it's smaller, because even someone randomly swinging their GKT may get occasional X-hit situations even without gearing for it (thanks to Ikishoten/Hassanshin, Conserve TP, Save TP, Regain etc).
This is what I meant but, again, it's just an impression... maybe a wrong one actually.