+20% critical hit rate etc.
+20% critical hit rate etc.
Source? Because last I knew/found test wise counter is only capped by acc cap meaning a 95% cap if you can get 100% Counter.
Also AGI for more subtle blow reducing TP moves used even further is nice, and the 20% more Crits is nice as well.
/WAR Atmas = AoA/RR/GH
/DNC Atmas = AoA/RR/MC
If I'm there for reds from staff/club then I swap GH or MC for VV
Last edited by Zagen; 03-29-2011 at 02:00 AM.
Like ... err, Dark depth.
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what is 5% increase of 5% ?
answer : 0.25 %. It's the same thing as nothing . 1 attack is better. Now if you ask me if it is better on a mob where evasion is shit or /nin is need, ok of course. Counter is for tanking nothing else.
at 75 /nin was neccessary, and evasion was shit. You asked for easy mode, now you have it. Perma ~+100 agi or something similar, low level mobs. Trying too hard.Quite ironic coming from someone who advocated fulltiming it at 75, back when healers had finite mp and less refresh options.
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GN is good in it's own ways, however no one truly knows the cap rate for counter or critical hit rate. I really want to say Counter caps at 80% however, with merits (+5), relic feet (+10), Counterstance (+40-50 depending on source), Traits (+5-10 if Counter II really exsists), GN (Assumed +10), Roaring Laughter (Assumed +20), and capped Acc. I still find it difficult to get away with countering even 90% of the time.
Quick Edit: You should keep in mind counter has it's fair share of drawbacks to its advantages, such as feeding it TP equal to your TP gain + 3 for each counter. Counter also doesnt defend from Ranged, AoE, or TP moves so when your using Counterstance and your defense is crapped out you've hardly got anything protecting you.
But I digress, as with anything in this game there is a point where too much of any one stat can be counterproductive. It's what I like to call the Decaying effect, its where you put soo much into one aspect you hurt yourself in others that make you a better overall player. For a quick example, lets say you have tons of accuracy enough to cap on anything you fight. However, in doing so you chose to sacrifice a slot for a core damage piece that would let you do an extra 10-20 damage per attack for a slight increase in Accuracy. Now mathmatically speaking the extra damage you do would well offset the difference in accuracy you lost, however it's the mindset of many players to go with the full on aspect in the game and end up hurting themselves in the end.
Last edited by Swords; 03-29-2011 at 02:51 AM.
The cap for critical hit rate is 95% (Mighty Strikes will circumvent this.) I have observed this many times on NIN with RR/GH/Innin. GH is desirable because of 20% critical hit rate, the Counter is really just a bonus.
Pchan is the Gordian's Knot of stupidity.
This is correct.
But what is your point? Dark Depths over Gnarled Horn because... AGI+ Minor and Eva+ Minor are better than AGI+ Major and Counter+? There is practically no difference in the Eva both Atmas give you, Gnarled Horn is more likely to cap your Subtle Blow dAGI, and Gnarled Horn also has the Offensive and Defensive edge with Counter. Dark Depths will never be "better" than Gnarled Horn.
I'm not sure what you're evading all the time either. You're probably still fighting Visions mobs trying to catch up to everyone else. That or you're still using full Usukane or something equally outdated. Evasion making "Counter useless" is just wrong. Use Aggressor, "Suck Less".
I will have my revenge!
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