But there's no reason to use sneak attack once you have trick attack, so it's basically one positional ad a different positional you never use. >_>
So does Demon Wall, I guess. What? I can't not do the relic quest. >_>
Anyway, I guess Suiton plus SA beats Raiton, assuming you weren't going to do anything else with that second oGCD gap. I still don't even have it on my bar, though. I don't think two ridiculously easy fights out of the whole game warrant putting it on my bar; same way I feel about Tri-disaster.



Sneak Attack is better than trick for trash pulls.So does Demon Wall, I guess. What? I can't not do the relic quest. >_>
Anyway, I guess Suiton plus SA beats Raiton, assuming you weren't going to do anything else with that second oGCD gap. I still don't even have it on my bar, though. I don't think two ridiculously easy fights out of the whole game warrant putting it on my bar; same way I feel about Tri-disaster.
but otherwise usually TA will beat SA,even if adds in a boss fight and add is high health TA it. If it's low health might as well just save TA for the boss.
only time SA beats TA is in those very few situations where you wont touch the mobs rear very often.
Both SA and TA are godly in PVP though.
Last edited by Cynric; 11-18-2014 at 07:45 AM.
That's. . . a bit more generic than I'm willing to take as completely true. While that's certainly a good rule of thumb, the actual answer is a bit more complicated, I think. Trick Attack is itself worth 400 potency, but requires damage equal to another 1,000 of the Ninja's potency within 10 seconds in order to be more damaging than Sneak Attack. So, it's basically a function of the mob's remaining HP. You probably want the mob to have 2,000 or so of your potency worth of HP left before even considering using. . .well, either of them, really, because that's not a lot of potency. I mean, I'm not exactly used to thinking of mob's HP in terms of potency-damage, so it's hard to say where I'd put a cutoff. Basically, I figure the mob needs enough HP left for you to bother using either, then for TA to be better it needs to have enough HP left after *that* for incoming damage over the next 10 seconds (not counting existing dots, which I assume don't get buffed) to make up the difference in potency. Granted, the Ninja himself should be able to cover the difference, but to decide when to use which you need to know how much HP that is.
What's interesting, though, is that a Ninja who's undergeared compared to the rest of his team has an easier time justifying TA. The incoming damage from the rest of the team over the 10 seconds needs to equal 10 uncombo'd Gust Slashes (10x100 potency). The weaker the Ninja is, the easier that is to meet and surpass. Doesn't really change anything, but I thought I'd point it out.
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