Great, there goes the neighborhood~! Anyone who tried to stack some crit rate + stuff could have quickly found out for themselves that it doesn't work well, they had plenty of time to dump that stuff before you posted this. So i'm sayin: Don't feel bad. ^^d
Has anyone done any degree of dLVL testing?
Another poor man's choice for the waist slot is "Penance" (+2 STR). Also, I think you forgot to factor in bracelets into your setups?
Last edited by JamesAlgrensan; 04-16-2012 at 08:59 AM.
I'm wondering whether dLVL affects statistic caps/statistic contributions per point of damage -- should we be adjusting our stats upwards or downwards versus bosses?
In all fairness lnc/drgs have a lot of skills that increase crit rate, so I think +crit is only useful for lnc precisely because we can artifically raise our crit much higher than 13.5% through our skills. A few percentage points never hurts to increase your chances, especially when most of your skills live off of crits.Haven't posted the crit data so Mocassin's would keep selling >.>
But Crit Rate is extremely disappointing. Got a baseline of 6000 hits to get 11.17% on R45 Coblyns using a weathered gladius. Adding 72 Crit Rate increased the % to 13.5% (3000 trials). So my guess is somewhere around 30 Crit Rate adds 1% Crit. And if Crit Rate follows every other stat trend, there will be diminishing returns for higher level mobs.
Sorry for the bad news,
Seiken~
Besides there really isn't better gear for a lot of the +crit rate pieces. I mean really what are you gonna wear as a DRG for your boots thats much better than explorer's moccasins? Or that necklace that adds +20 crit and 15 acc? You might take +25 attack power instead (tho that acc is tempting). Point being as far as gear goes, the choices for +crit rate don't really affect your stat potential very much at all.
The only good melds for LNC go on hands/body/weapon, and none of those slots have +crit rate options available right now. So really, what are you losing at the end of the day? +5 str? Really now lol. The only thing thats a question is the necklace, since +25 attack power is a fat number.
EDIT: And honestly it would be a better test with a lance. For all we know different classes can have different inherent crit rates, like different classes have different natural accuracy.
In a perfect world I vote for DL Caligae for feet over explorer's. That said, one is obviously easier to get than the other. I'll take Crit dmg over Crit rate any day, especially given forced criticals. ^^d (which is why i love the drachen armet as a cheap armor set solution)
To address your concerns Rayna,
The reason I tested on Gladiator is due to the lower auto-attack timer on the weapons to get data faster. Testing DRG/LNC's crit rate bonus would involve a tremendous amount of testing and time. But even if the crit rate was 50% for their Weaponskills, adding %3-4 will not be that advantageous. Also, every class should have the same base crit rate. The reason certain classes have different base Accuracy stats as you noted is because of the traits in each class. There is only 1 trait for critical hit/rate for DRG/LNC and that is "Critical Accuracy +10" which is somewhat vague. It could be Crit Rate +10 or could just be increasing the actual accuracy when you crit.
To address your gear concerns, there are a lot of gear pieces for crit rate slots:
Head: +20 ATK/15 STR (Darklight Helm), versus +10 Crit Rate/10 Acc (Explorer's Bandana)
Hands: +50STR or +70 ATK (Triple meld), versus +15 Crit Rate (Sipahi Gloves)
Waist: +5 Acc/2 STR (Veteran's Field Belt), versus +12 Crit Rate (Explorer's Belt)
Feet: +15 PIE/20 Crit Power/10 Acc (Darklight Caligae), versus +30 Crit Rate/5 ATK (Explorer's Moccasins)
Neck: +30 ATK (Electrum Gorget +1), versus +20 Crit Rate/15 Acc (Explorer's Choker)
Assuming you would obviously choose melded hands, this leaves you with a total of:
+50ATK/17 STR/15 PIE/15 Acc/20 Crit Power versus
+72 Crit Rate/5ATK/25 Acc
or net
+45ATK/17 STR/15 PIE/20 Crit.P versus +72 Crit.R/10 Acc
In my opinion, the true damage bonus is better than increasing your Crit Rate % by 2-3% (which is probably even lower on high ranked mobs). Now you can make the argument that no one is going to have Darklight Helms + Darklight Caligae, but that is not the focus of the discussion. The point being is that there is a better piece of gear that is in the same slot as a Crit Rate piece (Yes, I think +5 Acc/2 STR outweighs +12 Crit Rate).
For Carraway,
I was really meaning to do dLVL testing last weekend, but I probably won't get around to doing it for a while. Kaeko wants to complete a lot of low-man challenges, burn strategies, other stat testing, etc in the next couple of weeks. Then finals the first week of may. Then (hopefully) Patch 1.22 will be out by then. So I'll try to find sometime to test, but don't get your hopes up
Seiken~
Haha, all right. Thanks for your hard work thus far, Seiken. We're trying to eyeball the effects of increased STR vs. ATK on Mistress for our MNKs, but it's difficult with how much variation there is in WS damage, especially crits.
In terms of the Base Damage having a relationship to the stat caps, I saw an increase in damage with a Hart Guisarme (post) with 339/394/549 (STR/PIE/Attack Power) vs 324/279/549. It was on lower-level mobs, and only 30 trials, but that seems awfully close to the 350/300 caps on Ifrit's Harpoon...I know the Ifrit will obviously do much more damage with the higher base damage, but just thought I'd post (some-what) relevant information.
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