


"I don't always drink beer, but when I do, it's often."
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Am unclear why you think the damage difference relates to the stat caps on mnd or str? The AA get's ahuge boost from the base damage, and the WS from the increased DPS. What does this have to do with the cap on your base attributes?



The reason I think the damage difference is mostly related to STR or MND stat caps, is because there was such a huge jump in WS Damage going up 0.55 DPS, which also raises the Soft Cap of STR.
Since I was at 314 STR with Ifrit's Blade (Which I believe, puts me over the Soft Cap), having the extra DPS from the Giants Longsword, increased the Soft Cap of STR, granting greater returns for damage.
There is still lots of testing to do.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community


From the tests I've seen, 310 is the cap for MND, 350 is the cap for STR.The reason I think the damage difference is mostly related to STR or MND stat caps, is because there was such a huge jump in WS Damage going up 0.55 DPS, which also raises the Soft Cap of STR.
Since I was at 314 STR with Ifrit's Blade (Which I believe, puts me over the Soft Cap), having the extra DPS from the Giants Longsword, increased the Soft Cap of STR, granting greater returns for damage.
There is still lots of testing to do.
Last edited by Molly_Millions; 07-28-2012 at 01:53 AM.

Sorry, I meant specifically what in the reults made you think that mnd was primary modifier as opposed to str?The reason I think the damage difference is mostly related to STR or MND stat caps, is because there was such a huge jump in WS Damage going up 0.55 DPS, which also raises the Soft Cap of STR.
Since I was at 314 STR with Ifrit's Blade (Which I believe, puts me over the Soft Cap), having the extra DPS from the Giants Longsword, increased the Soft Cap of STR, granting greater returns for damage.
There is still lots of testing to do.



Oh ok. ^^
For most of the DD gear, the relation of Primary to Secondary Modifiers is 340 to 305-310 when referring to Ifrit gear.
From eyeballing min/max/average damage delt with my Ifrit's Blade, it seemed that the optimal stat gains for STR end somewhere around that 305-310 range.
So if it does follow the same DD Weapon pattern as the other Ifrit Weapons, it suggests that STR is a Secondary modifier.
But I definatly wont know for certain without further testing.
It's possible with the Ifrit Blade, that because the DPS modifier is so low, 310 for a Primary STR stat could be spot on. So I'll have to get some more MND gear to play around with for testing, to see if it caps higher.
Not going to guarantee spending a ton of hours on this, for the simple fact, that it may all change in 2.0.
But I'll see what I can do
Go big or go home, that's for sure. GL with the melds, hope you know a lvl 50 Alchemist ;-)
Last edited by Judge_Xero; 07-28-2012 at 03:34 AM.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community


as far as I can tell it doesn't increase the caps. That seems to be a common misunderstanding. I would love for somebody to prove me wrong though.



Nice charts.
I am wondering where it compares what's possible for the stat soft caps.
From what I can see from the chart, the Giantsgall War Axe is great with a Tripple Meld on Atk.
But maybe I'm missing where it shows the difference with maxed STR and VIT, as I can only see it having 1 point in each.
Garuda Scream has a DPS value 1.4 points higher than Giantsgall. So roughly 14 points of STR and VIT extra to soft cap it.
With Giantsgall Axe with the 56 atk, and Garuda Scream capping STR and VIT, Garuda's still comes out on top.
Will it take into account if you have 360 STR and 320 VIT on Garuda and,
346 STR and 306 VIT on the Giantsgall (+ the melds of course)?
I've also heard that 3 points into STR will give you 1 atk. Does that get added?
Last edited by Judge_Xero; 07-28-2012 at 04:48 AM.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community


There is quite a bit that's not answered by these spreadsheets. I'm guessing that the reason I found attack power is best is that this spreadsheet doesn't take your actual stats into account, only the stats added by the weapon, and only in the case that you have not reached the caps. I'd really like the ability to put all of my gear into a similar sheet so that all of the numbers are accounted for. It would also need to adjust the dmg amounts if the caps are reached. It wouldn't be easy, if even possible, to create such a spreadsheet. I'm almost positive that melding the skirmish weapon is not a "one-size-fits-all" ordeal, and that in some cases one meld would be better than another based on different characters actual stats.



It really is a nice spreadsheet at least, as it shows what the primary and secondary stat modifiers do and all that and it represents the potential at a similar stat setup, i.e. if you weren't able hit your soft cap targets.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community
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