I have been scanning the Ranger forums for a while now looking for information about ridill + merc kris in merit parties. The conclusions that I have reached while reading some of these posts is that merc kris single handed sucks, ridill single is decent, and kc is superior. Although the ridill/mk combo has been mentioned a few times, I did not get enough information out of the previous posts to determine whether or not this combo is worth while to use in merits. If anyone has tested ridill + merc kris in a merit situation (preferably Greater Colibri), can provide phaser results, or can provide some useful formulas I would greatly appreciate it.
I will list an appropriate TP gear set up and all the useful stat information for the formula people:
Main: Ridill (occasionally attacks 2-3 times)
Sub: Mercurial Kris (occasionally attacks 2-3 times)
Range: Hellfire+1
Ammo: Silver Bullet
Head: Walahra Turban (+5% haste)
Neck: Peacock Charm (+10 acc)
Ear1: Suppanomimi (enhance "dual Weild" and sword skill +5)
Ear2: Hollow Earring (+2 dex and +3 acc)
Body: Kirins Osode (+10 dex)
Hands: Dusk Gloves (+3% haste)
Ring1: Rajas Ring (+5 dex and +5 Store TP)
Ring2: Sniper's Ring (+5 acc)
Back: Amemet Mantle+1
Waist: Swift belt (+4% haste and +3 acc)
Legs: Byakko's Haidate (+15 dex and +5% haste)
Feet: Dusk Ledelsens (+2% haste)
Stat Totals:
Haste= +19%
acc= +21
Dex= +32
Store tp= +5
Weapon Information:
Sword skill= 210 + 5(from the suppa) = 215
Dagger skill= 240
Ridill Delay= 236
Mercurial Kris= Delay 192
Ridill + Mercurial Kris Total Delay w/o factoring in DWII + suppa= 428
Job Trait Dual Wield II= delay reduction 15%
Suppanomimi= Delay reduction 5%
Total Delay Reduction= 20%
New Ridill + Mercurial Kris Delay reduction while factoring in DWII + Suppa= 343
Ridill + Merc kris for merit
#3
Posted 28 January 2009 - 10:40 AM
Just sub WAR and single hand the Ridill, will prove much higher parses.
Mkris is only going to hinder your DOT, whereas ridill actually does SOME damage.
Most RNGS in Colibri i PT with just Sidewinder at 40%, so they rarely ever get hit.
Mkris is only going to hinder your DOT, whereas ridill actually does SOME damage.
Most RNGS in Colibri i PT with just Sidewinder at 40%, so they rarely ever get hit.
#4
Posted 29 January 2009 - 08:56 PM
Due to the low turn out of input on this topic, I will attempt to perform a little numerical experiment between single handing a mk, single handing a ridill, single handing a kc, and dual wielding ridill/mk. I plan to calculate the tp per hit as well as the delay time (in seconds) it takes for the next swing to activate. Unfortunately I am not a mathematician, so I will try to be as clear as possible and work step by step so that if I make a mistake it can be easily spotted by readers.
I will be using the stats from my previous post with 1 exception. I will be substituting out the Hollow Earring and replacing it with a Brutal Earring. The total stats from gear only are as follows:
Haste= +19%
Store tp= +6
Double attack=+5%
Single handed Mercurial Kris:
Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 192 is:
5+[(192-180)*6.5/270]=
5+[(12)*6.5/270]=
5+[78/270]=
5+.2=
5.2 tp per hit
Factoring in +6 Store TP (6%):
5.2 * .06=.3
5.2 + .3= 5.5 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 192/60= 3.2 sec wait until the next attack round
Application of 19% haste gear:
192*.19=36.4
192-36.4= 155.6
155.6/60= 2.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
192* .34= 65.2
192-65.2= 126.8
126.8/60= 2.1 sec wait until the next attack round
Conclusion for MK:
* Single handing a mercurial kris, as rng/war with 34% haste, will give 5.5tp to 16.5tp every 2.1 secs
* This will take 19 hits to reach 100% tp (100/5.5= 18.1)
* Assuming MK has an average of 2 hits per round it will take 10 rounds (19/2=9.5) of attacks or 21 secs (2.1sec * 10 rounds) to reach the goal of 100% tp
* This is probably the reason why MK sucks for merits. The average merit mob only lasts approximately 20-30secs and the dmg on MK is too low to make it worth while
Single handed Ridill:
Weapon Delay:236
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 236 is:
5+[(236-180)*6.5/270]=
5+[(56)*6.5/270=
5+[364/270]=
5+1.3= 6.3 tp per hit
Factoring in +6 Store TP (6%):
6.3*.06=.3
6.3+.3= 6.6 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 236/60= 3.9 sec wait until next attack round
Application of 19% haste gear:
236*.19=44.8
236-44.8= 191.2
191.2/60= 3.1 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
236* .34=80.2
236-80.2=155.8
155.8/60= 2.5 sec wait until the next attack round
Conclusion for Ridill:
* Single handing a Ridill, as rng/war with 34% haste, will give 6.6tp to 19.8tp every 2.5 secs
* This will take 16 hits to reach 100% tp (100/6.6= 15.1)
* Assuming Ridill has an average of 2 hits per round it will take 8 rounds (16/2=8) of attacks or 20 secs (2.5sec * 8rounds) to reach the goal of 100% tp
* The Ridill only shows to be 1sec faster then the MK to gain 100% tp. The Ridill has a lot more dmg but a Ranger's sword skill is very low. Sword skill is 215 (with suppa no merits) compared to a dagger skill of 240 (no merits). Using the Ridill a ranger would be losing 22.5 acc (240-215= 25 * .9= 22.5acc)
Kraken Club:
*Note that I will not be using Brutal Earring or /war for calculations*
Weapon Delay:264
occasionally attacks 2-8 times
The tp per hit formula for a weapon delay of 264 is:
5+[(264-180)*6.5/270]=
5+[(84)*6.5/270=
5+[546/270]=
5+2= 7 tp per hit
Factoring in +5 Store TP (5%):
7*.05=.3
7+.3= 7.3
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 264/60= 4.4 sec wait until next attack round
Application of 19% haste gear:
264*.19=50.1
264-50.1= 213.9
213.9/60= 3.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
264* .34=89.7
264-89.7=174.3
174.3/60= 2.9 sec wait until the next attack round
Conclusion for Kraken Club:
* Single handing a Kraken Club with 34% haste, will give 7.3tp to 58.4tp every 2.9 secs
* This will take 14 hits to reach 100% tp (100/7.3= 13.9)
* Assuming KC has an average of 4.5 hits per round it will take 4 rounds (14/4.5=3.1) of attacks or 11.6 secs (2.9sec * 4rounds) to reach the goal of 100% tp
Dual Wield Ridill + MK:
Ridill Weapon Delay:236
MK Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Combined Delay:428
Calculating Dual Wield:
Job Trait DW II= 15% delay reduction
Suppanomimi= 5% delay reduction
Total= 20% delay reduction
428 *.2= 85.6
428-85.6= 342.4 Adjusted weapon delay
The tp per hit formula for a weapon delay of 342.4 is:
5+[(342.4-180)*6.5/270]=
5+[(162.4)*6.5/270=
5+[1055.6/270]=
5+3.9= 8.9 tp per hit
Factoring in +6 Store TP (6%):
8.9*.06=.5
8.9+.5= 9.4 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 342.4/60= 5.7 sec wait until next attack round
Application of 19% haste gear:
342.4*.19=65
342.4-65= 277.4
277.4/60= 4.6 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
342.4* .34=116.4
342.4-116.4=226
226/60= 3.7 sec wait until the next attack round
Conclusion for Ridill + MK dual wield:
* Dual wielding a Ridill + MK, as rng/nin with 34% haste, will give 18.8tp to 56.4tp (2-6 swings) every 3.7 secs
* This will take 11 hits to reach 100% tp (100/9.4= 10.6)
* Assuming Ridill + MK has an average of 4 hits per round it will take 3 rounds (11/4=2.7) of attacks or 11.1 secs (3.7sec * 3rounds) to reach the goal of 100% tp
* Doing this numerical experiment shows that dual wielding Ridill + MK is actually BETTER then using a KC. Did I make a mistake some where? Can this possibly be true?
I will be using the stats from my previous post with 1 exception. I will be substituting out the Hollow Earring and replacing it with a Brutal Earring. The total stats from gear only are as follows:
Haste= +19%
Store tp= +6
Double attack=+5%
Single handed Mercurial Kris:
Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 192 is:
5+[(192-180)*6.5/270]=
5+[(12)*6.5/270]=
5+[78/270]=
5+.2=
5.2 tp per hit
Factoring in +6 Store TP (6%):
5.2 * .06=.3
5.2 + .3= 5.5 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 192/60= 3.2 sec wait until the next attack round
Application of 19% haste gear:
192*.19=36.4
192-36.4= 155.6
155.6/60= 2.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
192* .34= 65.2
192-65.2= 126.8
126.8/60= 2.1 sec wait until the next attack round
Conclusion for MK:
* Single handing a mercurial kris, as rng/war with 34% haste, will give 5.5tp to 16.5tp every 2.1 secs
* This will take 19 hits to reach 100% tp (100/5.5= 18.1)
* Assuming MK has an average of 2 hits per round it will take 10 rounds (19/2=9.5) of attacks or 21 secs (2.1sec * 10 rounds) to reach the goal of 100% tp
* This is probably the reason why MK sucks for merits. The average merit mob only lasts approximately 20-30secs and the dmg on MK is too low to make it worth while
Single handed Ridill:
Weapon Delay:236
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 236 is:
5+[(236-180)*6.5/270]=
5+[(56)*6.5/270=
5+[364/270]=
5+1.3= 6.3 tp per hit
Factoring in +6 Store TP (6%):
6.3*.06=.3
6.3+.3= 6.6 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 236/60= 3.9 sec wait until next attack round
Application of 19% haste gear:
236*.19=44.8
236-44.8= 191.2
191.2/60= 3.1 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
236* .34=80.2
236-80.2=155.8
155.8/60= 2.5 sec wait until the next attack round
Conclusion for Ridill:
* Single handing a Ridill, as rng/war with 34% haste, will give 6.6tp to 19.8tp every 2.5 secs
* This will take 16 hits to reach 100% tp (100/6.6= 15.1)
* Assuming Ridill has an average of 2 hits per round it will take 8 rounds (16/2=8) of attacks or 20 secs (2.5sec * 8rounds) to reach the goal of 100% tp
* The Ridill only shows to be 1sec faster then the MK to gain 100% tp. The Ridill has a lot more dmg but a Ranger's sword skill is very low. Sword skill is 215 (with suppa no merits) compared to a dagger skill of 240 (no merits). Using the Ridill a ranger would be losing 22.5 acc (240-215= 25 * .9= 22.5acc)
Kraken Club:
*Note that I will not be using Brutal Earring or /war for calculations*
Weapon Delay:264
occasionally attacks 2-8 times
The tp per hit formula for a weapon delay of 264 is:
5+[(264-180)*6.5/270]=
5+[(84)*6.5/270=
5+[546/270]=
5+2= 7 tp per hit
Factoring in +5 Store TP (5%):
7*.05=.3
7+.3= 7.3
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 264/60= 4.4 sec wait until next attack round
Application of 19% haste gear:
264*.19=50.1
264-50.1= 213.9
213.9/60= 3.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
264* .34=89.7
264-89.7=174.3
174.3/60= 2.9 sec wait until the next attack round
Conclusion for Kraken Club:
* Single handing a Kraken Club with 34% haste, will give 7.3tp to 58.4tp every 2.9 secs
* This will take 14 hits to reach 100% tp (100/7.3= 13.9)
* Assuming KC has an average of 4.5 hits per round it will take 4 rounds (14/4.5=3.1) of attacks or 11.6 secs (2.9sec * 4rounds) to reach the goal of 100% tp
Dual Wield Ridill + MK:
Ridill Weapon Delay:236
MK Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Combined Delay:428
Calculating Dual Wield:
Job Trait DW II= 15% delay reduction
Suppanomimi= 5% delay reduction
Total= 20% delay reduction
428 *.2= 85.6
428-85.6= 342.4 Adjusted weapon delay
The tp per hit formula for a weapon delay of 342.4 is:
5+[(342.4-180)*6.5/270]=
5+[(162.4)*6.5/270=
5+[1055.6/270]=
5+3.9= 8.9 tp per hit
Factoring in +6 Store TP (6%):
8.9*.06=.5
8.9+.5= 9.4 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 342.4/60= 5.7 sec wait until next attack round
Application of 19% haste gear:
342.4*.19=65
342.4-65= 277.4
277.4/60= 4.6 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
342.4* .34=116.4
342.4-116.4=226
226/60= 3.7 sec wait until the next attack round
Conclusion for Ridill + MK dual wield:
* Dual wielding a Ridill + MK, as rng/nin with 34% haste, will give 18.8tp to 56.4tp (2-6 swings) every 3.7 secs
* This will take 11 hits to reach 100% tp (100/9.4= 10.6)
* Assuming Ridill + MK has an average of 4 hits per round it will take 3 rounds (11/4=2.7) of attacks or 11.1 secs (3.7sec * 3rounds) to reach the goal of 100% tp
* Doing this numerical experiment shows that dual wielding Ridill + MK is actually BETTER then using a KC. Did I make a mistake some where? Can this possibly be true?
#5
Posted 30 January 2009 - 01:45 AM
QUOTE
Did I make a mistake some where?
Yes, you don't calculate dual wield TP gain that way.
You must divide delay by 2, so you got delay per hand, and TP gain is based on delay per hand.
You got 5.0 base TP/hit using Ridill/MKris with Suppa. And 5.3 with STP+6.
So you need 19 hits (Ceiling (100/5.3) = 19) to get to 100 TP or more
And it takes 5 rounds (Ceiling(19hits/(4hits/round) = 5) which will take 18.5 seconds
#6
Posted 30 January 2009 - 07:12 AM
recalculating Ridill + MK dual wield:
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 342.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP +6:
5*.06= 5.3tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 34%= 116.4
342.4-116.4= 226
226/60= 3.7 sec per wait (when applying 34% haste)
conclusion:
*takes 19 hits to reach 100tp (100/5.3= 18.8)
* average of 4 hits per round; so it will take 5 rounds (19/4= 4.7)
* 5rounds * 3.7 secs wait time per round= 18.5 secs to reach 100% tp
Thank you for the clarification lurker
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 342.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP +6:
5*.06= 5.3tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 34%= 116.4
342.4-116.4= 226
226/60= 3.7 sec per wait (when applying 34% haste)
conclusion:
*takes 19 hits to reach 100tp (100/5.3= 18.8)
* average of 4 hits per round; so it will take 5 rounds (19/4= 4.7)
* 5rounds * 3.7 secs wait time per round= 18.5 secs to reach 100% tp
Thank you for the clarification lurker
#7
Posted 30 January 2009 - 09:10 AM
QUOTE (Conoe @ Jan 30 2009, 02:56 AM) <{POST_SNAPBACK}>
Due to the low turn out of input on this topic, I will attempt to perform a little numerical experiment between single handing a mk, single handing a ridill, single handing a kc, and dual wielding ridill/mk. I plan to calculate the tp per hit as well as the delay time (in seconds) it takes for the next swing to activate. Unfortunately I am not a mathematician, so I will try to be as clear as possible and work step by step so that if I make a mistake it can be easily spotted by readers.
I will be using the stats from my previous post with 1 exception. I will be substituting out the Hollow Earring and replacing it with a Brutal Earring. The total stats from gear only are as follows:
Haste= +19%
Store tp= +6
Double attack=+5%
Single handed Mercurial Kris:
Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 192 is:
5+[(192-180)*6.5/270]=
5+[(12)*6.5/270]=
5+[78/270]=
5+.2=
5.2 tp per hit
Factoring in +6 Store TP (6%):
5.2 * .06=.3
5.2 + .3= 5.5 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 192/60= 3.2 sec wait until the next attack round
Application of 19% haste gear:
192*.19=36.4
192-36.4= 155.6
155.6/60= 2.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
192* .34= 65.2
192-65.2= 126.8
126.8/60= 2.1 sec wait until the next attack round
Conclusion for MK:
* Single handing a mercurial kris, as rng/war with 34% haste, will give 5.5tp to 16.5tp every 2.1 secs
* This will take 19 hits to reach 100% tp (100/5.5= 18.1)
* Assuming MK has an average of 2 hits per round it will take 10 rounds (19/2=9.5) of attacks or 21 secs (2.1sec * 10 rounds) to reach the goal of 100% tp
* This is probably the reason why MK sucks for merits. The average merit mob only lasts approximately 20-30secs and the dmg on MK is too low to make it worth while
Single handed Ridill:
Weapon Delay:236
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 236 is:
5+[(236-180)*6.5/270]=
5+[(56)*6.5/270=
5+[364/270]=
5+1.3= 6.3 tp per hit
Factoring in +6 Store TP (6%):
6.3*.06=.3
6.3+.3= 6.6 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 236/60= 3.9 sec wait until next attack round
Application of 19% haste gear:
236*.19=44.8
236-44.8= 191.2
191.2/60= 3.1 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
236* .34=80.2
236-80.2=155.8
155.8/60= 2.5 sec wait until the next attack round
Conclusion for Ridill:
* Single handing a Ridill, as rng/war with 34% haste, will give 6.6tp to 19.8tp every 2.5 secs
* This will take 16 hits to reach 100% tp (100/6.6= 15.1)
* Assuming Ridill has an average of 2 hits per round it will take 8 rounds (16/2=8) of attacks or 20 secs (2.5sec * 8rounds) to reach the goal of 100% tp
* The Ridill only shows to be 1sec faster then the MK to gain 100% tp. The Ridill has a lot more dmg but a Ranger's sword skill is very low. Sword skill is 215 (with suppa no merits) compared to a dagger skill of 240 (no merits). Using the Ridill a ranger would be losing 22.5 acc (240-215= 25 * .9= 22.5acc)
Kraken Club:
*Note that I will not be using Brutal Earring or /war for calculations*
Weapon Delay:264
occasionally attacks 2-8 times
The tp per hit formula for a weapon delay of 264 is:
5+[(264-180)*6.5/270]=
5+[(84)*6.5/270=
5+[546/270]=
5+2= 7 tp per hit
Factoring in +5 Store TP (5%):
7*.05=.3
7+.3= 7.3
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 264/60= 4.4 sec wait until next attack round
Application of 19% haste gear:
264*.19=50.1
264-50.1= 213.9
213.9/60= 3.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
264* .34=89.7
264-89.7=174.3
174.3/60= 2.9 sec wait until the next attack round
Conclusion for Kraken Club:
* Single handing a Kraken Club with 34% haste, will give 7.3tp to 58.4tp every 2.9 secs
* This will take 14 hits to reach 100% tp (100/7.3= 13.9)
* Assuming KC has an average of 4.5 hits per round it will take 4 rounds (14/4.5=3.1) of attacks or 11.6 secs (2.9sec * 4rounds) to reach the goal of 100% tp
Dual Wield Ridill + MK:
Ridill Weapon Delay:236
MK Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Combined Delay:428
Calculating Dual Wield:
Job Trait DW II= 15% delay reduction
Suppanomimi= 5% delay reduction
Total= 20% delay reduction
428 *.2= 85.6
428-85.6= 342.4 Adjusted weapon delay
The tp per hit formula for a weapon delay of 342.4 is:
5+[(342.4-180)*6.5/270]=
5+[(162.4)*6.5/270=
5+[1055.6/270]=
5+3.9= 8.9 tp per hit
Factoring in +6 Store TP (6%):
8.9*.06=.5
8.9+.5= 9.4 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 342.4/60= 5.7 sec wait until next attack round
Application of 19% haste gear:
342.4*.19=65
342.4-65= 277.4
277.4/60= 4.6 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
342.4* .34=116.4
342.4-116.4=226
226/60= 3.7 sec wait until the next attack round
Conclusion for Ridill + MK dual wield:
* Dual wielding a Ridill + MK, as rng/nin with 34% haste, will give 18.8tp to 56.4tp (2-6 swings) every 3.7 secs
* This will take 11 hits to reach 100% tp (100/9.4= 10.6)
* Assuming Ridill + MK has an average of 4 hits per round it will take 3 rounds (11/4=2.7) of attacks or 11.1 secs (3.7sec * 3rounds) to reach the goal of 100% tp
* Doing this numerical experiment shows that dual wielding Ridill + MK is actually BETTER then using a KC. Did I make a mistake some where? Can this possibly be true?
I will be using the stats from my previous post with 1 exception. I will be substituting out the Hollow Earring and replacing it with a Brutal Earring. The total stats from gear only are as follows:
Haste= +19%
Store tp= +6
Double attack=+5%
Single handed Mercurial Kris:
Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 192 is:
5+[(192-180)*6.5/270]=
5+[(12)*6.5/270]=
5+[78/270]=
5+.2=
5.2 tp per hit
Factoring in +6 Store TP (6%):
5.2 * .06=.3
5.2 + .3= 5.5 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 192/60= 3.2 sec wait until the next attack round
Application of 19% haste gear:
192*.19=36.4
192-36.4= 155.6
155.6/60= 2.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
192* .34= 65.2
192-65.2= 126.8
126.8/60= 2.1 sec wait until the next attack round
Conclusion for MK:
* Single handing a mercurial kris, as rng/war with 34% haste, will give 5.5tp to 16.5tp every 2.1 secs
* This will take 19 hits to reach 100% tp (100/5.5= 18.1)
* Assuming MK has an average of 2 hits per round it will take 10 rounds (19/2=9.5) of attacks or 21 secs (2.1sec * 10 rounds) to reach the goal of 100% tp
* This is probably the reason why MK sucks for merits. The average merit mob only lasts approximately 20-30secs and the dmg on MK is too low to make it worth while
Single handed Ridill:
Weapon Delay:236
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Application of brutal (+5% DA) and sub job WAR (+10% DA) [for a total of +15% DA]:25.5%(S)/57.5%(D)/17%(T)
The tp per hit formula for a weapon delay of 236 is:
5+[(236-180)*6.5/270]=
5+[(56)*6.5/270=
5+[364/270]=
5+1.3= 6.3 tp per hit
Factoring in +6 Store TP (6%):
6.3*.06=.3
6.3+.3= 6.6 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 236/60= 3.9 sec wait until next attack round
Application of 19% haste gear:
236*.19=44.8
236-44.8= 191.2
191.2/60= 3.1 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
236* .34=80.2
236-80.2=155.8
155.8/60= 2.5 sec wait until the next attack round
Conclusion for Ridill:
* Single handing a Ridill, as rng/war with 34% haste, will give 6.6tp to 19.8tp every 2.5 secs
* This will take 16 hits to reach 100% tp (100/6.6= 15.1)
* Assuming Ridill has an average of 2 hits per round it will take 8 rounds (16/2=8) of attacks or 20 secs (2.5sec * 8rounds) to reach the goal of 100% tp
* The Ridill only shows to be 1sec faster then the MK to gain 100% tp. The Ridill has a lot more dmg but a Ranger's sword skill is very low. Sword skill is 215 (with suppa no merits) compared to a dagger skill of 240 (no merits). Using the Ridill a ranger would be losing 22.5 acc (240-215= 25 * .9= 22.5acc)
Kraken Club:
*Note that I will not be using Brutal Earring or /war for calculations*
Weapon Delay:264
occasionally attacks 2-8 times
The tp per hit formula for a weapon delay of 264 is:
5+[(264-180)*6.5/270]=
5+[(84)*6.5/270=
5+[546/270]=
5+2= 7 tp per hit
Factoring in +5 Store TP (5%):
7*.05=.3
7+.3= 7.3
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 264/60= 4.4 sec wait until next attack round
Application of 19% haste gear:
264*.19=50.1
264-50.1= 213.9
213.9/60= 3.5 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
264* .34=89.7
264-89.7=174.3
174.3/60= 2.9 sec wait until the next attack round
Conclusion for Kraken Club:
* Single handing a Kraken Club with 34% haste, will give 7.3tp to 58.4tp every 2.9 secs
* This will take 14 hits to reach 100% tp (100/7.3= 13.9)
* Assuming KC has an average of 4.5 hits per round it will take 4 rounds (14/4.5=3.1) of attacks or 11.6 secs (2.9sec * 4rounds) to reach the goal of 100% tp
Dual Wield Ridill + MK:
Ridill Weapon Delay:236
MK Weapon Delay:192
occasionally attacks 2-3 times: Proc rate is believed to be 30%(single)/50%(double)/20%(triple)
Application of brutal earring (+5% double attack): 28.5%(S)/52.5%(D)/19%(T)
Combined Delay:428
Calculating Dual Wield:
Job Trait DW II= 15% delay reduction
Suppanomimi= 5% delay reduction
Total= 20% delay reduction
428 *.2= 85.6
428-85.6= 342.4 Adjusted weapon delay
The tp per hit formula for a weapon delay of 342.4 is:
5+[(342.4-180)*6.5/270]=
5+[(162.4)*6.5/270=
5+[1055.6/270]=
5+3.9= 8.9 tp per hit
Factoring in +6 Store TP (6%):
8.9*.06=.5
8.9+.5= 9.4 tp per hit
Delay calculation:
*Note that 60 is equivalent to 1 real life sec.*
Therefore 342.4/60= 5.7 sec wait until next attack round
Application of 19% haste gear:
342.4*.19=65
342.4-65= 277.4
277.4/60= 4.6 sec wait until the next attack round
Application of 19% haste gear + 15% haste spell for a total of +34% haste:
342.4* .34=116.4
342.4-116.4=226
226/60= 3.7 sec wait until the next attack round
Conclusion for Ridill + MK dual wield:
* Dual wielding a Ridill + MK, as rng/nin with 34% haste, will give 18.8tp to 56.4tp (2-6 swings) every 3.7 secs
* This will take 11 hits to reach 100% tp (100/9.4= 10.6)
* Assuming Ridill + MK has an average of 4 hits per round it will take 3 rounds (11/4=2.7) of attacks or 11.1 secs (3.7sec * 3rounds) to reach the goal of 100% tp
* Doing this numerical experiment shows that dual wielding Ridill + MK is actually BETTER then using a KC. Did I make a mistake some where? Can this possibly be true?
That sure is a shit ton of math to just you know, still find out that one handing a multi hit is better for TP gain than two multi hits.
Also you kinda might wanna maximize your WS damage, since thats all youll be doing that does damage. Go /WAR.
#9
Posted 04 February 2009 - 12:39 PM
QUOTE (Sephirothsan @ Feb 4 2009, 06:40 AM) <{POST_SNAPBACK}>
Why do we sub NIN in merits again?
So you don't be a motherfucking MP sponge
#10
Posted 04 February 2009 - 04:32 PM
When I merit it's always COR+BRD being a MP sponge is the least thing I have to worry about. I don't know about you though.
#11
Posted 04 February 2009 - 04:34 PM
QUOTE (Lurker01 @ Feb 4 2009, 01:39 PM) <{POST_SNAPBACK}>
So you don't be a motherfucking MP sponge
As long as his ego is fed, he doesn't care how much trouble he causes his fellow players. It's why SUVs exist.
#12
Posted 04 February 2009 - 05:45 PM
Honestly if you have good solid DDs in your party, there's no need for /NIN. I usually party with people I know and I don't see the party slowing down if I'm /WAR or /SAM. RDM Dia2/3 every mob that's pulled and doesn't seem to suffer MP much from me having no Utsusemi.
#13
Posted 04 February 2009 - 07:56 PM
QUOTE (Sephirothsan @ Feb 4 2009, 03:45 PM) <{POST_SNAPBACK}>
Honestly if you have good solid DDs in your party, there's no need for /NIN.
Big If.
It's not like SAM/WAR; That if you take hate, you can occasionally save yourself from 2-3hits/JA with Seigan+3rd Eye.
If the mob caught you after slug and the other DD can finish it off quickly, prepare to eat dirt. Because there's no other DD that can pull constant 1.5k+ as fast as properly buffed/geared KC RNG; Especially when you talk about then subbing /WAR.
#14
Posted 05 February 2009 - 03:24 AM
QUOTE (Sephirothsan @ Feb 4 2009, 03:45 PM) <{POST_SNAPBACK}>
Honestly if you have good solid DDs in your party, there's no need for /NIN. I usually party with people I know and I don't see the party slowing down if I'm /WAR or /SAM.
/SAM and /WAR are worlds apart.
/SAM has similar survivability to /NIN; not quite as good, but good enough in a balanced, capable PT. /WAR frequently gets his lifebar slashed in pieces, unless he stands back and cherry-picks with killshots.
#15
Posted 05 February 2009 - 08:29 AM
If yout alk about shadows Utsusemi is way more reliable, I don't find /SAM thirdeye very reliable, but it is still better then now shadows atl all.
Perhaps. Although I only merit with people I know so it's not a big if for me. After hitting 150+ merits I could simply not stand any pickup PTs so I only would merit with people I know having a grand total of 400 merits. I've /WAR'd alot in merits and also /SAM'd some. /SAM is nice ThirdEye is helpful. I don't sub NIN in merits maybe NIN is only an option when you have a PT that cannot kill fast enough. I still think NIN sub has its places some certain events. Not trying to dish out NIN just don't see much use out of it when you are fighting a mob that's weak to piercing weapons & dies to wast to worry.
QUOTE
Big If.
It's not like SAM/WAR; That if you take hate, you can occasionally save yourself from 2-3hits/JA with Seigan+3rd Eye.
If the mob caught you after slug and the other DD can finish it off quickly, prepare to eat dirt. Because there's no other DD that can pull constant 1.5k+ as fast as properly buffed/geared KC RNG; Especially when you talk about then subbing /WAR.
It's not like SAM/WAR; That if you take hate, you can occasionally save yourself from 2-3hits/JA with Seigan+3rd Eye.
If the mob caught you after slug and the other DD can finish it off quickly, prepare to eat dirt. Because there's no other DD that can pull constant 1.5k+ as fast as properly buffed/geared KC RNG; Especially when you talk about then subbing /WAR.
Perhaps. Although I only merit with people I know so it's not a big if for me. After hitting 150+ merits I could simply not stand any pickup PTs so I only would merit with people I know having a grand total of 400 merits. I've /WAR'd alot in merits and also /SAM'd some. /SAM is nice ThirdEye is helpful. I don't sub NIN in merits maybe NIN is only an option when you have a PT that cannot kill fast enough. I still think NIN sub has its places some certain events. Not trying to dish out NIN just don't see much use out of it when you are fighting a mob that's weak to piercing weapons & dies to wast to worry.
#16
Posted 05 February 2009 - 09:18 AM
So the crux of your argument is... "Because I only do something in a very specific and limited way and because I am able to do so, it is clearly the most rational strategy for everyone to have."
I'd say that pragmatism is now dead, but I'm pretty sure it was stillborn before it came anywhere near the online gaming community.
I'd say that pragmatism is now dead, but I'm pretty sure it was stillborn before it came anywhere near the online gaming community.
#18
Posted 06 February 2009 - 02:14 AM
QUOTE (Sephirothsan @ Feb 5 2009, 06:29 AM) <{POST_SNAPBACK}>
If yout alk about shadows Utsusemi is way more reliable, I don't find /SAM thirdeye very reliable, but it is still better then now shadows atl all.
Perhaps. Although I only merit with people I know so it's not a big if for me. After hitting 150+ merits I could simply not stand any pickup PTs so I only would merit with people I know having a grand total of 400 merits. I've /WAR'd alot in merits and also /SAM'd some. /SAM is nice ThirdEye is helpful. I don't sub NIN in merits maybe NIN is only an option when you have a PT that cannot kill fast enough. I still think NIN sub has its places some certain events. Not trying to dish out NIN just don't see much use out of it when you are fighting a mob that's weak to piercing weapons & dies to wast to worry.
Perhaps. Although I only merit with people I know so it's not a big if for me. After hitting 150+ merits I could simply not stand any pickup PTs so I only would merit with people I know having a grand total of 400 merits. I've /WAR'd alot in merits and also /SAM'd some. /SAM is nice ThirdEye is helpful. I don't sub NIN in merits maybe NIN is only an option when you have a PT that cannot kill fast enough. I still think NIN sub has its places some certain events. Not trying to dish out NIN just don't see much use out of it when you are fighting a mob that's weak to piercing weapons & dies to wast to worry.
Let's not derail it too much.
The argument was /WAR on RNG; Specifically KC RNG here, give 0 protection. Once you fire your first slug, the hate will be pretty much locked on you until the mob is dead.
/SAM for 2hander and SAM/WAR (as I've mentioned before) is not a 0 protection DD job you can bring in merit PT. Hence, it's still acceptable, albeit they generally take more damage than /NIN.
And definitely, I am not going any other sub than /NIN for my BLU in merit PT.
#19
Posted 06 February 2009 - 06:03 AM
QUOTE
Let's not derail it too much.
The argument was /WAR on RNG; Specifically KC RNG here, give 0 protection. Once you fire your first slug, the hate will be pretty much locked on you until the mob is dead.
/SAM for 2hander and SAM/WAR (as I've mentioned before) is not a 0 protection DD job you can bring in merit PT. Hence, it's still acceptable, albeit they generally take more damage than /NIN.
And definitely, I am not going any other sub than /NIN for my BLU in merit PT.
The argument was /WAR on RNG; Specifically KC RNG here, give 0 protection. Once you fire your first slug, the hate will be pretty much locked on you until the mob is dead.
/SAM for 2hander and SAM/WAR (as I've mentioned before) is not a 0 protection DD job you can bring in merit PT. Hence, it's still acceptable, albeit they generally take more damage than /NIN.
And definitely, I am not going any other sub than /NIN for my BLU in merit PT.
Well the OP was about dualwielding MK + Ridill. /NIN is definitly a better choice when your PT doesn't have the DDs to kill fast enough. I usually static merit pretty much and they are very picky when it comes to DDs and I am too.
#20
Posted 06 February 2009 - 07:51 AM
I don't think I would ever /war or /sam for anything but a DL zerg due to the fact of mp sponge possibilities and limited survivability.
And If we are talking about Brd + Cor Merit parties: factor in another 11% haste (V.march) and another 14-50 Store TP (Sam roll) to the calculations. Brd should be casting March/Min while the cor should be casting Sam/hunters roll. And im going to assume we have a sam in the party.
Ridill + MK proved to be the fastest tp gain, besides a kc, so I will be using that for calculations.
Ridill + MK dual wield with Unlucky Sam roll:
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+14) for a total of +20 :
5*.2= 6.0tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 17 hits to reach 100tp (100/6= 16.6)
* average of 4 hits per round; so it will take 5 rounds (17/4= 4.2)
* 5rounds * 3.1 secs wait time per round= 15.5 secs to reach 100% tp
Ridill + MK dual wield with lucky Sam roll:
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+42) for a total of +48 :
5*.48= 7.4tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 14 hits to reach 100tp (100/7.4= 13.5)
* average of 4 hits per round; so it will take 4 rounds (14/4= 3.5)
* 4rounds * 3.1 secs wait time per round= 12.4 secs to reach 100% tp
Ridill + MK dual wield with #11 Sam roll:
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+50) for a total of +56 :
5*.56= 7.8tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 13 hits to reach 100tp (100/7.8= 12.8)
* average of 4 hits per round; so it will take 4 rounds (13/4= 3.2)
* 4rounds * 3.1 secs wait time per round= 12.4 secs to reach 100% tp
Ridill + MK dual wield with Sam roll (average of +25 Stp):
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+25) for a total of +31 :
5*.31= 6.5tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 16 hits to reach 100tp (100/6.5= 15.3)
* average of 4 hits per round; so it will take 4 rounds (16/4= 4)
* 4rounds * 3.1 secs wait time per round= 12.4 secs to reach 100% tp
Any DD that needs to sub anything other then /nin in a merit party to keep up their damage in order to keep up chains sux imo. I'll take smooth and efficent over big numbers any day.
And If we are talking about Brd + Cor Merit parties: factor in another 11% haste (V.march) and another 14-50 Store TP (Sam roll) to the calculations. Brd should be casting March/Min while the cor should be casting Sam/hunters roll. And im going to assume we have a sam in the party.
Ridill + MK proved to be the fastest tp gain, besides a kc, so I will be using that for calculations.
Ridill + MK dual wield with Unlucky Sam roll:
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+14) for a total of +20 :
5*.2= 6.0tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 17 hits to reach 100tp (100/6= 16.6)
* average of 4 hits per round; so it will take 5 rounds (17/4= 4.2)
* 5rounds * 3.1 secs wait time per round= 15.5 secs to reach 100% tp
Ridill + MK dual wield with lucky Sam roll:
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+42) for a total of +48 :
5*.48= 7.4tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 14 hits to reach 100tp (100/7.4= 13.5)
* average of 4 hits per round; so it will take 4 rounds (14/4= 3.5)
* 4rounds * 3.1 secs wait time per round= 12.4 secs to reach 100% tp
Ridill + MK dual wield with #11 Sam roll:
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+50) for a total of +56 :
5*.56= 7.8tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 13 hits to reach 100tp (100/7.8= 12.8)
* average of 4 hits per round; so it will take 4 rounds (13/4= 3.2)
* 4rounds * 3.1 secs wait time per round= 12.4 secs to reach 100% tp
Ridill + MK dual wield with Sam roll (average of +25 Stp):
192 (MK delay) + 236 (ridill delay)= 428(combined delay) .2 (dual wield)= 324.4 (reduced delay)/2 = 171.2 (reduced delay per hand)
tp per hit:
5+ (171.2-180)*1.5/180= 5tp per hit
factoring in STP (+6) + (+25) for a total of +31 :
5*.31= 6.5tp per hit
delay: using the reduced delay
342.4/60 = 5.7 sec wait w/o haste
342.4* 45%= 154.0
342.4-116.4= 188.4
188.4/60= 3.1 sec per wait (when applying 45% haste)
conclusion:
*takes 16 hits to reach 100tp (100/6.5= 15.3)
* average of 4 hits per round; so it will take 4 rounds (16/4= 4)
* 4rounds * 3.1 secs wait time per round= 12.4 secs to reach 100% tp
Any DD that needs to sub anything other then /nin in a merit party to keep up their damage in order to keep up chains sux imo. I'll take smooth and efficent over big numbers any day.
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