Looks pretty good to me, and explains a good number of things. For instance:
- Enhances Avatar Attack equipment and Physical Attack merits seem to add just that: Attack. And unfortunately, not an amount of attack that's comparable to Berserk or even Hasso. The effect is small enough so that you'll only see a real practical difference on siginificantly weaker monsters with lower defense (EP, DC), which is something the majority of us already knew. However, every little bit helps, and there aren't exactly any other superior options.
- I've personally suspected that Bloodpacts were simply multipliers based upon the avatar's Base Damage (DMG), but I am also personally not too confident into my math-making abilities, which is why I've never run the numbers myself. What Kegsay's numbers explain is why certain Bloodpacts perform more efficiently than others, despite most summoned avatars (read: Celestials) having the same base stats (thus, it would be unlikely that Bloodpacts would have stat mods similar to a player's weaponskills), while the Bloodpacts in question themselves contain the same number of hits (see Predator Claws vs. Chaotic Strike). This also explains why Eclipse Bite is seemingly weaker than the level 70 Physical Bloodpacts while Fenrir's base damage seems to be higher than that of the Celestial Avatars, even if you try inflating Fenrir's STR with Ecliptic Growl, and even if all three hits land.
- One thing to note about this data is the finding that most of the damage from a multihit physical Bloodpact comes from the initial attack. Seeing how Bloodpacts function exactly like weaponskills once the Summoner executes them, this seems to be in-line with some of the findings on Blue Gartr that multihit weaponskills seem highly dependent upon their initial hit as well. This can explain why Bloodpacts such as Predator Claws and Rush can deal very little damage on occasion, even though Avatar TP gain suggests that only one or two hits are being missed.
My only real concern about the numbers run is the fact that Physical Bloodpacts were purposely nerfed vs. low level monsters back in December 2004.
http://wiki.ffxiclop..._Update_Details
After this update, Physical Bloodpacts vs. Too Weak monsters would experience strange damage variances. This aspect of Physical Bloodpacts can lead to erroneous information concerning Kegsay's estimates of an avatar's Base Damage rating, unless I've missed something within his numbers that defines this variance beyond random numbers associated with pDIF.
So what does this all really mean? Well, it may mean that Physical Accuracy merits may pull ahead damage-wise of Physical Attack merits for those summoners who don't inflate their accuracy through Summoning skill (whether it be from lack of skilling to not having access to the gear), assuming they are choosing one or the other based upon their merit preferences (totally unexpected, amirite?).