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Kyoshu kyahan

#1
User is offline   Whitney 

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Just got 'em, 1/1 too, which to me is astonishing (I went 1/23 on Birdbanes even with some TH4 help, then I get these and finally finish af+1 feet for pld in one night- I LOVE the good luck nights!!)- thoughts?

Seem pretty solid for footwork / dragon kick to me, but then I'm only 64 atm. acc/att +20 sounds tasty at any rate. Shall play with them soon.

*I should add that I am wondering in terms of longevity- how does the +25 dmg to KA and latent stack up against the other options that will be available to me in a few lvls, i.e raw number crunching*- assuming you are under footwork in each instance.

This post has been edited by Whitney: 25 May 2010 - 05:27 AM

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#2
User is offline   Rhayve 

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Footwork is rather useless, aside from soloing, where you can inhibit enemy TP gain, so TPing with it will just reduce your damage output. As for feet equipment, Haste boots will usually be superior for the TP phase, and +Kick Attack damage boots are mostly for Hundred Fists only. And in the latter case, Dune boots ought to perform better due to the higher base DMG increase (provided you have capped Accuracy, anyhow).

This post has been edited by Rhayve: 25 May 2010 - 07:12 AM

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#3
User is offline   TresDuendes 

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just to throw this out for people to chew on, wargfangs do proc during footwork
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#4
User is offline   Whitney 

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I was more thinking of throwing them on for Dragon Kick once I learn it, click off footwork afterwards (obviously not good for every ws given the timer, but once in a while getting the latent)- I am under the impression that kick attack + boots work with Dragon Kick (though I may be misinformed)- in any case I don't think I'll be getting Dune boots anytime soon, I'll see what help I can round up. So should I just macro in str/vit for dragon kick on feet or wouldn't it count as a kick attack as the name implies? Yeah I shall stay in sarutobi kyahan for tp'ing for the time being.

Can't wait to learn the damn ws...think I'll go solo some more, nobody invites mnks for bird pt's and I'm too lazy to be bothered with starting a pt myself. :P

This post has been edited by Whitney: 25 May 2010 - 09:24 PM

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#5
User is offline   pathwriter 

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Boots that boost Kick Attack damage also affect Dragon Kick while under the effects of Footwork, yes.

For the most part, yes, STR and VIT are the way to go on Dragon Kick. There's no huge need for Accuracy because of the bonuses applied to the first strike of weaponskills.
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#6
User is offline   Whitney 

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I just realized today that footwork was % based in the att increase granted lol was not aware of this- kyahan gave 22 att instead of 20 at 428, and 26 at 606. Learn things every day haha yeah I know, I should know this sort of thing by now.

Anyway, been playing around with them in a party, definitely awesome for Hundred Fists, and I found my acc issues vanishing while fighting imps at 65 with the 20 acc bonus, despite the decrease in DoT (or what would have been a decrease had I better been able to hit them- significantly easier with boots/footwork). For the record I was already using sh+1, pcc, acc rings and eating pizza, but 65 is a bit low for imps acc wise- so I found footwork actually nice. Dragon Kicks with them were OK, 450-650ish usually, with 2 or 3 going for around 1k.

This is the first time I've actually played around with KA+ boots, so bear with my ignorance ;P

Mind you I agree that I'd be singing a different tune in a couple lvls when I can hit them more readily. Seems nice for high eva/high defense scenarios.

Thank you for the advice and info, finishing Mnk to 75 should be interesting :)
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#7
User is offline   pathwriter 

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Um... can you actually verify that the bonus effects from Kyoshu Kyahan are active during Hundred Fists? Hundred Fists temporarily neutralizes Footwork (at least, inasmuch as kicking is concerned, I honestly never checked to see if the Attack bonus remains in effect), but if having Footwork up nevertheless allows Kyoshu Kyahan to activate during Hundred Fists, that is a very intriguing little bit of information to have. Unfortunately, none of my friends have Kyoshu Kyahan and nor do I (and my account is inactive), so I cannot test directly.
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#8
User is offline   Cream Soda 

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not active during hundred fists. not tested myself, but from what I've seen on the Kyoshu thread on alla, tested by Kinematics (math/parser guy)
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#9
User is offline   Whitney 

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View Postpathwriter, on 28 May 2010 - 10:36 AM, said:

Um... can you actually verify that the bonus effects from Kyoshu Kyahan are active during Hundred Fists? Hundred Fists temporarily neutralizes Footwork (at least, inasmuch as kicking is concerned, I honestly never checked to see if the Attack bonus remains in effect), but if having Footwork up nevertheless allows Kyoshu Kyahan to activate during Hundred Fists, that is a very intriguing little bit of information to have. Unfortunately, none of my friends have Kyoshu Kyahan and nor do I (and my account is inactive), so I cannot test directly.



Only simple, discernable method I can conceive of atm to simply compare ATT w/footwork, with and without the boots, and with and w/o Hundred Fists. I should have done this by now, and I would right this moment save having 49 minutes left on 2hr. Very simple test that I was remiss in performing. I'm sure that leg work has already been done, but I can't seem to find any actual data on the subject. I did notice a fairly substantial degree of acc on Hundred Fists when I used them at 65 on Imps, when I was otherwise (w/o footwork/kyahan) finding myself in a less than favorable position, acc wise (compounded by the fact that I had fallen a bit behind on H2H due to all the sync pt's on birds). That is, at best, of course, merely eye-balling, which is, of course, worthless for hard data collection- I must stress that it only seemed that way to me, and could easily be chalked up to the quasi-random nature of hit rate % in this game. I guess I also kind of assumed since the icon of footwork was still up, that I would still be receiving beneficial effects attributed to it though you clearly switch to punches during the eponymously named Hundred Fists. Will update momentarily.

*edit* Hmm does seem they are not active after all even though the icon is still up. Shame, that would have been nice to at least keep the att/acc bonus from boots. I'll still keep them as a DK option for the time being, been getting pretty nice ones, 1635 being my high so far (at 68) and in playing around with SA/DK consistantly was hitting 1k-1.5k with pizza+1 and 1 minuet on imps. Attack bonus native to footwork also vanished with 2hr. Still learning about Mnk with each lvl haha

This post has been edited by Whitney: 05 June 2010 - 12:26 PM

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#10
User is offline   Kaparu 

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Monk(and every other worthwhile DD in the game) lesson #1: Don't ever sub thief
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#11
User is offline   Whitney 

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View PostKaparu, on 05 June 2010 - 01:15 PM, said:

Monk(and every other worthwhile DD in the game) lesson #1: Don't ever sub thief


In most non hnm situations (and many of those) I'd be inclined to agree (not in specific regard to mnk, but heavy DD in general), however, I don't think a DD with a thf sub is entirely without a place, depending on manpower, jobs, and request for it. I have, however, been requested 3 times since 65 to sub thf and TA DK on a nin, so I obliged. We were near one shotting imps with light, and in one party got over 40k exp, so it didn't work out too badly, and moreover, was fun, which IS the purpose of this game, though people forget it all too often and distort it into something which is about who has what gear and who is more 1337, which is more a show of extreme hubris than anything and truly detracts from the appeal of the game.

Good to see you again my former Lakshmian Taru (who's old name I can't recall for some reason). I do appreciate the input, just having some fun before I finally finish this and move on to the next job. I want to get the old man's cap (silly goal, I know, but getting there), hit 99, have a bit of fun, and retire with no regrets. That's all I care about in this game anymore- it's been 7 years, long enough! I like trying out every conceivable angle of a job I am leveling, for myself, to better understand it. More pragmatic, I think, than simply accepting the status quo as infallible law. That's the mistake Germany made in September of 1939. After all, the only truly scientific and logical approach is the evaluation of as many sources of input and data as possible, and the mutually exclusive investigation of aforementioned sources. That's not to say the accepted status quo isn't sometimes the most prudent stance on a matter. Simply that it is also prudence in operation to think and observe for yourself.

This post has been edited by Whitney: 06 June 2010 - 02:32 PM

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#12
User is offline   Kaparu 

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Neejee
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#13
User is offline   Whitney 

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View PostKaparu, on 06 June 2010 - 03:43 PM, said:

Neejee



Oh yeah! now I remember :) Been a long time since those days- glad some people are still around

Back to mah crabs for trial weapon :)
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#14
User is offline   matic 

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all i see lately is a trend on SE's part of pushing Footwork MNK. will be interesting to see if future JAs reflect the same attitude.
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#15
User is offline   Silvra 

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I think footwork is a great "idea" but in game it is implemented rather horribly. It all comes down to how its damage is equated. The +10% atk boost /= 2 Hander Style formula. When using the base HTH formula with a boost as footwork does anything with relatively high defense

utterly negates most of our damage. To me the only reason to use footwork would be to adjust for mobs with higher defense so that MNK could keep up to par with the 2 Handers. If they adjusted it in this manner that would be great. MNK Hasso would be nice but I dont think its

necessary.
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#16
User is offline   Banter 

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If Footwork had an ACC boost instead of an ATK boost, people would be all over that shit. It's the only reason people get such a hard on for 2handers.
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#17
User is offline   Kaparu 

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Fuck either bonus rly, just have Footwork adjust DEX/STR to match 2-handers while its active.
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#18
User is offline   Banter 

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I'd rather have a 10% acc bonus >.>
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#19
User is offline   Kaparu 

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Meh, -~10 Acc, +~30 Attk, along with higher pDIF caps
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#20
User is offline   Banter 

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idk, 10% acc bonus would pretty much kill the need for acc on most mobs, and pizza would cap everything else easily
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