Re: Relic of a bygone era
/war you are using the Suppa as well. 5 Sword skill = 5 Atk and 4.5Acc. So even /war you’ll be using a suppa ideally.
Viking, does add a nice amount of attack and I’d like for being a buckler giving a higher block rate for nice TP gain when you are getting hit. It’s still only an extra 3TP a block, since you get 2 for getting hit without blocking. So it’s 33 shield blocks (rounding down) to get one more WS. Assuming a 75% block rate with a size 2 shield that means you have to take 44 hits. Even with a size 2 shield you will need some +shield gear to hit the block rate cap. Using +shield gear is using slots where a /nin is adding DD gear, effectively negating the attack bonus you get from your shield. The big shield slots are back feet neck, which also happened to be big DD slots too.
I haven’t used a buckler shield in forever, but I think 50% block rate with no shield gear is a generous guess? In that scenario it takes 66 hits to get one extra WS. Take into account the pounding I am taking meaning I have to cure more, which is more lost attack innings, and more mp both myself and mages need to spend. I can attest to the fact that in full DD gear and with berserk up I get just about as hard and any other melee. In theory I’ll give sword and board an advantage, but not so much for practical purposes.
The extra attack and it’s impact really depends on what your are fighting, 25 Atk on Imps in mire isn’t very dramatic for me. 25 Attack on trolls can have a noticeable difference. Attack is a key DD stat, but its not the end all DD stat. My warriors base attack now at 75 is lower then its been since I was 70, but there is no doubt he is much more powerful now. Attack is great, but haste is better, unless you are taking about huge amounts, trading attack for haste is usually the right call.
Base Str makes very little difference when TPing and in small amounts its not a huge factor for WSs. I have 5 Str merits and I really don’t notice the difference. The difference in WS damage between a Elvaan and a Hume isn’t that big, and that STR spread is larger then the difference between Pld/War and Pld/Nin. Yeah it is there but I really don’t see it as a significant factor.
Also on the Tatami shield, I wouldn’t bother, 12 Atk is better than 3 Str which is only good for WSs, and the block rate on a Tatami is lousy even with 313 shield skill.
The attack trait is 10 Attack, 12 from Viking shield, brutal/suppa are the ideal earrings either way so it’s a 22 attack difference. It’s very nice, but by itself it’s not going to change the outcome drastically by itself.
Well, its has a 5 minute recast and a really rather insignificant effect on damage output, check the attack boost it gives. You use it and pull hate you’ll take more damage and curing yourself and the 1 attack round you lost would easily make up for the tiny bit of extra damage you do because of Warcry. I really stopped using it all together it’s a hate tool only for me.
Without a suppa you lose 5% dual wield reduction. Both /nin and /war lose the 5 Atk and 4.5 Acc so the replacement earring is irrelevant and would be the same for both jobs. Without the 5% delay reduction, I can see /war on paper pulling ahead in DoT due to how close the numbers are.
Actually I didn’t do numbers on Comp/Joy Vs Joy simply because it then all comes down to WSs as well as to delay. Justice and Joy are so similar, its easy to compare then since we need only take the delays into account. Actual WS numbers need to take into account Mob level, mob type, other you have buffs, debuffs on the mob, and your WS gear set in general.
Without actual WSs numbers to compare its alot of conjecture. In this case I would rely on my parses and the majority of parses testing the two jobs was done with Comp/Joy Vs Joy and Comp/Joy, and /nin won every time. I understand the TP gain is slower, but a Vorpal with a Company Sword Vorpal is very respectable, while a Joy or justice Vorpal is very lack luster. This is the primary reason I was so surprised when Just/Joy Vs Just worked out so close. Just/Joy destroys Comp/Joy and all my parses show Comp/Joy destroying Joy. I really assumed the numbers would be much stronger in favor of Just/Joy then they worked out to be. I could try and work some numbers for Comp Joy Vs Joy later. I think 450 average Vorpal with Joy and about 750 with Company is a fair ball park estimate. It’ll look at how that compares on paper later. But doing numbers this way just seemed to open a door to a derail into how big the difference between a Company Vorpal and a Joy Vorpal are. Which once again seems very difficult to prove.
Perhaps this is where we don’t see eye to eye. For me its not a question of “if†I’ll be using these shadows, I have always used my shadows. Even back in the beginning when I barely had a DD build, I would generally tank the first part of the fight, flash is a great hate gainer. If I am not using my shadows then /war loses any TP advantage he might have due to shield blocks.
It seems to be a matter of Theoretical Vs Practical. I’ll be the first to admit I often end up speaking about practical when we are talking about theoretical.
Theoretical -> Practical
1. Fast TP gain due to shield blocks -> You are a MP sink & lose attack innings to cure
2. Faster WSs (Compared to Comp/joy) -> Weaker weapon Skills (Comp/Joy)
3. Big Attack boost from Berserk -> Huge MP sink from berserk being up
4. Shadows offer no bonus to DD -> Shadows offer me safety to pull hate at will
5. More STR Vs Elvaan WS -> Hume WS /shrug
6. More base Attack -> Haste generally performs better
At the end of the day, I wouldn’t vehemently disagree with someone who claims /war is a stronger damage dealer on paper and can see how they would take that stance. But in light of all my parses showing the opposite, I find it extremely hard to believe the difference is hugely in /war’s favor. Nonetheless, in any practical setting, /nin is a more beneficial sub combining excellent damage dealing potential and excellent survivability. The added survivability gives me ability to pull hate at will without worry of becomming a MP sink this lets me go balls to the wall and never slow down in merit parties. Not having to hold back seems to allow for more damage to be dealt.
Sincerely,
Hankthetank
1.While you assume Suppa for the /nin setup, you don't mention what the /war is using in the other earring slot (besides brutal, which any DD setup will use if they have it). Whatever they choose to put there it will benefit them to some extent which may be difficult to quantify without a parse.
/war you are using the Suppa as well. 5 Sword skill = 5 Atk and 4.5Acc. So even /war you’ll be using a suppa ideally.
2. The same is true for the shield slot. Viking or Tatami shields for example will raise your damage - if you have a slot open to equip them in, which a /nin doesn't. Base STR is different too. These things together could easily add up to +20 attack for the /war - *without* Berserk. If you're taking hate sometimes shields also mean shield blocks, which mean extra TP, which means more WS. (Leaving out shield bash - whatever you may say about its utility, its *damage* is insignificant with anything other than Aegis.)
Viking, does add a nice amount of attack and I’d like for being a buckler giving a higher block rate for nice TP gain when you are getting hit. It’s still only an extra 3TP a block, since you get 2 for getting hit without blocking. So it’s 33 shield blocks (rounding down) to get one more WS. Assuming a 75% block rate with a size 2 shield that means you have to take 44 hits. Even with a size 2 shield you will need some +shield gear to hit the block rate cap. Using +shield gear is using slots where a /nin is adding DD gear, effectively negating the attack bonus you get from your shield. The big shield slots are back feet neck, which also happened to be big DD slots too.
I haven’t used a buckler shield in forever, but I think 50% block rate with no shield gear is a generous guess? In that scenario it takes 66 hits to get one extra WS. Take into account the pounding I am taking meaning I have to cure more, which is more lost attack innings, and more mp both myself and mages need to spend. I can attest to the fact that in full DD gear and with berserk up I get just about as hard and any other melee. In theory I’ll give sword and board an advantage, but not so much for practical purposes.
The extra attack and it’s impact really depends on what your are fighting, 25 Atk on Imps in mire isn’t very dramatic for me. 25 Attack on trolls can have a noticeable difference. Attack is a key DD stat, but its not the end all DD stat. My warriors base attack now at 75 is lower then its been since I was 70, but there is no doubt he is much more powerful now. Attack is great, but haste is better, unless you are taking about huge amounts, trading attack for haste is usually the right call.
Base Str makes very little difference when TPing and in small amounts its not a huge factor for WSs. I have 5 Str merits and I really don’t notice the difference. The difference in WS damage between a Elvaan and a Hume isn’t that big, and that STR spread is larger then the difference between Pld/War and Pld/Nin. Yeah it is there but I really don’t see it as a significant factor.
Also on the Tatami shield, I wouldn’t bother, 12 Atk is better than 3 Str which is only good for WSs, and the block rate on a Tatami is lousy even with 313 shield skill.
3. Attack Bonus trait. WAR has it, NIN doesn't. Now we're looking at a 30 point attack swing with the same gear and food (aside from suppa vs. assault/coral and Viking vs. DW).
The attack trait is 10 Attack, 12 from Viking shield, brutal/suppa are the ideal earrings either way so it’s a 22 attack difference. It’s very nice, but by itself it’s not going to change the outcome drastically by itself.
4. Warcry. Not only one of the most powerful hate tools a PLD/WAR has, it also boosts the damage of every physical DD in the party. It's hard to say exactly how much extra damage comes from Warcry, but it's not zero (unless you're not using it at all).
Well, its has a 5 minute recast and a really rather insignificant effect on damage output, check the attack boost it gives. You use it and pull hate you’ll take more damage and curing yourself and the 1 attack round you lost would easily make up for the tiny bit of extra damage you do because of Warcry. I really stopped using it all together it’s a hate tool only for me.
5. Not everyone *has* a suppa - DM earrings can't be rechosen, ever. For those who chose something else - because they did DM before /nin became as popular, before the other gear/mobs to make the build work were around, or as a different main job altogether - /nin isn't nearly as attractive an option.
Without a suppa you lose 5% dual wield reduction. Both /nin and /war lose the 5 Atk and 4.5 Acc so the replacement earring is irrelevant and would be the same for both jobs. Without the 5% delay reduction, I can see /war on paper pulling ahead in DoT due to how close the numbers are.
6. Your DW numbers assume justice/joyeuse. This is a great setup if you have it. If you don't, something like company/joyeuse will fall far behind single-wielded joyeuse in attacks per minute.
Actually I didn’t do numbers on Comp/Joy Vs Joy simply because it then all comes down to WSs as well as to delay. Justice and Joy are so similar, its easy to compare then since we need only take the delays into account. Actual WS numbers need to take into account Mob level, mob type, other you have buffs, debuffs on the mob, and your WS gear set in general.
Without actual WSs numbers to compare its alot of conjecture. In this case I would rely on my parses and the majority of parses testing the two jobs was done with Comp/Joy Vs Joy and Comp/Joy, and /nin won every time. I understand the TP gain is slower, but a Vorpal with a Company Sword Vorpal is very respectable, while a Joy or justice Vorpal is very lack luster. This is the primary reason I was so surprised when Just/Joy Vs Just worked out so close. Just/Joy destroys Comp/Joy and all my parses show Comp/Joy destroying Joy. I really assumed the numbers would be much stronger in favor of Just/Joy then they worked out to be. I could try and work some numbers for Comp Joy Vs Joy later. I think 450 average Vorpal with Joy and about 750 with Company is a fair ball park estimate. It’ll look at how that compares on paper later. But doing numbers this way just seemed to open a door to a derail into how big the difference between a Company Vorpal and a Joy Vorpal are. Which once again seems very difficult to prove.
Overall I think that if you're not going to use shadows frequently, /nin isn't really worth using; DW looks good at first, but the benefits of /war are more wide-ranging than is immediately apparent.
Perhaps this is where we don’t see eye to eye. For me its not a question of “if†I’ll be using these shadows, I have always used my shadows. Even back in the beginning when I barely had a DD build, I would generally tank the first part of the fight, flash is a great hate gainer. If I am not using my shadows then /war loses any TP advantage he might have due to shield blocks.
It seems to be a matter of Theoretical Vs Practical. I’ll be the first to admit I often end up speaking about practical when we are talking about theoretical.
Theoretical -> Practical
1. Fast TP gain due to shield blocks -> You are a MP sink & lose attack innings to cure
2. Faster WSs (Compared to Comp/joy) -> Weaker weapon Skills (Comp/Joy)
3. Big Attack boost from Berserk -> Huge MP sink from berserk being up
4. Shadows offer no bonus to DD -> Shadows offer me safety to pull hate at will
5. More STR Vs Elvaan WS -> Hume WS /shrug
6. More base Attack -> Haste generally performs better
At the end of the day, I wouldn’t vehemently disagree with someone who claims /war is a stronger damage dealer on paper and can see how they would take that stance. But in light of all my parses showing the opposite, I find it extremely hard to believe the difference is hugely in /war’s favor. Nonetheless, in any practical setting, /nin is a more beneficial sub combining excellent damage dealing potential and excellent survivability. The added survivability gives me ability to pull hate at will without worry of becomming a MP sink this lets me go balls to the wall and never slow down in merit parties. Not having to hold back seems to allow for more damage to be dealt.
Sincerely,
Hankthetank
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