Ifrit.Darkanaseur said:
Asura.Takinagi said:
Only 9% of your total damage will be increased by crit using RR.
9% is ridiculously low
Using Masamune (90) and capped pdif for ease
114D+20fSTR=134*2.2 is 294 regular hit
134*3.0 is 402 so a 36.7% difference for normal crit
552 crit with RR, so a 77.5% increase
So it's
(0.29*1.367*0.3)/(0.59*1.775*0.3)
11.8/31.4*100 = 37.5% increase in overall damage from RR.
That's of course assuming you were capping dDEX
before RR, capping accuracy/attack etc. If not then the gains are higher, similarly for a SAM w/o Fudo, since the melee/WS ratio will shift.
(Raen's formula)
I have to admit, I don't understand this math and I don't know what's it saying or where you get all these numbers from, nor what they are to express. c.c
So what I still don't get is that if you increase your melee dmg, which is 30% more crits and 30% more dmg of those crits, how does this end up increasing your overall dmg that much (compared to other options) that you get a percentage that high?
Certainly, it has to increase your overall dmg, compared to nothing though. Meaning, if you would use RR or no atma at all.
But seeing that certain atmas increase your dmg in certain ways, that are so obvious, it's hard to believe that boosting a part of a SAM's TP-gain, which has never been of much relevance, has that much of an impact on overall dmg.
Like SB does (please help me out with actual numbers) with a 100% TP boost, which I believed was at least 40% already to your WS dmg, which is furthermore the majority of most 2handed DD's dmg.
Like Apoc, which adds 15% TA to your TP-phase, as well as your WS' and therefore not only increase frequency but also WS dmg once more.
Like VV, which adds WS mod, DA (not really worth to mention but better than nothing) and regain, which once more boosts your frequency (due to lower x-hit build) and also slightly the WS-dmg (due to mods and occ DA).
So those all boost your dmg significantly and also help with more constant dmg.
Maybe numbers will help me out more, to understand what RR is supposed to be capable of.
The way I see it, is that RR gives you a boost to your melee phase, your 1-5 swings between your WS', making them hit for like 500 or something? So that would mean for me, if I did indeed suck badly and need 5 hits until I can WS, every 1-2 hits might or might not be crits.
During that phase I might do like 1.2-1.8 dmg. Maybe more if like every hit crits. Hell, even if every hit crits for 500ish each, it would be 2.5k dmg.
Now, that would be not bad IF all hits crit and since you dropped other good atmas for RR, your WS dmg might suck a little as well, leaving you at around 1-2k probably.
In that case, yea, RR might, most likely, win.
On the other hand, when you have proper atmas, you will still be doing like 1k in 5 hit and put out 1.8-4.5k dmg during WS' (obviously, always depends on mobs and buffs but thats normal dmg for exp mobs).
In any case, more melee hits between WS' would favor RR (which shouldn't be the case for SAMs though with sekkanoki/meditate/proper x-hit build/regain atma).
I don't know, since aby came out, having a 5-hit build is nothing special anymore, which honestly makes me doubt that the phase between WS' has gotten that much more important for dmg.
But again, for aftermath it might be different, where you always have to take into account that you have to ws with high TP beforehand to make it last longer = waste of TP and have to melee more to take advantage of that effect = waste of TP.
I'm only talking about what I know and what I've experienced on SAM a few years and also some in abyssea, so don't judge me if I'm wrong.
If the maths say VV/SB/Apoc are garbage and RR is the new way to go, that's fine. I would like to experience that (with a WoE GK).
Let me know which of the atma, of the ones I would use, I would have to ditch then. =o