Friday, July 31, 2009

Comment potpourri

More comments on the relationship between INT and effective magic accuracy

Last week I got into this "debate" about magic accuracy (BG) regarding the results of casting Stone "a bunch of times" (massive understatement) on Qiqirn Poulterers. After inspecting lodeguy's elemental magic data back in December 2008, I speculated about a model for elemental magic to explain lodeguy's results, not expecting to find any other data to provide independent confirmation for this "model." But thanks to pchan, we now have even more data for which this model agrees (assuming I'm not being irredeemably biased in my perspective) along with some new insights that I describe rather turgidly in one of my posts there.

For example, it is known that the effects of additional magic accuracy, elemental staves, and elemental magic skill appear to be cut in half when "effective" magic accuracy or "hit rate" (the output that depends on the aforementioned inputs) is sitting below 50%. This latest data shows that the effect of INT appears also to be halved below 50% (for ΔINT ≤ 10).

Perhaps more relevant is the observation that, given this data, the effect of INT could be attenuated even further as ΔINT goes further and further beyond 10. That is, it could be (statistically) significantly less than +0.5% "hit rate" for every one-point increase in INT above ΔINT > 10. However, my naive analysis is based on statistical control and not experimental control of levels of INT, the latter of which seems preferable to minimize the influence of potentially confounding factors (as unlikely as they may seem).

Curry buns

Unless RMT are dumping inventory, I don't see why anyone would still craft Coeurl Subs instead of Yellow Curry Buns. From a crafter's standpoint, crafting Yellow Curry Buns will give a slightly better yield on the average because it's only a level 54 recipe ("tier 3" achieved at 105 cooking skill) and the most typical HQ result is 8 buns instead of 6.

But the real nail in the coffin, assuming that it's true, is that the buns retain the hidden bonus of the corresponding curries. Apparently, (hope I'm interpreting this Google translation correctly), the attack cap on Yellow Curry rises to 85 when eaten in the presence of four or more people in the same party as the consumer, among other attribute differences. Amazing that it's 2009 and players still don't know this. (Well, I never used yellow curry so I didn't know.) For Red Curry, the condition is apparently the same, but the attack bonus rises from 23% to 25% (still capped at 150). If the buns retain these hidden bonuses, why wouldn't there be higher demand for Yellow Curry Buns?

Note: the bonus from eating yellow curry (buns) while in a party does not wear off upon leaving the party. Using one while not in a party yields only 75 attack, and it probably does not increase upon joining a party of sufficient size.

The quaintness of dual wielding

It's been almost two years since the pivotal two-handed weapons adjustment, which, among other things, was the beginning of the end for dual-wielding as a mainstream option for warrior.

Before the update, the rates of TP gain and auto-attack damage were generally superior for dual-wielding configurations "most things being equal," as the multi-hit properties of Joyeuse and Ridill amply compensated for lower native sword skill and 8 axe/8 sword seemed to be a popular merit option anyway, leaving no room for great axe merits.

There does not seem to be any simple quantitative comparison of dual-wielding configurations with great axe in terms of rate of TP gain and damage per second, so I did some quick calculations. The following is a "most things being equal" comparison of four canonical dual-wield weapon pairs with Perdu Voulge and Fortitude Axe from the standpoint of auto-attack efficiency, as represented by base damage per second (a modification of the usual "DPS" ratings assigned to weapons per FFXIclopedia accounting for double attack and 95% hit rate) and TP per minute.

Comparison of theoretical auto-attack efficiency of various weapon configurations at 95% hit rate and given 15% double attack rate (no Store TP)

Configuration
Hits/round
Hits/sec
Base DMG/sec
TP/round
TP/min
Maneater/Ridill
2.91175
.4271
18.52
16.01
140.96
Maneater/Joyeuse
2.548375
.3822
15.67
13.76
123.85
Ridill/Joyeuse
3.275125
.5339
20.17
16.37
160.19
Maneater/Iron Ram Pick
2.185
.3013
14.46
12.67104.88
Perdu Voulge (17% DA)
1.1115
.1323
12.70
15.22
108.76
Fortitude Axe (17% DA)
1.6535225
.1968
12.59
22.65
161.80

All of these values are averages. Base damage per second could be considered a measure of "damage over time" potential. If (average) pDIF and hit rate were held constant across all these options, then Ridill/Joyeuse is the clear choice, which is basically saying if you're farming too-weak mobs. As for rate of TP gain per unit time, which has nothing to do with weapon damage ratings, it was always pretty obvious that axe/sword and Ridill/Joyeuse were more efficient in this respect.

Of course, the aforementioned update eviscerated the normally silly notion of most things being equal as the adjustment brought ample attack and accuracy bonuses (accuracy affecting rate of TP gain when accuracy actually matters, duh!) and Raging Rush was modified to be able to critical hit. Given how parsimonious the "development team" generally was (and is), it was almost unfathomable that the STR-to-attack and DEX-to-accuracy "ratios" were "increased" to 1:1 (from 2:1) before they were scaled down to 4:3.

How about another measure of efficiency, like TP "fed" to a mob per unit time or ratio of damage to TP given to a mob? To the extent that it matters, dual-wielding options were generally worse than great axes (Fortitude Axe aside), which could have been considered an acceptable trade-off back then. But, since the two-handed weapon adjustment really undermined the relative efficiency advantages of dual wielding, the trade-off is not that appealing now for mid-level events like Einherjar or Limbus where you not necessarily be at maximum hit rate. The first floor of Central Temenos is a good example of where dual-wielding would be a complete joke. Again, you didn't have to crunch numbers to have realized that.

Comparison of average TP "fed" to mob per attack round (no attack speed reduction, no Subtle Blow)

Configuration
TP fed/
round
TP fed/
min
Base DMG/
TP fed
Maneater/Ridill
24.75
217.84
5.10
Maneater/Joyeuse
21.40
192.65
4.88
Ridill/Joyeuse
26.20256.31
4.72
Maneater/Iron Ram Pick
19.22
159.125.45
Perdu Voulge (17% DA)
18.56
132.58
5.74
Fortitude Axe (17% DA)
27.61
197.24
3.83

Sunday, July 26, 2009

Black mage solo EXP in Xarcabard [S]

This may have gone under the radar for many considering the hype surrounding fay weapons, Igqira Weskits with INT+6 that you'll never get, and the rat race to finish A Moogle Kupo d'Etat (what's the acronym? AMK? MKE?), but this latest version update actually provided an alternative to Ebony Puddings as a solo EXP fodder for level 75 black mages and scholars in the form of the five or so LV 75+ Gigas's Tigers with only 1,400 or so HP within striking distance of the Xarcabard [S] teleport point at (H-9).

Considering the interval between the start of the ToAU expansion and now, this is totally (un)characteristic of SE depending on your point of view, whether you're a fucking retard for fulminating about the "exploiting" the generally low HP of BST pets or a realist.

Perhaps "alternative" is a gross understatement since chain #19 has been achieved on these tiger pets with BLM/SCH (and the attendant MP-efficiency advantages) and the ability to one-shot these tigers with the appropriate weather (ice) or day (Iceday or Lightningday). Not only that, there was the suggestion that these can be chained indefinitely! This seems like a pretty good case for /SCH at this camp if you can one-shot (you have Bind and Sleep anyway).

As for the bread-and-butter /RDM sub, I don't know about you, but even attaining chain #5 on Ebony Puddings (even though I can't three-shot, as in three tier IV), my average EXP/hour doesn't even approach 10K per hour (more like 8K).

In contrast, even without day or weather bonuses and basically lolly-gagging, after trying my hand at these Gigas's Tigers I still managed to average about 8K/hr over two chains with BLM/RDM as summarized in this parser output:
Experience Rates
Total Experience : 2538
Number of Fights : 17
Date : 7/26/2009
Start Time : 11:46:32 AM
End Time : 12:05:28 PM
Party Duration : 0:18:56
Total Fight Time : 0:04:33
Avg Time/Fight : 66.85 seconds
Avg Fight Length : 16.07 seconds
XP/Fight : 149.29
XP/Minute : 134.00
XP/Hour : 8039.97
Moreover, after achieving a chain #10 (cheating with Manafont), I averaged over 9.6K/hr on this chain while still not being able to one-shot tigers:
Experience Rates
Total Experience : 1773
Number of Fights : 11
Date : 7/26/2009
Start Time : 12:12:18 PM
End Time : 12:23:18 PM
Party Duration : 0:11:00
Total Fight Time : 0:03:31
Avg Time/Fight : 60.03 seconds
Avg Fight Length : 19.20 seconds
XP/Fight : 161.18
XP/Minute : 161.10
XP/Hour : 9665.87
I would argue that, at least for me, at worst the EXP/hr in Xarcabard [S] is equivalent to that in Mount Zhayolm, with the potential to clear 10,000 EXP/hr easily with /SCH and enough oomph to one-shot these tigers.

Personally, I would rather not rely on the crutch of having the benefit of the right weather or day effects to be able to one-shot tigers, but my gear or merits do not give me the flexibility to one-shot anytime. After determining that these tigers have 55 INT, I determined that I would need to acquire Selenian Cap with INT+4 and MAB+2, a Novio Earring, and 4 INT merits to clear 1,400 damage with Thunder IV.

With this in mind, those players with Novio and full Morrigan's would have a field day at this camp.

Saturday, July 25, 2009

Properties of virtue weapons like Fortitude Axe

Edit (Aug. 5): mixed up scenario labeling but the conclusion is the same.

A few days ago I forwarded these cheesy analyses of the relative "efficiency" of so-called virtue weapons (Fortitude Axe and Love Halberd), which I hope are not taken all that seriously even though I made some attempt to reconcile it with my own experiences or others'. My primary goal with these posts I made over the past week was to demonstrate yet another application of probability theory to simplify such cheesy "analysis" while being somewhat rigorous about it. At least it's better than presenting some ugly arithmetic and retarded hand-waving, as I explicitly stated the major assumptions involved. (But you would have to trust I am doing calculations correctly.)

I bring up the comparisons involving the virtue weapons to point out that I made the assumption that double attack can proc both on the main hit and virtue weapon proc, yielding the possibility of a round of 4 attacks. Actually, I have no basis for assuming such a thing other than flimsy hearsay. With this in mind, I set out to collect data to support the notion that a 4-attack round is possible with Fortitude Axe, and I obtained the following count data after 236 rounds. (I ran out of virtue stones.)

No. of hits
0
1
2
3
4
Counts
5
96
100
35
0
Est. proportion
.0212
.4068
.4237
.1483.0000

It so happened that I didn't observe a 4-hit round with Fortitude Axe, but is this because it is rare or because it's impossible?

If we assume DA can proc independently of one another for both the initial attack and the virtue weapon proc, the probability of a 4-hit round is .01796 (given 95% hit rate) and the probability that zero 4-hit rounds occur in 236 attempts is .01388. Put another way, the probability that at least one 4-hit round occurs in 236 attempts is .98612.

Thus, if this "mechanism" of interaction between DA and virtue weapons is true, I was unlucky not to see a 4-hit round. But, if it is wrong, not seeing a 4-hit round is exactly what I should expect.

How else would DA and virtue weapons interact such that a 4-attack round is not a possibility?

One scenario, which I call "A," is that there is exactly one DA proc possible and that it's independent of the virtue weapon proc. In this case, DA has only one chance to proc.

Another hypothesis is that whether DA procs on the virtue weapon depends on whether the DA has processed on the initial attack. I call this scenario "B." If DA has processed on the first attack, it will not process after the potential virtue weapon proc; otherwise, DA may process after the virtue weapon swing. In this scenario, there are up to two chances for DA to proc.

Both of these scenarios are not far-fetched, so the question of which one agrees more with the data depends on knowing the hypothetical distribution of number of attacks per round under each scenario given the rate of DA trait and overall hit rate. These distributions are determined for 95% hit rate, 21% DA rate, and 50% virtue weapon proc rate, as shown below.

No. of hits
0
1
2
3
4
Expected
value
(A)
.0210
.4235
.4655
.0900
01.6245
(B)
.0208
.4162
.4018
.161101.7033025
(C)
.0208
.4161
.3991
.1460
.01801.72425

To summarize, scenario "A" allows DA exactly one opportunity to proc. This DA proc is independent of whether the virtue weapon procs.

Scenario "B" allows DA up to two opportunities to proc. If it procs on the first attack, it won't on the (potential) virtue weapon proc. If it doesn't proc on the first attack, it can on the virtue weapon proc

Scenario "C" allows DA exactly two opportunities to proc (DA and virtue weapons "stack") as explained toward the beginning. The language to describe these may be confusing, but the associated probability distributions are a pretty convenient distillation. Checking the actual data against these hypothetical distributions can give us insight as to which scenario is most reasonable of the three. The "expected value" column shows the average number of attacks per round under each scenario. My initial impression is that (B) seems to be the most realistic.

I already discussed scenario "C." The probability of observing zero 4-hit rounds in 236 attempts is .01388, so scenario "C" is unlikely.

Start with scenario "A." Instead of focusing, say, on comparing the observed proportion of 3-hit rounds to the hypothetical proportions under (A) and (B), it makes more sense to consider all of the data at hand. I can use Pearson's chi-square statistic to examine the "goodness of fit" of the associated probability distribution to the observed data. Under scenario "A," the approximate p-value is .02017, indicating that scenario "A" is not particularly likely given the data.

How about scenario "B" then? The associated p-value is .898 (approximately). Under the scenario that DA is permitted to proc up to two times, the probability of observing count data as "extreme" or more extreme than the data actually observed is about .898, an indication that this mechanism is very plausible.

It bears reminding that in all of these hypothetical cases, I assumed that the virtue weapon proc rate was 50%. This is not necessarily a good assumption. For example the Joyeuse proc rate is more like 45%, contradicting the long-held assumption that it is 50%.

After acknowledging that scenario "B" is the best way to explain my data, it may be useful to see how the probability distributions "shift" by changing the virtue weapon proc rate in increments of 5% in either "direction" of 50%.

Hypothetical probability distributions for the number of hits in a single round, assuming that DA has up to two opportunities to proc on a virtue weapon

Given a virtue weapon
proc rate of...
0 hits
1 hits
2 hits
3 hits
p-value
40%
.0246
.4870
.3593
.1289
.08418
45%
.0227
.4516
.3806
.1450
.52411
50%
.0208
.4162
.4018
.1611.898
55%
.0189
.3808
.4231
.1773
.66298
60%
.0170
.3453
.4443
.1934
.13281

It is easy to see that the probabilities under each column decrease or increase at a constant rate. It is also easy to see what while a virtue weapon proc rate of 50% is highly probable given the data at hand, there is insufficient statistical power to rule out a proc rate as low as 40% or as high as 60%.

Conclusion

Based on an observed sample of 236 attack rounds with Fortitude Axe, it appears that the double attack trait can proc either on the first attack or on the virtue weapon attack, but not both. If it procs on the first attack, it won't on the potential virtue weapon attack. If it doesn't proc on the first attack, it may proc on the potential virtue weapon attack.

The obvious implication is that claims of a four-attack (or four-hit) round with Fortitude Axe and other virtue weapons are highly suspect. If you think you observe a four-attack round with Fortitude Axe or another virtue weapon that cannot be explained by high attack speed, that observation must be considered in the context of the relative frequency of 0-, 1-, 2-, and 3-hit rounds that you probably didn't even bother to record. Idiot.

Also, the proc rate of a virtue weapon might be 50% but there was an insufficient sample size to "prove" it.

Friday, July 24, 2009

A comparison of 5-hit Rindomaru with Hagun

The great katana Rindomaru is one of those new "fey" weapons that can be augmented through the quest "Succor to the Sidhe," and with the possibility that Rindomaru can be augmented with a heap of Store TP, a "5-hit Rindomaru" setup could theoretically rival the boilerplate "6-hit Hagun."

The main comparison here is whether the increased WS frequency from a 5-hit Rindomaru overcomes the Hagun's TP bonus, or whether a hypothetical 25% increase in weapon skill frequency overcomes the 20% increase in weapon skill damage with the TP bonus for the Yukikaze/Gekko/Kasha triumvirate.

A crude calculation of efficency with "most things being equal" could be something like [(88*4+700)/30/(86*5+800)*37.5 - 1]*100 = 6.91%, that is, Rindomaru is more efficient with really crude simplifications. But surely we can be more sophisticated than that.

To start, here is a description of a pretty good augmented Rindomaru (15 Store TP, +4% weapon skill damage, etc.) as well as some specific, full-Usukane equipment setups for both 5-hit Rindomaru and 6-hit Hagun with minor differences, such as Sword Strap for Hagun and White Tathlum for Rindomaru. I will be basing my calculations based on these setups... and the canonical Greater Colibri.

Calculating average time to 100 TP

Weapon
Average no.
of rounds
Average no.
of hits
Average
time (s)
Rindomaru
3.7744.123
28.310
Hagun
4.690
5.123
34.159

Here, I am assuming 15% double attack rate and 95% hit rate. For Hagun, the reduction of delay is from 450 to 437. Under these conditions, the increase in WS frequency is about 21%.

Calculating average damage to 100 TP (including weapon skill damage)

Weapon
AA "base"
damage
WS "base"
damage
Average AA
damage
Average WS
damage
Total
damage
Rindomaru
88167580.640
709.9921290.632
Hagun
86
169
705.051818.4631523.515

The assumption of using a weapon skill immediately upon getting 100 TP is not all that realistic, but then again all comparisons like this are based on "ideality" and the excuse that this is all supposed to be the case "in the long run." Take the comparison with a brick of salt as you consider the conditions under which it's made.

As another "ideal" assumption, I suppose that pDIF is maxed out for weapon skill damage, and is 1.6 on average in the auto-attack phase. The average number of hits per weapon skill is 1.0925.

How do I account for the "+4% weapon skill damage" on that hypothetical Rindomaru? It sounds like it could be incorporated into the fTP factor. Thus, the fTP factor for the first weapon-skill hit is 1.975 for Hagun and 1.7025 for Rindomaru. For this case, Hagun's average WS damage is about 15% higher.

I also accounted for Meditate but no Overwhelm, mainly because I don't know if Overwhelm affects all hits of a weapon skill.

Damage per second

Weapon
AA proportion
of total damage
DPS
Relative
efficiency
Rindomaru
.45045.588+2.21%
Hagun
.462
44.600
---

Here, you would want to compare the theoretical AA proportion of total damage to what you actually experience.

On paper, this idealized Rindomaru is actually better than Hagun on paper. At this point, you may wonder if using a weapon skill immediately at 100 TP is realistic, so consider also the fairly extreme case of waiting an additional round past 100 TP before WSing (equivalent to starting from 0 TP).

Another comparison of damage per second by "wasting" an attack round beyond 100 TP

Weapon
AA proportion
of total damage
DPS
Relative
efficiency
Rindomaru
.49641.286---
Hagun
.495
41.631
+0.83%

You can think of the last two tables as representing the ideal lower and upper bounds of how fast you WS after attaining 100 TP... in the long run. So if you hold TP, the additional TP will "benefit" Hagun more than Rindomaru and the relative benefit of having a 5-hit setup with Rindomaru is eroded.

Finally, note that this hypothetical Rindomaru has +4% weapon skill damage, which I assumed is an fTP bonus. I consider this the key attribute that allows Rindomaru to eke out a slight edge.

Of course, as far as Greater Colibri are concerned, polearm with attack buffs would be more "fun" as far as cranking out Penta Thrusts with an average easily exceeding 1k. I did manage to find a forum thread with a parse of a 5-hit Tomoe where the AA proportion was about .38.

Sunday, July 19, 2009

Comparison of Love Halberd and Tomoe for samurai

I allocated way too much time this weekend to putzing around with spreadsheets, but let's just finish this off, shall we? Here's an example of doing a fairly simple comparison of a 7-hit Love Halberd with a 5-hit Tomoe, which is based on ideas presented in a prior comparison of weapons for warrior. In particular, I utilize the concepts of "expected number of rounds to clear 100 TP" and "expected number of hits to clear 100 TP" to make the arithmetic more tractable.

I didn't see any (good) hypothetical comparison of Tomoe 5-hit versus Love Halberd 7-hit for samurai (using Penta Thrust), so I thought I could do this really fast because I already set up the "black box" (this mess of a spreadsheet) to spit out an answer.

Calculating average time to 100 TP

Weapon
Average no.
of rounds
Average no.
of hits
Average
time (s)
Love Halberd
3.9596.48826.131
Tomoe
3.774
4.123
30.197

This is the easiest step as the assumptions are reasonable if idealized, such as 95% hit rate, 15% double attack rate, and starting with some initial TP from the previous weapon skill.

Calculating average damage to 100 TP (including weapon skill damage)

Weapon
AA "base"
damage
WS "base"
damage
Average AA
damage
Average WS
damage
Total
damage
Love Halberd
70110454.179650.3351104.515
Tomoe
96
136
395.890822.6141218.505

Again, there are more simple assumptions, like using Penta Thrust immediately after attaining 100 TP, using the same fSTR throughout, and assuming an average pDIF of 1. Using the expected values from the previous table, the average auto-attack and WS damage can be calculated.

Also, average WS damage is based on an average return of 5.035 hits.

Did I account for the effect of Meditate? Assuming Meditate recast is 150 seconds, we can assume all the TP goes to one WS and incorporate that damage into one cycle of AA and WS damage. For example, a "Meditate WS" is about 0.174 of a full WS in one cycle for Love Halberd, 0.201 for Tomoe, which makes sense as Meditate will benefit "slower-to-WS" weapons relatively more (Tomoe being slower).

Damage per second

Weapon
AA proportion
of total damage
DPS
Relative
efficiency
Love Halberd
.41142.267+4.75%
Tomoe
.324
40.351
---

Time for a reality check. Is it really possible for Tomoe auto-attack damage to account for only about 33% of total damage? I would have to see some parser output to validate these calculations. If you ignore Meditate, the proportions increase to .451 and .366. I will update this post when I can track down some parser output.

Even accounting for Meditate, Love Halberd comes out ahead on paper by almost 5%. Whether that 5% is worth expending virtue stones in a merit party is another issue altogether. You can't really argue differences in hit rate (if you want hit rate to drop below 95%) since the only real difference would be whatever is used in the ammo slot. As for attack differences, who knows how DEX +7 would compare to attack +5 and whatever's in the ammo slot.

Of course, the major issue, at least to me, is whether DA really stacks with virtue weapons. I've been assuming it does. Even if it doesn't though, Love Halberd is still slightly more efficient.

Cutting corners with Store TP and weapon skills

Edit: Another table appended.

Last week I referred to "minimum store TP" to achieve so-called n-hit builds from the standpoint of going from 0 to 100 TP in n hits or reaching 100 TP in n - 1 hits starting with sufficient TP return from the previous weapon skill, but practically speaking I should have called it "worst-case scenario store TP if you're using a multi-hit WS." With all the TP you'll get after the first hit (and when was the last time you saw only the first hit land when your WS didn't kill your target?), there aren't too many compelling reasons to maintain "true" store TP totals if it means using equipment you wouldn't touch otherwise. The question is how much store TP to drop while still maintaining a "virtual" n-hit.

As you might have guessed, you can turn to probability to answer this. Consider first the case of a 5-hit polearm with a 5-hit weapon skill. After calculating the probabilities for obtaining sufficient TP returns from a single WS (no need to present such clutter, but I hope I didn't screw up), we can see the relationship between dropping store TP and the lowered probability that you will be able to get 100 TP in n - 1 hits of the next TP-generating "cycle." Of course, these probability calculations are based on the assumption that DA can proc only twice on a multi-hit weapon skill (fewer than seven hits).

I am assuming 95% hit rate for the first WS hit. Since (lack of) accuracy does affect TP return, I thought it would be useful to show the effect of a lower hit rate.

Table 1. Probability of getting 100 TP in 4 hits (after a WS) for a 5-hit polearm (480 delay, 17% double attack rate)

Minimum
hits after
1st WS hit
Store
TP
95%
hit rate
80%
hit rate
0
54.95.95
1
53
.949996
.948865
1
52.949996.948865
2
51
.949677
.930353
2
50.949677.930353
3
49
.940513
.815681
3
48.940513.815681
4
47
.822485
.490462
4
46.822485.490462
5
45
.233998
.105841

You can see there is not much of a drop by shedding up to 6 store TP and still being pretty close to a true 5-hit. Remember that the first hit of a WS can still miss.

The probabilities shown are cumulative probabilities in the sense that, given some amount of store TP, what is the probability that I will be able to get 100 TP in 4 hits after a weapon skill? More specifically, given some amount of store TP, what is the least amount of hits I need to land to be able to get 100 TP in 4 hits with an acceptable probability? Remember that .95 is pretty much as good as it gets.

If you have 95% hit rate, 48 store TP gives you a 94% chance of generating 100 TP in 4 hits, requiring at least a 4-hit return from the previous WS (1st hit TP and TP from at least 3 other hits). If you have a "true" 5-hit build, shedding 6 store TP may be a good trade-off. For example, I've seen 5-hit polearm builds with 49 store TP (including merits), suggesting awareness that 54 store TP is rather superfluous.

If you have 80% hit rate, 48 store TP gives you a 82% chance of generating 100 TP in 4 hits, so you might want at least 50 store TP if being around 80% hit rate is more realistic for whatever you are doing.

This exercise can be repeated for both 6-hit polearm and 6-hit great axe.

Table 2. Probability of getting 100 TP in 5 hits (after a WS) for a 6-hit polearm (480 delay, 21% double attack rate)

Minimum
hits after
1st WS hit
Store
TP
95%
hit rate
80%
hit rate
0
29.95.95
1
28
.949996
.948948
1
27.949996.948948
2
26
.949705
.931688
3
25.941320.823837
3
24
.941320
.823837
4
23.832807.513000
5
22
.284425
.130744

29 store TP not all that easy to obtain as a warrior (maybe you want to use Aurum Cuirass), but 24 is possible with a bunch of ticky-tack pieces. 15 from /SAM, 5 from Rajas, 1 from Brutal, 1 from Chivalrous Chain, 1 from Ecphoria Ring, and 1 from Engetsuto gives 24 total. Then again, if you're spamming crab sushi, some of these may not be very optimal for Penta Thrust.

Table 3. Probability of getting 100 TP in 5 hits (after a WS) for a 6-hit great axe (504 delay, 21% double attack rate)

Minimum
hits after
1st WS hit
Store
TP
95%
hit rate
80%
hit rate
0
22.95.95
1
21
.948478
.923695
2
20.889887.702636
2
19
.889887
.702636
3
18.034124.017160

I have only 6 store TP on equipment for warrior anyway. I can live with 21 store TP if I actually am using /SAM for some reason. What about the likes of 6-hit scythe and 6-hit polearm, both with four-hit weapon skills (like Guillotine and Drakesbane)? The following table compares the minimum TP for a "true" 6-hit build to the minimum TP for a "virtual" 6-hit build.

Table 4. Minimum Store TP requirements for 6-hit builds with 4-hit weapon skills



Minimum Store TP
DelayBase TP
True
Virtual
528
14.4
1614
513
13.9
21
18
501
13.6
2320
492
13.3
26
23
480
13.0
2926

With "virtual" store TP builds, the corresponding probability is .9449 given 95% hit rate. (Of course, lower hit rate will lower this probability.) If that .0051-difference in probability really troubles you and is unacceptable, by all means be hyper-conservative.

Dumb thread(s) of the day

Here's a new feature where I talk briefly about crappy replies to decent questions. It would be a lot easier just to take pot-shots all day at shitty FFXI forum threads, which I might just do rather than play with numbers all the time.

Apparently, there is a thread on BG discussing why Allakhazam is so maligned, which usually is done by repeatedly knocking down the straw man that anyone actively endorses TPing in STR or DEX rings. When talking about a signal-to-noise ratio, the noise component is rather substantial on Allakhazam but the signal is pretty small in absolute terms for any FFXI forum, really. Even BG has threads like this, where bald-faced assertions are made without referencing sources and people can say they get 8-hit Drakesbanes with a straight face.

As another example, if you were talking about the relative efficiency of a 6-hit polearm build, you would pretty much get the same content-free, inane answers whether you posited this question on Allakhazam or Blue Gartr. Apparently, it is so difficult to use an average auto-attack damage, use an average WS damage, estimate the time between weapon skills, and use all this information to estimate roughly the relative efficiency of a 6-hit build. (Hint: a 6-hit is not even close to being 20% more efficient than a 7-hit). Instead, you have a reasonable OP followed mostly by dumb-fuck snark and drivel.

Saturday, July 18, 2009

A comparison of Fortitude Axe, Perdu Voulge, and Engetsuto for Greater Colibri

I thought this would be a fun exercise using properties of expectation (probability theory) to compare the performance of Fortitude Axe, Perdu Voulge, and Engetsuto on a level 82 Greater Colibri (67 VIT, 327 defense) in terms of (approximate) average ideal damage. My idea of "average ideal damage" is based on a so-called "cycle" of TP generation to reach 100 TP followed immediately by a weapon skill.

Why compare the expected damage resulting from a "cycle" of auto-attack damage and WS damage? While this implies an unattainable ideal (along with generally uncontrollable factors "in the field," such as Pecking Flurry and the like, it is practically impossible to WS as soon as possible and still get the maximum "realized" damage from that WS because of overkill), it is a concise representation of efficiency in the long run that includes damage from both auto-attack and WS "phases." Talking about the long run means considering the variability of auto-attack and weapon skill damage.

Some motivation: arguments based on a wall of arithmetic tend to be annoying. Those who present these walls of arithmetic seem to labor under the pretense of precision (why calculate anything if you don't want to be as precise you possibly can?) yet their lack of clarity obscures "typical" mistakes like using cRatio as a stand-in for pDIF. This obviously underestimates the relative effect of attack where percent changes are involved. Another example is adding or subtracting percent changes. While the propagation of error may be slight because percent changes tend to be based on values near 1, it's still error.

On the other hand, this kind of junk tends to be done in an off-hand manner for quick and dirty comparison of what's better (or worse), which is understandable. Yet where putatively non-trivial comparisons are concerned, why not answer the question of how much better (or worse)? This is what I attempt to do with a comparison of Fortitude Axe and Perdu Voulge by outlining the steps I take to make the necessary calculations.

As for the specific example, I wish to mount a counter-argument against the "hype" that Fortitude Axe and a polearm (Engetsuto being a typical polearm for warrior to use) are meaningfully superior to Perdu Voulge. To me it's not at all obvious that the increased WS frequency associated with Fortitude Axe should overcome the base damage discrepancy despite facile intuition-based arguments that are biased toward Fortitude.

But before starting, why not make some preliminary assumptions?

Some general assumptions

  • 95% hit rate.
  • Meat mithkabobs for great axes and crab sushi for Engetsuto (the latter to ensure 95% hit rate especially without merits and high-end accuracy equipment).
  • 19% double attack rate. It is known that the explicitly named Double Attack trait "stacks" with the virtue weapon property. Therefore, it is possible to attack up to four times in a single round (supposedly).
  • Sufficient TP to achieve 6 hits from 0 to 100 TP for all weapons (also considering the 7-hit case for the polearm).
  • Assume sufficient TP return from a previous WS to be able to reach 100 TP in 5 hits (or 6 hits in the case of the polearm) for the single "cycle" described earlier. In the "long run," which is what expectation is all about in a sense, the extra hit needed to attain 100 TP to begin with makes a slight contribution to the expected value.
  • Berserk active only. This is merely for my own convenience.
  • fSTR 6 for TP, 11 for WS.
  • Average pDIF based on assumption of symmetry of pDIF distribution, which seems to hold for cRatio above 1.5. This assumption ignores behavior of pDIF at the extremes.
  • 18% critical hit rate. This is completely arbitrary and corresponds to some level of DEX that I choose not to specify at this time.
  • WS damage always assumed to be at 100 TP. The expected TP per WS for Fortitude Axe would obviously be higher than that for Perdu Voulge (where damage or crit rate varies with TP). This may be worth keeping in mind.
Some of the jargon and terminology (pDIF, cRatio) is explained in this FFXIclopedia article and immediate links to other articles.

I will also explain briefly how I derive all the computations that follow and state any further assumptions, if not justify them due to lack of verification through data or resources/comments "officially" sanctioned by SE.

1. Expected number of attack rounds to 100 TP

Given 100% hit rate and 0% double attack trait, the expected number of attack rounds to 100 TP for Fortitude Axe is 3.5625 given sufficient TP return from the previous WS, compared to 5 for Perdu Voulge (obviously) and 6 for Engetsuto. The 3.5625 value can be computed using conditional expectation and can be verified through simulation.

Of course, I assumed 95% hit rate and 19% DA rate to begin with, so the expected values of the number of rounds to 100 TP are different. Here is a table for the expected number of attack rounds for some values of hit rate to give some sense of the trend. As one should expect, the rate of change of the number of attack rounds increases as hit rate decreases for any weapon.

Table 1. Expected number of attack rounds to 100 TP for various values of hit rate.


Hit rate
Weapon95%90%85%80%
Fortitude Axe
3.2593.4233.6063.812
Perdu Voulge/
Engetsuto (6 hit)
4.5574.8035.0775.386
Engetsuto (7 hit)
5.4425.7366.0666.437

2. Expected pDIF for auto-attacking and WS (including the effect of critical hits)

I am basing pDIF and fSTR values (fSTR values of 6 and 11 stated earlier) loosely on my own equipment but do not assert complete fidelity to that.

With Berserk, a Meat Mithkabob, and 18% critical hit rate, the attack ratings, cRatios, and expected pDIF are as follows for both auto-attack and WS. The pDIF without critical hit contributions is necessary for the WS damage calculations done in a later step.

Table 2. Computed values for obtaining expected pDIF

WeaponAttackcRatiopDIF
(no crit)
pDIF
(w/ crit)
Fortitude Axe
(auto-attack)
5761.4111.3461.526
Fortitude Axe
(WS)
5951.4691.3811.561
Perdu Voulge
(auto-attack)
5961.4721.3831.563
Perdu Voulge
(WS)
6071.5061.4071.587
Engetsuto
(auto-attack)
4451.0100.9631.143
Engetsuto
(WS)
4681.0811.0471.227

3. Expected number of hits in a 3-hit and 5-hit WS

Double attack is known to process twice on multi-hit weapon skills for two-handed weapons, but is it possible to double attack three times (or more) where applicable? While this may be an unsatisfying explanation, given the only data set (for Penta Thrust TP return) I have actually seen that attempts to answer this question, it seems very unlikely that DA can proc three times or more. Therefore, based on common experience, DA can proc only two times on a WS.

(This issue could merit its own post at a later date. For now, you could review my comments on DA and multi-hit weapon skills under the "double attack" tag, one of which addresses the Penta Thrust data set just mentioned.)

Based on the above, it is possible to obtain the probability distribution for the number of hits in the 3-hit and 5-hit WS cases. Since the first hit of a WS can have a different fTP (gorget effects or intrinsic property) and therefore different damage than the successive hits, these probabilities must be broken out by whether the first hit occurs in order to computed the expected damage. The total number of hits for a n-hit weapon skill is described using the notation "x+y," where x = 0, 1 are for the first hit and y = 0, 1, ..., n + 1 are for the rest.

Table 3. Probabilities for the number of hits in a 3-hit WS with 19% DA

No. hits
Probability
0+0
.0000919133
0+1
.0035232531
0+2
.0343440735
0+3
.0111244407
0+4
.0009163196
1+0
.0017463527
1+1
.0669418089
1+2
.6525373956
1+3
.2113643724
1+4
.0174100715

Table 4. Probabilities for the number of hits in a 5-hit WS with 19% DA

No. hits
Probability
0+0
.0000002099
0+1
.0000160425
0+2
.0004616123
0+3
.0059589813
0+4
.0299088222
0+5
.0123274910
0+6
.0013268409
1+0
.0000039875
1+1
.0003048071
1+2
.0087706328
1+3
.1132206449
1+4
.5682676222
1+5
.2342223291
1+6
.0252099764

4. Expected WS damage for King's Justice and Penta Thrust

I chose these weapon skills because neither can crit and I'm not sure what the critical hit rate for Raging Rush is at 100 TP. The properties of the alleged "damage spike" of King's Justice are not well known, so I do not account for this in the calculations.

Again, it is assumed that weapon skill damage is based on 100 TP. While this is an unrealistic assumption given the presence of double attack, it may be worth keeping in mind.

For the "effective" base damage for King's Justice, I used D + 11 + 42 = D + 53, where D is the base damage of the great axe. Here, the first hit is under the effect of an appropriate "sea" gorget (+0.1 fTP). For Penta Thrust, I used D + 11 + 32 = D + 43 and did not incorporate a gorget effect, but multiplied the damage by 1.25 to account for the piercing bonus on Colibri.

Table 5. WS damage (King's Justice for great axe, Penta Thrust for polearm) by hit


Before pDIFAfter pDIF
Weapon
1st hit
others
1st hit
others
Fortitude Axe
128117176.863161.664
Perdu Voulge
163149229.426209.721
Engetsuto
160160167.588167.588

Finally, we can calculate the expected WS damage based on the probability distributions in part 3:

Table 6. Expected WS damage

Weapon
Damage
Fortitude Axe
521.256
Perdu Voulge
676.195
Engetsuto
856.547

5. Expected number of auto-attack hits per "cycle"

The expected number of rounds to 100 TP (with TP return from the previous WS) is related to the frequency of WS while the expected number of auto-attack hits to 100 TP (also with TP return from the previous WS) corresponds to the damage dealt during the auto-attack phase. Using conditional expectation, the number of hits to 100 TP is summarized as follows:

Table 7. Expected number of auto-attack hits to 100 TP for various values of hit rate


Hit rate
Weapon95%90%85%80%
Fortitude Axe
5.5275.4995.4725.444
Perdu Voulge/
Engetsuto (6 hit)
5.1515.1435.1355.127
Engetsuto (7 hit)
6.1516.1436.1356.127

Unlike the expected number of rounds to 100 TP, which approaches infinity as hit rate tends to zero, the expected number of hits to 100 TP approaches 5 for a 6-hit setup and 6 for a 7-hit setup as hit rate tends to zero. It is easy to see that TP for WS often exceeds 100 for Fortitude Axe.

6. Expected total damage per "cycle" (auto-attack and weapon skill damage)

Finally, by combining the results of steps 1-5, I obtain the expected total damage per "cycle" of auto-attack damage that concludes with WS use immediately upon attaining 100 TP.

Table 8. Expected total damage per "cycle"

Weapon
Auto-attack
Weapon skill
Total in cycle
Fortitude Axe
590.767521.2561117.073
Perdu Voulge
821.619676.1951497.815
Engetsuto (6-hit)
669.821856.5471526.368
Engetsuto (7-hit)
799.837856.5471656.384

Total damage per cycle is a rate of damage. However, the duration of the cycle is different for each of these cases. To compare the efficiency of each of these, it is easier to convert damage per cycle into a damage per unit time.

At this point it I should see if these calculations do not flagrantly disagree with parsing of merit parties with both Fortitude Axe and Engetsuto. Informally speaking:

"REALITY" CHECK with Fortitude Axe:
  • Auto-attack damage: The expected damage in this exercise is 106.8817 and accounts for critical hits. From a short merit party (27 mobs), I have an average damage of 126.069 without Dia II (174 hits). However, this party had 2x Minuet for what it's worth.
  • Weapon skill damage: The sample mean of King's Justice damage (12 attempts) was 662.50. The expected value is 521.256 and the standard deviation is just under 102. Since the sample mean is approximately normal for sample size 12 (I checked this with simulation), it is obvious that 662.50 is not at all consistent with the estimated mean. Then again, a mere ~100-attack increase from 2x Minuet would raise the expected value to 652.810. This doesn't account for the alleged spikes in KJ damage.
  • Auto-attack damage as a proportion of total damage: The expected proportion for Fortitude Axe is .5289, which compares favorably with the observed proportion of .5326.
  • CONCLUSION: The calculations so far seem reasonable. There is no compelling reason to question the validity of the calculations.
"REALITY" CHECK with Engetsuto:
  • Auto-attack damage: The expected damage in this exercise is 130.019 and accounts for critical hits. From a short merit party (128 mobs), I have an average damage of 178.6634 without Dia II (621 hits). Adding 100 more attack (approximating the effect of 2x Minuet) brings the expected damage up to 167.212, which is still lower than the observed. (Remember that I've been assuming Berserk always active.)
  • Weapon skill damage: The sample mean of Penta Thrust damage (84 attempts) was 984.61. The expected value is 856.547 and the standard deviation is about 122.39. An additional 100 attack increases the expected value to 1046.136 and standard deviation to 153.
  • Auto-attack damage as a proportion of total damage: The expected proportion for Engetsuto is .4829, which is a bit lower than the observed .5327.
  • CONCLUSION: There don't appear to be any egregious discrepancies...
(I note that the Perdu Voulge latent bonuses are inactive above 100 TP but do not account for this in the calculations.)

7. How long is a "cycle"?

The answer is based on the expected number of attack rounds to 100 TP, which was computed in step 1.

Without any delay reduction whatsoever, and letting the first attack round occur at x delay after 0 delay, where x is the delay of the weapon of interest, one can approximate the time duration (in seconds) of the cycle by using the conversion 60 delay = 1 second.

Table 9. Cycle duration in terms of delay and seconds

WeaponDelayTime (s)
Fortitude Axe
164327.38
Perdu Voulge
2297
38.28
Engetsuto (6 hit)
218736.46
Engetsuto (7 hit)
2612
43.53

Finally, damage per second for a single cycle can be computed from the results of step 6 and the current step.

Table 10. Damage per second in a single cycle

WeaponDPS
Fortitude Axe
40.614
Perdu Voulge
39.129
Engetsuto (6 hit)
41.868
Engetsuto (7 hit)
38.049

After all that work, it turns out that Fortitude Axe does edge Perdu Voulge. It is worth mentioning that I tried to minimize any rounding except where called for by game mechanics. Intuitively speaking, the effect of excess TP above 100 will have a very minor effect on these DPS values, but for the sake of comprehensiveness, excess TP can be considered in section 8.

No combat skill merits are considered for the polearm cases. With that in mind, it seems futile to use polearm on Colibri without spamming crab sushi to achieve capped hit rate (or getting a Madrigal). Without meat mithkabobs and the high hit rate, the piercing bonus can't overcome the attack deficit.

8. Can we account for the excess TP beyond 100 that contributes to WS damage?

This is a bit troublesome because I have been assuming "sufficient TP return from the previous WS to get to 100 TP in x number of hits." Actually, I can calculate expected TP return from the results of step 3, assuming the minimum Store TP for a "true" n-hit build.

Table 11. Expected TP return from a weapon skill (5-hit polearm WS, 3-hit great axe WS)

Enough Store TP
for a ...
TP return
Great axe 6-hit
(504 delay)
18.487
Polearm 6-hit
(480 delay)
20.8582
Polearm 7-hit
(480 delay)
18.1621

From here on, excess TP is relevant only for King's Justice.

One way to think about this problem is conditioning the expected number of hits beyond 100 TP on the previous number of hits attained (before 100 TP). Unfortunately, I do not see an easy way to calculate, say, the probability that the previous number of hits is 3. It is just easier to estimate the expected TP per WS by simulation of the required probabilities. Note that there will be excess TP even in the case of only 5 hits to 100, based on the expected TP return.

Table 12. Estimated probabilities of obtaining excess TP over 100 TP

Weapon+1.9 TP
+18.6 TP
+35.3 TP
+52.0 TP
Fortitude Axe
.5795
.3239
.0883
.0083
Perdu Voulge
.848
.152
N/A
N/A

The expected King's Justice TP, fTP values, and WS damage (applicable only to the first hit) are as follows. (I assumed linearity of the fTP function with TP between 1.0 and 1.25.)

Table 13. Estimated expected TP and fTP for King's Justice (with sea gorget effect)

WeaponEstimated
expected TP
Est. fTP
(1st hit)
Est. damage
(1st hit)
Fortitude Axe
110.7612
1.126903
182.1795846
Perdu Voulge
104.5254
1.1113135
233.0656868

Recall that the expected damage on the first hit at exactly 100 TP was 176.863 for Fortitude Axe and 229.426 with the Perdu Voulge.

After all the intermediate calculations (results not shown), the updated DPS values for the great axes are obtained.

Table 14. Damage per second in a single cycle accounting for excess TP above 100

WeaponDPS
Fortitude Axe
40.800
Perdu Voulge
39.219

The difference still favors Fortitude Axe, but again, it is slight. People seem to like percent changes, so it's about 3.194% better.

9. Why exactly are polearm and Fortitude Axe played up for Greater Colibri?

Good question, considering the inconvenience of farming virtue stones (even though soloing xzomits is simple). Using a weapon with inferior combat skill is also pretty inconvenient when you have a A+ weapon with 8/8 combat merits. In my own experience, I never felt that Fortitude Axe was that much better than Perdu Voulge, but "all things being equal" rarely applies when experience is discussed.

As for an informal argument as to why Fortitude Axe might be superior, here seem to be the main points, with rudimentary supporting calculations that someone might perform for a forum post:
  • "Fortitude Axe provides 50% more damage, going from 0% DA to 50% DA, compared to a featureless 64-damage, 504-delay great axe." Of course, no warrior has 0% DA. In the presence of 19% DA, Fortitude Axe's WS frequency is expected to be about 1.40 times that of a generic great axe (based on time per cycle).
  • "The double attack property of Fortitude Axe compensates for the low base damage." This is not really a self-evident statement. A 32-point difference in base damage from 64 to 96, given 11 fSTR, is approximately a 43% increase in damage. Yet from the standpoint of damage in the auto-attack phase, Fortitude Axe is still better roughly by about [(70*5.527/27.38)/(102*5.151/38.28) - 1]*100 = 2.941%, ignoring attack differences.
  • From the standpoint of WS damage per unit time, where virtue weapon DA does not apply, Fortitude Axe is better by about [117/27.38/(149/38.28) - 1]*100 = 9.781%, again ignoring attack differences.
  • A naive person would incorrectly add these percent changes, but in reality the calculation of difference is more like [(70*5.527+117*3.135)/27.38/(102*5.151+149*3.135)*38.28 - 1]*100 = 6.160% in favor of Fortitude Axe, yet again ignoring attack differences. (3.135 is the expected number of hits of a 3-hit WS.) This should not be counter-intuitive because TP damage is slightly more influential than WS damage.
Practically speaking, the percent difference is closer to 3.194% in favor of Fortitude because attack differences still exist, even for Greater Colibri.

As for polearms, I can see where it can be pretty effective with sufficient Store TP for a 6-hit, appropriate support, and meat mithkabobs. I wouldn't say it's particularly efficient or easy to implement though.

10. Conclusion

Fortitude Axe is better than Perdu Blade "on paper" against a Greater Colibri by about 1.04 damage/second or, in terms of percent difference, about 3.194%.

If you had polearm merits and enough accuracy (whether from equipment or a Madrigal), a combination of polearm and meat mithkabob spamming could be more "efficient" (more so for 6-hit) if your idea of efficiency is wasting a bard song on Madrigal or spending millions on the scarce accuracy equipment (basically Toreador's Rings or Sniper Rings +1 and Cuchulain's Mantle) to eke out more accuracy. Without sufficient accuracy and support though, meriting with polearm seems to be a waste of time.

Sunday, July 12, 2009

Tomahawk for dummies

(Motivation for entry: Not surprised that Tomahawk properties are not well known among those who actually use warrior, which makes sense because those who play up warrior are mostly oblivious shit-for-brains who take pride in playing a one-trick pony. Also, this will be the last of my filler posts for a while—until well after the July version update if at all—as I am scraping the bottom of the barrel for new things to talk b.s. about.)

The in-game descriptions of abilities and traits are renowned for their clarity, specificity, and transparency, and that for Tomahawk, a Group 2 warrior ability, is no exception.

Tomahawk "expends a throwing tomahawk to inflict a special defense down effect on an enemy," with "special defense down" being understood as a temporary reduction of any "direct" damage mitigation properties the enemy may have. Note that this is different from defense rating. For example, any blunt damage on slimes is reduced by 3/4, to 1/4 of the full physical damage, and Tomahawk reduces this 3/4 factor by some amount. Similarly, any magic damage on ahrimans is reduced by 1/4, to 3/4 of full magic damage), with Tomahawk reducing this 1/4 factor by some amount.

According to the wiki.fo.jp article entry, Tomahawk provides a 25-percent reduction of the direct damage mitigation factor. This seems to make sense given experiences with Tomahawk in SE Apollyon, where mobs have low defense ratings but immunity to a specific damage type that seems to be "damage taken -100%," to use the in-game descriptions of damage-reduction properties, yet Tomahawk does not remove the "immunity" completely.

Similarly, elementals in Temenos apparently exhibit a 25% reduction in physical and magic damage, which itself is reduced to 18.75% in the presence of the Tomahawk effect. Consequently, the observed percent increase in damage is only 8.33%.

Finally, Jailer of Temperance is yet another example of Tomahawk having some effect. Given that Tomahawk (supposedly) works on the likes of Ouryu ("Ouryu Cometh"), which normally takes a 50% cut to magic damage, it would have been very helpful to me to have someone test Tomahawk on the T4 ZNMs for possible direct magic damage reduction.

To compare the Tomahawk effect for various monster types known to exhibit a so-called resistance to certain physical damage types, a table of damage reduction factors for slashing-type damage modified by Tomahawk is presented.

Damage penalty multipliers for slashing

FamilyBefore TomahawkAfter Tomahawk
Elementals.250.4375
Flans (normal).875.90625
Flans (spiked).375.53125
Ghosts.750.8125
HecteyesN/AN/A
LeechesN/AN/A
Mimics.500.625
Skeletons.875.90625
Slimes.500.625

Consequently, the relative increase in damage from Tomahawk increases with the magnitude of the original reduction.

Physical damage increase (%) for slashing under the effect of Tomahawk

FamilyDmg increase (%)
Elementals75.00%
Flans (normal)3.57%
Flans(spiked)41.60%
Ghosts8.33%
HecteyesN/A
LeechesN/A
Mimics25.00%
Skeletons3.57%
Slimes25.00%

As OCD types are mainly preoccupied with percent changes (even relative increases based on crap), the following table of may be a useful summary for them.

Physical damage increase (%) under the effect of Tomahawk

Family H2H (blunt)
Impact (blunt)SlashingPiercing
Elementals75.00%75.00%75.00%75.00%
Flans (normal)8.33%8.33%3.57%N/A
Flans (spiked)75.00%75.00%41.66%25.00%
Ghosts25.00%25.00%8.33%8.33%
Hecteyes8.33%8.33%N/AN/A
Leeches8.33%8.33%N/AN/A
Mimics25.00%25.00%25.00%25.00%
SkeletonsN/AN/A3.57%25.00%
Slimes75.00%75.00%25.00%25.00%

I could do the same for magic damage, but you get the idea. A quick inspection of the above table shows that using Tomahawk on flans (normal mode) and skeletons yields a relatively small increase in slashing-type damage.

Saturday, July 11, 2009

Accommodating Samurai Roll with two-handed weapons

Regardless of what you think about Samurai Roll compared to other types of offensive rolls, I was kind of interested in whether it actually removes a hit from a "n-hit setup" for various delay values. A "n-hit setup" is usually understood to be an equipment/food configuration for a two-handed weapon (because no one seems to care too much about Store TP for one-handed weapons) with enough Store TP to achieve at least 100 TP in n (landed) hits starting from 0 TP. Of course, in practice one starts from 0 TP only after zoning or upon TP reset because weapon skills do give TP if they don't miss completely, but I am keeping this general to avoid accounting for whether a WS is multi-hit or not.

To satisfy my curiosity, I looked up some typical delay values for two-handed weapons and computed the minimum Store TP to achieve a 7-hit, 6-hit, and 5-hit setup for each of the delay values. Assuming that I have attained a n-hit setup for some arbitrary delay, if someone is going to use Samurai Roll effectively (this means not stopping at 6 for the most part), at least I will know if I am taking advantage of the Store TP bonus.

Since the effect of Store TP is generally considered "discrete" in the sense that you want just enough TP to attain a n-hit setup (any excess Store TP trait having no effect and thus superfluous), the Store TP bonus from Samurai Roll will usually overshoot or fall short of the minimum requirement for a (n - 1)-hit setup.

Starting with a 7-hit setup, the following table summarizes the TP "surplus" or "deficit" with Samurai Roll in effect, without the +10 Store TP bonus from having a SAM in the party. Why should a SAM necessarily be present?

TP surplus/deficit with Samurai Roll going from 7 to 6 hits (5 hits with 11)


Minimum
Roll total
Delay
Store TP
IIVIIVIII IXXXI
528
0
+160
+4
+6+8+1
513
3
+14-2+2+4+6-1
504
5
+15-1+3+5+7-1
5016+15
-1+3+5+7-2
492
8
+14
-2+2+4+6-3
480
10+13-3+1+3+5-4
450
25+11-5-1+1+3-9

I omitted roll totals 1, 3, 4, 5, and 6 because those are generally not desirable. In general, Samurai Roll does shave a hit off 7-hit setup except when the roll total is 7. If the roll total is 11, the +40 Store TP bonus falls short of shaving two hits off a 7-hit setup. Of course, if a SAM is present the +10 Store TP bonus overcomes these deficits. Suppose you happen to be subbing /NIN and have sufficient TP for a 7-hit setup. In this situation, Samurai Roll would "work."

TP surplus/deficit with Samurai Roll going from 6 to 5 hits (4 hits with 11)


Minimum
Roll total
Delay
Store TP
IIVIIVIII IXXXI
528
16
+9-7
-3
-1+1-18
513
21
+9-7-3-1+1-19
504
22
+8-8-4-20-21
50123+7
-9-5-3-1-21
492
26
+7
-9-5-3-1-22
480
29+7-9-5-3-1-24
450
46+4-12-8-6-4-32

In the 6-hit scenario, however, Samurai Roll generally does not provide enough TP to achieve a 5-hit setup unless the roll total is 2 or 11. If a SAM is present, however, Samurai Roll generally does remove a hit. In either case, the 11 roll is not even close to providing enough TP to achieve a 4-hit setup.

TP surplus/deficit with Samurai Roll going from 5 to 4 hits


Minimum
Roll total
Delay
Store TP
IIVIIVIII IX
XXI
528
39
-3-19
-15
-13-11+5
513
44
-4-20-16-14-12+4
504
46
-5-21-17-15-13+3
50148-4
-20-16-14-12+4
492
51
-5
-21-17-15-13+3
480
54-7-23-19-17-15+1
450
74-12-28-24-22-20-4

Let us now turn to the fanciful situation of having a 5-hit setup before Samurai Roll, which is, practically speaking, reserved only for polearm-using samurai. A 4-hit setup with Samurai Roll is possible only by rolling a 11 (without SAM) or by rolling a 2 with a SAM present.