Showing posts with label ninja. Show all posts
Showing posts with label ninja. Show all posts

Friday, August 13, 2010

Samurai Roll and Fighter's Roll... for ninja

Having shown in the past that Fighter's Roll can be better than Samurai Roll for increasing warrior's damage output (despite the lack of consideration of WS delay, which actually would favor Fighter's Roll), I thought it might be nice to have a worked example for ninja (this time accounting for WS delay).

This image (Imageshack host) summarizes the computations, based on 95% hit rate, 15% DA rate, 55% haste, 40% dual wield, and a "cRatio" of 1.5, with a 10% critical hit rate, with Blade: Jin as the weapon skill. The specific katana combination is Hochomasamune/Uzura, which is something I would consider getting as a "high-value" option, meaning that it's a highly effective option that I don't have to waste as much time doing boring shit to get this as I would for other options.

First, let's start with Samurai Roll (augmented by the presence of a samurai). The following is a table summarizing the relative increase in the (theoretical maximum) rate of damage from each of several desirable Samurai Roll outcomes.

Roll total      Bonus     Damage/second     Relative efficiency
---------------------------------------------------------------
- - 113.607 -
2 42 STP 123.979 9.13%
7 26 119.672 5.34%
8 30 121.410 6.87%
9 32 121.414 6.87%
10 34 121.458 6.91%
11 50 126.684 11.51%

The relative increase for each store TP bonus is decent, but not as high as you would expect for two-handed weapons since the proportion of total damage from Blade: Jin for katana is realistically never going to be as high as the proportion of total damage from the (generally) best weapon skills for two-handed weapons (e.g. Drakesbane, Raging Rush, Tachi: Gekko).

In contrast, Fighter's Roll (here augmented from the presence of a warrior) increases auto-attack damage, weapon skill frequency, and weapon skill damage, so it's not a surprise that Fighter's Roll is generally easily superior to Samurai Roll for increasing rates of damage:

Roll total      Bonus     Damage/second     Relative efficiency
---------------------------------------------------------------
- - 113.607 -
5 15% DA 129.567 14.05%
7 11% 125.291 10.28%
8 12% 126.358 11.22%
10 13% 127.427 12.16%
11 19% 133.857 17.82%

Note that these are supposed to be the actual DA percent bonuses after the infamous August 2007 version update (source), you know, the one that resulted in ninja being disregarded as DD. If they were what they were before that update, assuming there was a change (higher than what they are now), Fighter's Roll would be even better.

So, if Fighter's Roll can be shown to be better for the job that gets the least relative benefit from Fighter's Roll (warrior), as well as for ninja (though this could be considered self-evident), are there even any legitimate reasons to use Samurai Roll? No, "TP overflow" is an incorrect and stupid answer that betrays a lack of conceptual understanding.

Now, that's not to say Samurai Roll has no application. Maybe it would be desirable to maximize the ratio of damage efficiency to TP "fed" to a mob rather than consider damage efficiency in isolation. I doubt Monk's Roll would do the job, but a case could be made for Samurai Roll.

Also, if it is desirable to maximize weapon skill frequency, Samurai Roll would generally be better for that purpose than Fighter's Roll. (Also related is maximizing TP per hit, which would be desirable for dancer.)

Also, Fighter's Roll can be said to be "contraindicated" for use with multi-hit weapons (that don't use virtue stones) such as Magian multi-hit weapons. (But this assumes Magian multi-hit weapons are actually good, which is not necessarily true.)

Saturday, June 19, 2010

Weapon skill critical hit rate bonus: summary of evidence

(Edit #2: added information for Backhand Blow and Blade: Jin, and another source for Rampage.)

(Edit #1: added another source for Drakesbane.)

This is an attempt to summarize any evidence following attempts to determine the critical hit rate bonus at or around 100 TP (if any) for weapon skills whose "chance of critical varies with TP."

I am not aware of any (non-anecdotal) evidence for the following weapon skills: Ascetic's Fury, Vorpal Blade, Power Slash, Sturmwind, Keen Edge, Vorpal Scythe, Vorpal Thrust, Skewer, Blade: Rin, True Strike, Hexa Strike, Sniper Shot, Heavy Shot, Dulling Arrow, and Arching Arrow (17 weapon skills). That leaves only six: Backhand Blow, Evisceration, Rampage, Raging Rush, Drakesbane, and Blade: Jin.

For now, "convenient" determination of critical hit rate is possible only for the first hit. Most of the testing done concerns the first hit, and conclusions are based on the assumption that the bonus (where it exists) is additive.

Backhand Blow (hand-to-hand, 2 hits)

Source: dex/crit relation, WS crits, WS gorgets discussion (Blue Gartr forums)

Comparing the sample proportions 22/50 (.44) at 9% baseline critical rate and 37/50 (.74) at 30% baseline (with 6% from Destroyers), it is obvious that there is some kind of innate critical rate bonus for at least the first hit of Backhand Blow.

But with Backhand Blow TP varying between 100 and 120 TP, it seems likely that the critical rate was not fixed for each sample. The consequences of this on the allocation of Type I error and coverage probability of the corresponding interval estimate are explored for Blade: Jin bonus estimation (later in the post), as data for that was obtained by the same person, but for now I will just describe briefly how to go about estimating the bonus for Backhand Blow.

Assume that the innate bonus is additive and constant (meaning it's independent of whatever the baseline critical rate is). Also assume that the critical rate bonus from Destroyers (6%) increases the critical hit rate of Backhand Blow by an additional 6% (starting from 24%).

Let X1 be the number of critical hits observed at 9% baseline, n1 the total number of hits observed at 9%, X2 the number of critical hits observed at 30% baseline, and n2 the total number of hits observed at 30%. A natural "pooled" estimator for Backhand Blow's critical hit rate bonus is


and its standard error is


The sample proportion is .395 and a corresponding 95% confidence interval for the WS bonus is (30.32%, 48.68%).

Conclusion: there is a critical hit rate bonus for Backhand Blow at 100 TP. A bonus of 40% would be consistent with the given data.

Evisceration (dagger, 5 hits)

Source: Evis crit rate testing (Allakhazam forums)

At ~100 TP and given 24% base critical hit rate, the pooled sample gives a sample proportion 248/696 = .3563. A 95% confidence interval for the critical hit rate bonus is (8.61%, 15.32%).

Conclusion: there is a critical hit rate bonus for Evisceration at 100 TP, with +10% being a possibility.

Rampage (axe, 5 hits)

Source (1): ランページとDEXの関係

There are two sets of estimates: one for DEX 68, and one for DEX 124, with Gigantobugard as the target mob in both cases. I'm not much interested in calculating base AGI and confirming that the Megalobugard's level range is 40-43, so I ignored the estimates for DEX 68. DEX 124 ensures a 24% base critical hit rate.

At 100 TP, the sample proportion of critical hits is 35/130 = .2692. A 95% confidence interval for the critical hit rate bonus is ( -4.48%, 11.40%). But suppose there actually is a 10% critical hit bonus. For a sample size of 130, the probability that the sample is sufficient to show a statistically significant bonus is about .7388 (power calculation).

At 200 TP, the sample proportion of critical hits is 68/150 = .4533. A 95% confidence interval for the critical hit rate bonus is (3.20%, 29.66%).

Source (2): dex/crit relation, WS crits, WS gorgets discussion (Blue Gartr forums)

I did say I wasn't interested in calculating a mob's AGI, but a Clipper's AGI is either 18 or 21 regardless of the levels reported on FFXIclopedia, and either AGI value doesn't affect the actual crit rate for the DEX 57 case, which is indeed 13%. (See this for details about critical hit rate as a function of your DEX - mob AGI.)

Using the same "pooled" estimator rationale I used for Backhand Blow (earlier in the post), the sample proportion for Rampage's crit bonus at 300 TP is .465 and a corresponding 95% confidence interval for the rate bonus is (31.80%, 61.20%). For the sake of completeness, estimates for the bonus at 100 TP and 200 TP are (-9.26%, 25.40%) and (3.20%, 48.80%), respectively.

Conclusion: if there is a critical hit rate bonus for Rampage at 100 TP, the known evidence is insufficient to show that, but if the bonus were 10%, for n = 130 the power to reject the null hypothesis of no bonus is fairly high (.7388). Given all the data, it is relatively unlikely that the bonus is 10%, but a smaller bonus cannot be ruled out with such small samples.

Unsurprisingly, there is a bonus at 200 TP and 300 TP.

Raging Rush (great axe, 3 hits)

Source (1): レイグラのクリティカル率につい て その1

The sample proportion is 20/40 given the usual 24% base. The "control" data for base critical rate (which is a good idea to have by the way), however, gives the sample proportion 44/130 = .3384, which is somewhat unusual, but I write that off merely as that, not a sign of dubious experimental error. This data alone gives the tentative impression that there is a bonus.

Source (2): RagingRush Critical rate test (Killing Ifrit forums)

The raw data (showing damage values) are in a spreadsheet, but you don't need to download it.

At 100 TP and given 24% base critical hit rate, the proportion of critical hits is 155/373 = .4155. A 95% confidence interval for the critical hit rate bonus is (12.50%, 22.74%). This is strong evidence that the critical hit rate bonus is not 10%. Possible candidates are 15% and 20%.

More interesting to me is that the damage for 1 TP return (2o occurrences) was also noted, providing an opportunity to determine whether a critical hit rate bonus also applies to off-hand hits (despite there being no way to tell the difference between a double attack hit and a regular off-hand hit). Assuming a 24% base critical hit rate, with 9 observed critical hits out of 20, the corresponding p-value is .03614, which suggests a critical hit rate bonus.

Conclusion: there is a critical hit rate bonus for Raging Rush at 100 TP, with +15% and +20% being possible candidates. The small sample for critical hits from off-hand hits suggests a critical hit rate bonus for off-hand hits of Raging Rush as well.

Drakesbane (polearm, 4 hits)

Source (1): drakesbane native crit% (FFXIclopedia forums)

The first sample is 38/100 and the second, 24/100 (given 106 TP).

38/100 is a fairly extreme observation given 24% base critical hit rate (if there were no bonus). On the other hand, 24/100 is not that extreme an observation given a 34% rate. Since there is no good reason to think the conditions changed between the two samples, pool the data and crank out an interval estimate for the rate bonus, which is (0.66%, 13.91%).

Source (2): 雲蒸竜変の検証

There are four samples: three for 100 TP and one for 300 TP.

For 100 TP, the sample proportions are 12/49, 15/45, and 15/41 (given 24% base critical hit rate). The pooled estimate is 42/135 = .3111 and a 95% confidence interval for the bonus is (-0.57%, 15.64%). While this interval covers 0, 0 is again close to the left endpoint (in the other case the 0 being on the "right" side based on expectations).

As for 300 TP, the sample proportion is 16/30 and a 95% confidence interval for the rate bonus is (10.32%, 47.66%), which rules out 50% (tentatively).

Conclusion: there is suggestive evidence for a critical hit rate bonus at 100 TP, with +5% and +10% being possible candidates. At 300 TP, a +50% bonus appears to be an "unlikely" possibility.

Blade: Jin (katana, 3 hits)

Source: dex/crit relation, WS crits, WS gorgets discussion (Blue Gartr forums)

The sampling was done in the same fashion as for Backhand Blow, with observed critical hit proportions 3/30 at 9% baseline crit rate and 8/30 at 30% baseline (with Senjuinrikio's 6% bonus) at 100 TP. Using the same estimator that I used for Backhand Blow, the "pooled" sample proportion for Blade: Jin's critical bonus is -0.01167, and a corresponding 95% confidence interval is (-10.73%, 8.39%).

Taking the confidence interval at face value, if there is a critical bonus for Blade: Jin at 100 TP, it is unlikely that it's 10% or higher, especially considering the "sloppy" manner in which the data was likely collected (with TP not being held fixed, the critical hit rate could have varied), which further supports that contention. If the bonus were 10%, obviously, the probability that a 95% confidence interval wouldn't cover 10% at the right endpoint of the interval would be near .025 (half the Type I error). The consequences of experimental "error" are explored in a simulation study described at the end of this post.

Conclusion: if there is a critical hit rate bonus for Blade: Jin at 100 TP, it is unlikely that the bonus is as high as 10%.

Simulation study: is a 10% critical hit rate bonus that unlikely for Blade: Jin?

Consider the following simulation study based on hypotheticals: if there actually were a 10% bonus at 100 TP, with a 1% increase for every 5 TP, then with TP varying between 100 and 119 TP, the critical rate varies between 10% and 13%.

Given that "TP overflow" is inevitable with dual wield, and that extra hits occurring beyond TP were quite possible because data collection was reported to be boring, suppose that each of the critical rates between 10% and 13% (inclusive) are equally likely to be "chosen" for Blade: Jin.

The purpose of the study is to show how likely it is that the "pooled" large-sample confidence interval covers 10% given the above conditions.

A histogram of the simulated sampling distribution of the critical hit rate bonus shows that it's obviously not normal, with the mean (about 11.5%) higher than 10%, which is supposed to be the "actual" bonus at 100 TP for this simulation. (The shape of the large-sample approximation of the sampling distribution is traced with the solid curve.)


On the other hand, the margin of error for all simulated sample proportions is higher than 9.56%, the margin of error for the actual sample, about 97.7% of the time. (The mean margin of error is 11.19%.) Also, the "actual" (in the context of the simulation) Type I error is about .059, with about .040 allocated to the right tail (meaning there is a probability of .0402 that the null hypothesis of .10 is rejected because the estimate is higher than .10 based on the criterion of statistical significance) and about .019 allocated to the left tail (meaning the null is rejected with probability .019 because the observed estimate is significantly lower than .10). By comparison, the nominal left-tail error is .025.

Repeating this exercise under the condition that there is no bonus, the margin of error for all simulated sample proportions is higher than 9.56% only 58.0% of the time, and the probability that a confidence interval's right endpoint is higher than 8.39% is less than 0.1%.

If Blade: Jin's critical hit rate bonus at 100 TP were actually 10%, considering TP overflow and additional hits occurring beyond TP overflow, it would be very unlikely that a given 95% confidence interval would not cover 10%. The margin of error would also be very likely to be higher than 9.56%. Therefore, it is more plausible that its critical rate bonus is significantly less than 10%, if it even exists.

The following is some code for the simulation, but the inner loop should probably be expanded so that it finishes faster.

n = 100000
ci.lower = numeric(n)
ci.upper = numeric(n)
p.pool = numeric(n)
for (i in 1:n) {
X1 = 0
X2 = 0

for (j in 1:30) {
X1 = X1 + rbinom(1,1,sample(seq(.19,.22,by=.01),1))
X2 = X2 + rbinom(1,1,sample(seq(.40,.43,by=.01),1))
}

p.pool[i] = (X1 + X2 - .39*30)/60

ci.upper[i] = p.pool[i] + qnorm(.975)*sqrt((X1/30*(1-X1/30) + X2/30*(1-X2/30))/120)
ci.lower[i] = p.pool[i] - qnorm(.975)*sqrt((X1/30*(1-X1/30) + X2/30*(1-X2/30))/120)
}

mean(p.pool)
me = (ci.upper - ci.lower)*.5
mean(me>sqrt((3/30*(1-3/30)+8/30*(1-8/30))/120)*qnorm(.975))
mean(ci.upper<.10) mean(ci.lower>.10)
mean(ci.upper<.10) + mean(ci.lower>.10)

Tuesday, April 13, 2010

Katanas from Trial of the Magians

This post is patterned after "great axes from Trial of the Magians," but with a minimum of tedious commentary. These are explicit damage calculations that should match up closely with simplified, one-minute "paper napkin" analysis when WS damage is dropped as a damage component. It should be obvious what katanas are of interest (Kuina with STR and attack bonuses, for example). See FFXIclopedia entry for final forms of katanas.

Givens, assumptions, and simplifications for analysis

  • Basic rates: 95% hit rate, 15% double attack rate, 0% haste, 40% dual wield delay reduction, 24% critical hit rate
  • Store TP +5
  • Blade: Jin used as the WS of interest
  • At 100 TP, a critical hit rate bonus of +10% (added to base critical hit rate) exists for Blade: Jin (questionable assumption by analogy: Evisceration shown to have a critical hit rate bonus at 100 TP)
  • All hits in Blade: Jin can critical hit (unfounded assumption)
  • For WS, double attack can occur once for main hand and once for off hand (unfounded assumption)
  • 40% "occasionally attacks twice" OAT rate for Isatu
  • Effective double attack rate is the sum of the OAT and DA rates (unfounded assumption)

Probability distributions for required number of hits to 100 TP after Blade: Jin

TP per hit
22 hits
21
20
19
18
4.6 TP
.00245.09330.88770.01654-
4.7
.00018
.00919
.15338.83725-
4.8
-.00245.09330.88770.01654

Remarks: these are required to account for variability of TP return to determine average time to 100 TP. 4.6 TP (201/190 delay combo), 4.7 TP (227/190, 227/201, 232/190, 232/201), and 4.8 TP (227/232) cover all katana combinations presented in this post.

Average time to 100 TP in the long run

Weapons
Average no.
of rounds
Average no.
of hits
Average
time (s)
Senjuinrikio/Perdu
9.08119.84237.87
Mozu/Perdu
9.08119.84237.87
Mozu/Isatu
7.78019.95535.71
Mozu/Kuina
9.081
19.842
38.87
Isatu/Perdu7.81520.04532.98
Isatu/Kuina
7.815
20.045
33.84
Kuina/Perdu
9.49720.75237.13

fSTR and average pDIF (both auto-attack and WS)

Used baseline fSTR 4 and 9 for auto-attack and weapon skill, respectively (5 and 10 for Kuina), and +53 to Blade: Jin base damage from secondary modifiers (+54 for Kuina).

Used baseline average pDIF 1.452 (from 450/300 attack to defense... yes, I know that equals 1.5) and 2.552 for non-critical and critical hits, respectively. Average critical pDIF is taken to be 1.1 plus average pDIF (very rough estimate that can slightly overestimate the effect of critical hits).

Weapon
Phase
Average pDIF
(no critical)
Average pDIF
(critical)
Senjuinrikio/PerduTP1.4912.591

WS
1.571
2.671
Mozu/Perdu
TP1.4912.591

WS
1.571
2.671
Mozu/Isatu
TP1.4522.552

WS
1.533
2.633
Mozu/Kuina
TP1.5062.606

WS
1.586
2.686
Isatu/Perdu
TP1.4912.591

WS
1.571
2.671
Isatu/Kuina
TP1.5062.606

WS
1.586
2.686
Kuina/PerduTP1.5442.644

WS
1.624
2.724

Average damage in a single cycle

Weapons
Avg. hits
Avg. TP dmg.
Avg. WS hits
Avg. WS dmg.
Avg. total dmg.
Senjuinrikio/
Perdu
19.842
758.796 +
626.823
2.9925 +
1.0925
820.6382206.258
Mozu/Perdu
19.842818.353 +
626.823
2.9925 +
1.0925
829.362
2274.540
Mozu/Isatu
8.499 +
11.455
685.489 +
746.999
2.9925 +
1.0925
817.3252249.815
Mozu/Kuina
19.842825.347 +
719.984
2.9925 +
1.0925
848.6062393.939
Isatu/Perdu
11.507 +
8.538
767.446 +
539.427
2.9925 +
1.0925
775.1312082.006
Kuina/Isatu
8.538 +
11.507
619.599 +
774.006
2.9925 +
1.0925
810.7142204.320
Kuina/Perdu
20.751769.145 +
675.347
2.9925 +
1.0925
822.0672266.560

Remarks: Isatu effective DA rate is taken to be (40 + 15)% = 55%, which is subject to verification. Isatu's OAT rate is thought not to affect weapon skills.

Damage per second

Weapons
Proportion of total dmg.
in auto-attack phase
Damage per second
Senjuinrikio/Perdu
.62858.260
Mozu/Perdu.635
60.063
Mozu/Isatu
.63663.004
Mozu/Kuina
.645
61.592
Isatu/Perdu
.62763.130
Kuina/Isatu
.632
65.141
Kuina/Perdu
.63761.036

Remarks: Auto-attack damage proportions may be lower than what should be expected (closer to 2/3)

Some comments

It should have already been obvious that Mozu/Perdu would generally be better than Senjuinrikio/Perdu, especially in a max pDIF context. Fudo was already (barely) better than Senjuinrikio (for auto-attack damage alone)... Mozu/Kuina is the best of the non-Isatu pairings (OAT rate still in question; take with a grain of salt), particularly better than Kuina/Perdu because 4.7 TP per hit is better than 4.6 TP per hit. Kuina/Isatu still gives 4.7 TP per hit, making it a formidable combination on paper (again pending OAT rate verification).

Saturday, October 3, 2009

Store TP and dual-wielding

Store TP is a trait that is considered to have an all-or-nothing effect on weapon skill frequency and, therefore, damage over time. In general, there is a minimum amount of store TP required to attain 100 (or more) TP in n number of hits. In turn, it is desirable to minimize n without incurring counter-productive opportunity costs. Finally, since n is an integer, there will be discrete "tiers" of store TP, meaning there are specific ranges of store TP that correspond to each n, with the left endpoint of each "tier" as the minimum store TP to achieve an "n-hit setup."

In the case of dual-wielding, because n is generally high (well over 10), the store TP "tiers" are not as long. But what about the variability of TP return as a result of the off-hand hit and any other extra hits after the first? Doesn't that affect n?

Who cares? Even if it's not 95% of the time given 95% hit rate and depending on your double attack rate, the vast majority of the time n will be what you expect it to be. If you are aiming for a 5.0 TP/hit setup, most of the time you will require only 18 hits after a WS to reach 100 TP. Just because you might miss the off-hand hit doesn't mean you throw up your hands and dismiss the effect of the store TP or any additional quantities of store TP that might actually have a significant effect.

It is true that the number of required hits to attain 100 TP can take on three or more values depending on what the TP return of the previous WS actually is. As a consequence, even relatively small changes in store TP (for a given weapon combo and level of dual wield), will lower the average number of hits to reach 100 TP.

With that in mind, how does one illustrate the effect of changes in store TP on the rate of damage? First, let's examine the effect of changes in TP per hit on the average number of hits to reach 100 TP.

Because actual TP return from a WS is a random variable, the number of required hits to attain 100 TP, given that TP return, is also a random variable with an associated probability distribution. This was illustrated briefly in an earlier post analyzing the viability of the Tsukumo/Perdu Blade katana combination. For the case of 4.7 TP per hit, there is one probability distribution, and for the case of 4.5 TP per hit, there is another.

Given a three-hit weapon skill (like Blade: Jin), it is fairly straightforward to show how the probability distribution of the number of required hits to attain 100 TP changes with the amount of TP per hit, as shown in the following table. Since the double attack rate, hit rate, and dual wield delay reduction affect these, it is necessary to state them. I will use 15% double attack rate, 95% hit rate, and 40% dual wield delay reduction.

Probability distributions of the required number of hits to 100 TP (three-hit weapon skill)

TP/hit
24
2322
2120
19181716151413Avg.
no. hits
4.0.0933.8877.0165









23.69
4.1.0092.1534.8372








22.84
4.2.0025
.0933.8877
.0165








22.75
4.3.0002
.0092
.1534.8372







21.84
4.4

.0933
.8877
.0165







21.75
4.5

.0027
.0965
.9008






20.77
4.6

.0025
.0933
.8877
.0165






20.75
4.7


.0092
.1534
.8372






19.84
4.8


.0025
.0933
.8877
.0165





19.75
4.9


.0002
.0092
.1534
.8372





18.84
5.0



.0025
.0950
.9025





18.77
5.1



.0025
.0933
.8877
.0165




18.75
5.2




.0002
.0092
.1534
.8372




17.84
5.3




.0025
.0950
.9025




17.77
5.4




.0019
.0727
.7080
.2173



17.53
5.5





.0027
.0965
.9008



16.77
5.6





.0025
.0950
.9025



16.77
5.7





.0025
.0933
.8877
.0165


16.75
5.8





.0002
.0092
.1534
.8372


15.84
5.9






.0025
.0950
.9025

15.77
6.0







.0025
.0933
.8877
.0165

15.75
6.1






.0019
.0727
.7080
.2173

15.53
6.2







.0027
.0965
.9008

14.77
6.3







.0025
.0950
.9025

14.77
6.4







.0025
.0933
.8877
.0165
14.75
6.5







.0018
.0727
.7080
.2173
14.53

Here, I emphasized the probability of the most common outcome (required number of hits to attain 100 TP). Generally, 0.2-0.4 increases in TP per hit are "likely" to reduce by about 1 the average number of hits to 100, which will improve your rate of damage ever so slightly (being that WS damage is a low proportion of total damage). The question is how much store TP is sufficient to attain such increases.

To give an example, without any store TP the Senjuinrikio/Perdu Blade combination corresponds to 4.5 TP per hit before any store TP. The average number of hits (not average number of required hits) to 100 TP is 20.77, with 20 the most typical number of hits to 100 TP after Blade: Jin. With Rajas Ring, the TP per hit rises to 4.7 with a modest decrease in the average number of hits to 100 TP (19.84).

Of course, it is the average number of rounds to 100 TP that is needed to estimate the increase in rate of damage from increases in TP per hit from store TP. But I needed the above probability calculations to obtain a weighted average of required number of rounds because hits in excess of 100 TP do not contribute to increasing weapon skill frequency. These results are shown below, along with the average time to 100 TP (given 250 delay with 40% dual wield reduction) based on the average number of rounds to attain 100 TP.

Average time to attain 100 TP in the long run

TP per hit
Average no.
of rounds
Average no.
of hits
Average
time (s)
4.0
10.8423.69
45.17
4.1
10.45
22.84
43.55
4.2
10.4122.75
43.39
4.3
10.00
21.84
41.65
4.4
9.96
21.75
41.48
4.5
9.51
20.77
39.61
4.6
9.50
20.75
39.57
4.7
9.08
19.84
37.84
4.8
9.04
19.75
37.67
4.9
8.62
18.84
35.93
5.0
8.59
18.77
35.79
5.1
8.58
18.75
35.76
5.2
8.17
17.84
34.02
5.3
8.13
17.77
33.89
5.4
8.0217.53
33.43
5.5
7.68
16.77
31.98
5.6
7.68
16.77
31.98
5.7
7.67
16.75
31.94
5.8
7.25
15.84
30.21
5.9
7.22
15.77
30.07
6.0
7.21
15.75
30.04
6.1
7.11
15.53
29.61
6.2
6.76
14.77
28.17
6.3
6.76
14.77
28.17
6.4
6.75
14.75
28.13
6.5
6.65
14.53
27.71

To map store TP to TP per hit, I will use the example of Senjuinrikio/Perdu Blade, which has 4.5 TP/hit without store TP. Since I already specified some damage conditions in the Tsukumo post, I will use those to illustrate the relationship between increasing store TP and increasing damage per second.

In general, there are major "tiers" of rates of damage, and jumping from a lower tier to a higher up represents a decrease in the average time to 100 TP. The second lowest tier, from 5 to 8 TP, could correspond to having only Rajas Ring (or Usukane Sune-Ate) equipped. The next highest, from 9 to 15, could correspond to having both Rajas and Usukane Sune-Ate equipped.

While it is necessary to know the proportion of auto-attack to WS damage (which itself is determined by a variety of factors, some not very well understood) to determine how efficient jumping from a lower tier to a higher one is, for this specific example, equipping a Rajas Ring without any other store TP is about a 1.6% percent increase in damage per second not accounting for the other bonuses. Store TP is actually doing something, it's just tedious to quantify how much.

Of course, there aren't many store TP options for ninja, and those that are available are generally good all-around options. Perhaps someday there will be a way to reach 16 store TP without assuming high opportunity costs, such as accuracy food with store TP or other good all-round pieces of equipment comparable to Usukane Sune-Ate.

We can also see that, far from doing "nothing," Samurai Roll can provide a substantial increase to damage over time for dual-wielders, assuming the weapon skills aren't feeble. As store TP increases, obviously the ratio of auto-attack to WS damage approaches parity (albeit slowly), so it is inappropriate just to assume that auto-attack damage will always be something like 66% of your total damage in a WS-spamming situation regardless of store TP.

Notwithstanding possible factors such as time to execute a weapon skill (both human reaction time and any possible in-game delay), the good Samurai Roll totals (2, 8, 9, 10, 11) can increase damage per second up to 7-12% given the above conditions, and that is already accounting for the effect of double attack. Compare this to a warrior with a 6-hit setup. To get to 5 hits, a samurai has to be present (store TP +10) and while the increase in WS frequency is theoretically 25% without any double attack, roughly speaking the percent increase in damage per second will be less than 12% with non-trivial amounts of DA.

Friday, August 7, 2009

Tsukumo

The nature of recent posts hardly belies the fact that they are not at all interesting to construct. While they could easily be construed as a form of showing off, they were also motivated by my interest in analyzing the game in a more simpler way than just hand-waving about shit like everyone else. To me, it juts makes a lot more sense to deal with averages, which are a nice way to ignore variability in both damage and attack frequency and really simplify quantitative comparisons. Sometimes you just have to do the boring shit yourself since few others are capable and even fewer willing.

Aside from the posts concerning samurai weapons, everything else I had some degree of "personal" interest in, including this one about Tsukumo. Should I even bother trying to get a Tsukumo? I attempted to assess the viability of Tsukumo as a replacement for Senjuinrikio in the main hand.

Could Tsukumo with DMG +5 alone supplant Senjuinrikio in the main hand? The way I'm currently (not) using ninja, 190 delay and a decent damage rating on the main hand would be enough to let Senju collect dust, but all the hand-wringers can't seem to let go of the 6% crit rate and 38 base damage, never mind that you'd be better off with Fudo if you want higher average damage in the fantasy land of high pDIF.

Whatever your idea of high pDIF is for ninja, there is a way to show quantitatively whether Tsukumo/Perdu Blade is relatively less (or more) efficient (I'm starting to hate this term) than Senjuinrikio/Perdu in terms of spamming Blade: Jin. The case of dual wielding requires just a little more work than single weapons.

From the standpoint of spamming weapon skills, TP return from the previous WS looms large in terms of determining how many hits, on average, it will take to get to 100 TP. The fact that the off-hand weapon contributes a full-TP hit to Blade: Jin's TP return makes it more difficult to determine the "true" average number of hits to 100 TP after a Blade: Jin, but there is a way to calculate it.

Given the following...
  • 95% hit rate
  • 15% double attack rate
  • 5 Store TP (Rajas Ring)
  • 40% delay reduction from Dual Wield
... what is the probability distribution of the required number of hits to 100 after a Blade: Jin (with TP return being a random variable)? This information is necessary to calculate exactly the average number of hits to 100 TP along with the average number of rounds to 100 TP.

So far, I have gotten away with assuming there is always sufficient TP return from the previous WS to get to 100 TP in n - 1 hits for a n-hit setup. Ignoring the 5% of the time that there isn't sufficient TP return is not really necessary, but it is convenient.

While this simplification may be tolerated for two-handed weapons, this is not acceptable for the dual-wield situation. Nominally speaking, both Tsukumo/Perdu (4.6 TP) and Senjuinrikio/Perdu (4.7 TP) require 22 hits to 100 TP starting from 0 TP. (I hope these TP values are correct as they are the linchpin of this "analysis.") After a Blade: Jin, which can take on any of a finite set of TP values, the required number of hits to 100 TP is broken out as follows:

Comparison of probability distributions for required number of hits to 100 TP after Blade: Jin

Weapon
22 hits
21 hits
20 hits
19 hits
Senjuinrikio/Perdu (4.7 TP)
.0002.0092.1533.8373
Tsukumo/Perdu (4.6 TP)
.0025
.0933
.8877.0165

It shouldn't be surprising that even a 0.1-TP difference results in dissimilar distributions. Most of the time, the Senjuinrikio/Perdu combination requires 19 hits to reach 100 TP. In contrast, the Tsukumo/Perdu combination requires 20 hits to reach 100 TP most of the time. We can use these probabilities to obtain a weighted average of the average number of hits to 100 TP after Blade: Jin.

Average time to 100 TP in the long run

Weapons
Average no.
of rounds
Average no.
of hits
Average
time (s)
Senjuinrikio/Perdu
9.08119.84237.84
Tsukumo/Perdu
9.497
20.752
36.09

These figures are based on spamming weapon skills continuously, showing that Tsukumo/Perdu doesn't have much of an advantage. Note that this a different viewpoint than just looking at the rate of TP gain (Tsukumo/Perdu being the obvious "winner"), which is not very meaningful for assessing spamming efficiency because, from this point of view, TP return from the previous WS is meaningless (like in Campaign).

If you've read this far, congratulations! I posted a spreadsheet that calculates the average number of rounds to 100 TP and average number of hits to 100 TP based on hit rate, DA rate, and whether you're dual wielding or not. While making a comprehensive, user-friendly spreadsheet for melee damage calculations is not very interesting to me, I can see where these calculations can be incorporated into one.

(Note: simulation was used to validate these averages.)

Calculating average damage to 100 TP

Weapons
No. hits to 100 TP
AA dmg
Hits/WS (main/sub)
WS dmgTotal dmg
Senjuinrikio/Perdu
19.842691.708 + 571.463
2.9925/1.0925701.2611964.433
Tsukumo/Perdu
20.7521195.305
4.085
652.7831809.689
Tsukumo/Perdu (5% crit)
20.752616.329 + 597.652
2.9925/1.0925666.8471880.829

Now that the average time to 100 TP has been taken care of, all that's left is to calculate average damage per hit and damage per WS. Hey, why not consider Tsukumo with 5% critical hit rate, too?

Here, I am assuming an average of 1.6 pDIF given 20% base critical hit rate across the board (still delving in fantasy, obviously) except where modified by weapon properties, 4 fSTR for auto-attack, and 9 fSTR for weapon skills. Given Blade: Jin, I used a WSC value of 53.

As I understand it, during a weapon skill double attack procs once for the main weapon and one for the sub, so that there are up to 6 hits possible for Blade: Jin. Therefore, it is necessary to split the average number of hits for Blade: Jin to account for any base damage (or expected damage) differences.

Another assumption I made with absolutely no concrete evidence is that that there is a critical hit rate bonus of +10% at 100 TP (analogous to Evisceration) on top of the 20% base rate and weapon crit rates, and that it applies to all hits. Assuming there is even a bonus, does it even apply to the off-hand hit, or does the off-hand hit crit at the normal rate? Is the second potential double attack from the off-hand swing? Obviously, I never closely examined these subtleties. Anyway, these details aren't terribly important.

Damage per second

Weapons
AA prop. total dmg
DPS
Senjuinrikio/Perdu
.64351.916
Tsukumo/Perdu
.647
51.207
Tsukumo/Perdu (5% crit)
.64652.114

The auto-attack proportion of total damage is just under 2/3 for WS spamming, which seems rather low. Maybe the assumption of a critical hit bonus at 100 TP is wrong. Tsukumo/Perdu with 5% crit rate barely edges Senju/Perdu, which is similar to Fudo barely edging Senju given high pDIF.

Final thoughts

Since Tsukumo is really only acceptable in the main hand if at all, I would consider Tsukumo with DMG +5 (any other augments being gravy) for both TP-holding (Campaign) and weapon-skill spamming. Frankly, if ninja users actually cared about optimality, why weren't they using Fudo for high pDIF?

Friday, July 3, 2009

Another half-year in parses

While others hoard screenshots, I hoard parser files. Another six months, another excuse for a filler post based on parser "output." The point of this exercise is to show that parsing can be a useful summary of your activities and, in some cases, help to assess how well you are doing in aspects of the game other than mindless merit damage.

Edit (July 4): updated

An Affable Adamantking? (June 26)

Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg Spell Dmg
BLM (me) 5 0.04 % 0 0 5
BLM 1078 8.12 % 0 0 1078
DRK/DNC 2109 15.88 % 1287 526 296
DRK/NIN 10090 75.97 % 9756 0 334
Total 13282 100.00 % 11043 526 1713

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg
DRK/DNC 1287 61.02 % 12/2 85.71 % 86/134 107.25
DRK/NIN 9756 96.69 % 83/6 93.26 % 5/187 120.43
Comments: I responded to a Whitegate shout for one of the "beastmen helm" quests that hardly anyone cares about. I had done this previously with NIN/WAR and the assistance of a RDM/WHM by zoning Diamond Quadav until it was isolated from its stooges, and I was interested if they would take a different tack. Actually, their approach called for a DRK-zerg of Diamond Quadav, leaving the BLMs to preoccupy (sleep) the others, which isn't a bad idea yet they still ran out of steam. As you can see, the damage output seemed to be decent enough to pull this off. (The DRK/DNC didn't 2-hour for some reason.) Diamond Quadav being a WHM, of course Benediction ruined this attempt, especially with no attempt to separate the boss from its minions.
Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg Spell Dmg
BLM (me) 3347 19.23 % 0 0 3347
BLM 5610 32.23 % 0 0 5583
DRK/DNC 906 5.20 % 439 0 467
DRK/NIN 7544 43.34 % 2843 2659 2042
Total 17407 100.00 % 3282 2659 11439

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg
DRK/NIN 2843 37.69 % 198/74 72.79 % 0/167 13.44

Weaponskill Damage
Player WSkill Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
DRK/NIN 2659 35.25 % 12/0 100.00 % 38/525 221.58
- Vorpal Blade 2659 100.00 % 12/0 100.00 % 38/525 221.58
With Blood Weapon now unavailable, the only realistic tactic was to isolate Diamond Quadav and proceed to plink away at it with nukes and letting the DRK/NIN "tank." Unfortunately, the guy who wanted to "upgrade" the quadav barbut died without reraise and, in fact, Diamond Quadav is rather accurate for an easily-enfeebled NM, giving the DRK/NIN some trouble with shadows, so I just kited it with gravity and bind until the guy returned along with someone else on bard, making blink-tanking realistic. Meleeing was just terrible (not sure why there was a switch to 1-handed sword), but whatever gets the job done...

Farming Royal Jelly (May 7)

Experience Rates
Number of Fights : 234
Date : 5/7/2009
Party Duration : 14:14:40
Total Fight Time : 2:11:13
Avg Time/Fight : 219.15 seconds
Avg Fight Length : 33.65 seconds

Item Drops
89 beehive chip
13 serving of royal jelly
22 insect wing
6 giant stinger
Comments: For those aspiring to level cooking to 100, it's either Red Curry or Cursed Soup, the latter requiring Royal Jelly, which was inexplicably flagged "exclusive" by some asshole on the "dev team." With a glut of 20 red curries languishing on a mule and sitting somewhere above 99 skill, I tried my hand at farming this shit.

Where do you farm Royal Jelly? You can risk dying to Final Sting while farming pephredos in Wajaom Woodlands (if you melee) or mow down all the Death Jackets, all on a 14-minute respawn timer in Crawler's Nest. 234 bees later, I got a 13th Royal Jelly and I still didn't get to 100 cooking.

More Aura Statues x58 (Jan 21)

Debuff     # Times   # Successful   # No Effect   % Successful
Aspir 2 2 0 100.00 %
Bind 60 43 0 71.67 %
Gravity 117 106 2 90.60 %
Sleep 5 4 0 80.00 %
Sleep II 17 17 0 100.00 %
Stun 37 37 0 100.00 %
Comments: Aura Statues are bothersome with relatively poor enfeebling skill as I showed last time. But at this point, I am pretty sure I had all the key enfeebling pieces, including Oracle's Gloves and Enfeebling Torque, but no Witch Sash, Enfeebling Earring, or corresponding elemental grip. Even so, Gravity outright resisted 9 of 115 times. I would imagine scholar with dark arts and the appropriate equipment and merits would have little trouble enfeebling statues.

Damage mitigation on WAR/SAM with Greater Colibri

Damage Taken Summary
Player Total Dmg Damage % Melee Dmg Abil. Dmg
WAR/SAM (me) 7727 50.27 % 5660 2067
WAR/NIN 3687 23.99 % 1885 1802
DRG/SAM 1944 12.65 % 1304 640
RDM/WHM 145 0.94 % 145 0
BRD/NIN 1432 9.32 % 1432 0
BRD/WHM 437 2.84 % 437 0
Total 15372 100.00 % 10863 4509

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter %
WAR/SAM 4 3.13 % 7 5.65 % 17 15.18 %
WAR/NIN 3 3.41 % 7 8.24 % 0 0.00 %

Active Defenses
Player Shadow Shadow % Anticipate Anticipate %
WAR/SAM 0 0.00 % 62 52.99 %
WAR/NIN 56 71.79 % 0 0.00 %
DRG/SAM 0 0.00 % 3 23.08 %
BRD/NIN 54 85.71 % 0 0.00 %
Comments: Where Utsusemi is involved, in KParser the "blink" rate is the number of absorbed attacks over the total number of attacks that weren't evaded or parried. The total number includes TP moves (but not their individual hits). From experience with Greater Colibri, my rate has ranged from 82% to 90%, which seems acceptable if not a sign of hyper-vigilance in recasting Utsusemi.

Similarly, a "Seigan rate" can be calculated by substituting the sum of counters and anticipates for the number of blinked attacks. To the extent that the Seigan rate, as a measure of "active" defensive efficiency, can be maximized with judicious use of Third Eye, it could help identify room for improvement. I have yet to see any discussion about what an optimal Seigan rate might be, though.

Unfortunately, my personal insight on WAR/SAM damage mitigation consists solely of two pickup parties. The parser output above is a partial record of a short (approximately 30 minutes) March 13 merit party where I was actually allowed to sub /SAM. My Seigan rate was 79/128 = .617.
Damage Taken Summary
Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg
WAR/SAM (me) 16069 45.15 % 13888 0 2181
BRD/NIN 4669 13.12 % 4669 0 0
DRG/NIN 2780 7.81 % 1576 0 1204
BRD/WHM 176 0.49 % 176 0 0
WAR/SAM 11527 32.39 % 9227 0 2300
WHM/SCH 372 1.05 % 372 0 0
Total 35593 100.00 % 29908 0 5685

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter %
WAR/SAM (me) 10 3.02 % 10 3.12 % 40 13.11 %
BRD/NIN 9 4.39 % 0 0.00 % 0 0.00 %
DRG/NIN 4 2.37 % 10 6.06 % 0 0.00 %
WAR/SAM 9 4.84 % 9 5.08 % 16 9.94 %

Active Defenses
Player Shadow Shadow % Anticipate Anticipate %
WAR/SAM (me) 0 0.00 % 166 53.38 %
BRD/NIN 164 83.67 % 0 0.00 %
DRG/NIN 134 86.45 % 0 0.00 %
BRD/WHM 3 60.00 % 0 0.00 %
WAR/SAM 0 0.00 % 85 50.60 %
This parser output summarizes defensive efficiency from a June 17 polearm-only (hey, I was curious) merit party (82 minutes) where I was also allowed to sub /SAM. My Seigan rate was 206/311 = .662, a sign of personal improvement but also an indication that I could be more efficient as I was being rather lazy with Seigan renewal. The other WAR/SAM had a Seigan rate of 101/168 = .601. In contrast, the DRG/NIN actually outparsed both of us (draw your own conclusions) and was much more efficient defensively.

Innin could've come in handy here (April 16)

Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg
NIN/WAR 4454 100.00 % 2854 1600

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg
NIN/WAR 2854 64.08 % 87/62 58.39 % 11/43 30.64
Comments: The reaction to the upcoming (July 2009) Ninja job adjustments, particularly Innin, a new ninja ability that "lowers enmity in exchange for reduced evasion" while conferring bonuses to accuracy, critical hit rate, and ninjutsu damage "when striking your target from behind," has been mixed to put it charitably.

This combination of lower enmity (sounds like this will have the effect of lower rate of enmity increase with Innin active) and increased damage-dealing capability seems peculiar, especially since these new abilities are subject to decay per "development" team fetish. I can imagine the enmity change doesn't "decay" while the damage-dealing part does. But it could be of use in low-number activities where ninjas can still melee, provide enfeebling support, and don't have to worry about positioning, but basically concede "tanking" to a far superior DD (like monk), possibly in conjunction with thieves being unaccountable for the damage they inflict. (Oh, you call that hate control?)

The above output from an "arena-style" fight from the quest "Bonds That Never Die," is a partial picture of how feeble (my) ninja was even with sushi. Being totally outclassed by 2-handers (samurai) who ended up tanking the latter half of the fight, Innin could've helped to speed up the fight.

Okay, this is a really weak argument for Innin, but at least it's something.

An example of NW Apollyon soloing failure (May 10)

Fight #   Enemy               Start Time   End Time   Fight Length
1 Bardha 11:55 AM 11:57 AM 00:02:27
3 Mountain Buffalo 12:00 PM 12:05 PM 00:05:03
4 Mountain Buffalo 12:05 PM 12:13 PM 00:07:32
5 Apollyon Scavenger 12:15 PM 12:17 PM 00:01:40
7 Gorynich 12:20 PM 12:22 PM 00:02:14
8 Gorynich 12:22 PM 12:24 PM 00:01:32
9 Gorynich 12:26 PM 12:28 PM 00:01:42
10 Gorynich 12:31 PM 12:33 PM 00:01:54
11 Gorynich 12:36 PM 12:37 PM 00:01:38
12 Kronprinz Behemoth 12:43 PM 12:47 PM 00:04:16
13 Kronprinz Behemoth 12:50 PM 12:52 PM 00:02:26
14 Kronprinz Behemoth 12:55 PM 12:58 PM 00:02:46
15 Kaiser Behemoth 1:01 PM 1:32 PM 00:31:11

Player Spell Dmg Spell % #Spells S.Low/Hi S.Avg
- Aero IV 629 7.47 % 1 629/629 629.00
- Bio 5 0.06 % 1 5/5 5.00
- Bio II 434 5.15 % 8 16/69 54.25
- Blizzard IV 6345 75.33 % 8 770/853 793.13
- Drain 1010 11.99 % 9 35/165 112.22
Comments: This output represents a wasted opportunity to clear NW Apollyon with ease on my first legitimate attempt. You can see where I wasted a lot of time even with only two buffaloes to kill. Also, I lost valuable time by dying to Kaiser Behemoth somehow. Aspir accuracy is indeed a rate-limiting step (NW Apollyon motivated my earlier posts on Aspir), so to speak, and for some reason I managed to cast Aspir only three times in a half-hour (47, 91, 81). It seems Kaiser Behemoth can be killed in 20 minutes solo (unless the video from some jackoff hume BLM I saw was subtly sped up), so this was very disappointing to me. It's one thing to know what to do, and another to execute actually.

In later attempts, I also decided to cast three times in a "lap" around the fifth floor (Blizzard IV, Aspir, and Bio II or Drain where applicable) as opposed to the two times that others do, but this seemed counterproductive since I wasn't really inflicting damage at a faster rate with a "three-point" approach and I was exposing myself to higher risk.

Ninja, Marinara Pizza, and Temenos - Western Tower

Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg Spell Dmg Other Dmg
PLD/NIN 32083 14.21 % 25625 5980 0 371
NIN/WAR (me) 79879 35.37 % 53089 26707 0 83
DRK/NIN 53584 23.73 % 28735 21994 1960 895
RDM/WHM 7327 3.24 % 0 0 7327 0
THF/NIN 51155 22.65 % 30764 19718 0 134
SC: Detonation 833 0.37 % 0 0 0 0
SC: Scission 965 0.43 % 0 0 0 0
Total 225826 100.00 % 138213 74399 9287 1483

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
PLD/NIN 25625 79.87 % 672/121 84.74 % 0/77 35.50 56 32/112 67.11 8.33 %
NIN/WAR (me) 53089 66.46 % 1069/145 88.06 % 0/90 43.69 181 32/139 78.98 16.93 %
DRK/NIN 28735 53.63 % 252/57 81.55 % 0/222 104.41 29 138/287 187.97 11.51 %
THF/NIN 30764 60.14 % 797/72 91.71 % 0/68 28.57 140 29/381 85.67 17.57 %

Weaponskill Damage
Player WSkill Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
NIN/WAR (me) 26707 33.43 % 46/0 100.00 % 159/901 580.59
- Blade: Jin 26078 97.64 % 44/0 100.00 % 268/901 592.68
- Blade: Kamu 629 2.36 % 2/0 100.00 % 159/470 314.50

Passive Defenses
Player Evasion Evasion % Parry Parry %
BRD/WHM 1 11.11 % 0 0.00 %
PLD/NIN 13 8.28 % 3 2.08 %
NIN/WAR (me) 25 11.26 % 6 3.05 %
THF/NIN 3 15.00 % 0 0.00 %

Active Defenses
Player Shadow Shadow %
PLD/NIN 76 53.90 %
NIN/WAR (me) 152 79.58 %
DRK/NIN 3 27.27 %
THF/NIN 5 29.41 %
Comments: I had a chance to do Temenos West as NIN/WAR, so I took this opportunity to see how well I could do with Marinara Pizza (+1), which is kind of a boon for 1-handed melee since it overcomes the accuracy deficit that 1-handers face compared to 2-handers and also provides an attack bonus.

Even 44+ accuracy (estimated) wasn't enough to achieve maximum hit rate, though.
Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg
RDM/WHM 4133 1.07 % 0 0
WHM/SCH 1395 0.36 % 0 0
THF/NIN 62995 16.29 % 35352 26928
NIN/WAR 110655 28.61 % 78434 32156
WAR/NIN (me) 113930 29.45 % 72330 41287
PLD/NIN 49607 12.82 % 29385 19984
Diabolos 231 0.06 % 231 0
Garuda 34906 9.02 % 5926 0
Leviathan 72 0.02 % 72 0
Shiva 1615 0.42 % 166 0
SC: Detonation 2272 0.59 % 0 0
SC: Impaction 307 0.08 % 0 0
SC: Light 2034 0.53 % 0 0
SC: Reverberation 1676 0.43 % 0 0
SC: Scission 978 0.25 % 0 0
Total 386806 100.00 % 221896 120355

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
THF/NIN 35352 56.12 % 897/104 89.61 % 10/65 30.99 178 28/290 73.42 19.84 %
NIN/WAR 78434 70.88 % 1510/99 93.85 % 0/103 45.94 231 27/150 85.17 15.30 %
WAR/NIN (me) 72330 63.49 % 458/25 94.82 % 50/247 143.30 67 135/306 243.28 14.63 %
PLD/NIN 29385 59.24 % 797/204 79.62 % 0/88 35.23 32 42/128 76.13 4.02 %

Weaponskill Damage
Player WSkill Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
NIN/WAR 32156 29.06 % 55/0 100.00 % 220/1023 584.65
- Blade: Jin 30307 94.25 % 50/0 100.00 % 220/1023 606.14
- Blade: Kamu 1849 5.75 % 5/0 100.00 % 259/490 369.80
WAR/NIN (me) 41287 36.24 % 56/0 100.00 % 161/1615 737.27
- King's Justice 35740 86.56 % 50/0 100.00 % 161/1291 714.80

Passive Defenses
Player Evasion Evasion % Parry Parry %
RDM/WHM 1 7.14 % 0 0.00 %
THF/NIN 4 50.00 % 0 0.00 %
NIN/WAR 42 17.00 % 4 1.95 %
WAR/NIN (me) 4 5.13 % 2 2.70 %
PLD/NIN 16 11.76 % 5 4.17 %

Active Defenses
Player Shadow Shadow %
THF/NIN 3 75.00 %
NIN/WAR 165 82.09 %
WAR/NIN (me) 56 77.78 %
PLD/NIN 77 66.96 %
This other (successful) attempt to clear Temenos West involved a different NIN/WAR using Dorado Sushi. It was really annoying to see average melee and WS damage similar to mine when using Marinara +1, but this could be explained by other factors (birds have low defense, Usukane, more katana merits, more consistent application of Dia II, etc.).