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.

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