The character motions for "/dance1," "/dance2," "/dance3" and "/dance4" emotes did not play the correct motions for Tarutaru characters.
I didn't really notice o.o
Originally Posted by Mhurron
Sometimes was unable to access the "Mog House" menu while in the Mog House.
Oh man that was getting quite annoying, going into my moghouse and waiting there like, WTF gimme access to my mogsafe you dumb little mutant cat/hippo thing.
As for /nin for Dancer, I did it until 60, after that it was /sam all the way Meditate and Store TP, its a no brainer. People can argue after 60+ that you sub /nin for some extra silly little knife that will give you like what... +5 ACC? Nothing popping a Squid/Bream/Whatever Sushi+1 can't handle. Also please correct me if im wrong, but having 2 Dagger's doesn't always necessarily mean faster TP (Atleast thats what ive been told for a long time). They could also argue shadows for pulling but nothing Third Eye can't anticipate. I don't know, while I DOOO have Ninja leveled to 37, I don't see myself using it unless im soloing or in a situation where i'd need it, especially after 70 when i can equip my Joyeuse, oohhh baby.
But on the other hand, i don't think people should totally shun the subjob, I think alot of people complain about /nin because they are too lazy/poor to level it, quest the Utsu:Ichi, or buy/BCNM the Utsusemi:Ni. It does kind of tick me off when people say they won't EVER level Ninja because they don't think they will ever need it, but when people say they won't ever level Ninja, the only thing i can hear from them is "Its not that i don't want to level it, its just im too poor/lazy too"
Because people who DO have /nin leveled will say they will only sub it for situations, but its always the people who don't have it leveled that complain the most. Just like, ok, take a few days out of your time and work on that Ninja subjob, your going to eventually need it, and please Altana, don't level it just for dual wield and never have Utsusemi, or im going to kill you.
Warriors at 50 who have /nin but no utsusemi and only dual axes with 0 GA skill ftl...but i better stop before i go off on more of a rant tangent...
But yeah... that moghouse thing really pissed me off lol... because i would be trying to go to a party and id need to grab my empress band, and id go in my moghosue and like wtf... come on, my party is waiting for me *whipwhipwhip*
But on the other hand, i don't think people should totally shun the subjob, I think alot of people complain about /nin because they are too lazy/poor to level it, quest the Utsu:Ichi, or buy/BCNM the Utsusemi:Ni
Actually I believe it stems from a long-standing hatred of using /NIN all the time for practically everything. There are people who will swear by /NIN (as in /NIN or GTFO)
Yes it's good, but it's not the be-all end-all sub. There is no such SJ for any job (even WHM/SCH >.>b)
When I leveled my dnc i solod it 90% of the way. I went DNC/NIN 24+ only for the fact the first 10-15 seconds of the battle was the mob either missing me or eating shadows. It allowed me to build "free" TP or get some steps on the mob. In the rare parties I was in (rare due to personal prefe) I would always /DRG for Jump and ATK +. @ LVL 30 JUMP/ATK+/ACC+ means you will rarely go without MP no matter what you are fighting. Also I personally didnt use dagger in a party I found that I dealt more damage and earned faster TP through H2H.
I have a really good friend ho leveled DNC and he went /DRG all the way to 60 using H2H till 40 and dagger 40+. @60 he switched to /SAM arguably the best sub for DNC. 60 free TP can be wrong. He told me it is at this level you start to become a incredible support job. Use of meditate and reverse flourish sees you rarely without TP. Adding on a wild flourish DE then recovering with meditate is an incredibley powerful tool.
Solo wise I would recomend /NIN but for party /SAM onry. The addition to TP gained for nothing from store TP 1/2 and meditate far out weighs anything other subs have to offer. You may double attack on war to 10% TP but sam gives you 7% plus w/e from meditate so its all ready ahead.
I'm not saying /nin is "the most amazing sub" out there... but comparing it to /war seems kinda silly to me. Why's that? Well, just for a moment lets leave Berserk out of the picture. It's a great ability that stands on it's own, but it doesn't significantly improve a DNC's primary resource - TP gain. The vast majority of people who defend /war sub seem to use double attack as the primary argument to justify it, anyhow.
Well, maybe I'm looking at this wrong... but isn't /nin (post lvl 20) the exact same thing as having a permanent, guaranteed to proc, double attack? Since the TP gain is lauded as the greatest benefit, rather than the added damage/stats... that makes /nin even more valuable, since it would "proc" more frequently (100%). Beyond this, subbing nin allows you to a greater deal of flexibility in your party dynamics; you can toss the Divine Waltz's and such without too much worry - you've got shadows.
Now, that all being said; I don't view /NIN as "the main sub" for DNC. I really actually like /DRG and /SAM for their ability to get TP *now* (something that could be perhaps considered a fault with your standard DNC). Just by virtue of that alone, those two jobs seem to be invaluable.
And also: I'm not standing behind /nin because I'm disallusioned about it being the 'noob crutch sub' or anything. It really kinda is. I'm downright annoyed it has to be used as frequently as it does (I got turned down from a PT last night on my MNK because I didn't have a fully lvled /NIN to pull out. I'm lvl 32! 32!! Crime of Nitney!) ... but that doesn't negate the fact that it has abilities to assist DNC in certain cases. I suppose it all comes down to what you want to do with the job and your playstyle in it. ... Which is ironic to say, because it kinda negates the entirety of my post XD
Well, maybe I'm looking at this wrong... but isn't /nin (post lvl 20) the exact same thing as having a permanent, guaranteed to proc, double attack?
That would only be true if you swung both weapons on the average delay of the two weapons, not the total delay of the two weapons. If you're dual-wielding two 300-delay weapons, you're going to swing every 600-minus-delay-reduction, not every 300-minus-delay-reduction. (With /NIN, and no enhancing equipment, that comes out to a total delay of 540 before level 50).
Compare that to Double Attack, which is about 10%. So with that same 300-delay weapon, you're getting roughly 11 attacks every 3000 delay, which is basically around 272 delay. That's very little difference in the actual delay.
But Double Attack returns the TP based on 300 delay, while Dual Wielded weapons return the TP based on the post-reduction delay. More delay means more TP per hit, so with Double Attack, you're getting the TP for a 300-delay weapon every 272, vs. getting the TP for a 270-delay weapon every 270 with Dual Wield 1.
I'm pretty sure I'm right on the concept here. If not, some mathemagician or other will surely correct me.
Ellipses on Fenrir There is no rush. If you're not willing to take your time, don't be surprised when no one wants to give you much of theirs.
<3,
. . .
Dual Weird improves DoT, not the speed of TP gain: It lower the weapon's delay. Since weapon delay is proportional to TP return for each hit, it lowers the delay without changing waepon's base dmg. Thus DW improve DoT while rate of TP gain remains the same.
Note: DW does give an extra hit (offhand) on physical WS. But how often DNC uses WS, depends on play style.
As for DNC/SAM, in theory you can use Hasso in the follow manner:
(1) Have Finishing Moves and Reverse Flourish ready, and
(2) When TP is close to 0%,
(3) Swap in any Elemental Staff, use Hasso,
(4) Swap in Dagger,
(5) Reverse Flourish (or Mediate) to gain back TP.
In the past using WAR/SAM, I confirmed that the effect of Hasso remains even if you swap to 1-handed weapon. You can still see the STR+ bonus from Hasso in the menu, and Hasso Icon at the top of screen.
Dual Weird improves DoT, not the speed of TP gain: It lower the weapon's delay. Since weapon delay is proportional to TP return for each hit, it lowers the delay without changing waepon's base dmg. Thus DW improve DoT while rate of TP gain remains the same.
Note: DW does give an extra hit (offhand) on physical WS. But how often DNC uses WS, depends on play style.
As for DNC/SAM, in theory you can use Hasso in the follow manner:
(1) Have Finishing Moves and Reverse Flourish ready, and
(2) When TP is close to 0%,
(3) Swap in any Elemental Staff, use Hasso,
(4) Swap in Dagger,
(5) Reverse Flourish (or Mediate) to gain back TP.
In the past using WAR/SAM, I confirmed that the effect of Hasso remains even if you swap to 1-handed weapon. You can still see the STR+ bonus from Hasso in the menu, and Hasso Icon at the top of screen.
If that was true then I'm sure SE fixed it by now as that would be one hell of a bug.
"I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater
That would only be true if you swung both weapons on the average delay of the two weapons, not the total delay of the two weapons. If you're dual-wielding two 300-delay weapons, you're going to swing every 600-minus-delay-reduction, not every 300-minus-delay-reduction. (With /NIN, and no enhancing equipment, that comes out to a total delay of 540 before level 50).
Compare that to Double Attack, which is about 10%. So with that same 300-delay weapon, you're getting roughly 11 attacks every 3000 delay, which is basically around 272 delay. That's very little difference in the actual delay.
But Double Attack returns the TP based on 300 delay, while Dual Wielded weapons return the TP based on the post-reduction delay. More delay means more TP per hit, so with Double Attack, you're getting the TP for a 300-delay weapon every 272, vs. getting the TP for a 270-delay weapon every 270 with Dual Wield 1.
I'm pretty sure I'm right on the concept here. If not, some mathemagician or other will surely correct me.
This makes much more sense now. I'm not entirely sure the math itself there is correct, but it sounds ok in concept. The "11 Attacks Every 3000" part is more what I'm confused about, but I'll get it in time. At any rate; Thanks. That actually seems reasonable now
This makes much more sense now. I'm not entirely sure the math itself there is correct, but it sounds ok in concept. The "11 Attacks Every 3000" part is more what I'm confused about, but I'll get it in time. At any rate; Thanks. That actually seems reasonable now
I could've been clearer about that. Double Attack has about a 10% proc rate, which means you average out to getting an extra attack for every 10 regular ones. 10 regular attacks take 3000 delay units with a 300-delay weapon, so with Double Attack you get, on average, 11 attacks in 3000 delay units.
Ellipses on Fenrir There is no rush. If you're not willing to take your time, don't be surprised when no one wants to give you much of theirs.
<3,
. . .
Dual Weird improves DoT, not the speed of TP gain: It lower the weapon's delay. Since weapon delay is proportional to TP return for each hit, it lowers the delay without changing waepon's base dmg. Thus DW improve DoT while rate of TP gain remains the same.
Reducing attack delay does reduce TP-per-hit. However, it it not accurate to say that this reduction is proportional.
Armando: Joyeuse makes for some delicious farming.
Armando: I should start coming /BLU for pure power.
Yellow Mage: Which sub gives you huge power?
Armando: That would be /WAR.
Yellow Mage: Ah, I see.
Yellow Mage: Would /Galka give you thick fat? XD
Armando: Yes, unless it's a Galka DNC, then it has a chance at having own tempo.
Armando: In Soviet Russia, L Cancels you.
Yellow Mage: Smashing like it's 1999.
Brawlers to the end.