There was another DRG/COR thread that came up previously, but it had absolutely no information in it.
What I'm looking at are comparison numbers between the performance of DRG with the COR sub relative to performace of DRG with its "normal" subs WAR and SAM on levels up to and including 75.
I'm a fairly new DRG, only 33rd level now, but I've found that in the vast majority of my low-level parties, I've been using /COR to provide the (rather awesome) Hunter's Roll for myself and party. I only get one roll and busts are bad so I've been doing the "Super Safe" rolling method where only numbers less than 6 are rerolled.
The process I've been using is to toss Hunter's Roll and shoot for: 4 (Lucky) and anything over 8. If the resulting number is anything else, I throw Chaos Roll toward the end of the fight and the refresh Hunter's as soon as my timer comes up. If I get a 4, 9, 10, or 11, I leave the roll on for its full 5 minute duration.
Now... WAR would provide me with
SAM gives me
Am I crazy?
I see two flaws:
Berserk is insanely powerful, but I also know that Berserk tends to get Dragoons into trouble with their relatively light armor, so most DRGs have to hold back on it anyway.
Third Eye/Seigan later provides damage mitigation without compromising my output nearly as much as /NIN would, and Hasso's 10% Haste is a wonderful bonus for a Haste build.
What I'm looking at are comparison numbers between the performance of DRG with the COR sub relative to performace of DRG with its "normal" subs WAR and SAM on levels up to and including 75.
I'm a fairly new DRG, only 33rd level now, but I've found that in the vast majority of my low-level parties, I've been using /COR to provide the (rather awesome) Hunter's Roll for myself and party. I only get one roll and busts are bad so I've been doing the "Super Safe" rolling method where only numbers less than 6 are rerolled.
The process I've been using is to toss Hunter's Roll and shoot for: 4 (Lucky) and anything over 8. If the resulting number is anything else, I throw Chaos Roll toward the end of the fight and the refresh Hunter's as soon as my timer comes up. If I get a 4, 9, 10, or 11, I leave the roll on for its full 5 minute duration.
Now... WAR would provide me with
- Berserk (@30) 25% Attack bonus for 3/5 minutes,
- Double Attack +10% (@50),
- Warcry (@70) 5.25% Attack bonus for 0.5/5 minutes for all members.
SAM gives me
- Store TP 10% (@20), 15% (@60)
- Third Eye (@30) 1 "shadow"
- Zanshin (@40) Mitigates 10% of Missed attacks
- Hasso (@50) +3~5 STR, +10 Acc, +10% Haste
- Meditate (@60) +60% TP every 3 minutes
- Seigan (@70), multiple "shadows"
- Hunter's Roll (@22) About ~15 Accuracy to all.
- Chaos Roll (@28) ~9% Attack bonus to all.
- Healer's Roll (@40) ~3 hMP for the mages.
- Samurai Roll (@75) ~13% Store TP for all.
Am I crazy?
I see two flaws:
Berserk is insanely powerful, but I also know that Berserk tends to get Dragoons into trouble with their relatively light armor, so most DRGs have to hold back on it anyway.
Third Eye/Seigan later provides damage mitigation without compromising my output nearly as much as /NIN would, and Hasso's 10% Haste is a wonderful bonus for a Haste build.
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