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  • Researching THF and subs.

    Hello. I'm by no means a THF, I'm mostly here gathering information and research to talk with a friend about her THF, in fact she'll probably read this. I decided to post this thread after reading a little bit from the first few pages of this job forum, and would like some feedback. I'm not looking to open any can of worms discussions here. I'm merely asking for perspective and answers, so please be civil, thank you.

    The thief itself I am fully aware of the skill ratings and the traits gained... And I have my experience with raising THF, and playing with those in PTs etc, as well as a few experiments with stats.

    Here's a few questions:
    Steal - Post below says Steal is unaffected by stats. Given the experiences I've had, and those I've witnessed this seems more correct than INT being the determining stat. What is the general thief consensus on this?
    Sneak Attack - Formula I've always heard is that Sneak Attack works by adding your Dexterity to your Weapon's Damage, then scoring a critical hit, while also granting 100% accuracy. Correct?
    Trick Attack - Formula of TA seems to be the same as SA, but adding Agility instead, and giving hate to the person whom it is used behind. I also believe 100% accuracy occurs here as well, but no critical hit is scored simply a strike with that enhanced damage pseduo-weapon. Correct?
    Treasure Hunter I - Gives additional "rolls" towards finding items, but does not increase chances of finding rare items. True/False?
    Treasure Hunter II - Gives more additional "rolls" towards finding items, but DOES increase chances of finding specifically flagged "Rare" items. True/False?

    Sub Questions:

    WAR Gives (of note):
    Provoke (10/5)
    Phys Def up 1 (20/10)
    Berserk at (30/15)
    Double Attack (50/25)
    Phys Def up 2 (60/30) (Unsure, but should follow rule of 20s)
    Phys ATK up 1 (60/30)
    Warcry (70/35)

    Obviously the important things here are Double Attack and Berserk. Due to the diminishing returns and exponential scale damage calculations of FFXI, Berserk granting a 25% ATK bonus would result in consistently higher (closer to cap damage) SATAWS combos, as well as improving the damage on the normal hits of the THF. Double attack is the big curiosity for me here. I had assumed, perhaps foolishly of me, that double attack would function with triple attack just like double attack functions with Ninja duel wield, or Monk h2h weapons. Are they incompatible? Do they prevent each other from happening? Can any hit of a triple attack trigger double attack, or can double attack hits trigger a triple attack?

    I think that the WAR subs primary concern would be gathering TP, as it would have the least haste bonus, accuracy, and TP growth of any THF sub. However, this may be untrue as combined double and triple attack may make up for it. Does it? Do you THF/WARs out there find the extra damage from your SA/TA/WS or SA/TAs with Berserk worth the slower TP growth? If possible can you give me comparable numbers, IE 500 without berserk, 600 with? Does this damage boost outweigh the TP loss? Also how easily is it for THF/WARs to voke the mob off and Perfect Dodge in an emergency to save their PT? And as an afterthought, THF/WAR is arguably the best farmer in the game, normal mobs and NMs.

    NIN gives (of note):

    Stealth (10/5)
    Duel Wield I (20/10)
    Utsusemi: Ichi (24/12)
    Resist Bind (40/20)
    Duel Wield II (50/25)
    Stealth II (50/25) - (Unsure if stealth follows the rule of 20s)
    Utsusemi: Ichi (74/37)

    This seems pretty straightforward to me. Ninja offers Stealth which helps with pulling, 15% haste, and the slightly better ATK/ACC bonuses from a secondary weapon. But it really boils down to 15% haste, slightly better pulling, and blink.

    RNG gives (of note):
    Sharpshot (1/1)
    Widescan (1/1)
    Alertness (10/5)
    Accuracy Bonus (20/10)
    Rapid Shot (30/15)
    Camouflage (40/20) (Does this work for SATA like Hide?)
    Widescan II (40/20)
    Alertness II (50/25) (Again unsure if Alertness follows rule of 20s)
    Barrage (60/30)
    Accuracy Bonus II (60/30)

    I read the thread about THF/RNG but, something that was passed over, which I felt you may wish to know, is that the RNG accuracy traits also affect melee accuracy in a very large way.

    Here's a link to a thread discussing RDM Archery, it is somewhat old, but still full of good information.

    http://ffxionline.com/forums/showthr...threadid=43704

    The most interesting information from this post, or at least pertinent to THF mains is the following.

    Quoted from Apple Pie:

    /RNG10 : +10 Accuracy/Ranged Accuracy
    /RNG30 : +12 (Total 22) Accuracy/Ranged Accuracy
    /RNG50 : +13 (Total 35) Accuracy/Ranged Accuracy

    For your reference,

    Focus (MNK25): +20 Accuracy
    Aggressor (WAR45): +25 Accuracy
    Sword Madrigal (BRD11): +15 Accuracy (Can be up to +19 with Traversiere +1)
    Great Sword Madrigal (BRD51): +25 Accuracy (Can be up to +29 with Traversiere +1)

    End Quote

    Obviously the best you can get from a RNG sub is Accuracy Bonus 2, but consider the fact that not only does it open up the abilities discussed here, but also tacks on an additional 22 melee accuracy to THF's dagger, along with opening up competent ranged attacks (including barrage and sidewinder/slugshot), widescan and alertness for pulling. So as to the value of RNG sub, just how accurate are THFs later on with their daggers? Would +22 melee accuracy result in a very marked improvement in TP gain?

    It seems to me that the most important thing for THFs is building TP, and landing powerful SATAWS's. The second most important thing for THFs is being a competent puller.

    Final Comparison:
    WAR: Gives much more powerful SATAs 60% of the time through berserk. Gives additional TP through double attack. Has arguably the worst melee accuracy. Gains abilities to help the PT though, IE Voke+PD, and Warcry for later Renkeis, and has stronger hit per hit strikes. Has less pulling ability, but has much better "tanking" ability, and could withstand taking a few hits on the run-away pull. Has moderate flexibility due to subjob abilities, and has limited support abilities such as warcry. Also gains access to some sword weaponskills not normally available to THF.

    NIN: Gains access to blink, slightly better equipment bonuses, and a 15% haste. Has stealth to assist in pulling the right mobs, and isn't likely to take damage on the run-away pull. Has slightly better accuracy compared to /WAR but much less than /RNG, hits for less per strike, but does have a 15% haste bonus which helps build TP. Easily the -least- flexible THF sub.

    RNG: Has the best pulling ability of any sub possible, but also the most fragile, and may suffer the most damage on the run-away pull. Gains additional TP through very improved accuracy in melee and ranged attack abilities, and through the use of timed abilities such as barrage. Has access to ranged weaponry, and if willing to foot the bill can drop more damage over time than their daggers my cause with them. Can utilize debuffing bolts and arrows effectively to help support the party, and gains access to RNG WS's resulting in by far the most flexibility available from any sub. This sub would require equipment changing macros to work effectively which would also cost a lot. And as an afterthought, THF/RNG is arguably tied with RNG/THF for being the best farmer of wide-popping mobs to farm, or NMs such as the Valkurm Emperor.


    So please help me out. How correct is my above analysis of the THF, and the three subs I have presented. If I've made any incorrect assumptions, what are they, and what is a more correct perspective? Thanks in advance to anyone who chooses to respond.
    Ruic the Red - Retired
    Thanks to FFXI and the community for the good times.
    Moved on to WoW.

  • #2
    RNG: Has the best pulling ability of any sub possible, but also the most fragile, and may suffer the most damage on the run-away pull. Gains additional TP through very improved accuracy in melee and ranged attack abilities, and through the use of timed abilities such as barrage. Has access to ranged weaponry, and if willing to foot the bill can drop more damage over time than their daggers my cause with them. Can utilize debuffing bolts and arrows effectively to help support the party, and gains access to RNG WS's resulting in by far the most flexibility available from any sub. This sub would require equipment changing macros to work effectively which would also cost a lot. And as an afterthought, THF/RNG is arguably tied with RNG/THF for being the best farmer of wide-popping mobs to farm, or NMs such as the Valkurm Emperor.
    Very nice and well said. But please do add that THF/RNG needs to have what ever range your using capped. Otherwise you will not get the best out of the sub and just be a THF basically...without a sub who isn't hitting the mob.
    http://www.livejournal.com/users/zandria_/
    ---
    Dra Bmyhad Ec Toehk - FF7
    ----
    Final Fantasy XI - Zandria

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    • #3
      trick attack alone can miss.
      Warning level cat face.
      ?:3
      E:
      : 3

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      • #4
        Also factor in the + Dual Weild items like the 5AA earing Suppanimoni (can't spell it even tho I have it :p) sarashi belt etc. to thf/nin

        Comment


        • #5
          I play a Thf/War.

          Triple and Double CAN occur on top of each other. It works each hit of the triple could trigger a double, and vice versa. It's fairly rare. One time, I set off an uncontrolled chain reaction. I was swinging with my dagger so fast. Imagine an 18 person alliance, getting hit by an AOE, the text scroll of my dagger hits ~ the text scroll of them taking damage. It did not last long, but I dropped the monster we were exping off of from about 33% health to dead in moments. The party was like "Holy wow!".

          Non-Berserk SA/TA/DE ~800
          Berserk SA/TA/DE ~1200
          Thf/War DE's will do more damage as well, due to Double and Triple attack. Each hit of your DE has a chance to be a Double or a Triple, making it able to do more than 6 hits, or atleast increase your hit's per WS. (I once hit an IT Peryton in an exp party for 1600 damage, *there was a BRD in the party, using Madrigal)

          TP gains, I find thf/war to be fine as far as TP is concerned. I get TP just as fast as anyone i'm SC'ing with, faster than some jobs, I usually end up waiting for the other people to get TP. With Double and Triple (Ignoring unlikely situations where they both occur) You get TP pretty quick.


          Thf/Nin has dual wield. I don't think it's worth THAT much, true if you use a 150 delay dagger in your off-hand, you will get TP pretty fast. You can also Blink yourself and not get beat on by Raptors on long pulls saving the healer some MP when you get back. I guess at 74+ 2 Blinks is a lot of fun for solo'ing/farming, I have to admit, even a thf/nin disbeliever like myself is looking forward to then, But I would still use thf/war in any EXP party, I Just don't think the marginal TP gain bonus is worth sacrificing your damage. A thf/nin may get 120% TP by the time a thf/war gets 100%. (I just remembered fighting next to another PT who was the same level as us, and they had a Thf/Nin hitting sa/ta/de for 600ish, while my sa/ta was hitting for ~500. *With berserk)


          Thf/Sam is interesting too. I played with that to test it out, you turn a 5% hit to a 6% hit 60+, and Meditate is lots of fun. (You only get back 60% TP however ) But if you're just looking at TP, thf/sam could possibly be "Better" than thf/nin. And if Thf/Sam has a Viking Shield... hmm...


          I don't know about thf/rng.
          Widescan could be usefull on some pulls, Barrage could get some nice TP back, But I don't think you'd be using any bow/gun WS's because Dancing Edge is just so sweet ^^


          /War is the best sj for exp parties IMO.
          And that's not coming from a blind hater too lazy to level subjobs. The only one I haven't used is RNG, such a pain to level RNG for me it seems ><

          Thf/Whm is great fun for farming. I find waiting for HP to heal so borring, and MP is so quick to recharge.... DS + Cure III, BAM! you're good to kill more monsters. Auto-Regen, can't complain about that either.

          Comment


          • #6
            Re: Researching THF and subs.

            Originally posted by Ruic

            Trick Attack - Formula of TA seems to be the same as SA, but adding Agility instead, and giving hate to the person whom it is used behind. I also believe 100% accuracy occurs here as well, but no critical hit is scored simply a strike with that enhanced damage pseduo-weapon. Correct?
            TA isnt 100% acc


            Warrior TP Warrior WS

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            • #7
              yea trick attack can miss but sneak doesnt.
              TaruKabob <Can I have it>

              Comment


              • #8
                Did anyone else care to post that TA can miss? No? Okay, let's not then. ^_^

                I'm the mentioned friend, and thought it was high time I gave a public thank you to Ruic for going to all this trouble. After checking out both /WAR and /RNG (with plans to try /NIN at a time when I can be more leisurely - and I am -not- paying for stacks of quivers of arrows), and while I realize I'm not exactly to the point where sub is going to make a huge amount of difference, /RNG is so far the most enjoyable for me.

                For those out there who are wanting to take the plunge and be a little different, I'd like to encourage you to give /RNG a try. You still get invites, you still SATA like nobody's business, and it's quite a multi-talented combination. I can pull, I can hunt for specific mobs and scout out party locations, and best of all I can shoot things (currently archery, later will be switching to marksmanship) and not miss, miss, miss. So basically a ranger with the ability to do a lot of damage with a dagger instead of bow, steal shiny beastcoins, trick my enemies into thinking I'm something other than what I really am, and look really good in a green baby-tee. Novel eh?

                Oh yeah, and you can actually wear the Iron Muskateer's Gambison! So sorry RNG mains! ^_~

                I have never played the "end game" so I don't know what comes after this, how gimp or not gimp I will be without a /NIN, but I'm going to see this through as long as it's amusing.

                Comment


                • #9
                  Please sticky this, this is one of the most informative posts ive read on sub-job comparison. Well writen and flame proof /em Crosses his fingers
                  "Death is nothing, but to live defeated and inglorious is to die daily.”
                  -Napoleon Bonaparte

                  Comment


                  • #10
                    Originally posted by Huck
                    I play a Thf/War.

                    Triple and Double CAN occur on top of each other.
                    Wrong. Triple and double attack can not trigger on each other. If both trigger on the same swing, triple takes priority and no doulbe attack occurs. It is not possible to get triple or double trigger on hits given by triple or double either.

                    Originally posted by Huck


                    Just don't think the marginal TP gain bonus is worth sacrificing your damage.

                    With 200 delay daggers the TP gain bonus is around 30% and obviously it is even better with even faster daggers. I don't know why you are calling that "marginal". Getting 100% TP in 60 seconds is pretty good in my opinion. With some luck I can use WS in several fuidamas in a row.

                    Warrior L30, Dragoon L45+, Thief L70+, Paladin L25+, Monk L15+, Ninja L35+ , Ranger 40+

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                    • #11
                      I tried THF/WAR on Toramas a few days ago and I was still getting TP as fast as the DRK I was SCing with, and berserk pushed my average on DEs about 150-200 higher. While I was not quite getting 100 TP every 60 seconds, it wasn't that far off. I like and use both NIN and WAR, and in my opinion they are about equal in usefulness and damage. If my static had a RNG, I'd probably stay NIN sub all the time to try to get TP as quick as possible (TP gain for NIN as the above poster said is obviously faster). Since I end up waiting for my skillchain partner though, I'll probably stay subbed WAR for a while.
                      THF 75 / SAM 75 / WAR75 / BLM 57 / RNG 46 / RDM 42 / NIN 41 / MNK 41 / BRD 38 / WHM 38 / 37 PLD / 37 DRG

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                      • #12
                        Originally posted by Omena With 200 delay daggers the TP gain bonus is around 30% and obviously it is even better with even faster daggers. I don't know why you are calling that "marginal". Getting 100% TP in 60 seconds is pretty good in my opinion. With some luck I can use WS in several fuidamas in a row.
                        I'm not trying to start an argument over this, but the numbers are a lot closer than most people are considering here. Ninja haste does not give a 15% -per hand- bonus, resulting in a total 30% haste, but it gives a total 15% bonus. Increasing your dagger speed, or using slower swords does not decrease or increase ninja's haste effectiveness. So I'm sorry to say that you're wrong.

                        THF/NIN using 200 delay daggers = 400 delay "pseudo-weapon"

                        Pre 50/25 (Ninja DW2 at 25 you will receive a 10% haste

                        Haste Calculation: 400 * (1/1.1) = 363.6 delay "pseudo-weapon"

                        Post 50/25 THF/NIN

                        Haste calculation: 400 * (1/1.15) = 347.8 delay "pseudo-weapon"

                        Even if you were to change the dagger speeds to 150, you'd still be receiving only a 15% haste from ninja post 50, and 10% before then. Just paste whatever combined delay you want into the place where I have 400.

                        This means you will be able to get TP on -average- 10% or 15% faster. But if double attack kicks in once every 8-10 swings or so, it is equalling the number of attacks given from the boost of ninja haste. Now, this argument can be taken further by considering accuracy.

                        Let's set dagger speed at 200. There are 60 frames (60 delay points) in a second. This equals 3600 frames a minute.

                        A THF/WAR attacks 18 times in a minute. (3600/200)
                        A THF/RNG attacks 18 times in a minute. (3600/200)
                        A THF/NIN attacks 20.5 times in a minute post 50. ((3600/347.8)*2 for two weapons.)

                        During the THF/WAR's 18 attacks, if he/she triggers double attack -at least- twice, the bonus from /NIN is nearly negated entirely, while the THF/WAR retains the much stronger berserked weapon skills. And THF/RNG is going to have a -much higher- accuracy, meaning it will convert more of the 18 attacks into useful TP.

                        Really what this argument boils down to in terms of combat abilities (I feel I've approached subjob abilities above.) Ninja is the most consistent, there is nothing flashy here at all, you will attack a flat 2-3 times more per minute. Warrior is the most powerful, AND can give just as much TP as /NIN through double attack. And if numbers that have been posted are true, we're looking at a 20-40% increase in raw damage from /WAR WS's 60% of the time (berserk is active 3 of every 5 minutes). And finally RNG offers sudden burst TP, and arguably through accuracy will build TP faster than a comparably equipped THF/NIN or THF/WAR on an IT monster due to accuracy bonus.

                        --- End researcher approach ---
                        --- Start personal opinion ---

                        I am flattered you consider my reseach worthy of being stickied.

                        My personal opinion from my research is that WAR and RNG are the most potent subjobs for THF. And that depending on your choice of enemy, it would be wise to keep both available. For example, high evade monsters that are weak to piercing may be your best bet for Ranger sub, or if they use defense up buffs (Acid bolts dispel this.) Whereas if you are fighting something with low evasion, but high defense, WAR may be your best choice, since you can crack that hard shell and still do critical damage.

                        But it is also my opinion you should be free to choose how to play the game. Personally I play RDM/NIN, and carry 40 pieces of equipment so that I can cast at as close to maximum effectiveness debuffs, and melee at as close to maximum ability that I can, while maintaining all my other job abilities.

                        This type of number-crunching play doesn't appeal to all. But I hope this post is at least helping answer some questions people may have, but have never asked.
                        Ruic the Red - Retired
                        Thanks to FFXI and the community for the good times.
                        Moved on to WoW.

                        Comment


                        • #13
                          2 things you didnt consider:

                          - dual wield means theres twice the chance for triple hit to trigger making it better than double hit+triple hit with /war

                          - using one dagger with 200 delay as /war is much slower tp gain than /nin using 200 delay dagger with say a 180 delay dagger offhand, even without any dual wield haste bonus

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                          • #14
                            bah... summary pls to lazy to read all that ;o
                            Race : Mithra
                            Main Job : Thief / Ranger
                            Linkshell :
                            Lunarians

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                            • #15
                              Originally posted by LunarCry

                              - dual wield means theres twice the chance for triple hit to trigger making it better than double hit+triple hit with /war
                              I don't follow. To my knowledge triple attack functions as a possibility of an individual physical attack. If you've seen double attack in action with dual wielded weapons, if double attack is triggered on your primary hand, you will swing twice with it, then once with the off-hand. Similarly if it triggers on the off hand, you'll swing once with your main hand, then twice in a row with the off-hand. THF/NIN will end up having 2.5 more chances to trigger a tripple attack in our hypothetical situation, not twice as many, as triple attack doesn't result in a triple attack with each hand. If triple attack can be triggered on hits that have been double atacked, then the difference in triple attack instances between /NIN and /WAR will be about less than 3% from my example.

                              Originally posted by LunarCry

                              - using one dagger with 200 delay as /war is much slower tp gain than /nin using 200 delay dagger with say a 180 delay dagger offhand, even without any dual wield haste bonus
                              TP is a function of delay pre-haste. This is why someone using a very large weapon gains more TP per hit than someone using a small weapon. FFXI is designed so that all classes except Samurai gain TP on an even rate over-time. However things like double attack, meditate, barrage, jump, etc, cause disruptions in this smooth TP function.

                              This is why the 999 delay weapons were re-tooled a few patches ago. MNKs were using WS's that gave them over 100% TP with the 999 delay knuckles, allowing them to endlessly weapon skill. This happened entirely because each hit of the WS was giving TP as if someone were connecting with 999 delay. SE had to fix this, and in the process they chose to bring the TP build curve back closer to a smooth function of delay, and not make it so WS dependent. This is what many people call the "Penta Nerf." This change was made so that roughly all jobs would gain TP and access to WS's over the same rate, as opposed to some jobs starting with a 50% bar from the use of a WS, and others starting with 5-10%.

                              There's absolutely no difference in TP gain per hit between /WAR and /NIN, because you're using the same weapon, with the same delay. Even if you use one heavy dagger, and one light dagger, all you are doing is applying your delay to the exact same smooth TP curve, which will correct itself to match your new combined delay. The only difference in TP gain between /WAR and /NIN is that /NIN will have a 15% haste post 50, which means more attacks which CAN be more TP, and /WAR will occasionally double attack, giving them roughly the same number of additional attacks, which CAN be more TP. The mechanics of the game suggest that if double attack is fired around ~1/9 attacks (which is very reasonable if you've ever used double attack), that the additional hits granted by Ninja sub, are provided by Warrior sub.

                              Delay is a constant in the TP function. What matters in building TP quickly are two things. How many attacks you can make, -despite- your weapon's delay over a period of time, and how many of those attacks will be hits?

                              In this simplest examination of the jobs, you have WAR and NIN offering a roughly equal number of attacks, while RNG offers a higher accuracy to land hits. Of course there are other effects from which subjob you choose, but in terms of TP and strike-per-strike examination, it boils down entirely to that.
                              Ruic the Red - Retired
                              Thanks to FFXI and the community for the good times.
                              Moved on to WoW.

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