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 Post subject: Warrior theory craft
PostPosted: Sat Jul 07, 2018 11:14 pm 
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Joined: Wed Jun 06, 2018 5:32 pm
Posts: 35
Sorry, this may be unpopular since theory crafting in XI has a ban reputation.

Warrior GA weaponskills have amazing potential late game that can break away from the thf - sam/thf meta that's been going on since 2005.

Armor Break - Lowers Defense by 30% for 2min
Shield Break - Lower Evasion by 30% for 2min
Weapon break - Lower attack by 30% for 2min
Full Break - Lower eva/atk/def by 20% for 2min

So, on paper, these seem relatively nonchalant. However, if you exp with these skills, you will notice a HUGE difference. Land a shield break on IT+ and suddenly your DPS is landing 95% of hits. 30% in terms of EVA/ATK/DEF is HUGE in ffxi. So, if you read that and think that's all fun and games, you may say to yourself, "What about TP spam from HNMs because of melees?" Well, I'm not saying we need a full alliance of melee DDs with DW spamming auto attacks. However, I think with 3 wars or even just one using SA/full break, this enables a much more diversified play. The only potential issue is TP spam from monster, but I think that could be handled by having more WHMs/RDMs instead of full BLM parties in end game content.

I could go into more depth but I think this alone will create a shit thread. So, lets see what I get from this.


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 Post subject: Re: Warrior theory craft
PostPosted: Sun Jul 08, 2018 12:00 am 
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SAM melee is the meta because they don't care as much about evasion to begin with.

Also, I could be wrong, but there can only be one evasion down effect on the target at a time, right? You likely already have a SMN using Fenrir if you have that many melees, and who knows what else.

To start a fight with this debuff, your WAR would have to be /SAM for meditate.. or have a SAM around to give his TP to the WAR.

ALSO, your numbers are weird. It's not straight %s.

ALSO, some mobs are just fully resistant to the effect.

WARs should totally use these WS more often when they are effective, though. But it's just not going to work very often.

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 Post subject: Re: Warrior theory craft
PostPosted: Sun Jul 08, 2018 12:08 am 
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Joined: Tue Mar 01, 2016 9:35 pm
Posts: 173
Dont think this is really "theorycrafting" but when just talking about doing maximum DPS, in most normal situations war/sam and sam/war are going to be your best bets (only job combos that get hasso and berserk)

Not saying this makes other DDs obsolete, just they should win in most situations by a small percentage. Everything in XI varies on what you are doing, not every job will be always be ideal, but all the DDs outside of pup are fine in most situations here.


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 Post subject: Re: Warrior theory craft
PostPosted: Sun Jul 08, 2018 12:15 am 
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Posts: 230
2 Bravura WARs are all you need to have a good time, babe

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 Post subject: Re: Warrior theory craft
PostPosted: Sun Jul 08, 2018 12:40 am 
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For exp, it depends what level you’re talking about and setup. In general, just killing the mob faster is better than lowering its EVA.

For HNM’s, it might help... there’s just no real reason to feed it TP.

Also - i appreciate your opening and closing comment. If you go back to your last stupid idea, it wasn’t presented as theorycrafting. You were just plain wrong.

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 Post subject: Re: Warrior theory craft
PostPosted: Sun Jul 08, 2018 12:58 am 
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Joined: Mon Feb 26, 2018 2:26 am
Posts: 239
Sorry, but theory crafting is a pretty popular practice on this server. Also, I bring my warrior out to just about every mob in the game besides Tia/Jorm/Vrtra, and keep full break debuffs/ metatron debuff up as much as possible, even more so now, in the SMN meta we're in. I've tanked plenty of endgame things on Warrior, Faf Nid ZNM PW Kirin, Jailer of Prudence etc... Sam and Drk can tank most of it too. People mess around with all sorts of things on this server, but at the end of the day, typically, you're going for quick/efficient clean fights, especially when we're talking about grinding these mobs day in day out trying to gear up your LS. It's fun to change it up sometimes, of course, and have some fun. Don't think that just because you don't see it all the time that it's never been done.

People bring melees to high end content all the time, it's perfectly fine, as long as your support can handle it. What mobs do people want to be meleeing that they don't? Melee does excellent damage to Behe and KB, while Faf/Nid, they do god awful damage and force excessive aoe damage. It's a terrible idea to melee Tia/Jorm/Vrtra, elemental blast tp moves and wings almost kill the alliance and their roars reset tanks enmity. Sea and Sky melee is needed and does great, Dynamis as well. For the most part it's no different from retails endgame. Eventually, most groups decide it's best to go with the more efficient, controlled fight.

Also: Full Break: Lowers attack and defense by 12.5%, evasion by 20 points, and estimated to also lower accuracy by 20 points.
Shield Break: Lowers Evasion by as much as 40 if unresisted.

Don't always believe the grape vine. A couple of weeks ago someone told me they heard that STR stat was broken and did nothing.


Last edited by Ase on Sun Jul 08, 2018 6:14 pm, edited 1 time in total.

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 Post subject: Re: Warrior theory craft
PostPosted: Sun Jul 08, 2018 1:44 am 
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Joined: Tue Mar 01, 2016 10:25 pm
Posts: 182
Hum... this post seems like it may be better off in the jobs section and not the main grab bag section if you want to keep this on the first page. But we'll see how it goes.

Job section can be found:
viewforum.php?f=22

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