New Haste Cap?

Tree Cuttings used to have same graphic as my RSE sachet...

And that was what I was getting at, it's because SE didn't think it through and never did this on any other item which is what makes it so retarded. Unless this is their grand plan to prevent RMT from doing what they did with certain r/ex monster pops and pay people to camp the NM for them but even then it still doesn't make much sense as, this is SE we're talking about.
Because all the other mobs drop some other money/crafting item, LoO does not; the K.C was the only item it droped making the nm just another sea monk
 
Well you also forgetting that if they was able to duel wield "mainly drk" then you would hit your 8 cap more meaning more souleater swings, it could be exploited low dmg or not. While yes SE can do anything they want there are certain guideline they do follow one being try to keep the game from being broken. Yes they could have made it so you can't equip one when you had the other, but for some reason they did not. My guess they don't know how, or don't want to take the time to program and debug.

Or maybe they're abiding by their other standard that "all weapons created in FFXI are based on real-life or historical weapons"! I mean, that has to be it, since there's no club in recorded history that wouldn't allow you to hold ANOTHER club in your other hand...

/facepalm
 
Well you also forgetting that if they was able to duel wield "mainly drk" then you would hit your 8 cap more meaning more souleater swings, it could be exploited low dmg or not. While yes SE can do anything they want there are certain guideline they do follow one being try to keep the game from being broken. Yes they could have made it so you can't equip one when you had the other, but for some reason they did not. My guess they don't know how, or don't want to take the time to program and debug.

My guess is they gave the players the benfet of the doubt and figured no real player would dual wield [or in the case weild an octave] an octave with a KC.

How many people have you seen with that club? I'm 0/1000+? It's because its
A. a PoS
B. a PoS
C. total Garbage PoS

Making it so you could not dual wield 2 multi hit weapons would not be "breaking" the game. Breaking the game is gimping haste cap rendering the Rune Chopper useless. :nono:

case and point.
 
My guess is they gave the players the benfet of the doubt and figured no real player would dual wield [or in the case weild an octave] an octave with a KC.

How many people have you seen with that club? I'm 0/1000+? It's because its
A. a PoS
B. a PoS
C. total Garbage PoS

Making it so you could not dual wield 2 multi hit weapons would not be "breaking" the game. Breaking the game is gimping haste cap rendering the Rune Chopper useless. :nono:

case and point.
rendering it useless in a for burning not all together. Using rune chopper means that you can exchange haste gear for other gear in party. Also as earlier stated only job that meet that cap was drk it not that much of a break.
oct and k club not broken due to the limitation on oct club. just like joy/k.c is not broken. K.C/K.C2 would be broken, hitting 8 times almost every attack round.

Or maybe they're abiding by their other standard that "all weapons created in FFXI are based on real-life or historical weapons"! I mean, that has to be it, since there's no club in recorded history that wouldn't allow you to hold ANOTHER club in your other hand...

/facepalm
There is a thing called folk lore might want to research it. Again there are rules they go by not because they have to, but because they choose to. I could choose to name my fish mart "the grubby worm mart", but I doubt it be very appealing, same goes for weapons and armor and giving them historic backgrounds.
 
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rendering it useless in a for burning not all together. Using rune chopper means that you can exchange haste gear for other gear in party. Also as earlier stated only job that meet that cap was drk it not that much of a break.
oct and k club not broken due to the limitation on oct club. just like joy/k.c is not broken. K.C/K.C2 would be broken, hitting 8 times almost every attack round.

/sigh

We are arguing but agreeing with each other. I said SE should NOT
allow the two to be dual weld. Making it impossible or making a ridiculous latent that would keep anyone with half a brain from dual wielding.
 
/sigh

We are arguing but agreeing with each other. I said SE should NOT
allow the two to be dual weld. Making it impossible or making a ridiculous latent that would keep anyone with half a brain from dual wielding.
aye, that i agree with then. Guess misunderstood your last post, was just clarifying not arguing:wink:.
 
If you were to be level 72 dual wielding a Kraken and Octave Club, no club can attack 8 times? And can the Kraken Attack 7 times and the Octave 2+ in an attack round or is it a max of 8 attacks combined? Just need a little clarification.
Well, the clubs are 1-8 hits, so yes. You can't have a combination of more than 8 hits either. So if you get a 7 proc on kraken and a 2 on octave, it'd cut the octave's proc down to 1.
 
If you were to be level 72 dual wielding a Kraken and Octave Club, no club can attack 8 times? And can the Kraken Attack 7 times and the Octave 2+ in an attack round or is it a max of 8 attacks combined? Just need a little clarification.

If I remember correctly, 8 is the maximum in an attack round.
 
In reference to Asuran Fists, wouldn't you get +1 TP with a double attack?

And I just checked the math, even if you could equip two krakens, because of the attack round limit, it only increases the delayper hit even with the 20% decrease from dual wield. On average, a Kraken can hit for 4.5 attacks per attack round while dual wielding kraken/octave would be limited to 6.5. It works out to be .222x Delay of weapon per hit versus .246x Delay. Had it not been limited to 8 attacks, it would have been the opposite. Just for the record, how do people know this for fact? Seems like it'd be somewhat difficult to test what with Kraken being extremely rare/expensive and counting attack rounds (don't think a parser can do it unless custom made) can be rather time consuming.
 
In reference to Asuran Fists, wouldn't you get +1 TP with a double attack?
Asuran fists already hits 8 times, so even if it could kick in(which it can't anyways); then you'd never know by looking at the TP. It's one of the reasons why Asuran Fists is such a shitty weapon skill; the only thing saving it is it's accuracy.
 
It can but you'd never know for sure

No, it can't. You can never in Final Fantasy XI attack for more than 8 hits in any one attack volley. Not 8 connecting hits, 8 total hits. Asuran Fists is 8 hits. Double Attack cannot proc on it because then you would be attacking 9 times.
 
No, it can't. You can never in Final Fantasy XI attack for more than 8 hits in any one attack volley. Not 8 connecting hits, 8 total hits. Asuran Fists is 8 hits. Double Attack cannot proc on it because then you would be attacking 9 times.

Oh, misses do count toward that total. /durr

Carry on..
 
Lol Rune Chopper is down to 30k

I also lol'd at all the Drks with Rune Choppers in there Bazaars!
 
In reference to Asuran Fists, wouldn't you get +1 TP with a double attack?

And I just checked the math, even if you could equip two krakens, because of the attack round limit, it only increases the delayper hit even with the 20% decrease from dual wield. On average, a Kraken can hit for 4.5 attacks per attack round while dual wielding kraken/octave would be limited to 6.5. It works out to be .222x Delay of weapon per hit versus .246x Delay. Had it not been limited to 8 attacks, it would have been the opposite. Just for the record, how do people know this for fact? Seems like it'd be somewhat difficult to test what with Kraken being extremely rare/expensive and counting attack rounds (don't think a parser can do it unless custom made) can be rather time consuming.
Assuming there's an even chance of doing 1-8 hits with kraken, that leave 64 different possibilities with dual wielding them.

1/64 - 2 hits, 1+1
2/64 - 3 hits, 1+2 2+1
3/64 - 4 hits, 1+3 2+2 3+1
4/64 - 5 hits, 1+4 2+3 3+2 4+1
5/64 - 6 hits, 1+5 2+4 3+3 4+2 5+1
6/64 - 7 hits, 1+6 2+5 3+4 4+3 5+2 6+1
43/64 - 8 hits, not gonna list all of them

Averages out to 7.125 per round

Add 25% more swings from DW2 + Suppa (-20% delay gives 25% more swings, not gonna go into that math) and you have 8.90625 swings in the time you would have 9 swings on average with a lone KC.

In short fights that leads to slightly more swings due to getting the two swings at a time off the bat vs the one round without DW, in drawn out fights they come out about even in swings.

The biggest difference would be TP gain. Single wield KC gives 7.0 TP per hit, DW2 with suppa would give 5.7 TP per hit, that's a huge drop. The DoT would be about the same but the TP would be substantially lower.

The only job that could see any kind of benefit from a DW KC would be ninja because of the high DW reduction, but due to a low rating in club and crappy club ws's a ninja would be better off mainhanding a katana against mobs that they can have enough accuracy to actually use a KC against.
 
disregard this. where's the delete button...
 
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